TubeSurf

A 3D Audiosurf-style rhythm game over the video player on youtube.com. The track is generated from the music you are hearing.

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您需要先安裝使用者腳本管理器擴充功能,如 TampermonkeyUserscripts 後才能安裝該腳本。

你需要先安裝一款使用者腳本管理器擴展,比如 Tampermonkey,才能安裝此腳本

您需要先安裝使用者腳本管理器擴充功能後才能安裝該腳本。

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你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展,比如 Stylus,才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

你需要先安裝一款使用者樣式管理器擴展後才能安裝此樣式

(我已經安裝了使用者樣式管理器,讓我安裝!)

// ==UserScript==
// @name         TubeSurf
// @namespace    https://github.com/pirotechnique/TubeSurf
// @version      0.87.2
// @author       PiroTechnique
// @description  A 3D Audiosurf-style rhythm game over the video player on youtube.com. The track is generated from the music you are hearing.
// @description:zh-CN  在 youtube.com 视频播放器上叠加的 3D 音乐节奏游戏,赛道由你正在听的音乐生成。
// @description:hi     youtube.com के वीडियो प्लेयर पर चलने वाला 3D रिदम गेम। ट्रैक आपके सुने जा रहे संगीत से बनता है।
// @description:es     Un juego de ritmo 3D estilo Audiosurf sobre el reproductor de youtube.com. La pista se genera con la música que estás escuchando.
// @description:fr     Un jeu de rythme 3D façon Audiosurf par-dessus le lecteur vidéo de youtube.com. Le circuit est généré à partir de la musique que vous écoutez.
// @description:ar     لعبة إيقاع ثلاثية الأبعاد فوق مشغل الفيديو على youtube.com. يتولد المسار من الموسيقى التي تستمع إليها.
// @description:bn     youtube.com-এর ভিডিও প্লেয়ারের উপর একটি 3D রিদম গেম। আপনি যে গান শুনছেন তা থেকেই ট্র্যাক তৈরি হয়।
// @description:pt-BR  Um jogo de ritmo 3D no estilo Audiosurf sobre o player de vídeo do youtube.com. A pista é gerada a partir da música que você está ouvindo.
// @description:ru     Трёхмерная ритм-игра в стиле Audiosurf поверх видеоплеера на youtube.com. Трасса строится по музыке, которую вы слушаете.
// @description:id     Game ritme 3D bergaya Audiosurf di atas pemutar video youtube.com. Lintasannya dibuat dari musik yang sedang kamu dengar.
// @description:ro     Un joc 3D in stil Audiosurf peste playerul video de pe youtube.com. Traseul se genereaza din muzica pe care o asculti.
// @homepageURL  https://github.com/pirotechnique/TubeSurf
// @supportURL   https://github.com/pirotechnique/TubeSurf/issues
// @contributionURL https://ko-fi.com/pirotechnique
// @license      GPL-3.0-or-later
// @match        https://www.youtube.com/*
// @icon         data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADAAAAAwCAYAAABXAvmHAAAFiElEQVR42t2Z+1MbVRTH+yf0v1KrdhxnHMdxHEHqq1O106la61SttVWmVWtbKcVMYxEsgm2QttISHgmPQCAhgZAmhIQATSBv8n5t4TiXYXfvknOXbZY60O+v5IfP93Lu9+y5Z9++Z10vurmal11l7UFn2f/KTBlenS7Ba1MleN1Wgjcmi/CmpQhvTRTgbXMBakfzUGfKw7vDefhgKAeHjTk4YshCi6sIW7WcWoOT99Jw6k4Kvu5KwenOJJzRJeHsrSR837Hqr29f1V5oS9RUDf7CLFdzwM35X3JxcNBZhmrhP+7PQvd8CTAx4KG+fRXOtyXgx5sJuNia8F/6I67cyHMebv/zHk53wM3BTsAf7cvCfR9uYDv4n1sTcKklDlea49BwI6Zr1Mb2K4G37ST8MX0GHnhxA08AD43aGDRdj9k0mijbxE6fPIE//iADPQwDTwgPGk0UrjdFdXI1v+Pwn91Pg34ON1AFPPx+LQLNjZHKO7FTF3Yr/Il/09DrKaIGqoK/GoGWhrC/IiqfFjyJyv5Z3EA18K0NYbh5JQxtl8Pif2Ez558KPInKAYaBauH/uhyGjl9CWsGAmiZF4L8wZsG4WIY8tw7B9Bo0W/OSJmVw4wZUwMOtiyGxjNSePIGvgOvLCDlvdOEGVMCD7qcVEAyoLRty8ls14C4KOT/4sIAaUAP/zwXKgNqax2RwFYWcH3LiBtTA3zlPGVB7YTEZXQUh54cZBtTA36tfFg2oTRtMpGz4nB+ZwQ1g8Hc7EtCuiW4L3/0DZUBtVGIiZcPnvMmBG6Dhu/5OQCb9WPibWZ+She85FxQNqM15TMMzBSHnR6fz6G/okw8FK5OstyXGhO89SxlQA0+iEtOIoyDk/BjDAF3zmFymDBO+/wxlQA08iUpMJkdeyHnzFG6AvrCY3KYME97wbUA0oAaeRCUmcup8zo/bcQN02mCaHckw4Qe/oQwogW8y5+CusyDpsHzOYyKnzuf8hA03QEclJs9whgk//NUj0cB28JaA9IK1mXOSYQQTOXU+5y2TOfQ3dFRimhtKM+FNpygDcvDkw2yrkrk1yTCCacKeF3LeyjBA5zwm32CaCT/2JWVA7TCCyWLLCTk/acUN0DmPaX4wzYQfP7kkGlA7jGAip87nvM2CG6CbFCa/Mc2Et56gDKgdRjCRU+dz3j6RRX9DNylMC4Y0E972+aJoQC4qlQwjmGzWnJDzUwwDdJPCtDiQYsJPfUoZkMt5JcMIJrslJ+S8Yxw3QDcpTEsDKSa84zhlQK5JKRlGMJFT53N+xowboJsUpkf9KSa889iCaIAFr3QYwTQ9nhVy3jmGG6CbFKZAX4oJ7zpKGZB5JVY0jGBymLNCzj8cxac2uklhCvammPCzn/hFA3KvxEqGEUykbPicdzEM0E0K07I+yYSf+4gyIPdKrGQYwUTKhs958lWJiW5SmFb0SSa87whlQO6VWMkwgomUDZ/z5KsSHfypJoUp1JNkwvsPz4sG5F6JjYwuSg8jpeK67DBCviq3iiusSZoUWkKdCSb80oeUAblX4hu3V6FYkgLOzRYkw4jbXmlS/1tEyHnD1crP5eBoRtKkolZpUj3Or4HnuwATPvC+TzSwuZNivlV2dacgFuegVFrfgP9TG5MMI7evRcBjy0G5uA7JCAfjnYmKSWqqIw6ZUHnj5An82LmgpEnZTwcgbslugBeCJVj4NSQLv/yeT3xaJAs1lQ+tsq8Hcp/EcjkvAw8rh3zi4y7ZBu4l+NAhL4TrvNIlx8Y2cI/AR+q8/ooNDVll7hF4iL7jxdeum6vMXQ0fq/XqmFtKsofdXGXuVnhbvNYrvysme1iyytyNJ78tPC2yyiTbwN1wYZk1r0RkG0gWamQn9T/C+0nOV0Tls6j/AOjNlS2qbWrHAAAAAElFTkSuQmCC
// @grant        GM_getValue
// @grant        GM_setValue
// @grant        GM_addValueChangeListener
// @grant        unsafeWindow
// @run-at       document-idle
// ==/UserScript==

/*
 * TubeSurf - a 3D rhythm game over the YouTube player.
 * Copyright (C) 2026 PiroTechnique
 *
 * This program is free software: you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the Free
 * Software Foundation, either version 3 of the License, or (at your option)
 * any later version. It is distributed WITHOUT ANY WARRANTY; without even the
 * implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
 * See <https://www.gnu.org/licenses/> for the full text.
 *
 * Source: https://github.com/pirotechnique/TubeSurf
 *
 * Bundled: three.js | Copyright 2010-2025 Three.js Authors | MIT License
 * https://threejs.org - see LICENSE-THIRD-PARTY in the repository.
 */
(function() {
	//#region \0rolldown/runtime.js
	var __defProp = Object.defineProperty;
	var __esmMin = (fn, res, err) => () => {
		if (err) throw err[0];
		try {
			return fn && (res = fn(fn = 0)), res;
		} catch (e) {
			throw err = [e], e;
		}
	};
	var __exportAll = (all, no_symbols) => {
		let target = {};
		for (var name in all) __defProp(target, name, {
			get: all[name],
			enumerable: true
		});
		if (!no_symbols) __defProp(target, Symbol.toStringTag, { value: "Module" });
		return target;
	};
	//#endregion
	//#region src/platform/locales.generated.ts
	var LOCALES, STRINGS;
	var init_locales_generated = __esmMin((() => {
		LOCALES = [
			"en",
			"zh_CN",
			"hi",
			"es",
			"fr",
			"ar",
			"bn",
			"pt_BR",
			"ru",
			"id",
			"ro"
		];
		STRINGS = {
			"appDesc": {
				"en": "A 3D Audiosurf-style rhythm game over the video player on youtube.com. The track is generated from the music you are hearing.",
				"zh_CN": "在 youtube.com 视频播放器上叠加的 3D 音乐节奏游戏,赛道由你正在听的音乐生成。",
				"hi": "youtube.com के वीडियो प्लेयर पर चलने वाला 3D रिदम गेम। ट्रैक आपके सुने जा रहे संगीत से बनता है।",
				"es": "Un juego de ritmo 3D estilo Audiosurf sobre el reproductor de youtube.com. La pista se genera con la música que estás escuchando.",
				"fr": "Un jeu de rythme 3D façon Audiosurf par-dessus le lecteur vidéo de youtube.com. Le circuit est généré à partir de la musique que vous écoutez.",
				"ar": "لعبة إيقاع ثلاثية الأبعاد فوق مشغل الفيديو على youtube.com. يتولد المسار من الموسيقى التي تستمع إليها.",
				"bn": "youtube.com-এর ভিডিও প্লেয়ারের উপর একটি 3D রিদম গেম। আপনি যে গান শুনছেন তা থেকেই ট্র্যাক তৈরি হয়।",
				"pt_BR": "Um jogo de ritmo 3D no estilo Audiosurf sobre o player de vídeo do youtube.com. A pista é gerada a partir da música que você está ouvindo.",
				"ru": "Трёхмерная ритм-игра в стиле Audiosurf поверх видеоплеера на youtube.com. Трасса строится по музыке, которую вы слушаете.",
				"id": "Game ritme 3D bergaya Audiosurf di atas pemutar video youtube.com. Lintasannya dibuat dari musik yang sedang kamu dengar.",
				"ro": "Un joc 3D in stil Audiosurf peste playerul video de pe youtube.com. Traseul se genereaza din muzica pe care o asculti."
			},
			"score": {
				"en": "score",
				"zh_CN": "分数",
				"hi": "स्कोर",
				"es": "puntos",
				"fr": "score",
				"ar": "النتيجة",
				"bn": "স্কোর",
				"pt_BR": "pontos",
				"ru": "счёт",
				"id": "skor",
				"ro": "scor"
			},
			"combo": {
				"en": "combo",
				"zh_CN": "连击",
				"hi": "कॉम्बो",
				"es": "combo",
				"fr": "combo",
				"ar": "تتابع",
				"bn": "কম্বো",
				"pt_BR": "combo",
				"ru": "комбо",
				"id": "kombo",
				"ro": "combo"
			},
			"bpm": {
				"en": "bpm",
				"zh_CN": "bpm",
				"hi": "bpm",
				"es": "bpm",
				"fr": "bpm",
				"ar": "bpm",
				"bn": "bpm",
				"pt_BR": "bpm",
				"ru": "bpm",
				"id": "bpm",
				"ro": "bpm"
			},
			"record": {
				"en": "best",
				"zh_CN": "最高",
				"hi": "रिकॉर्ड",
				"es": "récord",
				"fr": "record",
				"ar": "الأفضل",
				"bn": "সেরা",
				"pt_BR": "recorde",
				"ru": "рекорд",
				"id": "rekor",
				"ro": "record"
			},
			"soundTitle": {
				"en": "Sound",
				"zh_CN": "声音",
				"hi": "ध्वनि",
				"es": "Sonido",
				"fr": "Son",
				"ar": "الصوت",
				"bn": "শব্দ",
				"pt_BR": "Som",
				"ru": "Звук",
				"id": "Suara",
				"ro": "Sunet"
			},
			"soundOn": {
				"en": "Sound on",
				"zh_CN": "声音已开",
				"hi": "ध्वनि चालू",
				"es": "Sonido activado",
				"fr": "Son activé",
				"ar": "الصوت مفعّل",
				"bn": "শব্দ চালু",
				"pt_BR": "Som ligado",
				"ru": "Звук включён",
				"id": "Suara aktif",
				"ro": "Sunet pornit"
			},
			"soundOff": {
				"en": "Sound off",
				"zh_CN": "声音已关",
				"hi": "ध्वनि बंद",
				"es": "Sonido desactivado",
				"fr": "Son coupé",
				"ar": "الصوت مغلق",
				"bn": "শব্দ বন্ধ",
				"pt_BR": "Som desligado",
				"ru": "Звук выключен",
				"id": "Suara mati",
				"ro": "Sunet oprit"
			},
			"settingsTitle": {
				"en": "Settings",
				"zh_CN": "设置",
				"hi": "सेटिंग्स",
				"es": "Ajustes",
				"fr": "Réglages",
				"ar": "الإعدادات",
				"bn": "সেটিংস",
				"pt_BR": "Ajustes",
				"ru": "Настройки",
				"id": "Pengaturan",
				"ro": "Setari"
			},
			"exitTitle": {
				"en": "Exit (Esc)",
				"zh_CN": "退出 (Esc)",
				"hi": "बाहर निकलें (Esc)",
				"es": "Salir (Esc)",
				"fr": "Quitter (Esc)",
				"ar": "خروج (Esc)",
				"bn": "প্রস্থান (Esc)",
				"pt_BR": "Sair (Esc)",
				"ru": "Выход (Esc)",
				"id": "Keluar (Esc)",
				"ro": "Iesi (Esc)"
			},
			"playTitle": {
				"en": "Play TubeSurf",
				"zh_CN": "开始 TubeSurf",
				"hi": "TubeSurf खेलें",
				"es": "Jugar a TubeSurf",
				"fr": "Jouer à TubeSurf",
				"ar": "العب TubeSurf",
				"bn": "TubeSurf খেলুন",
				"pt_BR": "Jogar TubeSurf",
				"ru": "Играть в TubeSurf",
				"id": "Main TubeSurf",
				"ro": "Joaca TubeSurf"
			},
			"stopTitle": {
				"en": "Stop TubeSurf (Esc)",
				"zh_CN": "停止 TubeSurf (Esc)",
				"hi": "TubeSurf रोकें (Esc)",
				"es": "Detener TubeSurf (Esc)",
				"fr": "Arrêter TubeSurf (Esc)",
				"ar": "إيقاف TubeSurf (Esc)",
				"bn": "TubeSurf বন্ধ করুন (Esc)",
				"pt_BR": "Parar TubeSurf (Esc)",
				"ru": "Остановить TubeSurf (Esc)",
				"id": "Hentikan TubeSurf (Esc)",
				"ro": "Opreste TubeSurf (Esc)"
			},
			"statusListening": {
				"en": "listening for the beat...",
				"zh_CN": "正在寻找节拍…",
				"hi": "बीट सुन रहे हैं...",
				"es": "buscando el ritmo...",
				"fr": "à l'écoute du rythme...",
				"ar": "أستمع إلى الإيقاع...",
				"bn": "বিট খোঁজা হচ্ছে...",
				"pt_BR": "procurando o ritmo...",
				"ru": "слушаю ритм...",
				"id": "mendengarkan ketukan...",
				"ro": "ascult ritmul..."
			},
			"statusPaused": {
				"en": "paused",
				"zh_CN": "已暂停",
				"hi": "रुका हुआ",
				"es": "en pausa",
				"fr": "en pause",
				"ar": "متوقف",
				"bn": "বিরতি",
				"pt_BR": "pausado",
				"ru": "пауза",
				"id": "jeda",
				"ro": "pauza"
			},
			"statusAd": {
				"en": "ad - paused",
				"zh_CN": "广告 - 已暂停",
				"hi": "विज्ञापन - रुका हुआ",
				"es": "anuncio - en pausa",
				"fr": "publicité - en pause",
				"ar": "إعلان - متوقف",
				"bn": "বিজ্ঞাপন - বিরতি",
				"pt_BR": "anúncio - pausado",
				"ru": "реклама - пауза",
				"id": "iklan - jeda",
				"ro": "reclama - pauza"
			},
			"eventJammed": {
				"en": "lane jammed  -$1",
				"zh_CN": "车道堵死  -$1",
				"hi": "लेन जाम  -$1",
				"es": "carril bloqueado  -$1",
				"fr": "voie bloquée  -$1",
				"ar": "المسار مسدود  -$1",
				"bn": "লেন আটকে গেছে  -$1",
				"pt_BR": "pista travada  -$1",
				"ru": "полоса забита  -$1",
				"id": "jalur macet  -$1",
				"ro": "banda blocata  -$1"
			},
			"tip": {
				"en": "Enjoying it? Buy me a coffee",
				"zh_CN": "玩得开心吗?请我喝杯咖啡",
				"hi": "पसंद आया? मुझे एक कॉफ़ी पिलाएँ",
				"es": "¿Te gusta? Invítame un café",
				"fr": "Ça vous plaît ? Offrez-moi un café",
				"ar": "أعجبتك اللعبة؟ اشترِ لي قهوة",
				"bn": "ভালো লাগছে? আমাকে এক কাপ কফি খাওয়ান",
				"pt_BR": "Curtiu? Me paga um café",
				"ru": "Нравится? Купите мне кофе",
				"id": "Suka? Traktir aku kopi",
				"ro": "Iti place? Cinsteste-ma cu o cafea"
			},
			"difficulty": {
				"en": "Difficulty",
				"zh_CN": "难度",
				"hi": "कठिनाई",
				"es": "Dificultad",
				"fr": "Difficulté",
				"ar": "الصعوبة",
				"bn": "কঠিনতা",
				"pt_BR": "Dificuldade",
				"ru": "Сложность",
				"id": "Kesulitan",
				"ro": "Dificultate"
			},
			"easy": {
				"en": "Easy",
				"zh_CN": "简单",
				"hi": "आसान",
				"es": "Fácil",
				"fr": "Facile",
				"ar": "سهل",
				"bn": "সহজ",
				"pt_BR": "Fácil",
				"ru": "Легко",
				"id": "Mudah",
				"ro": "Usor"
			},
			"normal": {
				"en": "Normal",
				"zh_CN": "普通",
				"hi": "सामान्य",
				"es": "Normal",
				"fr": "Normal",
				"ar": "عادي",
				"bn": "সাধারণ",
				"pt_BR": "Normal",
				"ru": "Средне",
				"id": "Normal",
				"ro": "Normal"
			},
			"hard": {
				"en": "Hard",
				"zh_CN": "困难",
				"hi": "कठिन",
				"es": "Difícil",
				"fr": "Difficile",
				"ar": "صعب",
				"bn": "কঠিন",
				"pt_BR": "Difícil",
				"ru": "Сложно",
				"id": "Sulit",
				"ro": "Greu"
			},
			"easyHint": {
				"en": "a stroll",
				"zh_CN": "轻松散步",
				"hi": "आराम से",
				"es": "un paseo",
				"fr": "une balade",
				"ar": "نزهة",
				"bn": "সহজ পথ",
				"pt_BR": "um passeio",
				"ru": "прогулка",
				"id": "santai",
				"ro": "plimbare"
			},
			"normalHint": {
				"en": "balanced",
				"zh_CN": "平衡",
				"hi": "संतुलित",
				"es": "equilibrado",
				"fr": "équilibré",
				"ar": "متوازن",
				"bn": "সুষম",
				"pt_BR": "equilibrado",
				"ru": "сбалансировано",
				"id": "seimbang",
				"ro": "echilibrat"
			},
			"hardHint": {
				"en": "fast",
				"zh_CN": "快速",
				"hi": "तेज़",
				"es": "rápido",
				"fr": "rapide",
				"ar": "سريع",
				"bn": "দ্রুত",
				"pt_BR": "rápido",
				"ru": "быстро",
				"id": "cepat",
				"ro": "rapid"
			},
			"style": {
				"en": "Style",
				"zh_CN": "风格",
				"hi": "शैली",
				"es": "Estilo",
				"fr": "Style",
				"ar": "النمط",
				"bn": "স্টাইল",
				"pt_BR": "Estilo",
				"ru": "Стиль",
				"id": "Gaya",
				"ro": "Stil"
			},
			"themeNeon": {
				"en": "Neon",
				"zh_CN": "霓虹",
				"hi": "नियॉन",
				"es": "Neón",
				"fr": "Néon",
				"ar": "نيون",
				"bn": "নিয়ন",
				"pt_BR": "Neon",
				"ru": "Неон",
				"id": "Neon",
				"ro": "Neon"
			},
			"themeNeonHint": {
				"en": "additive glow, magenta and cyan",
				"zh_CN": "叠加辉光,品红与青色",
				"hi": "चमकदार ग्लो, मैजेंटा और सियान",
				"es": "brillo aditivo, magenta y cian",
				"fr": "lueur additive, magenta et cyan",
				"ar": "توهج مضاف، أرجواني وسماوي",
				"bn": "উজ্জ্বল আভা, ম্যাজেন্টা ও সায়ান",
				"pt_BR": "brilho aditivo, magenta e ciano",
				"ru": "аддитивное свечение, маджента и циан",
				"id": "cahaya aditif, magenta dan sian",
				"ro": "stralucire aditiva, magenta si cyan"
			},
			"themeTron": {
				"en": "Solid light",
				"zh_CN": "实体光",
				"hi": "सॉलिड लाइट",
				"es": "Luz sólida",
				"fr": "Lumière solide",
				"ar": "ضوء صلب",
				"bn": "সলিড লাইট",
				"pt_BR": "Luz sólida",
				"ru": "Плотный свет",
				"id": "Cahaya padat",
				"ro": "Solid"
			},
			"themeTronHint": {
				"en": "opaque surfaces, hot edges",
				"zh_CN": "不透明表面,炽热边缘",
				"hi": "अपारदर्शी सतहें, चमकीले किनारे",
				"es": "superficies opacas, bordes encendidos",
				"fr": "surfaces opaques, arêtes incandescentes",
				"ar": "أسطح معتمة وحواف متوهجة",
				"bn": "অস্বচ্ছ পৃষ্ঠ, উজ্জ্বল প্রান্ত",
				"pt_BR": "superfícies opacas, bordas quentes",
				"ru": "непрозрачные поверхности, раскалённые края",
				"id": "permukaan solid, tepi menyala",
				"ro": "suprafete opace, muchii incinse"
			},
			"themeGlass": {
				"en": "Glass",
				"zh_CN": "玻璃",
				"hi": "ग्लास",
				"es": "Cristal",
				"fr": "Verre",
				"ar": "زجاج",
				"bn": "কাচ",
				"pt_BR": "Vidro",
				"ru": "Стекло",
				"id": "Kaca",
				"ro": "Sticla"
			},
			"themeGlassHint": {
				"en": "frosted panels, more video showing",
				"zh_CN": "磨砂面板,视频更清晰",
				"hi": "फ्रॉस्टेड पैनल, वीडियो ज़्यादा दिखे",
				"es": "paneles esmerilados, se ve más el vídeo",
				"fr": "panneaux dépolis, la vidéo reste visible",
				"ar": "ألواح ضبابية، الفيديو أوضح",
				"bn": "ফ্রস্টেড প্যানেল, ভিডিও বেশি দেখা যায়",
				"pt_BR": "painéis foscos, o vídeo aparece mais",
				"ru": "матовые панели, видео виднее",
				"id": "panel buram, video lebih terlihat",
				"ro": "panouri mate, clipul se vede mai mult"
			},
			"position": {
				"en": "Position",
				"zh_CN": "位置",
				"hi": "स्थिति",
				"es": "Posición",
				"fr": "Position",
				"ar": "الموضع",
				"bn": "অবস্থান",
				"pt_BR": "Posição",
				"ru": "Положение",
				"id": "Posisi",
				"ro": "Pozitie"
			},
			"alignLeft": {
				"en": "Left",
				"zh_CN": "左侧",
				"hi": "बाएँ",
				"es": "Izquierda",
				"fr": "Gauche",
				"ar": "يسار",
				"bn": "বাঁ",
				"pt_BR": "Esquerda",
				"ru": "Слева",
				"id": "Kiri",
				"ro": "Stanga"
			},
			"alignCenter": {
				"en": "Center",
				"zh_CN": "居中",
				"hi": "बीच में",
				"es": "Centro",
				"fr": "Centre",
				"ar": "وسط",
				"bn": "মাঝে",
				"pt_BR": "Centro",
				"ru": "По центру",
				"id": "Tengah",
				"ro": "Centru"
			},
			"alignRight": {
				"en": "Right",
				"zh_CN": "右侧",
				"hi": "दाएँ",
				"es": "Derecha",
				"fr": "Droite",
				"ar": "يمين",
				"bn": "ডান",
				"pt_BR": "Direita",
				"ru": "Справа",
				"id": "Kanan",
				"ro": "Dreapta"
			},
			"positionHint": {
				"en": "the HUD moves to the free side",
				"zh_CN": "HUD 会移到空出的一侧",
				"hi": "HUD खाली तरफ चला जाता है",
				"es": "el HUD se mueve al lado libre",
				"fr": "le HUD passe du côté libre",
				"ar": "تنتقل واجهة المعلومات إلى الجهة الفارغة",
				"bn": "HUD খালি দিকে সরে যায়",
				"pt_BR": "o HUD vai para o lado livre",
				"ru": "HUD переезжает на свободную сторону",
				"id": "HUD pindah ke sisi yang kosong",
				"ro": "HUD-ul trece pe partea libera"
			},
			"sizeLabel": {
				"en": "Size",
				"zh_CN": "大小",
				"hi": "आकार",
				"es": "Tamaño",
				"fr": "Taille",
				"ar": "الحجم",
				"bn": "আকার",
				"pt_BR": "Tamanho",
				"ru": "Размер",
				"id": "Ukuran",
				"ro": "Dimensiune"
			},
			"opacity": {
				"en": "Opacity",
				"zh_CN": "不透明度",
				"hi": "अपारदर्शिता",
				"es": "Opacidad",
				"fr": "Opacité",
				"ar": "العتامة",
				"bn": "অস্বচ্ছতা",
				"pt_BR": "Opacidade",
				"ru": "Непрозрачность",
				"id": "Opasitas",
				"ro": "Opacitate"
			},
			"opacityLow": {
				"en": "transparent",
				"zh_CN": "透明",
				"hi": "पारदर्शी",
				"es": "transparente",
				"fr": "transparent",
				"ar": "شفاف",
				"bn": "স্বচ্ছ",
				"pt_BR": "transparente",
				"ru": "прозрачно",
				"id": "transparan",
				"ro": "transparent"
			},
			"opacityHigh": {
				"en": "opaque",
				"zh_CN": "不透明",
				"hi": "अपारदर्शी",
				"es": "opaco",
				"fr": "opaque",
				"ar": "معتم",
				"bn": "অস্বচ্ছ",
				"pt_BR": "opaco",
				"ru": "плотно",
				"id": "buram",
				"ro": "opac"
			},
			"popupFooter": {
				"en": "Applies instantly on open tabs.",
				"zh_CN": "会立即应用到已打开的标签页。",
				"hi": "खुले हुए टैब पर तुरंत लागू होता है।",
				"es": "Se aplica al instante en las pestañas abiertas.",
				"fr": "S'applique immédiatement aux onglets ouverts.",
				"ar": "يُطبَّق فورًا على علامات التبويب المفتوحة.",
				"bn": "খোলা ট্যাবে সঙ্গে সঙ্গে প্রয়োগ হয়।",
				"pt_BR": "Aplica na hora nas abas abertas.",
				"ru": "Применяется сразу на открытых вкладках.",
				"id": "Langsung berlaku di tab yang terbuka.",
				"ro": "Se aplica imediat pe tab-urile deschise."
			}
		};
	})), __vitePreload;
	var init_preload_helper = __esmMin((() => {
		__vitePreload = function preload(baseModule, deps, importerUrl) {
			let promise = Promise.resolve();
			function handlePreloadError(err) {
				const e = new Event("vite:preloadError", { cancelable: true });
				e.payload = err;
				window.dispatchEvent(e);
				if (!e.defaultPrevented) throw err;
			}
			return promise.then((res) => {
				for (const item of res || []) {
					if (item.status !== "rejected") continue;
					handlePreloadError(item.reason);
				}
				return baseModule().catch(handlePreloadError);
			});
		};
	}));
	//#endregion
	//#region src/game/config.ts
	function setDifficulty(level) {
		Object.assign(TUNE, DIFFICULTY[level] ?? DIFFICULTY.normal);
	}
	function setSound(on) {
		SOUND.on = on;
	}
	function setAlign(align) {
		ALIGN.side = align === "left" ? -1 : align === "right" ? 1 : 0;
	}
	function setSize(size) {
		SIZE.value = Math.max(.4, Math.min(1, size || 1));
	}
	/** Fraction of the player's width the track actually covers on screen. */
	function playWidth() {
		return (ALIGN.side === 0 ? 1 : ALIGN_SPAN) * SIZE.value;
	}
	/**
	* Left edge of the play area, as a fraction of the player's width.
	*
	* Aligned play is pinned to its edge rather than centred on a fixed point: with
	* the point fixed, shrinking the game pulled it *away* from the side it was
	* supposed to be on, and at 0.5x it ended up floating with a wide gap to the
	* frame. Centred play keeps whatever is left over split evenly.
	*/
	function playLeft() {
		const w = playWidth();
		if (ALIGN.side === 0) return (1 - w) / 2;
		return ALIGN.side < 0 ? 0 : 1 - w;
	}
	/** Where the middle of the track sits, as a fraction of the player's width. */
	function alignCentre() {
		return playLeft() + playWidth() / 2;
	}
	/**
	* Field-of-view trim for aligned play. A narrower slice of canvas is a narrower
	* window on the same scene, so without this the road would run out the sides of
	* it near the bottom of the frame, cut off by a straight vertical line.
	*/
	function alignZoom() {
		return ALIGN.side === 0 ? 1 : 1.08;
	}
	function setOpacity(value) {
		OPACITY.value = Math.max(.2, Math.min(2, value || 1));
	}
	function laneX(lane) {
		return (lane - (CFG.laneCount - 1) / 2) * CFG.laneWidth;
	}
	/** Which grid column a free-floating x belongs to. */
	function laneOf(x) {
		const lane = Math.round(x / CFG.laneWidth + (CFG.laneCount - 1) / 2);
		return Math.max(0, Math.min(CFG.laneCount - 1, lane));
	}
	var CFG, DIFFICULTY, TUNE, SOUND, ALIGN, ALIGN_SPAN, SIZE, OPACITY, LEVELS, TRACK_LENGTH, TRACK_HALF;
	var init_config = __esmMin((() => {
		CFG = {
			/** Lanes are indexed 0..2, centre lane is 1. */
			laneCount: 3,
			laneWidth: 2.4,
			/** World units per second at rest, and how much loud passages add. */
			baseSpeed: 26,
			/** Seconds for the speed to follow the music. Too fast and objects visibly
			*  warp, since they are positioned by time remaining rather than by distance. */
			speedLerp: .55,
			/** Vertical undulation of the road, one full wave per bar. */
			hillAmp: 2.7,
			/**
			* Lateral snaking. Always zero at the ship and growing with distance, so the
			* track visibly curves with the music without ever moving a hitbox.
			*/
			bendBase: .9,
			bendEnergy: 2.4,
			/** How far the melody line may wander per beat, in lane widths. */
			pathStep: .62,
			/** Beats the melody line holds a lane before committing to a move. */
			holdMin: 2,
			holdMax: 5,
			/**
			* Lanes an obstacle must keep away from any point landing at the same moment.
			* 2 means never in a neighbouring lane, so grabbing a point never requires
			* brushing past an obstacle. Separation along the track comes for free: an
			* obstacle allowed to sit near a point laterally is at least half a beat
			* away, which is several car lengths of road.
			*/
			minGapLanes: 2,
			/**
			* Share of the points the generator would otherwise place that actually land.
			* Thins the track without touching its shape: the melody line still wanders
			* the same way and still decides every lane, it just stops putting a slab on
			* every beat it visits.
			*/
			pointRate: .7,
			/**
			* World units two slabs in the same lane have to keep between them. Items
			* sharing a moment are already held apart by minGapLanes, but the beat grid
			* is re-estimated while the song plays: a re-anchored beat can arrive half a
			* beat early and land on top of the previous off-beat. Boxes are ~1 unit
			* deep, so this leaves a visible strip of road between them.
			*/
			minSpawnGap: 2.2,
			/** Free lateral movement - the ship is not tied to lane centres. */
			steerAccel: 96,
			/** Velocity kept per 1/60 s while coasting. */
			steerDamp: .82,
			maxSteerSpeed: 26,
			/** Seconds for the ship to reach the pointer. Small = the ship IS the mouse. */
			pointerLag: .022,
			/**
			* Fraction of the player's width that covers the whole track. Below 1 the
			* mouse is geared up: mapping the full width felt like lag, because crossing
			* the track meant dragging the cursor most of the way across the video.
			*/
			pointerSpan: .5,
			edgeMargin: .45,
			/**
			* Collision is by distance: the ship moves freely, the slabs sit on lane
			* centres and are ~0.9 of a lane wide, so these track their half-widths.
			*/
			collectRadius: 1.15,
			obstacleRadius: 1.3,
			/** Base level for every game sound. Deliberately quiet - the music is the point. */
			sfxVolume: .015,
			/** Match grid: one column per lane, stacked from the bottom. */
			gridRows: 5,
			groupMin: 3,
			/** Group score is cellScore * size^2 / groupMin, so 6 cells beat two 3s. */
			cellScore: 12,
			/** Cost of jamming a lane so badly that it has to be wiped. */
			jamPenalty: 150,
			maxMultiplier: 8,
			/**
			* Global multiplier on every game opacity. 1 = the tuned baseline; higher
			* makes the track read harder over bright video. Clamped at fully opaque.
			*/
			alpha: 1.25,
			/** Colours (synthwave, tuned for additive blending over video). */
			color: {
				orbA: 5108735,
				orbB: 16733144,
				obstacle: 16722766,
				lane: 9067519,
				rung: 2807039,
				ship: 10353663,
				beat: 16770669
			}
		};
		DIFFICULTY = {
			easy: {
				travelTime: 3.7,
				obstacleBase: .12,
				obstacleEnergy: .18,
				obstacleOffBeat: .28,
				bareBeat: .09,
				groupDelay: 1.61,
				speedBoost: 20,
				junkLife: 13,
				comboPerStep: 8,
				scoreScale: 1
			},
			normal: {
				/**
				* How long an object is visible before it reaches the ship - the real
				* reaction-time knob, and the only one that still bites during loud
				* passages, where obstacle density saturates against the lane-gap rule.
				*/
				travelTime: 3.3,
				/** Obstacle chance per beat = base + energy * energyScale. */
				obstacleBase: .2,
				obstacleEnergy: .3,
				/** Off-beat obstacles, as a fraction of the on-beat chance. */
				obstacleOffBeat: .4,
				/** Share of beats that carry an obstacle instead of a point. */
				bareBeat: .14,
				/** Seconds a group of >=3 stays open before it cashes in. */
				groupDelay: 1.44,
				/** How much loud passages add to the base speed. */
				speedBoost: 26,
				/** Seconds an obstacle occupies its cell before rotting away. */
				junkLife: 16,
				/** Collections per multiplier step. Fewer on hard: streaks break more. */
				comboPerStep: 7,
				/**
				* Multiplier on every banked group. Without it, easy strictly dominates
				* the per-video record: more points, longer feed windows, fewer combo
				* breaks. Calibrated so a clean hard run modestly outscores a clean easy
				* run, so the record rewards playing up, not switching down.
				*/
				scoreScale: 1.3
			},
			hard: {
				travelTime: 2.35,
				/**
				* Base under energy on purpose: with the constant term dominating, a
				* quiet verse on hard was denser than normal's loudest chorus and the
				* track stopped following the song - which is the whole game.
				*/
				obstacleBase: .34,
				obstacleEnergy: .62,
				obstacleOffBeat: .56,
				bareBeat: .24,
				groupDelay: 1.05,
				speedBoost: 30,
				/**
				* Long, but not the old 30: junk that outlives two combo cycles turned
				* one graze into a board-pollution spiral on the densest setting.
				*/
				junkLife: 20,
				comboPerStep: 5,
				scoreScale: 1.8
			}
		};
		TUNE = { ...DIFFICULTY.normal };
		SOUND = { on: true };
		ALIGN = { side: 0 };
		ALIGN_SPAN = .68;
		SIZE = { value: 1 };
		OPACITY = { value: 1 };
		LEVELS = Object.values(DIFFICULTY);
		TRACK_LENGTH = Math.max(...LEVELS.map((l) => l.travelTime)) * (CFG.baseSpeed + Math.max(...LEVELS.map((l) => l.speedBoost)));
		TRACK_HALF = CFG.laneCount * CFG.laneWidth / 2 - CFG.edgeMargin;
	}));
	//#endregion
	//#region src/audio/engine.ts
	function getGraph(el) {
		let g = graphs.get(el);
		if (!g) {
			const ctx = new AudioContext();
			const source = ctx.createMediaElementSource(el);
			source.connect(ctx.destination);
			g = {
				ctx,
				source
			};
			graphs.set(el, g);
		}
		return g;
	}
	var graphs, FLOOR_DB, AudioEngine;
	var init_engine = __esmMin((() => {
		graphs = /* @__PURE__ */ new WeakMap();
		FLOOR_DB = -90;
		AudioEngine = class {
			ctx;
			source;
			analyser;
			spec;
			prev;
			bands;
			/** Only bins below ~8 kHz contribute to flux; the top end is mostly hiss. */
			fluxBins;
			energy = 0;
			disposed = false;
			constructor(video) {
				const g = getGraph(video);
				this.ctx = g.ctx;
				this.source = g.source;
				this.analyser = this.ctx.createAnalyser();
				this.analyser.fftSize = 2048;
				this.analyser.smoothingTimeConstant = .5;
				this.source.disconnect();
				this.source.connect(this.analyser);
				this.analyser.connect(this.ctx.destination);
				const bins = this.analyser.frequencyBinCount;
				this.spec = new Float32Array(bins);
				this.prev = new Float32Array(bins).fill(FLOOR_DB);
				const binHz = this.ctx.sampleRate / this.analyser.fftSize;
				const range = (lo, hi) => ({
					i0: Math.max(1, Math.floor(lo / binHz)),
					i1: Math.min(bins - 1, Math.ceil(hi / binHz)),
					peak: .02,
					value: 0
				});
				this.bands = [
					range(30, 160),
					range(160, 2e3),
					range(2e3, 8e3)
				];
				this.fluxBins = Math.min(bins - 1, Math.ceil(8e3 / binHz));
			}
			resume() {
				return this.ctx.state === "suspended" ? this.ctx.resume() : Promise.resolve();
			}
			read() {
				const spec = this.spec;
				this.analyser.getFloatFrequencyData(spec);
				let flux = 0;
				for (let i = 1; i < this.fluxBins; i++) {
					const cur = spec[i] > FLOOR_DB ? spec[i] : FLOOR_DB;
					const d = cur - this.prev[i];
					if (d > 0) flux += d;
					this.prev[i] = cur;
				}
				flux /= this.fluxBins;
				for (const b of this.bands) {
					let sum = 0;
					for (let i = b.i0; i <= b.i1; i++) {
						const db = spec[i] > FLOOR_DB ? spec[i] : FLOOR_DB;
						sum += Math.pow(10, db / 20);
					}
					const amp = sum / (b.i1 - b.i0 + 1);
					b.peak = Math.max(amp, b.peak * .9985);
					b.value = Math.min(1, amp / (b.peak + 1e-9));
				}
				const [bass, mid, treble] = this.bands;
				const raw = bass.value * .5 + mid.value * .35 + treble.value * .15;
				this.energy += (raw - this.energy) * .08;
				return {
					flux,
					bass: bass.value,
					mid: mid.value,
					treble: treble.value,
					energy: this.energy
				};
			}
			/** Puts the audio back on its direct path. Never closes the context. */
			dispose() {
				if (this.disposed) return;
				this.disposed = true;
				try {
					this.analyser.disconnect();
					this.source.disconnect();
					this.source.connect(this.ctx.destination);
				} catch {}
			}
		};
	}));
	//#endregion
	//#region src/audio/beat.ts
	var HOP, WINDOW, MIN_LAG, MAX_LAG, PRIOR_CENTER, PRIOR_WIDTH, BeatTracker;
	var init_beat = __esmMin((() => {
		HOP = .01;
		WINDOW = 800;
		MIN_LAG = 34;
		MAX_LAG = 86;
		PRIOR_CENTER = 120;
		PRIOR_WIDTH = .45;
		BeatTracker = class {
			/** Seconds per beat. */
			period = .5;
			/** Audio-clock time of a known beat; the grid is anchor + k * period. */
			anchor = 0;
			bpm = 120;
			/** 0..1. Below ~0.2 the grid is a guess, but a steady guess still plays fine. */
			confidence = 0;
			env = [];
			envT0 = 0;
			nextSample = 0;
			prevTime = 0;
			prevFlux = 0;
			lastEstimate = 0;
			started = false;
			reset(now) {
				this.env.length = 0;
				this.envT0 = now;
				this.nextSample = now + HOP;
				this.prevTime = now;
				this.prevFlux = 0;
				this.anchor = now;
				this.confidence = 0;
				this.lastEstimate = now;
				this.started = true;
			}
			/** Feed one onset-strength reading. Called every frame; resampled internally. */
			push(flux, now) {
				if (!this.started || now < this.envT0 - .5) {
					this.reset(now);
					this.prevTime = now;
					this.prevFlux = flux;
					return;
				}
				const span = now - this.prevTime;
				let guard = 0;
				while (now >= this.nextSample && guard++ < 32) {
					const u = span > 1e-6 ? (this.nextSample - this.prevTime) / span : 1;
					this.env.push(this.prevFlux + (flux - this.prevFlux) * Math.max(0, Math.min(1, u)));
					this.nextSample += HOP;
					if (this.env.length > WINDOW) {
						this.env.shift();
						this.envT0 += HOP;
					}
				}
				if (guard >= 32) this.nextSample = now + HOP;
				this.prevTime = now;
				this.prevFlux = flux;
				if (now - this.lastEstimate > .4 && this.env.length >= 300) {
					this.estimate();
					this.lastEstimate = now;
				}
			}
			/** First beat of the predicted grid strictly after `t`. */
			nextBeatAfter(t) {
				const k = Math.floor((t - this.anchor) / this.period) + 1;
				return this.anchor + k * this.period;
			}
			/**
			* Folds the envelope onto a candidate period, most recent bars weighted
			* highest. Returns where the beat sits (samples back from the newest one)
			* and how concentrated the energy is at that point.
			*/
			fold(lag) {
				const env = this.env;
				const n = env.length;
				let best = -Infinity;
				let offset = 0;
				let total = 0;
				for (let o = 0; o < lag; o++) {
					let s = 0;
					let w = 1;
					for (let idx = n - 1 - o; idx >= 0; idx -= lag) {
						s += env[idx] * w;
						w *= .85;
					}
					total += s;
					if (s > best) {
						best = s;
						offset = o;
					}
				}
				const mean = total / lag;
				return {
					offset,
					sharpness: mean > 1e-9 ? best / mean : 1
				};
			}
			estimate() {
				const env = this.env;
				const n = env.length;
				let mean = 0;
				for (let i = 0; i < n; i++) mean += env[i];
				mean /= n;
				const a = new Float64Array(n);
				let power = 0;
				for (let i = 0; i < n; i++) {
					a[i] = env[i] - mean;
					power += a[i] * a[i];
				}
				if (power < 1e-9) {
					this.confidence = 0;
					return;
				}
				const corr = /* @__PURE__ */ new Float64Array(88);
				for (let lag = MIN_LAG; lag <= MAX_LAG; lag++) {
					let s = 0;
					for (let i = lag; i < n; i++) s += a[i] * a[i - lag];
					corr[lag] = s / (n - lag);
				}
				const candidates = [];
				for (let lag = 35; lag < MAX_LAG; lag++) {
					if (corr[lag] < corr[lag - 1] || corr[lag] < corr[lag + 1]) continue;
					const bpm = 60 / (lag * HOP);
					candidates.push({
						lag,
						score: corr[lag] * Math.exp(-.5 * Math.pow(Math.log2(bpm / PRIOR_CENTER) / PRIOR_WIDTH, 2))
					});
				}
				if (candidates.length === 0) {
					this.confidence = 0;
					return;
				}
				candidates.sort((x, y) => y.score - x.score);
				let bestLag = 0;
				let bestOffset = 0;
				let bestRank = -Infinity;
				for (const c of candidates.slice(0, 4)) {
					const fold = this.fold(c.lag);
					const rank = c.score * fold.sharpness;
					if (rank > bestRank) {
						bestRank = rank;
						bestLag = c.lag;
						bestOffset = fold.offset;
					}
				}
				const peak = corr[bestLag];
				this.confidence = peak > 0 ? Math.max(0, Math.min(1, (peak * (n - bestLag) / power - .1) / .5)) : 0;
				if (peak <= 0) return;
				const y0 = corr[bestLag - 1];
				const y2 = corr[bestLag + 1];
				const denom = y0 - 2 * peak + y2;
				const delta = denom !== 0 ? Math.max(-.5, Math.min(.5, .5 * (y0 - y2) / denom)) : 0;
				const period = (bestLag + delta) * HOP;
				const lastBeat = this.envT0 + (n - 1 - bestOffset) * HOP;
				const jumped = Math.abs(period - this.period) / this.period > .08;
				this.period = jumped ? period : this.period + (period - this.period) * .3;
				this.bpm = 60 / this.period;
				if (jumped || this.confidence <= 0) this.anchor = lastBeat;
				else {
					const k = Math.round((lastBeat - this.anchor) / this.period);
					const aligned = this.anchor + k * this.period;
					this.anchor = aligned + (lastBeat - aligned) * .35;
				}
			}
		};
	}));
	//#endregion
	//#region src/audio/sfx.ts
	var LADDER, ROOT, Sfx;
	var init_sfx = __esmMin((() => {
		init_config();
		LADDER = [
			0,
			3,
			5,
			7,
			10,
			12,
			15,
			17,
			19,
			22,
			24
		];
		ROOT = 523.25;
		Sfx = class {
			ctx;
			constructor(ctx) {
				this.ctx = ctx;
			}
			collect(combo) {
				if (!SOUND.on || this.ctx.state !== "running") return;
				const t = this.ctx.currentTime;
				const step = LADDER[Math.min(LADDER.length - 1, Math.max(0, combo - 1))];
				const freq = ROOT * Math.pow(2, step / 12);
				const gain = this.ctx.createGain();
				gain.gain.setValueAtTime(1e-4, t);
				gain.gain.exponentialRampToValueAtTime(CFG.sfxVolume, t + .004);
				gain.gain.exponentialRampToValueAtTime(1e-4, t + .15);
				gain.connect(this.ctx.destination);
				for (const [type, mult, level] of [[
					"triangle",
					1,
					1
				], [
					"sine",
					2,
					.4
				]]) {
					const osc = this.ctx.createOscillator();
					osc.type = type;
					osc.frequency.setValueAtTime(freq * mult, t);
					const voice = this.ctx.createGain();
					voice.gain.value = level;
					osc.connect(voice).connect(gain);
					osc.start(t);
					osc.stop(t + .18);
					osc.onended = () => {
						voice.disconnect();
						osc.disconnect();
					};
				}
				window.setTimeout(() => gain.disconnect(), 400);
			}
			/**
			* Hitting an obstacle: a bright click on top of a low thud.
			*
			* The thud alone sat at 48-160 Hz, right where the music's own bass masks it,
			* so at this volume it was effectively inaudible. The click carries the
			* information; the thud gives it weight.
			*/
			hit() {
				if (!SOUND.on || this.ctx.state !== "running") return;
				const t = this.ctx.currentTime;
				const gain = this.ctx.createGain();
				gain.gain.setValueAtTime(1e-4, t);
				gain.gain.exponentialRampToValueAtTime(CFG.sfxVolume * 1.3, t + .004);
				gain.gain.exponentialRampToValueAtTime(1e-4, t + .26);
				gain.connect(this.ctx.destination);
				const voices = [];
				const thud = this.ctx.createOscillator();
				thud.type = "sine";
				thud.frequency.setValueAtTime(170, t);
				thud.frequency.exponentialRampToValueAtTime(46, t + .2);
				voices.push(thud);
				const click = this.ctx.createOscillator();
				click.type = "square";
				click.frequency.setValueAtTime(880, t);
				click.frequency.exponentialRampToValueAtTime(240, t + .05);
				const clickGain = this.ctx.createGain();
				clickGain.gain.setValueAtTime(.5, t);
				clickGain.gain.exponentialRampToValueAtTime(1e-4, t + .06);
				click.connect(clickGain).connect(gain);
				voices.push(click);
				thud.connect(gain);
				for (const osc of voices) {
					osc.start(t);
					osc.stop(t + .28);
					osc.onended = () => osc.disconnect();
				}
				window.setTimeout(() => {
					clickGain.disconnect();
					gain.disconnect();
				}, 600);
			}
			/** A group cashing in: a short major chord, wider the bigger the group. */
			clear(size) {
				if (!SOUND.on || this.ctx.state !== "running") return;
				const t = this.ctx.currentTime;
				const voices = [
					0,
					4,
					7,
					12
				].slice(0, Math.min(4, 2 + Math.floor((size - CFG.groupMin) / 2)));
				const root = ROOT * Math.pow(2, Math.min(12, size - CFG.groupMin) / 12);
				const gain = this.ctx.createGain();
				gain.gain.setValueAtTime(1e-4, t);
				gain.gain.exponentialRampToValueAtTime(CFG.sfxVolume * 1.6, t + .01);
				gain.gain.exponentialRampToValueAtTime(1e-4, t + .45);
				gain.connect(this.ctx.destination);
				voices.forEach((semi, i) => {
					const osc = this.ctx.createOscillator();
					osc.type = "triangle";
					osc.frequency.setValueAtTime(root * Math.pow(2, semi / 12), t + i * .03);
					const voice = this.ctx.createGain();
					voice.gain.value = .7 / voices.length;
					osc.connect(voice).connect(gain);
					osc.start(t + i * .03);
					osc.stop(t + .5);
					osc.onended = () => {
						voice.disconnect();
						osc.disconnect();
					};
				});
				window.setTimeout(() => gain.disconnect(), 800);
			}
		};
	}));
	//#endregion
	//#region src/i18n.ts
	/**
	* Taken once, on the first string anyone asks for, and reused from then on.
	*
	* Not at module load: the userscript build reaches this module through an
	* import cycle, and at load time the host's string table may not have been
	* assigned yet - which used to leave the whole HUD showing raw keys. First
	* use is still startup, so the guarantee above is intact.
	*/
	function snapshot() {
		if (cache) return cache;
		cache = /* @__PURE__ */ new Map();
		for (const key of KEYS) {
			const text = message(key);
			if (text) cache.set(key, text);
		}
		return cache;
	}
	function t(key, ...subs) {
		const cached = snapshot();
		let template = cached.get(key);
		if (template === void 0) {
			template = message(key) || void 0;
			if (template) cached.set(key, template);
		}
		if (!template) return key;
		return subs.length ? template.replace("$1", subs[0]) : template;
	}
	var KEYS, cache;
	var init_i18n = __esmMin((() => {
		init_userscript();
		KEYS = [
			"playTitle",
			"stopTitle",
			"score",
			"combo",
			"bpm",
			"record",
			"tip",
			"soundTitle",
			"soundOn",
			"soundOff",
			"settingsTitle",
			"exitTitle",
			"statusListening",
			"statusPaused",
			"statusAd",
			"eventJammed",
			"difficulty",
			"easy",
			"normal",
			"hard",
			"style",
			"themeNeon",
			"themeTron",
			"themeGlass",
			"position",
			"alignLeft",
			"alignCenter",
			"alignRight",
			"sizeLabel",
			"opacity"
		];
		cache = null;
	}));
	//#endregion
	//#region src/game/grid.ts
	var NEIGHBOURS, Grid;
	var init_grid = __esmMin((() => {
		init_config();
		NEIGHBOURS = [
			[1, 0],
			[-1, 0],
			[0, 1],
			[0, -1]
		];
		Grid = class {
			cols = CFG.laneCount;
			rows = CFG.gridRows;
			cells = [];
			nextId = 1;
			/** Per open group: time left, and the size it had when we last looked. */
			deadlines = /* @__PURE__ */ new Map();
			/**
			* Scratch for groups()/update(), reused so the per-frame pass allocates
			* nothing but the group arrays themselves - this runs every frame next to
			* live video decode, where GC pauses are the enemy.
			*/
			seen = new Uint8Array(this.cols * this.rows);
			packed = new Array(this.cols).fill(false);
			live = /* @__PURE__ */ new Set();
			constructor() {
				this.reset();
			}
			reset() {
				this.cells = Array.from({ length: this.cols }, () => Array.from({ length: this.rows }, () => null));
				this.deadlines.clear();
				this.nextId = 1;
			}
			cellAt(col, row) {
				return this.cells[col][row];
			}
			/**
			* Drops one item into a lane, making room if there is none.
			*
			* Anything landing on a full lane breaks it open: whichever group is sitting
			* there cashes in on the spot, and if there is no group to cash, the lane is
			* wiped at a price. Nothing is ever silently dropped.
			*
			* Returns whatever had to be cleared to make room.
			*/
			add(col, kind) {
				const lane = Math.max(0, Math.min(this.cols - 1, col));
				const column = this.cells[lane];
				let forced = null;
				if (column.indexOf(null) < 0) {
					const group = this.groupTouching(lane);
					forced = group ? this.remove(group, "group") : this.remove(column.map((_, row) => ({
						col: lane,
						row
					})), "wipe");
				}
				const row = column.indexOf(null);
				if (row < 0) return forced;
				column[row] = {
					kind,
					id: this.nextId++,
					pending: false,
					urgency: 0,
					life: kind === "junk" ? TUNE.junkLife : 0,
					fade: 1
				};
				return forced;
			}
			/** The biggest cashable group with a cell in this lane. */
			groupTouching(col) {
				let best = null;
				for (const group of this.groups()) {
					if (group.length < CFG.groupMin) continue;
					if (!group.some((p) => p.col === col)) continue;
					if (!best || group.length > best.length) best = group;
				}
				return best;
			}
			/**
			* Advances every open countdown. Returns a group if one just cashed in -
			* at most one per frame, so the coordinates handed back are never stale.
			*/
			update(dt) {
				for (const column of this.cells) for (const cell of column) {
					if (!cell) continue;
					cell.pending = false;
					cell.urgency = 0;
					if (cell.kind === "junk") {
						cell.life -= dt;
						cell.fade = Math.max(0, Math.min(1, cell.life / (TUNE.junkLife * .5)));
					}
				}
				const packed = this.packed;
				for (let col = 0; col < this.cols; col++) packed[col] = this.cells[col].every((cell) => cell?.kind === "orb");
				const live = this.live;
				live.clear();
				let victim = null;
				let victimForced = false;
				for (const group of this.groups()) {
					if (group.length < CFG.groupMin) continue;
					let key = Infinity;
					for (const p of group) key = Math.min(key, this.cells[p.col][p.row].id);
					live.add(key);
					const prev = this.deadlines.get(key);
					const fed = prev !== void 0 && group.length > prev.size;
					const left = prev === void 0 || fed ? TUNE.groupDelay : prev.left - dt;
					const forced = group.some((p) => packed[p.col]);
					if (forced && !victimForced || left <= 0 && !victim) {
						victim = {
							group,
							key
						};
						victimForced ||= forced;
					}
					this.deadlines.set(key, {
						left,
						size: group.length
					});
					for (const p of group) {
						const cell = this.cells[p.col][p.row];
						cell.pending = true;
						cell.urgency = 1 - Math.max(0, left) / TUNE.groupDelay;
					}
				}
				for (const key of this.deadlines.keys()) if (!live.has(key)) this.deadlines.delete(key);
				if (victim) {
					this.deadlines.delete(victim.key);
					return this.remove(victim.group, "group");
				}
				return this.rot();
			}
			/**
			* Obstacles vanish once their life runs out. Groups never sweep them - an
			* obstacle is a scar you wait out, not something a good run erases.
			*/
			rot() {
				const dead = [];
				for (let col = 0; col < this.cols; col++) for (let row = 0; row < this.rows; row++) {
					const cell = this.cells[col][row];
					if (cell?.kind === "junk" && cell.life <= 0) dead.push({
						col,
						row
					});
				}
				return dead.length ? this.remove(dead, "purge") : null;
			}
			/** Connected components of orb cells, 4-way. Runs every frame: no strings. */
			groups() {
				const seen = this.seen;
				seen.fill(0);
				const out = [];
				for (let col = 0; col < this.cols; col++) for (let row = 0; row < this.rows; row++) {
					if (seen[col * this.rows + row] || this.cells[col][row]?.kind !== "orb") continue;
					const group = [];
					const stack = [{
						col,
						row
					}];
					seen[col * this.rows + row] = 1;
					while (stack.length) {
						const p = stack.pop();
						group.push(p);
						for (const [dc, dr] of NEIGHBOURS) {
							const c = p.col + dc;
							const r = p.row + dr;
							if (c < 0 || c >= this.cols || r < 0 || r >= this.rows) continue;
							if (seen[c * this.rows + r] || this.cells[c][r]?.kind !== "orb") continue;
							seen[c * this.rows + r] = 1;
							stack.push({
								col: c,
								row: r
							});
						}
					}
					out.push(group);
				}
				return out;
			}
			/** Empties the given cells, then lets each lane fall back to the front. */
			remove(cells, kind) {
				for (const p of cells) this.cells[p.col][p.row] = null;
				for (const column of this.cells) {
					const kept = column.filter((c) => c !== null);
					for (let row = 0; row < this.rows; row++) column[row] = kept[row] ?? null;
				}
				return {
					kind,
					size: cells.length,
					cells
				};
			}
		};
	}));
	//#endregion
	//#region src/game/road.ts
	var SAMPLE, BEHIND, RoadProfile;
	var init_road = __esmMin((() => {
		SAMPLE = .08;
		BEHIND = 1.5;
		RoadProfile = class {
			hills = [];
			bends = [];
			startTime = 0;
			endTime = 0;
			hillPhase = 0;
			bendPhase = 0;
			/** Bend of the road under the ship, subtracted so it never moves a hitbox. */
			bendZero = 0;
			reset(now) {
				this.hills = [0];
				this.bends = [0];
				this.startTime = now - BEHIND;
				this.endTime = this.startTime;
				this.hillPhase = 0;
				this.bendPhase = 0;
				this.bendZero = 0;
			}
			/** Builds road out to `until`, using the music as it is right now. */
			extend(until, shape) {
				if (this.hills.length === 0) this.reset(until);
				let guard = 0;
				while (this.endTime < until && guard++ < 512) {
					this.hillPhase += SAMPLE * 2 * Math.PI / Math.max(.2, shape.hillPeriod);
					this.bendPhase += SAMPLE * 2 * Math.PI / Math.max(.2, shape.bendPeriod);
					this.hills.push(shape.hillAmp * Math.sin(this.hillPhase));
					this.bends.push(shape.bendAmp * Math.sin(this.bendPhase));
					this.endTime += SAMPLE;
				}
			}
			/** Drops road that is well behind the ship, and re-anchors the bend. */
			focus(now) {
				while (this.startTime < now - BEHIND && this.hills.length > 2) {
					this.hills.shift();
					this.bends.shift();
					this.startTime += SAMPLE;
				}
				this.bendZero = this.sample(this.bends, now);
			}
			hillAt(t) {
				return this.sample(this.hills, t);
			}
			bendAt(t) {
				return this.sample(this.bends, t) - this.bendZero;
			}
			sample(values, t) {
				const i = (t - this.startTime) / SAMPLE;
				if (!(i > 0)) return values[0] ?? 0;
				const last = values.length - 1;
				if (i >= last) return values[last] ?? 0;
				const k = Math.floor(i);
				const f = i - k;
				const w = f * f * (3 - 2 * f);
				return values[k] + (values[k + 1] - values[k]) * w;
			}
		};
	}));
	//#endregion
	//#region node_modules/three/build/three.core.js
	/**
	* @license
	* Copyright 2010-2026 Three.js Authors
	* SPDX-License-Identifier: MIT
	*/
	/**
	* This type represents mouse buttons and interaction types in context of controls.
	*
	* @typedef {Object} ConstantsMouse
	* @property {number} MIDDLE - The left mouse button.
	* @property {number} LEFT - The middle mouse button.
	* @property {number} RIGHT - The right mouse button.
	* @property {number} ROTATE - A rotate interaction.
	* @property {number} DOLLY - A dolly interaction.
	* @property {number} PAN - A pan interaction.
	**/
	/**
	* This type represents touch interaction types in context of controls.
	*
	* @typedef {Object} ConstantsTouch
	* @property {number} ROTATE - A rotate interaction.
	* @property {number} PAN - A pan interaction.
	* @property {number} DOLLY_PAN - The dolly-pan interaction.
	* @property {number} DOLLY_ROTATE - A dolly-rotate interaction.
	**/
	/**
	* This type represents the different timestamp query types.
	*
	* @typedef {Object} ConstantsTimestampQuery
	* @property {string} COMPUTE - A `compute` timestamp query.
	* @property {string} RENDER - A `render` timestamp query.
	**/
	/**
	* Represents the different interpolation sampling types.
	*
	* @typedef {Object} ConstantsInterpolationSamplingType
	* @property {string} PERSPECTIVE - Perspective-correct interpolation.
	* @property {string} LINEAR - Linear interpolation.
	* @property {string} FLAT - Flat interpolation.
	*/
	/**
	* Represents the different interpolation sampling modes.
	*
	* @typedef {Object} ConstantsInterpolationSamplingMode
	* @property {string} NORMAL - Normal sampling mode.
	* @property {string} CENTROID - Centroid sampling mode.
	* @property {string} SAMPLE - Sample-specific sampling mode.
	* @property {string} FIRST - Flat interpolation using the first vertex.
	* @property {string} EITHER - Flat interpolation using either vertex.
	*/
	/**
	* Checks if an array contains values that require Uint32 representation.
	*
	* This function determines whether the array contains any values >= 65535,
	* which would require a Uint32Array rather than a Uint16Array for proper storage.
	* The function iterates from the end of the array, assuming larger values are
	* typically located at the end.
	*
	* @private
	* @param {Array<number>} array - The array to check.
	* @return {boolean} True if the array contains values >= 65535, false otherwise.
	*/
	function arrayNeedsUint32(array) {
		for (let i = array.length - 1; i >= 0; --i) if (array[i] >= 65535) return true;
		return false;
	}
	/**
	* Returns `true` if the given object is a typed array.
	*
	* @param {any} array - The object to check.
	* @return {boolean} Whether the given object is a typed array.
	*/
	function isTypedArray(array) {
		return ArrayBuffer.isView(array) && !(array instanceof DataView);
	}
	/**
	* Creates an XHTML element with the specified tag name.
	*
	* This function uses the XHTML namespace to create DOM elements,
	* ensuring proper element creation in XML-based contexts.
	*
	* @private
	* @param {string} name - The tag name of the element to create (e.g., 'canvas', 'div').
	* @return {HTMLElement} The created XHTML element.
	*/
	function createElementNS(name) {
		return document.createElementNS("http://www.w3.org/1999/xhtml", name);
	}
	/**
	* Creates a canvas element configured for block display.
	*
	* This is a convenience function that creates a canvas element with
	* display style set to 'block', which is commonly used in three.js
	* rendering contexts to avoid inline element spacing issues.
	*
	* @return {HTMLCanvasElement} A canvas element with display set to 'block'.
	*/
	function createCanvasElement() {
		const canvas = createElementNS("canvas");
		canvas.style.display = "block";
		return canvas;
	}
	/**
	* Logs an informational message with the 'THREE.' prefix.
	*
	* If a custom console function is set via setConsoleFunction(), it will be used
	* instead of the native console.log. The first parameter is treated as the
	* method name and is automatically prefixed with 'THREE.'.
	*
	* @param {...any} params - The message components. The first param is used as
	*                          the method name and prefixed with 'THREE.'.
	*/
	function log(...params) {
		const message = "THREE." + params.shift();
		if (_setConsoleFunction) _setConsoleFunction("log", message, ...params);
		else console.log(message, ...params);
	}
	/**
	* Enhances log/warn/error messages related to TSL.
	*
	* @param {Array<any>} params - The original message parameters.
	* @returns {Array<any>} The filtered and enhanced message parameters.
	*/
	function enhanceLogMessage(params) {
		const message = params[0];
		if (typeof message === "string" && message.startsWith("TSL:")) {
			const stackTrace = params[1];
			if (stackTrace && stackTrace.isStackTrace) params[0] += " " + stackTrace.getLocation();
			else params[1] = "Stack trace not available. Enable \"THREE.Node.captureStackTrace\" to capture stack traces.";
		}
		return params;
	}
	/**
	* Logs a warning message with the 'THREE.' prefix.
	*
	* If a custom console function is set via setConsoleFunction(), it will be used
	* instead of the native console.warn. The first parameter is treated as the
	* method name and is automatically prefixed with 'THREE.'.
	*
	* @param {...any} params - The message components. The first param is used as
	*                          the method name and prefixed with 'THREE.'.
	*/
	function warn(...params) {
		params = enhanceLogMessage(params);
		const message = "THREE." + params.shift();
		if (_setConsoleFunction) _setConsoleFunction("warn", message, ...params);
		else {
			const stackTrace = params[0];
			if (stackTrace && stackTrace.isStackTrace) console.warn(stackTrace.getError(message));
			else console.warn(message, ...params);
		}
	}
	/**
	* Logs an error message with the 'THREE.' prefix.
	*
	* If a custom console function is set via setConsoleFunction(), it will be used
	* instead of the native console.error. The first parameter is treated as the
	* method name and is automatically prefixed with 'THREE.'.
	*
	* @param {...any} params - The message components. The first param is used as
	*                          the method name and prefixed with 'THREE.'.
	*/
	function error(...params) {
		params = enhanceLogMessage(params);
		const message = "THREE." + params.shift();
		if (_setConsoleFunction) _setConsoleFunction("error", message, ...params);
		else {
			const stackTrace = params[0];
			if (stackTrace && stackTrace.isStackTrace) console.error(stackTrace.getError(message));
			else console.error(message, ...params);
		}
	}
	/**
	* Logs a warning message only once, preventing duplicate warnings.
	*
	* This function maintains an internal cache of warning messages and will only
	* output each unique warning message once. Useful for warnings that may be
	* triggered repeatedly but should only be shown to the user once.
	*
	* @param {...any} params - The warning message components.
	*/
	function warnOnce(...params) {
		const message = params.join(" ");
		if (message in _cache) return;
		_cache[message] = true;
		warn(...params);
	}
	/**
	* Asynchronously probes for WebGL sync object completion.
	*
	* This function creates a promise that resolves when the WebGL sync object
	* signals completion or rejects if the sync operation fails. It uses polling
	* at the specified interval to check the sync status without blocking the
	* main thread. This is useful for GPU-CPU synchronization in WebGL contexts.
	*
	* @private
	* @param {WebGL2RenderingContext} gl - The WebGL rendering context.
	* @param {WebGLSync} sync - The WebGL sync object to wait for.
	* @param {number} interval - The polling interval in milliseconds.
	* @return {Promise<void>} A promise that resolves when the sync completes or rejects if it fails.
	*/
	function probeAsync(gl, sync, interval) {
		return new Promise(function(resolve, reject) {
			function probe() {
				switch (gl.clientWaitSync(sync, gl.SYNC_FLUSH_COMMANDS_BIT, 0)) {
					case gl.WAIT_FAILED:
						reject();
						break;
					case gl.TIMEOUT_EXPIRED:
						setTimeout(probe, interval);
						break;
					default: resolve();
				}
			}
			setTimeout(probe, interval);
		});
	}
	/**
	* Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
	* (universally unique identifier).
	*
	* @return {string} The UUID.
	*/
	function generateUUID() {
		const d0 = Math.random() * 4294967295 | 0;
		const d1 = Math.random() * 4294967295 | 0;
		const d2 = Math.random() * 4294967295 | 0;
		const d3 = Math.random() * 4294967295 | 0;
		return (_lut[d0 & 255] + _lut[d0 >> 8 & 255] + _lut[d0 >> 16 & 255] + _lut[d0 >> 24 & 255] + "-" + _lut[d1 & 255] + _lut[d1 >> 8 & 255] + "-" + _lut[d1 >> 16 & 15 | 64] + _lut[d1 >> 24 & 255] + "-" + _lut[d2 & 63 | 128] + _lut[d2 >> 8 & 255] + "-" + _lut[d2 >> 16 & 255] + _lut[d2 >> 24 & 255] + _lut[d3 & 255] + _lut[d3 >> 8 & 255] + _lut[d3 >> 16 & 255] + _lut[d3 >> 24 & 255]).toLowerCase();
	}
	/**
	* Clamps the given value between min and max.
	*
	* @param {number} value - The value to clamp.
	* @param {number} min - The min value.
	* @param {number} max - The max value.
	* @return {number} The clamped value.
	*/
	function clamp(value, min, max) {
		return Math.max(min, Math.min(max, value));
	}
	/**
	* Computes the Euclidean modulo of the given parameters that
	* is `( ( n % m ) + m ) % m`.
	*
	* @param {number} n - The first parameter.
	* @param {number} m - The second parameter.
	* @return {number} The Euclidean modulo.
	*/
	function euclideanModulo(n, m) {
		return (n % m + m) % m;
	}
	/**
	* Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
	* for the given value. `a2` must be greater than `a1`.
	*
	* @param {number} x - The value to be mapped.
	* @param {number} a1 - Minimum value for range A.
	* @param {number} a2 - Maximum value for range A.
	* @param {number} b1 - Minimum value for range B.
	* @param {number} b2 - Maximum value for range B.
	* @return {number} The mapped value.
	*/
	function mapLinear(x, a1, a2, b1, b2) {
		return b1 + (x - a1) * (b2 - b1) / (a2 - a1);
	}
	/**
	* Returns the percentage in the closed interval `[0, 1]` of the given value
	* between the start and end point.
	*
	* @param {number} x - The start point
	* @param {number} y - The end point.
	* @param {number} value - A value between start and end.
	* @return {number} The interpolation factor.
	*/
	function inverseLerp(x, y, value) {
		if (x !== y) return (value - x) / (y - x);
		else return 0;
	}
	/**
	* Returns a value linearly interpolated from two known points based on the given interval -
	* `t = 0` will return `x` and `t = 1` will return `y`.
	*
	* @param {number} x - The start point
	* @param {number} y - The end point.
	* @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
	* @return {number} The interpolated value.
	*/
	function lerp(x, y, t) {
		return (1 - t) * x + t * y;
	}
	/**
	* Smoothly interpolate a number from `x` to `y` in  a spring-like manner using a delta
	* time to maintain frame rate independent movement. For details, see
	* [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
	*
	* @param {number} x - The current point.
	* @param {number} y - The target point.
	* @param {number} lambda - A higher lambda value will make the movement more sudden,
	* and a lower value will make the movement more gradual.
	* @param {number} dt - Delta time in seconds.
	* @return {number} The interpolated value.
	*/
	function damp(x, y, lambda, dt) {
		return lerp(x, y, 1 - Math.exp(-lambda * dt));
	}
	/**
	* Returns a value that alternates between `0` and the given `length` parameter.
	*
	* @param {number} x - The value to pingpong.
	* @param {number} [length=1] - The positive value the function will pingpong to.
	* @return {number} The alternated value.
	*/
	function pingpong(x, length = 1) {
		return length - Math.abs(euclideanModulo(x, length * 2) - length);
	}
	/**
	* Returns a value in the range `[0,1]` that represents the percentage that `x` has
	* moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
	* the `min` and `max`.
	*
	* See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
	*
	* @param {number} x - The value to evaluate based on its position between `min` and `max`.
	* @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
	* @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
	* @return {number} The alternated value.
	*/
	function smoothstep(x, min, max) {
		if (x <= min) return 0;
		if (x >= max) return 1;
		x = (x - min) / (max - min);
		return x * x * (3 - 2 * x);
	}
	/**
	* A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
	* that has zero 1st and 2nd order derivatives at `x=0` and `x=1`.
	*
	* @param {number} x - The value to evaluate based on its position between `min` and `max`.
	* @param {number} min - The min value. Any `x` value below `min` will be `0`. `min` must be lower than `max`.
	* @param {number} max - The max value. Any `x` value above `max` will be `1`. `max` must be greater than `min`.
	* @return {number} The alternated value.
	*/
	function smootherstep(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);
	}
	/**
	* Returns a random integer from `<low, high>` interval.
	*
	* @param {number} low - The lower value boundary.
	* @param {number} high - The upper value boundary
	* @return {number} A random integer.
	*/
	function randInt(low, high) {
		return low + Math.floor(Math.random() * (high - low + 1));
	}
	/**
	* Returns a random float from `<low, high>` interval.
	*
	* @param {number} low - The lower value boundary.
	* @param {number} high - The upper value boundary
	* @return {number} A random float.
	*/
	function randFloat(low, high) {
		return low + Math.random() * (high - low);
	}
	/**
	* Returns a random integer from `<-range/2, range/2>` interval.
	*
	* @param {number} range - Defines the value range.
	* @return {number} A random float.
	*/
	function randFloatSpread(range) {
		return range * (.5 - Math.random());
	}
	/**
	* Returns a deterministic pseudo-random float in the interval `[0, 1]`.
	*
	* @param {number} [s] - The integer seed.
	* @return {number} A random float.
	*/
	function seededRandom(s) {
		if (s !== void 0) _seed = s;
		let t = _seed += 1831565813;
		t = Math.imul(t ^ t >>> 15, t | 1);
		t ^= t + Math.imul(t ^ t >>> 7, t | 61);
		return ((t ^ t >>> 14) >>> 0) / 4294967296;
	}
	/**
	* Converts degrees to radians.
	*
	* @param {number} degrees - A value in degrees.
	* @return {number} The converted value in radians.
	*/
	function degToRad(degrees) {
		return degrees * DEG2RAD;
	}
	/**
	* Converts radians to degrees.
	*
	* @param {number} radians - A value in radians.
	* @return {number} The converted value in degrees.
	*/
	function radToDeg(radians) {
		return radians * RAD2DEG;
	}
	/**
	* Returns `true` if the given number is a power of two.
	*
	* @param {number} value - The value to check.
	* @return {boolean} Whether the given number is a power of two or not.
	*/
	function isPowerOfTwo(value) {
		return (value & value - 1) === 0 && value !== 0;
	}
	/**
	* Returns the smallest power of two that is greater than or equal to the given number.
	*
	* @param {number} value - The value to find a POT for. Must be greater than `0`.
	* @return {number} The smallest power of two that is greater than or equal to the given number.
	*/
	function ceilPowerOfTwo(value) {
		return Math.pow(2, Math.ceil(Math.log(value) / Math.LN2));
	}
	/**
	* Returns the largest power of two that is less than or equal to the given number.
	*
	* @param {number} value - The value to find a POT for. Must be greater than `0`.
	* @return {number} The largest power of two that is less than or equal to the given number.
	*/
	function floorPowerOfTwo(value) {
		return Math.pow(2, Math.floor(Math.log(value) / Math.LN2));
	}
	/**
	* Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
	* defined by the given angles and order.
	*
	* Rotations are applied to the axes in the order specified by order:
	* rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
	*
	* @param {Quaternion} q - The quaternion to set.
	* @param {number} a - The rotation applied to the first axis, in radians.
	* @param {number} b - The rotation applied to the second axis, in radians.
	* @param {number} c - The rotation applied to the third axis, in radians.
	* @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
	*/
	function setQuaternionFromProperEuler(q, a, b, c, order) {
		const cos = Math.cos;
		const sin = Math.sin;
		const c2 = cos(b / 2);
		const s2 = sin(b / 2);
		const c13 = cos((a + c) / 2);
		const s13 = sin((a + c) / 2);
		const c1_3 = cos((a - c) / 2);
		const s1_3 = sin((a - c) / 2);
		const c3_1 = cos((c - a) / 2);
		const s3_1 = sin((c - a) / 2);
		switch (order) {
			case "XYX":
				q.set(c2 * s13, s2 * c1_3, s2 * s1_3, c2 * c13);
				break;
			case "YZY":
				q.set(s2 * s1_3, c2 * s13, s2 * c1_3, c2 * c13);
				break;
			case "ZXZ":
				q.set(s2 * c1_3, s2 * s1_3, c2 * s13, c2 * c13);
				break;
			case "XZX":
				q.set(c2 * s13, s2 * s3_1, s2 * c3_1, c2 * c13);
				break;
			case "YXY":
				q.set(s2 * c3_1, c2 * s13, s2 * s3_1, c2 * c13);
				break;
			case "ZYZ":
				q.set(s2 * s3_1, s2 * c3_1, c2 * s13, c2 * c13);
				break;
			default: warn("MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: " + order);
		}
	}
	/**
	* Denormalizes the given value according to the given typed array.
	*
	* @param {number} value - The value to denormalize.
	* @param {TypedArray} array - The typed array that defines the data type of the value.
	* @return {number} The denormalize (float) value in the range `[0,1]`.
	*/
	function denormalize(value, array) {
		switch (array.constructor) {
			case Float32Array: return value;
			case Uint32Array: return value / 4294967295;
			case Uint16Array: return value / 65535;
			case Uint8Array: return value / 255;
			case Int32Array: return Math.max(value / 2147483647, -1);
			case Int16Array: return Math.max(value / 32767, -1);
			case Int8Array: return Math.max(value / 127, -1);
			default: throw new Error("THREE.MathUtils: Invalid component type.");
		}
	}
	/**
	* Normalizes the given value according to the given typed array.
	*
	* @param {number} value - The float value in the range `[0,1]` to normalize.
	* @param {TypedArray} array - The typed array that defines the data type of the value.
	* @return {number} The normalize value.
	*/
	function normalize(value, array) {
		switch (array.constructor) {
			case Float32Array: return value;
			case Uint32Array: return Math.round(value * 4294967295);
			case Uint16Array: return Math.round(value * 65535);
			case Uint8Array: return Math.round(value * 255);
			case Int32Array: return Math.round(value * 2147483647);
			case Int16Array: return Math.round(value * 32767);
			case Int8Array: return Math.round(value * 127);
			default: throw new Error("THREE.MathUtils: Invalid component type.");
		}
	}
	function createColorManagement() {
		const ColorManagement = {
			enabled: true,
			workingColorSpace: LinearSRGBColorSpace,
			/**
			* Implementations of supported color spaces.
			*
			* Required:
			*	- primaries: chromaticity coordinates [ rx ry gx gy bx by ]
			*	- whitePoint: reference white [ x y ]
			*	- transfer: transfer function (pre-defined)
			*	- toXYZ: Matrix3 RGB to XYZ transform
			*	- fromXYZ: Matrix3 XYZ to RGB transform
			*	- luminanceCoefficients: RGB luminance coefficients
			*
			* Optional:
			*  - outputColorSpaceConfig: { drawingBufferColorSpace: ColorSpace, toneMappingMode: 'extended' | 'standard' }
			*  - workingColorSpaceConfig: { unpackColorSpace: ColorSpace }
			*
			* Reference:
			* - https://www.russellcottrell.com/photo/matrixCalculator.htm
			*/
			spaces: {},
			convert: function(color, sourceColorSpace, targetColorSpace) {
				if (this.enabled === false || sourceColorSpace === targetColorSpace || !sourceColorSpace || !targetColorSpace) return color;
				if (this.spaces[sourceColorSpace].transfer === "srgb") {
					color.r = SRGBToLinear(color.r);
					color.g = SRGBToLinear(color.g);
					color.b = SRGBToLinear(color.b);
				}
				if (this.spaces[sourceColorSpace].primaries !== this.spaces[targetColorSpace].primaries) {
					color.applyMatrix3(this.spaces[sourceColorSpace].toXYZ);
					color.applyMatrix3(this.spaces[targetColorSpace].fromXYZ);
				}
				if (this.spaces[targetColorSpace].transfer === "srgb") {
					color.r = LinearToSRGB(color.r);
					color.g = LinearToSRGB(color.g);
					color.b = LinearToSRGB(color.b);
				}
				return color;
			},
			workingToColorSpace: function(color, targetColorSpace) {
				return this.convert(color, this.workingColorSpace, targetColorSpace);
			},
			colorSpaceToWorking: function(color, sourceColorSpace) {
				return this.convert(color, sourceColorSpace, this.workingColorSpace);
			},
			getPrimaries: function(colorSpace) {
				return this.spaces[colorSpace].primaries;
			},
			getTransfer: function(colorSpace) {
				if (colorSpace === "") return LinearTransfer;
				return this.spaces[colorSpace].transfer;
			},
			getToneMappingMode: function(colorSpace) {
				return this.spaces[colorSpace].outputColorSpaceConfig.toneMappingMode || "standard";
			},
			getLuminanceCoefficients: function(target, colorSpace = this.workingColorSpace) {
				return target.fromArray(this.spaces[colorSpace].luminanceCoefficients);
			},
			define: function(colorSpaces) {
				Object.assign(this.spaces, colorSpaces);
			},
			_getMatrix: function(targetMatrix, sourceColorSpace, targetColorSpace) {
				return targetMatrix.copy(this.spaces[sourceColorSpace].toXYZ).multiply(this.spaces[targetColorSpace].fromXYZ);
			},
			_getDrawingBufferColorSpace: function(colorSpace) {
				return this.spaces[colorSpace].outputColorSpaceConfig.drawingBufferColorSpace;
			},
			_getUnpackColorSpace: function(colorSpace = this.workingColorSpace) {
				return this.spaces[colorSpace].workingColorSpaceConfig.unpackColorSpace;
			},
			fromWorkingColorSpace: function(color, targetColorSpace) {
				warnOnce("ColorManagement: .fromWorkingColorSpace() has been renamed to .workingToColorSpace().");
				return ColorManagement.workingToColorSpace(color, targetColorSpace);
			},
			toWorkingColorSpace: function(color, sourceColorSpace) {
				warnOnce("ColorManagement: .toWorkingColorSpace() has been renamed to .colorSpaceToWorking().");
				return ColorManagement.colorSpaceToWorking(color, sourceColorSpace);
			}
		};
		/******************************************************************************
		* sRGB definitions
		*/
		const REC709_PRIMARIES = [
			.64,
			.33,
			.3,
			.6,
			.15,
			.06
		];
		const REC709_LUMINANCE_COEFFICIENTS = [
			.2126,
			.7152,
			.0722
		];
		const D65 = [.3127, .329];
		ColorManagement.define({
			[LinearSRGBColorSpace]: {
				primaries: REC709_PRIMARIES,
				whitePoint: D65,
				transfer: LinearTransfer,
				toXYZ: LINEAR_REC709_TO_XYZ,
				fromXYZ: XYZ_TO_LINEAR_REC709,
				luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
				workingColorSpaceConfig: { unpackColorSpace: SRGBColorSpace },
				outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
			},
			[SRGBColorSpace]: {
				primaries: REC709_PRIMARIES,
				whitePoint: D65,
				transfer: SRGBTransfer,
				toXYZ: LINEAR_REC709_TO_XYZ,
				fromXYZ: XYZ_TO_LINEAR_REC709,
				luminanceCoefficients: REC709_LUMINANCE_COEFFICIENTS,
				outputColorSpaceConfig: { drawingBufferColorSpace: SRGBColorSpace }
			}
		});
		return ColorManagement;
	}
	function SRGBToLinear(c) {
		return c < .04045 ? c * .0773993808 : Math.pow(c * .9478672986 + .0521327014, 2.4);
	}
	function LinearToSRGB(c) {
		return c < .0031308 ? c * 12.92 : 1.055 * Math.pow(c, .41666) - .055;
	}
	function serializeImage(image) {
		if (typeof HTMLImageElement !== "undefined" && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== "undefined" && image instanceof HTMLCanvasElement || typeof ImageBitmap !== "undefined" && image instanceof ImageBitmap) return ImageUtils.getDataURL(image);
		else if (image.data) return {
			data: Array.from(image.data),
			width: image.width,
			height: image.height,
			type: image.data.constructor.name
		};
		else {
			warn("Texture: Unable to serialize Texture.");
			return {};
		}
	}
	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 satForAxes(axes, v0, v1, v2, extents) {
		for (let i = 0, j = axes.length - 3; i <= j; i += 3) {
			_testAxis.fromArray(axes, i);
			const r = extents.x * Math.abs(_testAxis.x) + extents.y * Math.abs(_testAxis.y) + extents.z * Math.abs(_testAxis.z);
			const p0 = v0.dot(_testAxis);
			const p1 = v1.dot(_testAxis);
			const p2 = v2.dot(_testAxis);
			if (Math.max(-Math.max(p0, p1, p2), Math.min(p0, p1, p2)) > r) return false;
		}
		return true;
	}
	function transformVertex(vertexPosition, mvPosition, center, scale, sin, cos) {
		_alignedPosition.subVectors(vertexPosition, center).addScalar(.5).multiply(scale);
		if (sin !== void 0) {
			_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;
		vertexPosition.applyMatrix4(_viewWorldMatrix);
	}
	function checkIntersection$1(object, material, raycaster, ray, pA, pB, pC, point) {
		let intersect;
		if (material.side === 1) intersect = ray.intersectTriangle(pC, pB, pA, true, point);
		else intersect = ray.intersectTriangle(pA, pB, pC, material.side === 0, point);
		if (intersect === null) return null;
		_intersectionPointWorld.copy(point);
		_intersectionPointWorld.applyMatrix4(object.matrixWorld);
		const distance = raycaster.ray.origin.distanceTo(_intersectionPointWorld);
		if (distance < raycaster.near || distance > raycaster.far) return null;
		return {
			distance,
			point: _intersectionPointWorld.clone(),
			object
		};
	}
	function checkGeometryIntersection(object, material, raycaster, ray, uv, uv1, normal, a, b, c) {
		object.getVertexPosition(a, _vA);
		object.getVertexPosition(b, _vB);
		object.getVertexPosition(c, _vC);
		const intersection = checkIntersection$1(object, material, raycaster, ray, _vA, _vB, _vC, _intersectionPoint);
		if (intersection) {
			const barycoord = new Vector3();
			Triangle.getBarycoord(_intersectionPoint, _vA, _vB, _vC, barycoord);
			if (uv) intersection.uv = Triangle.getInterpolatedAttribute(uv, a, b, c, barycoord, new Vector2());
			if (uv1) intersection.uv1 = Triangle.getInterpolatedAttribute(uv1, a, b, c, barycoord, new Vector2());
			if (normal) {
				intersection.normal = Triangle.getInterpolatedAttribute(normal, a, b, c, barycoord, new Vector3());
				if (intersection.normal.dot(ray.direction) > 0) intersection.normal.multiplyScalar(-1);
			}
			const face = {
				a,
				b,
				c,
				normal: new Vector3(),
				materialIndex: 0
			};
			Triangle.getNormal(_vA, _vB, _vC, face.normal);
			intersection.face = face;
			intersection.barycoord = barycoord;
		}
		return intersection;
	}
	function checkIntersection(object, raycaster, ray, thresholdSq, a, b, i) {
		const positionAttribute = object.geometry.attributes.position;
		_vStart.fromBufferAttribute(positionAttribute, a);
		_vEnd.fromBufferAttribute(positionAttribute, b);
		if (ray.distanceSqToSegment(_vStart, _vEnd, _intersectPointOnRay, _intersectPointOnSegment) > thresholdSq) return;
		_intersectPointOnRay.applyMatrix4(object.matrixWorld);
		const distance = raycaster.ray.origin.distanceTo(_intersectPointOnRay);
		if (distance < raycaster.near || distance > raycaster.far) return;
		return {
			distance,
			point: _intersectPointOnSegment.clone().applyMatrix4(object.matrixWorld),
			index: i,
			face: null,
			faceIndex: null,
			barycoord: null,
			object
		};
	}
	function testPoint(point, index, localThresholdSq, matrixWorld, raycaster, intersects, object) {
		const rayPointDistanceSq = _ray.distanceSqToPoint(point);
		if (rayPointDistanceSq < localThresholdSq) {
			const intersectPoint = new Vector3();
			_ray.closestPointToPoint(point, intersectPoint);
			intersectPoint.applyMatrix4(matrixWorld);
			const distance = raycaster.ray.origin.distanceTo(intersectPoint);
			if (distance < raycaster.near || distance > raycaster.far) return;
			intersects.push({
				distance,
				distanceToRay: Math.sqrt(rayPointDistanceSq),
				point: intersectPoint,
				index,
				face: null,
				faceIndex: null,
				barycoord: null,
				object
			});
		}
	}
	/**
	* Provides utility functions for managing uniforms.
	*
	* @module UniformsUtils
	*/
	/**
	* Clones the given uniform definitions by performing a deep-copy. That means
	* if the value of a uniform refers to an object like a Vector3 or Texture,
	* the cloned uniform will refer to a new object reference.
	*
	* @param {Object} src - An object representing uniform definitions.
	* @return {Object} The cloned uniforms.
	*/
	function cloneUniforms(src) {
		const dst = {};
		for (const u in src) {
			dst[u] = {};
			for (const p in src[u]) {
				const property = src[u][p];
				if (isThreeObject(property)) if (property.isRenderTargetTexture) {
					warn("UniformsUtils: Textures of render targets cannot be cloned via cloneUniforms() or mergeUniforms().");
					dst[u][p] = null;
				} else dst[u][p] = property.clone();
				else if (Array.isArray(property)) if (isThreeObject(property[0])) {
					const clonedProperty = [];
					for (let i = 0, l = property.length; i < l; i++) clonedProperty[i] = property[i].clone();
					dst[u][p] = clonedProperty;
				} else dst[u][p] = property.slice();
				else dst[u][p] = property;
			}
		}
		return dst;
	}
	/**
	* Merges the given uniform definitions into a single object. Since the
	* method internally uses cloneUniforms(), it performs a deep-copy when
	* producing the merged uniform definitions.
	*
	* @param {Array} uniforms - An array of objects containing uniform definitions.
	* @return {Object} The merged uniforms.
	*/
	function mergeUniforms(uniforms) {
		const merged = {};
		for (let u = 0; u < uniforms.length; u++) {
			const tmp = cloneUniforms(uniforms[u]);
			for (const p in tmp) merged[p] = tmp[p];
		}
		return merged;
	}
	function isThreeObject(property) {
		return property && (property.isColor || property.isMatrix3 || property.isMatrix4 || property.isVector2 || property.isVector3 || property.isVector4 || property.isTexture || property.isQuaternion);
	}
	function cloneUniformsGroups(src) {
		const dst = [];
		for (let u = 0; u < src.length; u++) dst.push(src[u].clone());
		return dst;
	}
	function getUnlitUniformColorSpace(renderer) {
		const currentRenderTarget = renderer.getRenderTarget();
		if (currentRenderTarget === null) return renderer.outputColorSpace;
		if (currentRenderTarget.isXRRenderTarget === true) return currentRenderTarget.texture.colorSpace;
		return ColorManagement.workingColorSpace;
	}
	/**
	* Converts an array to a specific type.
	*
	* @param {TypedArray|Array} array - The array to convert.
	* @param {TypedArray.constructor} type - The constructor of a typed array that defines the new type.
	* @return {TypedArray} The converted array.
	*/
	function convertArray(array, type) {
		if (!array || array.constructor === type) return array;
		if (typeof type.BYTES_PER_ELEMENT === "number") return new type(array);
		return Array.prototype.slice.call(array);
	}
	/**
	* Determines how many bytes must be used to represent the texture.
	*
	* @param {number} width - The width of the texture.
	* @param {number} height - The height of the texture.
	* @param {number} format - The texture's format.
	* @param {number} type - The texture's type.
	* @return {number} The byte length.
	*/
	function getByteLength(width, height, format, type) {
		const typeByteLength = getTextureTypeByteLength(type);
		switch (format) {
			case AlphaFormat: return width * height;
			case RedFormat: return width * height / typeByteLength.components * typeByteLength.byteLength;
			case RedIntegerFormat: return width * height / typeByteLength.components * typeByteLength.byteLength;
			case RGFormat: return width * height * 2 / typeByteLength.components * typeByteLength.byteLength;
			case RGIntegerFormat: return width * height * 2 / typeByteLength.components * typeByteLength.byteLength;
			case RGBFormat: return width * height * 3 / typeByteLength.components * typeByteLength.byteLength;
			case RGBAFormat: return width * height * 4 / typeByteLength.components * typeByteLength.byteLength;
			case RGBAIntegerFormat: return width * height * 4 / typeByteLength.components * typeByteLength.byteLength;
			case RGB_S3TC_DXT1_Format:
			case RGBA_S3TC_DXT1_Format: return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 8;
			case RGBA_S3TC_DXT3_Format:
			case RGBA_S3TC_DXT5_Format: return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 16;
			case RGB_PVRTC_2BPPV1_Format:
			case RGBA_PVRTC_2BPPV1_Format: return Math.max(width, 16) * Math.max(height, 8) / 4;
			case RGB_PVRTC_4BPPV1_Format:
			case RGBA_PVRTC_4BPPV1_Format: return Math.max(width, 8) * Math.max(height, 8) / 2;
			case RGB_ETC1_Format:
			case RGB_ETC2_Format:
			case R11_EAC_Format:
			case SIGNED_R11_EAC_Format: return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 8;
			case RGBA_ETC2_EAC_Format:
			case RG11_EAC_Format:
			case SIGNED_RG11_EAC_Format: return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 16;
			case RGBA_ASTC_4x4_Format: return Math.floor((width + 3) / 4) * Math.floor((height + 3) / 4) * 16;
			case RGBA_ASTC_5x4_Format: return Math.floor((width + 4) / 5) * Math.floor((height + 3) / 4) * 16;
			case RGBA_ASTC_5x5_Format: return Math.floor((width + 4) / 5) * Math.floor((height + 4) / 5) * 16;
			case RGBA_ASTC_6x5_Format: return Math.floor((width + 5) / 6) * Math.floor((height + 4) / 5) * 16;
			case RGBA_ASTC_6x6_Format: return Math.floor((width + 5) / 6) * Math.floor((height + 5) / 6) * 16;
			case RGBA_ASTC_8x5_Format: return Math.floor((width + 7) / 8) * Math.floor((height + 4) / 5) * 16;
			case RGBA_ASTC_8x6_Format: return Math.floor((width + 7) / 8) * Math.floor((height + 5) / 6) * 16;
			case RGBA_ASTC_8x8_Format: return Math.floor((width + 7) / 8) * Math.floor((height + 7) / 8) * 16;
			case RGBA_ASTC_10x5_Format: return Math.floor((width + 9) / 10) * Math.floor((height + 4) / 5) * 16;
			case RGBA_ASTC_10x6_Format: return Math.floor((width + 9) / 10) * Math.floor((height + 5) / 6) * 16;
			case RGBA_ASTC_10x8_Format: return Math.floor((width + 9) / 10) * Math.floor((height + 7) / 8) * 16;
			case RGBA_ASTC_10x10_Format: return Math.floor((width + 9) / 10) * Math.floor((height + 9) / 10) * 16;
			case RGBA_ASTC_12x10_Format: return Math.floor((width + 11) / 12) * Math.floor((height + 9) / 10) * 16;
			case RGBA_ASTC_12x12_Format: return Math.floor((width + 11) / 12) * Math.floor((height + 11) / 12) * 16;
			case RGBA_BPTC_Format:
			case RGB_BPTC_SIGNED_Format:
			case RGB_BPTC_UNSIGNED_Format: return Math.ceil(width / 4) * Math.ceil(height / 4) * 16;
			case RED_RGTC1_Format:
			case SIGNED_RED_RGTC1_Format: return Math.ceil(width / 4) * Math.ceil(height / 4) * 8;
			case RED_GREEN_RGTC2_Format:
			case SIGNED_RED_GREEN_RGTC2_Format: return Math.ceil(width / 4) * Math.ceil(height / 4) * 16;
		}
		throw new Error(`Unable to determine texture byte length for ${format} format.`);
	}
	function getTextureTypeByteLength(type) {
		switch (type) {
			case UnsignedByteType:
			case ByteType: return {
				byteLength: 1,
				components: 1
			};
			case UnsignedShortType:
			case ShortType:
			case HalfFloatType: return {
				byteLength: 2,
				components: 1
			};
			case UnsignedShort4444Type:
			case UnsignedShort5551Type: return {
				byteLength: 2,
				components: 4
			};
			case UnsignedIntType:
			case IntType:
			case FloatType: return {
				byteLength: 4,
				components: 1
			};
			case UnsignedInt5999Type:
			case UnsignedInt101111Type: return {
				byteLength: 4,
				components: 3
			};
		}
		throw new Error(`THREE.TextureUtils: Unknown texture type ${type}.`);
	}
	var RepeatWrapping, ClampToEdgeWrapping, MirroredRepeatWrapping, NearestFilter, NearestMipmapNearestFilter, NearestMipmapLinearFilter, LinearFilter, LinearMipmapNearestFilter, LinearMipmapLinearFilter, UnsignedByteType, ByteType, ShortType, UnsignedShortType, IntType, UnsignedIntType, FloatType, HalfFloatType, UnsignedShort4444Type, UnsignedShort5551Type, UnsignedInt248Type, UnsignedInt5999Type, UnsignedInt101111Type, AlphaFormat, RGBFormat, RGBAFormat, DepthFormat, DepthStencilFormat, RedFormat, RedIntegerFormat, RGFormat, RGIntegerFormat, RGBAIntegerFormat, RGB_S3TC_DXT1_Format, RGBA_S3TC_DXT1_Format, RGBA_S3TC_DXT3_Format, RGBA_S3TC_DXT5_Format, RGB_PVRTC_4BPPV1_Format, RGB_PVRTC_2BPPV1_Format, RGBA_PVRTC_4BPPV1_Format, RGBA_PVRTC_2BPPV1_Format, RGB_ETC1_Format, RGB_ETC2_Format, RGBA_ETC2_EAC_Format, R11_EAC_Format, SIGNED_R11_EAC_Format, RG11_EAC_Format, SIGNED_RG11_EAC_Format, RGBA_ASTC_4x4_Format, RGBA_ASTC_5x4_Format, RGBA_ASTC_5x5_Format, RGBA_ASTC_6x5_Format, RGBA_ASTC_6x6_Format, RGBA_ASTC_8x5_Format, RGBA_ASTC_8x6_Format, RGBA_ASTC_8x8_Format, RGBA_ASTC_10x5_Format, RGBA_ASTC_10x6_Format, RGBA_ASTC_10x8_Format, RGBA_ASTC_10x10_Format, RGBA_ASTC_12x10_Format, RGBA_ASTC_12x12_Format, RGBA_BPTC_Format, RGB_BPTC_SIGNED_Format, RGB_BPTC_UNSIGNED_Format, RED_RGTC1_Format, SIGNED_RED_RGTC1_Format, RED_GREEN_RGTC2_Format, SIGNED_RED_GREEN_RGTC2_Format, InterpolateDiscrete, InterpolateLinear, InterpolateSmooth, InterpolateBezier, ZeroCurvatureEnding, ZeroSlopeEnding, WrapAroundEnding, BasicDepthPacking, SRGBColorSpace, LinearSRGBColorSpace, LinearTransfer, SRGBTransfer, KeepStencilOp, StaticDrawUsage, DynamicDrawUsage, WebGLCoordinateSystem, _cache, _setConsoleFunction, ReversedDepthFuncs, EventDispatcher, _lut, _seed, DEG2RAD, RAD2DEG, MathUtils, Vector2, Quaternion, Vector3, _vector$c, _quaternion$5, Matrix3, _m3, LINEAR_REC709_TO_XYZ, XYZ_TO_LINEAR_REC709, ColorManagement, _canvas, ImageUtils, _sourceId, Source, _textureId, _tempVec3, Texture, Vector4, RenderTarget, WebGLRenderTarget, DataArrayTexture, Data3DTexture, Matrix4, _v1$7, _m1$2, _zero, _one, _x, _y, _z, _matrix$2, _quaternion$4, Euler, Layers, _object3DId, _v1$6, _q1, _m1$1$1, _target, _position$4, _scale$3, _quaternion$3, _xAxis, _yAxis, _zAxis, _addedEvent, _removedEvent, _childaddedEvent, _childremovedEvent, Object3D, Group, _moveEvent, WebXRController, _colorKeywords, _hslA, _hslB, Color, _color, Scene, _v0$2, _v1$5, _v2$4, _v3$2, _vab, _vac, _vbc, _vap, _vbp, _vcp, _v40, _v41, _v42, Triangle, Box3, _points, _vector$b, _box$4, _v0$1, _v1$4, _v2$3, _f0, _f1, _f2, _center, _extents, _triangleNormal, _testAxis, _vector$a, _vector2$1, _id$2, BufferAttribute, Uint16BufferAttribute, Uint32BufferAttribute, Float32BufferAttribute, _box$3, _v1$3, _v2$2, Sphere, _id$1, _m1$3, _obj, _offset, _box$2, _boxMorphTargets, _vector$9, BufferGeometry, InterleavedBuffer, _vector$8, InterleavedBufferAttribute, _materialId, Material, SpriteMaterial, _geometry, _intersectPoint, _worldScale, _mvPosition, _alignedPosition, _rotatedPosition, _viewWorldMatrix, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, Sprite, _vector$7, _segCenter, _segDir, _diff, _edge1, _edge2, _normal$1, Ray, MeshBasicMaterial, _inverseMatrix$3, _ray$3, _sphere$6, _sphereHitAt, _vA, _vB, _vC, _tempA, _morphA, _intersectionPoint, _intersectionPointWorld, Mesh, DataTexture, InstancedBufferAttribute, _instanceLocalMatrix, _instanceWorldMatrix, _instanceIntersects, _box3, _identity, _mesh$1, _sphere$4, InstancedMesh, _vector1, _vector2, _normalMatrix, Plane, _sphere$3, _defaultSpriteCenter, _vector$6, Frustum, LineBasicMaterial, _vStart, _vEnd, _inverseMatrix$1, _ray$1, _sphere$1, _intersectPointOnRay, _intersectPointOnSegment, Line, _start, _end, LineSegments, LineLoop, PointsMaterial, _inverseMatrix, _ray, _sphere, _position$3, Points, CubeTexture, CanvasTexture, DepthTexture, CubeDepthTexture, ExternalTexture, BoxGeometry, CylinderGeometry, ConeGeometry, _v0$3, _v1$1, _normal, _triangle, EdgesGeometry, PlaneGeometry, UniformsUtils, default_vertex, default_fragment, ShaderMaterial, RawShaderMaterial, MeshDepthMaterial, MeshDistanceMaterial, Interpolant, CubicInterpolant, LinearInterpolant, DiscreteInterpolant, BezierInterpolant, KeyframeTrack, BooleanKeyframeTrack, ColorKeyframeTrack, NumberKeyframeTrack, QuaternionLinearInterpolant, QuaternionKeyframeTrack, StringKeyframeTrack, VectorKeyframeTrack, LoadingManager, DefaultLoadingManager, Loader, _position$2, _quaternion$2, _scale$2, Camera, _v3$1, _minTarget, _maxTarget, PerspectiveCamera, OrthographicCamera, fov, aspect, CubeCamera, ArrayCamera, _RESERVED_CHARS_RE, _reservedRe, _wordChar, _wordCharOrDot, _directoryRe, _nodeRe, _objectRe, _propertyRe, _trackRe, _supportedObjectNames, Composite, PropertyBinding;
	var init_three_core = __esmMin((() => {
		RepeatWrapping = 1e3;
		ClampToEdgeWrapping = 1001;
		MirroredRepeatWrapping = 1002;
		NearestFilter = 1003;
		NearestMipmapNearestFilter = 1004;
		NearestMipmapLinearFilter = 1005;
		LinearFilter = 1006;
		LinearMipmapNearestFilter = 1007;
		LinearMipmapLinearFilter = 1008;
		UnsignedByteType = 1009;
		ByteType = 1010;
		ShortType = 1011;
		UnsignedShortType = 1012;
		IntType = 1013;
		UnsignedIntType = 1014;
		FloatType = 1015;
		HalfFloatType = 1016;
		UnsignedShort4444Type = 1017;
		UnsignedShort5551Type = 1018;
		UnsignedInt248Type = 1020;
		UnsignedInt5999Type = 35902;
		UnsignedInt101111Type = 35899;
		AlphaFormat = 1021;
		RGBFormat = 1022;
		RGBAFormat = 1023;
		DepthFormat = 1026;
		DepthStencilFormat = 1027;
		RedFormat = 1028;
		RedIntegerFormat = 1029;
		RGFormat = 1030;
		RGIntegerFormat = 1031;
		RGBAIntegerFormat = 1033;
		RGB_S3TC_DXT1_Format = 33776;
		RGBA_S3TC_DXT1_Format = 33777;
		RGBA_S3TC_DXT3_Format = 33778;
		RGBA_S3TC_DXT5_Format = 33779;
		RGB_PVRTC_4BPPV1_Format = 35840;
		RGB_PVRTC_2BPPV1_Format = 35841;
		RGBA_PVRTC_4BPPV1_Format = 35842;
		RGBA_PVRTC_2BPPV1_Format = 35843;
		RGB_ETC1_Format = 36196;
		RGB_ETC2_Format = 37492;
		RGBA_ETC2_EAC_Format = 37496;
		R11_EAC_Format = 37488;
		SIGNED_R11_EAC_Format = 37489;
		RG11_EAC_Format = 37490;
		SIGNED_RG11_EAC_Format = 37491;
		RGBA_ASTC_4x4_Format = 37808;
		RGBA_ASTC_5x4_Format = 37809;
		RGBA_ASTC_5x5_Format = 37810;
		RGBA_ASTC_6x5_Format = 37811;
		RGBA_ASTC_6x6_Format = 37812;
		RGBA_ASTC_8x5_Format = 37813;
		RGBA_ASTC_8x6_Format = 37814;
		RGBA_ASTC_8x8_Format = 37815;
		RGBA_ASTC_10x5_Format = 37816;
		RGBA_ASTC_10x6_Format = 37817;
		RGBA_ASTC_10x8_Format = 37818;
		RGBA_ASTC_10x10_Format = 37819;
		RGBA_ASTC_12x10_Format = 37820;
		RGBA_ASTC_12x12_Format = 37821;
		RGBA_BPTC_Format = 36492;
		RGB_BPTC_SIGNED_Format = 36494;
		RGB_BPTC_UNSIGNED_Format = 36495;
		RED_RGTC1_Format = 36283;
		SIGNED_RED_RGTC1_Format = 36284;
		RED_GREEN_RGTC2_Format = 36285;
		SIGNED_RED_GREEN_RGTC2_Format = 36286;
		InterpolateDiscrete = 2300;
		InterpolateLinear = 2301;
		InterpolateSmooth = 2302;
		InterpolateBezier = 2303;
		ZeroCurvatureEnding = 2400;
		ZeroSlopeEnding = 2401;
		WrapAroundEnding = 2402;
		BasicDepthPacking = 3200;
		SRGBColorSpace = "srgb";
		LinearSRGBColorSpace = "srgb-linear";
		LinearTransfer = "linear";
		SRGBTransfer = "srgb";
		KeepStencilOp = 7680;
		StaticDrawUsage = 35044;
		DynamicDrawUsage = 35048;
		WebGLCoordinateSystem = 2e3;
		_cache = {};
		_setConsoleFunction = null;
		ReversedDepthFuncs = {
			[0]: 1,
			[2]: 6,
			[4]: 7,
			[3]: 5,
			[1]: 0,
			[6]: 2,
			[7]: 4,
			[5]: 3
		};
		EventDispatcher = class {
			/**
			* Adds the given event listener to the given event type.
			*
			* @param {string} type - The type of event to listen to.
			* @param {Function} listener - The function that gets called when the event is fired.
			*/
			addEventListener(type, listener) {
				if (this._listeners === void 0) this._listeners = {};
				const listeners = this._listeners;
				if (listeners[type] === void 0) listeners[type] = [];
				if (listeners[type].indexOf(listener) === -1) listeners[type].push(listener);
			}
			/**
			* Returns `true` if the given event listener has been added to the given event type.
			*
			* @param {string} type - The type of event.
			* @param {Function} listener - The listener to check.
			* @return {boolean} Whether the given event listener has been added to the given event type.
			*/
			hasEventListener(type, listener) {
				const listeners = this._listeners;
				if (listeners === void 0) return false;
				return listeners[type] !== void 0 && listeners[type].indexOf(listener) !== -1;
			}
			/**
			* Removes the given event listener from the given event type.
			*
			* @param {string} type - The type of event.
			* @param {Function} listener - The listener to remove.
			*/
			removeEventListener(type, listener) {
				const listeners = this._listeners;
				if (listeners === void 0) return;
				const listenerArray = listeners[type];
				if (listenerArray !== void 0) {
					const index = listenerArray.indexOf(listener);
					if (index !== -1) listenerArray.splice(index, 1);
				}
			}
			/**
			* Dispatches an event object.
			*
			* @param {Object} event - The event that gets fired.
			*/
			dispatchEvent(event) {
				const listeners = this._listeners;
				if (listeners === void 0) return;
				const listenerArray = listeners[event.type];
				if (listenerArray !== void 0) {
					event.target = this;
					const array = listenerArray.slice(0);
					for (let i = 0, l = array.length; i < l; i++) array[i].call(this, event);
					event.target = null;
				}
			}
		};
		_lut = [
			"00",
			"01",
			"02",
			"03",
			"04",
			"05",
			"06",
			"07",
			"08",
			"09",
			"0a",
			"0b",
			"0c",
			"0d",
			"0e",
			"0f",
			"10",
			"11",
			"12",
			"13",
			"14",
			"15",
			"16",
			"17",
			"18",
			"19",
			"1a",
			"1b",
			"1c",
			"1d",
			"1e",
			"1f",
			"20",
			"21",
			"22",
			"23",
			"24",
			"25",
			"26",
			"27",
			"28",
			"29",
			"2a",
			"2b",
			"2c",
			"2d",
			"2e",
			"2f",
			"30",
			"31",
			"32",
			"33",
			"34",
			"35",
			"36",
			"37",
			"38",
			"39",
			"3a",
			"3b",
			"3c",
			"3d",
			"3e",
			"3f",
			"40",
			"41",
			"42",
			"43",
			"44",
			"45",
			"46",
			"47",
			"48",
			"49",
			"4a",
			"4b",
			"4c",
			"4d",
			"4e",
			"4f",
			"50",
			"51",
			"52",
			"53",
			"54",
			"55",
			"56",
			"57",
			"58",
			"59",
			"5a",
			"5b",
			"5c",
			"5d",
			"5e",
			"5f",
			"60",
			"61",
			"62",
			"63",
			"64",
			"65",
			"66",
			"67",
			"68",
			"69",
			"6a",
			"6b",
			"6c",
			"6d",
			"6e",
			"6f",
			"70",
			"71",
			"72",
			"73",
			"74",
			"75",
			"76",
			"77",
			"78",
			"79",
			"7a",
			"7b",
			"7c",
			"7d",
			"7e",
			"7f",
			"80",
			"81",
			"82",
			"83",
			"84",
			"85",
			"86",
			"87",
			"88",
			"89",
			"8a",
			"8b",
			"8c",
			"8d",
			"8e",
			"8f",
			"90",
			"91",
			"92",
			"93",
			"94",
			"95",
			"96",
			"97",
			"98",
			"99",
			"9a",
			"9b",
			"9c",
			"9d",
			"9e",
			"9f",
			"a0",
			"a1",
			"a2",
			"a3",
			"a4",
			"a5",
			"a6",
			"a7",
			"a8",
			"a9",
			"aa",
			"ab",
			"ac",
			"ad",
			"ae",
			"af",
			"b0",
			"b1",
			"b2",
			"b3",
			"b4",
			"b5",
			"b6",
			"b7",
			"b8",
			"b9",
			"ba",
			"bb",
			"bc",
			"bd",
			"be",
			"bf",
			"c0",
			"c1",
			"c2",
			"c3",
			"c4",
			"c5",
			"c6",
			"c7",
			"c8",
			"c9",
			"ca",
			"cb",
			"cc",
			"cd",
			"ce",
			"cf",
			"d0",
			"d1",
			"d2",
			"d3",
			"d4",
			"d5",
			"d6",
			"d7",
			"d8",
			"d9",
			"da",
			"db",
			"dc",
			"dd",
			"de",
			"df",
			"e0",
			"e1",
			"e2",
			"e3",
			"e4",
			"e5",
			"e6",
			"e7",
			"e8",
			"e9",
			"ea",
			"eb",
			"ec",
			"ed",
			"ee",
			"ef",
			"f0",
			"f1",
			"f2",
			"f3",
			"f4",
			"f5",
			"f6",
			"f7",
			"f8",
			"f9",
			"fa",
			"fb",
			"fc",
			"fd",
			"fe",
			"ff"
		];
		_seed = 1234567;
		DEG2RAD = Math.PI / 180;
		RAD2DEG = 180 / Math.PI;
		MathUtils = {
			DEG2RAD,
			RAD2DEG,
			/**
			* Generate a [UUID](https://en.wikipedia.org/wiki/Universally_unique_identifier)
			* (universally unique identifier).
			*
			* @static
			* @method
			* @return {string} The UUID.
			*/
			generateUUID,
			/**
			* Clamps the given value between min and max.
			*
			* @static
			* @method
			* @param {number} value - The value to clamp.
			* @param {number} min - The min value.
			* @param {number} max - The max value.
			* @return {number} The clamped value.
			*/
			clamp,
			/**
			* Computes the Euclidean modulo of the given parameters that
			* is `( ( n % m ) + m ) % m`.
			*
			* @static
			* @method
			* @param {number} n - The first parameter.
			* @param {number} m - The second parameter.
			* @return {number} The Euclidean modulo.
			*/
			euclideanModulo,
			/**
			* Performs a linear mapping from range `<a1, a2>` to range `<b1, b2>`
			* for the given value.
			*
			* @static
			* @method
			* @param {number} x - The value to be mapped.
			* @param {number} a1 - Minimum value for range A.
			* @param {number} a2 - Maximum value for range A.
			* @param {number} b1 - Minimum value for range B.
			* @param {number} b2 - Maximum value for range B.
			* @return {number} The mapped value.
			*/
			mapLinear,
			/**
			* Returns the percentage in the closed interval `[0, 1]` of the given value
			* between the start and end point.
			*
			* @static
			* @method
			* @param {number} x - The start point
			* @param {number} y - The end point.
			* @param {number} value - A value between start and end.
			* @return {number} The interpolation factor.
			*/
			inverseLerp,
			/**
			* Returns a value linearly interpolated from two known points based on the given interval -
			* `t = 0` will return `x` and `t = 1` will return `y`.
			*
			* @static
			* @method
			* @param {number} x - The start point
			* @param {number} y - The end point.
			* @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
			* @return {number} The interpolated value.
			*/
			lerp,
			/**
			* Smoothly interpolate a number from `x` to `y` in  a spring-like manner using a delta
			* time to maintain frame rate independent movement. For details, see
			* [Frame rate independent damping using lerp](http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/).
			*
			* @static
			* @method
			* @param {number} x - The current point.
			* @param {number} y - The target point.
			* @param {number} lambda - A higher lambda value will make the movement more sudden,
			* and a lower value will make the movement more gradual.
			* @param {number} dt - Delta time in seconds.
			* @return {number} The interpolated value.
			*/
			damp,
			/**
			* Returns a value that alternates between `0` and the given `length` parameter.
			*
			* @static
			* @method
			* @param {number} x - The value to pingpong.
			* @param {number} [length=1] - The positive value the function will pingpong to.
			* @return {number} The alternated value.
			*/
			pingpong,
			/**
			* Returns a value in the range `[0,1]` that represents the percentage that `x` has
			* moved between `min` and `max`, but smoothed or slowed down the closer `x` is to
			* the `min` and `max`.
			*
			* See [Smoothstep](http://en.wikipedia.org/wiki/Smoothstep) for more details.
			*
			* @static
			* @method
			* @param {number} x - The value to evaluate based on its position between min and max.
			* @param {number} min - The min value. Any x value below min will be `0`.
			* @param {number} max - The max value. Any x value above max will be `1`.
			* @return {number} The alternated value.
			*/
			smoothstep,
			/**
			* A [variation on smoothstep](https://en.wikipedia.org/wiki/Smoothstep#Variations)
			* that has zero 1st and 2nd order derivatives at x=0 and x=1.
			*
			* @static
			* @method
			* @param {number} x - The value to evaluate based on its position between min and max.
			* @param {number} min - The min value. Any x value below min will be `0`.
			* @param {number} max - The max value. Any x value above max will be `1`.
			* @return {number} The alternated value.
			*/
			smootherstep,
			/**
			* Returns a random integer from `<low, high>` interval.
			*
			* @static
			* @method
			* @param {number} low - The lower value boundary.
			* @param {number} high - The upper value boundary
			* @return {number} A random integer.
			*/
			randInt,
			/**
			* Returns a random float from `<low, high>` interval.
			*
			* @static
			* @method
			* @param {number} low - The lower value boundary.
			* @param {number} high - The upper value boundary
			* @return {number} A random float.
			*/
			randFloat,
			/**
			* Returns a random integer from `<-range/2, range/2>` interval.
			*
			* @static
			* @method
			* @param {number} range - Defines the value range.
			* @return {number} A random float.
			*/
			randFloatSpread,
			/**
			* Returns a deterministic pseudo-random float in the interval `[0, 1]`.
			*
			* @static
			* @method
			* @param {number} [s] - The integer seed.
			* @return {number} A random float.
			*/
			seededRandom,
			/**
			* Converts degrees to radians.
			*
			* @static
			* @method
			* @param {number} degrees - A value in degrees.
			* @return {number} The converted value in radians.
			*/
			degToRad,
			/**
			* Converts radians to degrees.
			*
			* @static
			* @method
			* @param {number} radians - A value in radians.
			* @return {number} The converted value in degrees.
			*/
			radToDeg,
			/**
			* Returns `true` if the given number is a power of two.
			*
			* @static
			* @method
			* @param {number} value - The value to check.
			* @return {boolean} Whether the given number is a power of two or not.
			*/
			isPowerOfTwo,
			/**
			* Returns the smallest power of two that is greater than or equal to the given number.
			*
			* @static
			* @method
			* @param {number} value - The value to find a POT for.
			* @return {number} The smallest power of two that is greater than or equal to the given number.
			*/
			ceilPowerOfTwo,
			/**
			* Returns the largest power of two that is less than or equal to the given number.
			*
			* @static
			* @method
			* @param {number} value - The value to find a POT for.
			* @return {number} The largest power of two that is less than or equal to the given number.
			*/
			floorPowerOfTwo,
			/**
			* Sets the given quaternion from the [Intrinsic Proper Euler Angles](https://en.wikipedia.org/wiki/Euler_angles)
			* defined by the given angles and order.
			*
			* Rotations are applied to the axes in the order specified by order:
			* rotation by angle `a` is applied first, then by angle `b`, then by angle `c`.
			*
			* @static
			* @method
			* @param {Quaternion} q - The quaternion to set.
			* @param {number} a - The rotation applied to the first axis, in radians.
			* @param {number} b - The rotation applied to the second axis, in radians.
			* @param {number} c - The rotation applied to the third axis, in radians.
			* @param {('XYX'|'XZX'|'YXY'|'YZY'|'ZXZ'|'ZYZ')} order - A string specifying the axes order.
			*/
			setQuaternionFromProperEuler,
			/**
			* Normalizes the given value according to the given typed array.
			*
			* @static
			* @method
			* @param {number} value - The float value in the range `[0,1]` to normalize.
			* @param {TypedArray} array - The typed array that defines the data type of the value.
			* @return {number} The normalize value.
			*/
			normalize,
			/**
			* Denormalizes the given value according to the given typed array.
			*
			* @static
			* @method
			* @param {number} value - The value to denormalize.
			* @param {TypedArray} array - The typed array that defines the data type of the value.
			* @return {number} The denormalize (float) value in the range `[0,1]`.
			*/
			denormalize
		};
		Vector2 = class Vector2 {
			static {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				Vector2.prototype.isVector2 = true;
			}
			/**
			* Constructs a new 2D vector.
			*
			* @param {number} [x=0] - The x value of this vector.
			* @param {number} [y=0] - The y value of this vector.
			*/
			constructor(x = 0, y = 0) {
				/**
				* The x value of this vector.
				*
				* @type {number}
				*/
				this.x = x;
				/**
				* The y value of this vector.
				*
				* @type {number}
				*/
				this.y = y;
			}
			/**
			* Alias for {@link Vector2#x}.
			*
			* @type {number}
			*/
			get width() {
				return this.x;
			}
			set width(value) {
				this.x = value;
			}
			/**
			* Alias for {@link Vector2#y}.
			*
			* @type {number}
			*/
			get height() {
				return this.y;
			}
			set height(value) {
				this.y = value;
			}
			/**
			* Sets the vector components.
			*
			* @param {number} x - The value of the x component.
			* @param {number} y - The value of the y component.
			* @return {Vector2} A reference to this vector.
			*/
			set(x, y) {
				this.x = x;
				this.y = y;
				return this;
			}
			/**
			* Sets the vector components to the same value.
			*
			* @param {number} scalar - The value to set for all vector components.
			* @return {Vector2} A reference to this vector.
			*/
			setScalar(scalar) {
				this.x = scalar;
				this.y = scalar;
				return this;
			}
			/**
			* Sets the vector's x component to the given value
			*
			* @param {number} x - The value to set.
			* @return {Vector2} A reference to this vector.
			*/
			setX(x) {
				this.x = x;
				return this;
			}
			/**
			* Sets the vector's y component to the given value
			*
			* @param {number} y - The value to set.
			* @return {Vector2} A reference to this vector.
			*/
			setY(y) {
				this.y = y;
				return this;
			}
			/**
			* Allows to set a vector component with an index.
			*
			* @param {number} index - The component index. `0` equals to x, `1` equals to y.
			* @param {number} value - The value to set.
			* @return {Vector2} A reference to this vector.
			*/
			setComponent(index, value) {
				switch (index) {
					case 0:
						this.x = value;
						break;
					case 1:
						this.y = value;
						break;
					default: throw new Error("THREE.Vector2: index is out of range: " + index);
				}
				return this;
			}
			/**
			* Returns the value of the vector component which matches the given index.
			*
			* @param {number} index - The component index. `0` equals to x, `1` equals to y.
			* @return {number} A vector component value.
			*/
			getComponent(index) {
				switch (index) {
					case 0: return this.x;
					case 1: return this.y;
					default: throw new Error("THREE.Vector2: index is out of range: " + index);
				}
			}
			/**
			* Returns a new vector with copied values from this instance.
			*
			* @return {Vector2} A clone of this instance.
			*/
			clone() {
				return new this.constructor(this.x, this.y);
			}
			/**
			* Copies the values of the given vector to this instance.
			*
			* @param {Vector2} v - The vector to copy.
			* @return {Vector2} A reference to this vector.
			*/
			copy(v) {
				this.x = v.x;
				this.y = v.y;
				return this;
			}
			/**
			* Adds the given vector to this instance.
			*
			* @param {Vector2} v - The vector to add.
			* @return {Vector2} A reference to this vector.
			*/
			add(v) {
				this.x += v.x;
				this.y += v.y;
				return this;
			}
			/**
			* Adds the given scalar value to all components of this instance.
			*
			* @param {number} s - The scalar to add.
			* @return {Vector2} A reference to this vector.
			*/
			addScalar(s) {
				this.x += s;
				this.y += s;
				return this;
			}
			/**
			* Adds the given vectors and stores the result in this instance.
			*
			* @param {Vector2} a - The first vector.
			* @param {Vector2} b - The second vector.
			* @return {Vector2} A reference to this vector.
			*/
			addVectors(a, b) {
				this.x = a.x + b.x;
				this.y = a.y + b.y;
				return this;
			}
			/**
			* Adds the given vector scaled by the given factor to this instance.
			*
			* @param {Vector2} v - The vector.
			* @param {number} s - The factor that scales `v`.
			* @return {Vector2} A reference to this vector.
			*/
			addScaledVector(v, s) {
				this.x += v.x * s;
				this.y += v.y * s;
				return this;
			}
			/**
			* Subtracts the given vector from this instance.
			*
			* @param {Vector2} v - The vector to subtract.
			* @return {Vector2} A reference to this vector.
			*/
			sub(v) {
				this.x -= v.x;
				this.y -= v.y;
				return this;
			}
			/**
			* Subtracts the given scalar value from all components of this instance.
			*
			* @param {number} s - The scalar to subtract.
			* @return {Vector2} A reference to this vector.
			*/
			subScalar(s) {
				this.x -= s;
				this.y -= s;
				return this;
			}
			/**
			* Subtracts the given vectors and stores the result in this instance.
			*
			* @param {Vector2} a - The first vector.
			* @param {Vector2} b - The second vector.
			* @return {Vector2} A reference to this vector.
			*/
			subVectors(a, b) {
				this.x = a.x - b.x;
				this.y = a.y - b.y;
				return this;
			}
			/**
			* Multiplies the given vector with this instance.
			*
			* @param {Vector2} v - The vector to multiply.
			* @return {Vector2} A reference to this vector.
			*/
			multiply(v) {
				this.x *= v.x;
				this.y *= v.y;
				return this;
			}
			/**
			* Multiplies the given scalar value with all components of this instance.
			*
			* @param {number} scalar - The scalar to multiply.
			* @return {Vector2} A reference to this vector.
			*/
			multiplyScalar(scalar) {
				this.x *= scalar;
				this.y *= scalar;
				return this;
			}
			/**
			* Divides this instance by the given vector.
			*
			* @param {Vector2} v - The vector to divide.
			* @return {Vector2} A reference to this vector.
			*/
			divide(v) {
				this.x /= v.x;
				this.y /= v.y;
				return this;
			}
			/**
			* Divides this vector by the given scalar.
			*
			* @param {number} scalar - The scalar to divide.
			* @return {Vector2} A reference to this vector.
			*/
			divideScalar(scalar) {
				return this.multiplyScalar(1 / scalar);
			}
			/**
			* Multiplies this vector (with an implicit 1 as the 3rd component) by
			* the given 3x3 matrix.
			*
			* @param {Matrix3} m - The matrix to apply.
			* @return {Vector2} A reference to this vector.
			*/
			applyMatrix3(m) {
				const x = this.x, y = this.y;
				const 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;
			}
			/**
			* If this vector's x or y value is greater than the given vector's x or y
			* value, replace that value with the corresponding min value.
			*
			* @param {Vector2} v - The vector.
			* @return {Vector2} A reference to this vector.
			*/
			min(v) {
				this.x = Math.min(this.x, v.x);
				this.y = Math.min(this.y, v.y);
				return this;
			}
			/**
			* If this vector's x or y value is less than the given vector's x or y
			* value, replace that value with the corresponding max value.
			*
			* @param {Vector2} v - The vector.
			* @return {Vector2} A reference to this vector.
			*/
			max(v) {
				this.x = Math.max(this.x, v.x);
				this.y = Math.max(this.y, v.y);
				return this;
			}
			/**
			* If this vector's x or y value is greater than the max vector's x or y
			* value, it is replaced by the corresponding value.
			* If this vector's x or y value is less than the min vector's x or y value,
			* it is replaced by the corresponding value.
			*
			* @param {Vector2} min - The minimum x and y values.
			* @param {Vector2} max - The maximum x and y values in the desired range.
			* @return {Vector2} A reference to this vector.
			*/
			clamp(min, max) {
				this.x = clamp(this.x, min.x, max.x);
				this.y = clamp(this.y, min.y, max.y);
				return this;
			}
			/**
			* If this vector's x or y values are greater than the max value, they are
			* replaced by the max value.
			* If this vector's x or y values are less than the min value, they are
			* replaced by the min value.
			*
			* @param {number} minVal - The minimum value the components will be clamped to.
			* @param {number} maxVal - The maximum value the components will be clamped to.
			* @return {Vector2} A reference to this vector.
			*/
			clampScalar(minVal, maxVal) {
				this.x = clamp(this.x, minVal, maxVal);
				this.y = clamp(this.y, minVal, maxVal);
				return this;
			}
			/**
			* If this vector's length is greater than the max value, it is replaced by
			* the max value.
			* If this vector's length is less than the min value, it is replaced by the
			* min value.
			*
			* @param {number} min - The minimum value the vector length will be clamped to.
			* @param {number} max - The maximum value the vector length will be clamped to.
			* @return {Vector2} A reference to this vector.
			*/
			clampLength(min, max) {
				const length = this.length();
				return this.divideScalar(length || 1).multiplyScalar(clamp(length, min, max));
			}
			/**
			* The components of this vector are rounded down to the nearest integer value.
			*
			* @return {Vector2} A reference to this vector.
			*/
			floor() {
				this.x = Math.floor(this.x);
				this.y = Math.floor(this.y);
				return this;
			}
			/**
			* The components of this vector are rounded up to the nearest integer value.
			*
			* @return {Vector2} A reference to this vector.
			*/
			ceil() {
				this.x = Math.ceil(this.x);
				this.y = Math.ceil(this.y);
				return this;
			}
			/**
			* The components of this vector are rounded to the nearest integer value
			*
			* @return {Vector2} A reference to this vector.
			*/
			round() {
				this.x = Math.round(this.x);
				this.y = Math.round(this.y);
				return this;
			}
			/**
			* The components of this vector are rounded towards zero (up if negative,
			* down if positive) to an integer value.
			*
			* @return {Vector2} A reference to this vector.
			*/
			roundToZero() {
				this.x = Math.trunc(this.x);
				this.y = Math.trunc(this.y);
				return this;
			}
			/**
			* Inverts this vector - i.e. sets x = -x and y = -y.
			*
			* @return {Vector2} A reference to this vector.
			*/
			negate() {
				this.x = -this.x;
				this.y = -this.y;
				return this;
			}
			/**
			* Calculates the dot product of the given vector with this instance.
			*
			* @param {Vector2} v - The vector to compute the dot product with.
			* @return {number} The result of the dot product.
			*/
			dot(v) {
				return this.x * v.x + this.y * v.y;
			}
			/**
			* Calculates the cross product of the given vector with this instance.
			*
			* @param {Vector2} v - The vector to compute the cross product with.
			* @return {number} The result of the cross product.
			*/
			cross(v) {
				return this.x * v.y - this.y * v.x;
			}
			/**
			* Computes the square of the Euclidean length (straight-line length) from
			* (0, 0) to (x, y). If you are comparing the lengths of vectors, you should
			* compare the length squared instead as it is slightly more efficient to calculate.
			*
			* @return {number} The square length of this vector.
			*/
			lengthSq() {
				return this.x * this.x + this.y * this.y;
			}
			/**
			* Computes the  Euclidean length (straight-line length) from (0, 0) to (x, y).
			*
			* @return {number} The length of this vector.
			*/
			length() {
				return Math.sqrt(this.x * this.x + this.y * this.y);
			}
			/**
			* Computes the Manhattan length of this vector.
			*
			* @return {number} The length of this vector.
			*/
			manhattanLength() {
				return Math.abs(this.x) + Math.abs(this.y);
			}
			/**
			* Converts this vector to a unit vector - that is, sets it equal to a vector
			* with the same direction as this one, but with a vector length of `1`.
			*
			* @return {Vector2} A reference to this vector.
			*/
			normalize() {
				return this.divideScalar(this.length() || 1);
			}
			/**
			* Computes the angle in radians of this vector with respect to the positive x-axis.
			*
			* @return {number} The angle in radians.
			*/
			angle() {
				return Math.atan2(-this.y, -this.x) + Math.PI;
			}
			/**
			* Returns the angle between the given vector and this instance in radians.
			*
			* @param {Vector2} v - The vector to compute the angle with.
			* @return {number} The angle in radians.
			*/
			angleTo(v) {
				const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
				if (denominator === 0) return Math.PI / 2;
				const theta = this.dot(v) / denominator;
				return Math.acos(clamp(theta, -1, 1));
			}
			/**
			* Computes the distance from the given vector to this instance.
			*
			* @param {Vector2} v - The vector to compute the distance to.
			* @return {number} The distance.
			*/
			distanceTo(v) {
				return Math.sqrt(this.distanceToSquared(v));
			}
			/**
			* Computes the squared distance from the given vector to this instance.
			* If you are just comparing the distance with another distance, you should compare
			* the distance squared instead as it is slightly more efficient to calculate.
			*
			* @param {Vector2} v - The vector to compute the squared distance to.
			* @return {number} The squared distance.
			*/
			distanceToSquared(v) {
				const dx = this.x - v.x, dy = this.y - v.y;
				return dx * dx + dy * dy;
			}
			/**
			* Computes the Manhattan distance from the given vector to this instance.
			*
			* @param {Vector2} v - The vector to compute the Manhattan distance to.
			* @return {number} The Manhattan distance.
			*/
			manhattanDistanceTo(v) {
				return Math.abs(this.x - v.x) + Math.abs(this.y - v.y);
			}
			/**
			* Sets this vector to a vector with the same direction as this one, but
			* with the specified length.
			*
			* @param {number} length - The new length of this vector.
			* @return {Vector2} A reference to this vector.
			*/
			setLength(length) {
				return this.normalize().multiplyScalar(length);
			}
			/**
			* Linearly interpolates between the given vector and this instance, where
			* alpha is the percent distance along the line - alpha = 0 will be this
			* vector, and alpha = 1 will be the given one.
			*
			* @param {Vector2} v - The vector to interpolate towards.
			* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
			* @return {Vector2} A reference to this vector.
			*/
			lerp(v, alpha) {
				this.x += (v.x - this.x) * alpha;
				this.y += (v.y - this.y) * alpha;
				return this;
			}
			/**
			* Linearly interpolates between the given vectors, where alpha is the percent
			* distance along the line - alpha = 0 will be first vector, and alpha = 1 will
			* be the second one. The result is stored in this instance.
			*
			* @param {Vector2} v1 - The first vector.
			* @param {Vector2} v2 - The second vector.
			* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
			* @return {Vector2} A reference to this vector.
			*/
			lerpVectors(v1, v2, alpha) {
				this.x = v1.x + (v2.x - v1.x) * alpha;
				this.y = v1.y + (v2.y - v1.y) * alpha;
				return this;
			}
			/**
			* Returns `true` if this vector is equal with the given one.
			*
			* @param {Vector2} v - The vector to test for equality.
			* @return {boolean} Whether this vector is equal with the given one.
			*/
			equals(v) {
				return v.x === this.x && v.y === this.y;
			}
			/**
			* Sets this vector's x value to be `array[ offset ]` and y
			* value to be `array[ offset + 1 ]`.
			*
			* @param {Array<number>} array - An array holding the vector component values.
			* @param {number} [offset=0] - The offset into the array.
			* @return {Vector2} A reference to this vector.
			*/
			fromArray(array, offset = 0) {
				this.x = array[offset];
				this.y = array[offset + 1];
				return this;
			}
			/**
			* Writes the components of this vector to the given array. If no array is provided,
			* the method returns a new instance.
			*
			* @param {Array<number>} [array=[]] - The target array holding the vector components.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Array<number>} The vector components.
			*/
			toArray(array = [], offset = 0) {
				array[offset] = this.x;
				array[offset + 1] = this.y;
				return array;
			}
			/**
			* Sets the components of this vector from the given buffer attribute.
			*
			* @param {BufferAttribute} attribute - The buffer attribute holding vector data.
			* @param {number} index - The index into the attribute.
			* @return {Vector2} A reference to this vector.
			*/
			fromBufferAttribute(attribute, index) {
				this.x = attribute.getX(index);
				this.y = attribute.getY(index);
				return this;
			}
			/**
			* Rotates this vector around the given center by the given angle.
			*
			* @param {Vector2} center - The point around which to rotate.
			* @param {number} angle - The angle to rotate, in radians.
			* @return {Vector2} A reference to this vector.
			*/
			rotateAround(center, angle) {
				const c = Math.cos(angle), s = Math.sin(angle);
				const x = this.x - center.x;
				const y = this.y - center.y;
				this.x = x * c - y * s + center.x;
				this.y = x * s + y * c + center.y;
				return this;
			}
			/**
			* Sets each component of this vector to a pseudo-random value between `0` and
			* `1`, excluding `1`.
			*
			* @return {Vector2} A reference to this vector.
			*/
			random() {
				this.x = Math.random();
				this.y = Math.random();
				return this;
			}
			*[Symbol.iterator]() {
				yield this.x;
				yield this.y;
			}
		};
		Quaternion = class {
			/**
			* Constructs a new quaternion.
			*
			* @param {number} [x=0] - The x value of this quaternion.
			* @param {number} [y=0] - The y value of this quaternion.
			* @param {number} [z=0] - The z value of this quaternion.
			* @param {number} [w=1] - The w value of this quaternion.
			*/
			constructor(x = 0, y = 0, z = 0, w = 1) {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isQuaternion = true;
				this._x = x;
				this._y = y;
				this._z = z;
				this._w = w;
			}
			/**
			* Interpolates between two quaternions via SLERP. This implementation assumes the
			* quaternion data are managed in flat arrays.
			*
			* @param {Array<number>} dst - The destination array.
			* @param {number} dstOffset - An offset into the destination array.
			* @param {Array<number>} src0 - The source array of the first quaternion.
			* @param {number} srcOffset0 - An offset into the first source array.
			* @param {Array<number>} src1 -  The source array of the second quaternion.
			* @param {number} srcOffset1 - An offset into the second source array.
			* @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
			* @see {@link Quaternion#slerp}
			*/
			static slerpFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t) {
				let x0 = src0[srcOffset0 + 0], y0 = src0[srcOffset0 + 1], z0 = src0[srcOffset0 + 2], w0 = src0[srcOffset0 + 3];
				let 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) {
					let dot = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1;
					if (dot < 0) {
						x1 = -x1;
						y1 = -y1;
						z1 = -z1;
						w1 = -w1;
						dot = -dot;
					}
					let s = 1 - t;
					if (dot < .9995) {
						const theta = Math.acos(dot);
						const sin = Math.sin(theta);
						s = Math.sin(s * theta) / sin;
						t = Math.sin(t * theta) / sin;
						x0 = x0 * s + x1 * t;
						y0 = y0 * s + y1 * t;
						z0 = z0 * s + z1 * t;
						w0 = w0 * s + w1 * t;
					} else {
						x0 = x0 * s + x1 * t;
						y0 = y0 * s + y1 * t;
						z0 = z0 * s + z1 * t;
						w0 = w0 * s + w1 * t;
						const 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;
			}
			/**
			* Multiplies two quaternions. This implementation assumes the quaternion data are managed
			* in flat arrays.
			*
			* @param {Array<number>} dst - The destination array.
			* @param {number} dstOffset - An offset into the destination array.
			* @param {Array<number>} src0 - The source array of the first quaternion.
			* @param {number} srcOffset0 - An offset into the first source array.
			* @param {Array<number>} src1 -  The source array of the second quaternion.
			* @param {number} srcOffset1 - An offset into the second source array.
			* @return {Array<number>} The destination array.
			* @see {@link Quaternion#multiplyQuaternions}.
			*/
			static multiplyQuaternionsFlat(dst, dstOffset, src0, srcOffset0, src1, srcOffset1) {
				const x0 = src0[srcOffset0];
				const y0 = src0[srcOffset0 + 1];
				const z0 = src0[srcOffset0 + 2];
				const w0 = src0[srcOffset0 + 3];
				const x1 = src1[srcOffset1];
				const y1 = src1[srcOffset1 + 1];
				const z1 = src1[srcOffset1 + 2];
				const w1 = src1[srcOffset1 + 3];
				dst[dstOffset] = x0 * w1 + w0 * x1 + y0 * z1 - z0 * y1;
				dst[dstOffset + 1] = y0 * w1 + w0 * y1 + z0 * x1 - x0 * z1;
				dst[dstOffset + 2] = z0 * w1 + w0 * z1 + x0 * y1 - y0 * x1;
				dst[dstOffset + 3] = w0 * w1 - x0 * x1 - y0 * y1 - z0 * z1;
				return dst;
			}
			/**
			* The x value of this quaternion.
			*
			* @type {number}
			* @default 0
			*/
			get x() {
				return this._x;
			}
			set x(value) {
				this._x = value;
				this._onChangeCallback();
			}
			/**
			* The y value of this quaternion.
			*
			* @type {number}
			* @default 0
			*/
			get y() {
				return this._y;
			}
			set y(value) {
				this._y = value;
				this._onChangeCallback();
			}
			/**
			* The z value of this quaternion.
			*
			* @type {number}
			* @default 0
			*/
			get z() {
				return this._z;
			}
			set z(value) {
				this._z = value;
				this._onChangeCallback();
			}
			/**
			* The w value of this quaternion.
			*
			* @type {number}
			* @default 1
			*/
			get w() {
				return this._w;
			}
			set w(value) {
				this._w = value;
				this._onChangeCallback();
			}
			/**
			* Sets the quaternion components.
			*
			* @param {number} x - The x value of this quaternion.
			* @param {number} y - The y value of this quaternion.
			* @param {number} z - The z value of this quaternion.
			* @param {number} w - The w value of this quaternion.
			* @return {Quaternion} A reference to this quaternion.
			*/
			set(x, y, z, w) {
				this._x = x;
				this._y = y;
				this._z = z;
				this._w = w;
				this._onChangeCallback();
				return this;
			}
			/**
			* Returns a new quaternion with copied values from this instance.
			*
			* @return {Quaternion} A clone of this instance.
			*/
			clone() {
				return new this.constructor(this._x, this._y, this._z, this._w);
			}
			/**
			* Copies the values of the given quaternion to this instance.
			*
			* @param {Quaternion} quaternion - The quaternion to copy.
			* @return {Quaternion} A reference to this quaternion.
			*/
			copy(quaternion) {
				this._x = quaternion.x;
				this._y = quaternion.y;
				this._z = quaternion.z;
				this._w = quaternion.w;
				this._onChangeCallback();
				return this;
			}
			/**
			* Sets this quaternion from the rotation specified by the given
			* Euler angles.
			*
			* @param {Euler} euler - The Euler angles.
			* @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
			* @return {Quaternion} A reference to this quaternion.
			*/
			setFromEuler(euler, update = true) {
				const x = euler._x, y = euler._y, z = euler._z, order = euler._order;
				const cos = Math.cos;
				const sin = Math.sin;
				const c1 = cos(x / 2);
				const c2 = cos(y / 2);
				const c3 = cos(z / 2);
				const s1 = sin(x / 2);
				const s2 = sin(y / 2);
				const s3 = sin(z / 2);
				switch (order) {
					case "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;
						break;
					case "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;
						break;
					case "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;
						break;
					case "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;
						break;
					case "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;
						break;
					case "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;
						break;
					default: warn("Quaternion: .setFromEuler() encountered an unknown order: " + order);
				}
				if (update === true) this._onChangeCallback();
				return this;
			}
			/**
			* Sets this quaternion from the given axis and angle.
			*
			* @param {Vector3} axis - The normalized axis.
			* @param {number} angle - The angle in radians.
			* @return {Quaternion} A reference to this quaternion.
			*/
			setFromAxisAngle(axis, angle) {
				const 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;
			}
			/**
			* Sets this quaternion from the given rotation matrix.
			*
			* @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
			* @return {Quaternion} A reference to this quaternion.
			*/
			setFromRotationMatrix(m) {
				const te = m.elements, m11 = te[0], m12 = te[4], m13 = te[8], m21 = te[1], m22 = te[5], m23 = te[9], m31 = te[2], m32 = te[6], m33 = te[10], trace = m11 + m22 + m33;
				if (trace > 0) {
					const s = .5 / Math.sqrt(trace + 1);
					this._w = .25 / s;
					this._x = (m32 - m23) * s;
					this._y = (m13 - m31) * s;
					this._z = (m21 - m12) * s;
				} else if (m11 > m22 && m11 > m33) {
					const s = 2 * Math.sqrt(1 + m11 - m22 - m33);
					this._w = (m32 - m23) / s;
					this._x = .25 * s;
					this._y = (m12 + m21) / s;
					this._z = (m13 + m31) / s;
				} else if (m22 > m33) {
					const s = 2 * Math.sqrt(1 + m22 - m11 - m33);
					this._w = (m13 - m31) / s;
					this._x = (m12 + m21) / s;
					this._y = .25 * s;
					this._z = (m23 + m32) / s;
				} else {
					const s = 2 * Math.sqrt(1 + m33 - m11 - m22);
					this._w = (m21 - m12) / s;
					this._x = (m13 + m31) / s;
					this._y = (m23 + m32) / s;
					this._z = .25 * s;
				}
				this._onChangeCallback();
				return this;
			}
			/**
			* Sets this quaternion to the rotation required to rotate the direction vector
			* `vFrom` to the direction vector `vTo`.
			*
			* @param {Vector3} vFrom - The first (normalized) direction vector.
			* @param {Vector3} vTo - The second (normalized) direction vector.
			* @return {Quaternion} A reference to this quaternion.
			*/
			setFromUnitVectors(vFrom, vTo) {
				let r = vFrom.dot(vTo) + 1;
				if (r < 1e-8) {
					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 {
					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();
			}
			/**
			* Returns the angle between this quaternion and the given one in radians.
			*
			* @param {Quaternion} q - The quaternion to compute the angle with.
			* @return {number} The angle in radians.
			*/
			angleTo(q) {
				return 2 * Math.acos(Math.abs(clamp(this.dot(q), -1, 1)));
			}
			/**
			* Rotates this quaternion by a given angular step to the given quaternion.
			* The method ensures that the final quaternion will not overshoot `q`.
			*
			* @param {Quaternion} q - The target quaternion.
			* @param {number} step - The angular step in radians.
			* @return {Quaternion} A reference to this quaternion.
			*/
			rotateTowards(q, step) {
				const angle = this.angleTo(q);
				if (angle === 0) return this;
				const t = Math.min(1, step / angle);
				this.slerp(q, t);
				return this;
			}
			/**
			* Sets this quaternion to the identity quaternion; that is, to the
			* quaternion that represents "no rotation".
			*
			* @return {Quaternion} A reference to this quaternion.
			*/
			identity() {
				return this.set(0, 0, 0, 1);
			}
			/**
			* Inverts this quaternion via {@link Quaternion#conjugate}. The
			* quaternion is assumed to have unit length.
			*
			* @return {Quaternion} A reference to this quaternion.
			*/
			invert() {
				return this.conjugate();
			}
			/**
			* Returns the rotational conjugate of this quaternion. The conjugate of a
			* quaternion represents the same rotation in the opposite direction about
			* the rotational axis.
			*
			* @return {Quaternion} A reference to this quaternion.
			*/
			conjugate() {
				this._x *= -1;
				this._y *= -1;
				this._z *= -1;
				this._onChangeCallback();
				return this;
			}
			/**
			* Calculates the dot product of this quaternion and the given one.
			*
			* @param {Quaternion} v - The quaternion to compute the dot product with.
			* @return {number} The result of the dot product.
			*/
			dot(v) {
				return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
			}
			/**
			* Computes the squared Euclidean length (straight-line length) of this quaternion,
			* considered as a 4 dimensional vector. This can be useful if you are comparing the
			* lengths of two quaternions, as this is a slightly more efficient calculation than
			* {@link Quaternion#length}.
			*
			* @return {number} The squared Euclidean length.
			*/
			lengthSq() {
				return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
			}
			/**
			* Computes the Euclidean length (straight-line length) of this quaternion,
			* considered as a 4 dimensional vector.
			*
			* @return {number} The Euclidean length.
			*/
			length() {
				return Math.sqrt(this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w);
			}
			/**
			* Normalizes this quaternion - that is, calculated the quaternion that performs
			* the same rotation as this one, but has a length equal to `1`.
			*
			* @return {Quaternion} A reference to this quaternion.
			*/
			normalize() {
				let 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;
			}
			/**
			* Multiplies this quaternion by the given one.
			*
			* @param {Quaternion} q - The quaternion.
			* @return {Quaternion} A reference to this quaternion.
			*/
			multiply(q) {
				return this.multiplyQuaternions(this, q);
			}
			/**
			* Pre-multiplies this quaternion by the given one.
			*
			* @param {Quaternion} q - The quaternion.
			* @return {Quaternion} A reference to this quaternion.
			*/
			premultiply(q) {
				return this.multiplyQuaternions(q, this);
			}
			/**
			* Multiplies the given quaternions and stores the result in this instance.
			*
			* @param {Quaternion} a - The first quaternion.
			* @param {Quaternion} b - The second quaternion.
			* @return {Quaternion} A reference to this quaternion.
			*/
			multiplyQuaternions(a, b) {
				const qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
				const 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;
			}
			/**
			* Performs a spherical linear interpolation between this quaternion and the target quaternion.
			*
			* @param {Quaternion} qb - The target quaternion.
			* @param {number} t - The interpolation factor. A value in the range `[0,1]` will interpolate. A value outside the range `[0,1]` will extrapolate.
			* @return {Quaternion} A reference to this quaternion.
			*/
			slerp(qb, t) {
				let x = qb._x, y = qb._y, z = qb._z, w = qb._w;
				let dot = this.dot(qb);
				if (dot < 0) {
					x = -x;
					y = -y;
					z = -z;
					w = -w;
					dot = -dot;
				}
				let s = 1 - t;
				if (dot < .9995) {
					const theta = Math.acos(dot);
					const sin = Math.sin(theta);
					s = Math.sin(s * theta) / sin;
					t = Math.sin(t * theta) / sin;
					this._x = this._x * s + x * t;
					this._y = this._y * s + y * t;
					this._z = this._z * s + z * t;
					this._w = this._w * s + w * t;
					this._onChangeCallback();
				} else {
					this._x = this._x * s + x * t;
					this._y = this._y * s + y * t;
					this._z = this._z * s + z * t;
					this._w = this._w * s + w * t;
					this.normalize();
				}
				return this;
			}
			/**
			* Performs a spherical linear interpolation between the given quaternions
			* and stores the result in this quaternion.
			*
			* @param {Quaternion} qa - The source quaternion.
			* @param {Quaternion} qb - The target quaternion.
			* @param {number} t - The interpolation factor in the closed interval `[0, 1]`.
			* @return {Quaternion} A reference to this quaternion.
			*/
			slerpQuaternions(qa, qb, t) {
				return this.copy(qa).slerp(qb, t);
			}
			/**
			* Sets this quaternion to a uniformly random, normalized quaternion.
			*
			* @return {Quaternion} A reference to this quaternion.
			*/
			random() {
				const theta1 = 2 * Math.PI * Math.random();
				const theta2 = 2 * Math.PI * Math.random();
				const x0 = Math.random();
				const r1 = Math.sqrt(1 - x0);
				const r2 = Math.sqrt(x0);
				return this.set(r1 * Math.sin(theta1), r1 * Math.cos(theta1), r2 * Math.sin(theta2), r2 * Math.cos(theta2));
			}
			/**
			* Returns `true` if this quaternion is equal with the given one.
			*
			* @param {Quaternion} quaternion - The quaternion to test for equality.
			* @return {boolean} Whether this quaternion is equal with the given one.
			*/
			equals(quaternion) {
				return quaternion._x === this._x && quaternion._y === this._y && quaternion._z === this._z && quaternion._w === this._w;
			}
			/**
			* Sets this quaternion's components from the given array.
			*
			* @param {Array<number>} array - An array holding the quaternion component values.
			* @param {number} [offset=0] - The offset into the array.
			* @return {Quaternion} A reference to this quaternion.
			*/
			fromArray(array, 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;
			}
			/**
			* Writes the components of this quaternion to the given array. If no array is provided,
			* the method returns a new instance.
			*
			* @param {Array<number>} [array=[]] - The target array holding the quaternion components.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Array<number>} The quaternion components.
			*/
			toArray(array = [], offset = 0) {
				array[offset] = this._x;
				array[offset + 1] = this._y;
				array[offset + 2] = this._z;
				array[offset + 3] = this._w;
				return array;
			}
			/**
			* Sets the components of this quaternion from the given buffer attribute.
			*
			* @param {BufferAttribute} attribute - The buffer attribute holding quaternion data.
			* @param {number} index - The index into the attribute.
			* @return {Quaternion} A reference to this quaternion.
			*/
			fromBufferAttribute(attribute, index) {
				this._x = attribute.getX(index);
				this._y = attribute.getY(index);
				this._z = attribute.getZ(index);
				this._w = attribute.getW(index);
				this._onChangeCallback();
				return this;
			}
			/**
			* This methods defines the serialization result of this class. Returns the
			* numerical elements of this quaternion in an array of format `[x, y, z, w]`.
			*
			* @return {Array<number>} The serialized quaternion.
			*/
			toJSON() {
				return this.toArray();
			}
			_onChange(callback) {
				this._onChangeCallback = callback;
				return this;
			}
			_onChangeCallback() {}
			*[Symbol.iterator]() {
				yield this._x;
				yield this._y;
				yield this._z;
				yield this._w;
			}
		};
		Vector3 = class Vector3 {
			static {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				Vector3.prototype.isVector3 = true;
			}
			/**
			* Constructs a new 3D vector.
			*
			* @param {number} [x=0] - The x value of this vector.
			* @param {number} [y=0] - The y value of this vector.
			* @param {number} [z=0] - The z value of this vector.
			*/
			constructor(x = 0, y = 0, z = 0) {
				/**
				* The x value of this vector.
				*
				* @type {number}
				*/
				this.x = x;
				/**
				* The y value of this vector.
				*
				* @type {number}
				*/
				this.y = y;
				/**
				* The z value of this vector.
				*
				* @type {number}
				*/
				this.z = z;
			}
			/**
			* Sets the vector components.
			*
			* @param {number} x - The value of the x component.
			* @param {number} y - The value of the y component.
			* @param {number} z - The value of the z component.
			* @return {Vector3} A reference to this vector.
			*/
			set(x, y, z) {
				if (z === void 0) z = this.z;
				this.x = x;
				this.y = y;
				this.z = z;
				return this;
			}
			/**
			* Sets the vector components to the same value.
			*
			* @param {number} scalar - The value to set for all vector components.
			* @return {Vector3} A reference to this vector.
			*/
			setScalar(scalar) {
				this.x = scalar;
				this.y = scalar;
				this.z = scalar;
				return this;
			}
			/**
			* Sets the vector's x component to the given value.
			*
			* @param {number} x - The value to set.
			* @return {Vector3} A reference to this vector.
			*/
			setX(x) {
				this.x = x;
				return this;
			}
			/**
			* Sets the vector's y component to the given value.
			*
			* @param {number} y - The value to set.
			* @return {Vector3} A reference to this vector.
			*/
			setY(y) {
				this.y = y;
				return this;
			}
			/**
			* Sets the vector's z component to the given value.
			*
			* @param {number} z - The value to set.
			* @return {Vector3} A reference to this vector.
			*/
			setZ(z) {
				this.z = z;
				return this;
			}
			/**
			* Allows to set a vector component with an index.
			*
			* @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
			* @param {number} value - The value to set.
			* @return {Vector3} A reference to this vector.
			*/
			setComponent(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("THREE.Vector3: index is out of range: " + index);
				}
				return this;
			}
			/**
			* Returns the value of the vector component which matches the given index.
			*
			* @param {number} index - The component index. `0` equals to x, `1` equals to y, `2` equals to z.
			* @return {number} A vector component value.
			*/
			getComponent(index) {
				switch (index) {
					case 0: return this.x;
					case 1: return this.y;
					case 2: return this.z;
					default: throw new Error("THREE.Vector3: index is out of range: " + index);
				}
			}
			/**
			* Returns a new vector with copied values from this instance.
			*
			* @return {Vector3} A clone of this instance.
			*/
			clone() {
				return new this.constructor(this.x, this.y, this.z);
			}
			/**
			* Copies the values of the given vector to this instance.
			*
			* @param {Vector3} v - The vector to copy.
			* @return {Vector3} A reference to this vector.
			*/
			copy(v) {
				this.x = v.x;
				this.y = v.y;
				this.z = v.z;
				return this;
			}
			/**
			* Adds the given vector to this instance.
			*
			* @param {Vector3} v - The vector to add.
			* @return {Vector3} A reference to this vector.
			*/
			add(v) {
				this.x += v.x;
				this.y += v.y;
				this.z += v.z;
				return this;
			}
			/**
			* Adds the given scalar value to all components of this instance.
			*
			* @param {number} s - The scalar to add.
			* @return {Vector3} A reference to this vector.
			*/
			addScalar(s) {
				this.x += s;
				this.y += s;
				this.z += s;
				return this;
			}
			/**
			* Adds the given vectors and stores the result in this instance.
			*
			* @param {Vector3} a - The first vector.
			* @param {Vector3} b - The second vector.
			* @return {Vector3} A reference to this vector.
			*/
			addVectors(a, b) {
				this.x = a.x + b.x;
				this.y = a.y + b.y;
				this.z = a.z + b.z;
				return this;
			}
			/**
			* Adds the given vector scaled by the given factor to this instance.
			*
			* @param {Vector3|Vector4} v - The vector.
			* @param {number} s - The factor that scales `v`.
			* @return {Vector3} A reference to this vector.
			*/
			addScaledVector(v, s) {
				this.x += v.x * s;
				this.y += v.y * s;
				this.z += v.z * s;
				return this;
			}
			/**
			* Subtracts the given vector from this instance.
			*
			* @param {Vector3} v - The vector to subtract.
			* @return {Vector3} A reference to this vector.
			*/
			sub(v) {
				this.x -= v.x;
				this.y -= v.y;
				this.z -= v.z;
				return this;
			}
			/**
			* Subtracts the given scalar value from all components of this instance.
			*
			* @param {number} s - The scalar to subtract.
			* @return {Vector3} A reference to this vector.
			*/
			subScalar(s) {
				this.x -= s;
				this.y -= s;
				this.z -= s;
				return this;
			}
			/**
			* Subtracts the given vectors and stores the result in this instance.
			*
			* @param {Vector3} a - The first vector.
			* @param {Vector3} b - The second vector.
			* @return {Vector3} A reference to this vector.
			*/
			subVectors(a, b) {
				this.x = a.x - b.x;
				this.y = a.y - b.y;
				this.z = a.z - b.z;
				return this;
			}
			/**
			* Multiplies the given vector with this instance.
			*
			* @param {Vector3} v - The vector to multiply.
			* @return {Vector3} A reference to this vector.
			*/
			multiply(v) {
				this.x *= v.x;
				this.y *= v.y;
				this.z *= v.z;
				return this;
			}
			/**
			* Multiplies the given scalar value with all components of this instance.
			*
			* @param {number} scalar - The scalar to multiply.
			* @return {Vector3} A reference to this vector.
			*/
			multiplyScalar(scalar) {
				this.x *= scalar;
				this.y *= scalar;
				this.z *= scalar;
				return this;
			}
			/**
			* Multiplies the given vectors and stores the result in this instance.
			*
			* @param {Vector3} a - The first vector.
			* @param {Vector3} b - The second vector.
			* @return {Vector3} A reference to this vector.
			*/
			multiplyVectors(a, b) {
				this.x = a.x * b.x;
				this.y = a.y * b.y;
				this.z = a.z * b.z;
				return this;
			}
			/**
			* Applies the given Euler rotation to this vector.
			*
			* @param {Euler} euler - The Euler angles.
			* @return {Vector3} A reference to this vector.
			*/
			applyEuler(euler) {
				return this.applyQuaternion(_quaternion$5.setFromEuler(euler));
			}
			/**
			* Applies a rotation specified by an axis and an angle to this vector.
			*
			* @param {Vector3} axis - A normalized vector representing the rotation axis.
			* @param {number} angle - The angle in radians.
			* @return {Vector3} A reference to this vector.
			*/
			applyAxisAngle(axis, angle) {
				return this.applyQuaternion(_quaternion$5.setFromAxisAngle(axis, angle));
			}
			/**
			* Multiplies this vector with the given 3x3 matrix.
			*
			* @param {Matrix3} m - The 3x3 matrix.
			* @return {Vector3} A reference to this vector.
			*/
			applyMatrix3(m) {
				const x = this.x, y = this.y, z = this.z;
				const 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;
			}
			/**
			* Multiplies this vector by the given normal matrix and normalizes
			* the result.
			*
			* @param {Matrix3} m - The normal matrix.
			* @return {Vector3} A reference to this vector.
			*/
			applyNormalMatrix(m) {
				return this.applyMatrix3(m).normalize();
			}
			/**
			* Multiplies this vector (with an implicit 1 in the 4th dimension) by m, and
			* divides by perspective.
			*
			* @param {Matrix4} m - The matrix to apply.
			* @return {Vector3} A reference to this vector.
			*/
			applyMatrix4(m) {
				const x = this.x, y = this.y, z = this.z;
				const e = m.elements;
				const 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;
			}
			/**
			* Applies the given Quaternion to this vector.
			*
			* @param {Quaternion} q - The Quaternion.
			* @return {Vector3} A reference to this vector.
			*/
			applyQuaternion(q) {
				const vx = this.x, vy = this.y, vz = this.z;
				const qx = q.x, qy = q.y, qz = q.z, qw = q.w;
				const tx = 2 * (qy * vz - qz * vy);
				const ty = 2 * (qz * vx - qx * vz);
				const tz = 2 * (qx * vy - qy * vx);
				this.x = vx + qw * tx + qy * tz - qz * ty;
				this.y = vy + qw * ty + qz * tx - qx * tz;
				this.z = vz + qw * tz + qx * ty - qy * tx;
				return this;
			}
			/**
			* Projects this vector from world space into the camera's normalized
			* device coordinate (NDC) space.
			*
			* @param {Camera} camera - The camera.
			* @return {Vector3} A reference to this vector.
			*/
			project(camera) {
				return this.applyMatrix4(camera.matrixWorldInverse).applyMatrix4(camera.projectionMatrix);
			}
			/**
			* Unprojects this vector from the camera's normalized device coordinate (NDC)
			* space into world space.
			*
			* @param {Camera} camera - The camera.
			* @return {Vector3} A reference to this vector.
			*/
			unproject(camera) {
				return this.applyMatrix4(camera.projectionMatrixInverse).applyMatrix4(camera.matrixWorld);
			}
			/**
			* Transforms the direction of this vector by a matrix (the upper left 3 x 3
			* subset of the given 4x4 matrix and then normalizes the result.
			*
			* @param {Matrix4} m - The matrix.
			* @return {Vector3} A reference to this vector.
			*/
			transformDirection(m) {
				const x = this.x, y = this.y, z = this.z;
				const 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();
			}
			/**
			* Divides this instance by the given vector.
			*
			* @param {Vector3} v - The vector to divide.
			* @return {Vector3} A reference to this vector.
			*/
			divide(v) {
				this.x /= v.x;
				this.y /= v.y;
				this.z /= v.z;
				return this;
			}
			/**
			* Divides this vector by the given scalar.
			*
			* @param {number} scalar - The scalar to divide.
			* @return {Vector3} A reference to this vector.
			*/
			divideScalar(scalar) {
				return this.multiplyScalar(1 / scalar);
			}
			/**
			* If this vector's x, y or z value is greater than the given vector's x, y or z
			* value, replace that value with the corresponding min value.
			*
			* @param {Vector3} v - The vector.
			* @return {Vector3} A reference to this vector.
			*/
			min(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;
			}
			/**
			* If this vector's x, y or z value is less than the given vector's x, y or z
			* value, replace that value with the corresponding max value.
			*
			* @param {Vector3} v - The vector.
			* @return {Vector3} A reference to this vector.
			*/
			max(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;
			}
			/**
			* If this vector's x, y or z value is greater than the max vector's x, y or z
			* value, it is replaced by the corresponding value.
			* If this vector's x, y or z value is less than the min vector's x, y or z value,
			* it is replaced by the corresponding value.
			*
			* @param {Vector3} min - The minimum x, y and z values.
			* @param {Vector3} max - The maximum x, y and z values in the desired range.
			* @return {Vector3} A reference to this vector.
			*/
			clamp(min, max) {
				this.x = clamp(this.x, min.x, max.x);
				this.y = clamp(this.y, min.y, max.y);
				this.z = clamp(this.z, min.z, max.z);
				return this;
			}
			/**
			* If this vector's x, y or z values are greater than the max value, they are
			* replaced by the max value.
			* If this vector's x, y or z values are less than the min value, they are
			* replaced by the min value.
			*
			* @param {number} minVal - The minimum value the components will be clamped to.
			* @param {number} maxVal - The maximum value the components will be clamped to.
			* @return {Vector3} A reference to this vector.
			*/
			clampScalar(minVal, maxVal) {
				this.x = clamp(this.x, minVal, maxVal);
				this.y = clamp(this.y, minVal, maxVal);
				this.z = clamp(this.z, minVal, maxVal);
				return this;
			}
			/**
			* If this vector's length is greater than the max value, it is replaced by
			* the max value.
			* If this vector's length is less than the min value, it is replaced by the
			* min value.
			*
			* @param {number} min - The minimum value the vector length will be clamped to.
			* @param {number} max - The maximum value the vector length will be clamped to.
			* @return {Vector3} A reference to this vector.
			*/
			clampLength(min, max) {
				const length = this.length();
				return this.divideScalar(length || 1).multiplyScalar(clamp(length, min, max));
			}
			/**
			* The components of this vector are rounded down to the nearest integer value.
			*
			* @return {Vector3} A reference to this vector.
			*/
			floor() {
				this.x = Math.floor(this.x);
				this.y = Math.floor(this.y);
				this.z = Math.floor(this.z);
				return this;
			}
			/**
			* The components of this vector are rounded up to the nearest integer value.
			*
			* @return {Vector3} A reference to this vector.
			*/
			ceil() {
				this.x = Math.ceil(this.x);
				this.y = Math.ceil(this.y);
				this.z = Math.ceil(this.z);
				return this;
			}
			/**
			* The components of this vector are rounded to the nearest integer value
			*
			* @return {Vector3} A reference to this vector.
			*/
			round() {
				this.x = Math.round(this.x);
				this.y = Math.round(this.y);
				this.z = Math.round(this.z);
				return this;
			}
			/**
			* The components of this vector are rounded towards zero (up if negative,
			* down if positive) to an integer value.
			*
			* @return {Vector3} A reference to this vector.
			*/
			roundToZero() {
				this.x = Math.trunc(this.x);
				this.y = Math.trunc(this.y);
				this.z = Math.trunc(this.z);
				return this;
			}
			/**
			* Inverts this vector - i.e. sets x = -x, y = -y and z = -z.
			*
			* @return {Vector3} A reference to this vector.
			*/
			negate() {
				this.x = -this.x;
				this.y = -this.y;
				this.z = -this.z;
				return this;
			}
			/**
			* Calculates the dot product of the given vector with this instance.
			*
			* @param {Vector3} v - The vector to compute the dot product with.
			* @return {number} The result of the dot product.
			*/
			dot(v) {
				return this.x * v.x + this.y * v.y + this.z * v.z;
			}
			/**
			* Computes the square of the Euclidean length (straight-line length) from
			* (0, 0, 0) to (x, y, z). If you are comparing the lengths of vectors, you should
			* compare the length squared instead as it is slightly more efficient to calculate.
			*
			* @return {number} The square length of this vector.
			*/
			lengthSq() {
				return this.x * this.x + this.y * this.y + this.z * this.z;
			}
			/**
			* Computes the  Euclidean length (straight-line length) from (0, 0, 0) to (x, y, z).
			*
			* @return {number} The length of this vector.
			*/
			length() {
				return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z);
			}
			/**
			* Computes the Manhattan length of this vector.
			*
			* @return {number} The length of this vector.
			*/
			manhattanLength() {
				return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z);
			}
			/**
			* Converts this vector to a unit vector - that is, sets it equal to a vector
			* with the same direction as this one, but with a vector length of `1`.
			*
			* @return {Vector3} A reference to this vector.
			*/
			normalize() {
				return this.divideScalar(this.length() || 1);
			}
			/**
			* Sets this vector to a vector with the same direction as this one, but
			* with the specified length.
			*
			* @param {number} length - The new length of this vector.
			* @return {Vector3} A reference to this vector.
			*/
			setLength(length) {
				return this.normalize().multiplyScalar(length);
			}
			/**
			* Linearly interpolates between the given vector and this instance, where
			* alpha is the percent distance along the line - alpha = 0 will be this
			* vector, and alpha = 1 will be the given one.
			*
			* @param {Vector3} v - The vector to interpolate towards.
			* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
			* @return {Vector3} A reference to this vector.
			*/
			lerp(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;
			}
			/**
			* Linearly interpolates between the given vectors, where alpha is the percent
			* distance along the line - alpha = 0 will be first vector, and alpha = 1 will
			* be the second one. The result is stored in this instance.
			*
			* @param {Vector3} v1 - The first vector.
			* @param {Vector3} v2 - The second vector.
			* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
			* @return {Vector3} A reference to this vector.
			*/
			lerpVectors(v1, v2, alpha) {
				this.x = v1.x + (v2.x - v1.x) * alpha;
				this.y = v1.y + (v2.y - v1.y) * alpha;
				this.z = v1.z + (v2.z - v1.z) * alpha;
				return this;
			}
			/**
			* Calculates the cross product of the given vector with this instance.
			*
			* @param {Vector3} v - The vector to compute the cross product with.
			* @return {Vector3} The result of the cross product.
			*/
			cross(v) {
				return this.crossVectors(this, v);
			}
			/**
			* Calculates the cross product of the given vectors and stores the result
			* in this instance.
			*
			* @param {Vector3} a - The first vector.
			* @param {Vector3} b - The second vector.
			* @return {Vector3} A reference to this vector.
			*/
			crossVectors(a, b) {
				const ax = a.x, ay = a.y, az = a.z;
				const 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;
			}
			/**
			* Projects this vector onto the given one.
			*
			* @param {Vector3} v - The vector to project to.
			* @return {Vector3} A reference to this vector.
			*/
			projectOnVector(v) {
				const denominator = v.lengthSq();
				if (denominator === 0) return this.set(0, 0, 0);
				const scalar = v.dot(this) / denominator;
				return this.copy(v).multiplyScalar(scalar);
			}
			/**
			* Projects this vector onto a plane by subtracting this
			* vector projected onto the plane's normal from this vector.
			*
			* @param {Vector3} planeNormal - The plane normal.
			* @return {Vector3} A reference to this vector.
			*/
			projectOnPlane(planeNormal) {
				_vector$c.copy(this).projectOnVector(planeNormal);
				return this.sub(_vector$c);
			}
			/**
			* Reflects this vector off a plane orthogonal to the given normal vector.
			*
			* @param {Vector3} normal - The (normalized) normal vector.
			* @return {Vector3} A reference to this vector.
			*/
			reflect(normal) {
				return this.sub(_vector$c.copy(normal).multiplyScalar(2 * this.dot(normal)));
			}
			/**
			* Returns the angle between the given vector and this instance in radians.
			*
			* @param {Vector3} v - The vector to compute the angle with.
			* @return {number} The angle in radians.
			*/
			angleTo(v) {
				const denominator = Math.sqrt(this.lengthSq() * v.lengthSq());
				if (denominator === 0) return Math.PI / 2;
				const theta = this.dot(v) / denominator;
				return Math.acos(clamp(theta, -1, 1));
			}
			/**
			* Computes the distance from the given vector to this instance.
			*
			* @param {Vector3} v - The vector to compute the distance to.
			* @return {number} The distance.
			*/
			distanceTo(v) {
				return Math.sqrt(this.distanceToSquared(v));
			}
			/**
			* Computes the squared distance from the given vector to this instance.
			* If you are just comparing the distance with another distance, you should compare
			* the distance squared instead as it is slightly more efficient to calculate.
			*
			* @param {Vector3} v - The vector to compute the squared distance to.
			* @return {number} The squared distance.
			*/
			distanceToSquared(v) {
				const dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;
				return dx * dx + dy * dy + dz * dz;
			}
			/**
			* Computes the Manhattan distance from the given vector to this instance.
			*
			* @param {Vector3} v - The vector to compute the Manhattan distance to.
			* @return {number} The Manhattan distance.
			*/
			manhattanDistanceTo(v) {
				return Math.abs(this.x - v.x) + Math.abs(this.y - v.y) + Math.abs(this.z - v.z);
			}
			/**
			* Sets the vector components from the given spherical coordinates.
			*
			* @param {Spherical} s - The spherical coordinates.
			* @return {Vector3} A reference to this vector.
			*/
			setFromSpherical(s) {
				return this.setFromSphericalCoords(s.radius, s.phi, s.theta);
			}
			/**
			* Sets the vector components from the given spherical coordinates.
			*
			* @param {number} radius - The radius.
			* @param {number} phi - The phi angle in radians.
			* @param {number} theta - The theta angle in radians.
			* @return {Vector3} A reference to this vector.
			*/
			setFromSphericalCoords(radius, phi, theta) {
				const 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;
			}
			/**
			* Sets the vector components from the given cylindrical coordinates.
			*
			* @param {Cylindrical} c - The cylindrical coordinates.
			* @return {Vector3} A reference to this vector.
			*/
			setFromCylindrical(c) {
				return this.setFromCylindricalCoords(c.radius, c.theta, c.y);
			}
			/**
			* Sets the vector components from the given cylindrical coordinates.
			*
			* @param {number} radius - The radius.
			* @param {number} theta - The theta angle in radians.
			* @param {number} y - The y value.
			* @return {Vector3} A reference to this vector.
			*/
			setFromCylindricalCoords(radius, theta, y) {
				this.x = radius * Math.sin(theta);
				this.y = y;
				this.z = radius * Math.cos(theta);
				return this;
			}
			/**
			* Sets the vector components to the position elements of the
			* given transformation matrix.
			*
			* @param {Matrix4} m - The 4x4 matrix.
			* @return {Vector3} A reference to this vector.
			*/
			setFromMatrixPosition(m) {
				const e = m.elements;
				this.x = e[12];
				this.y = e[13];
				this.z = e[14];
				return this;
			}
			/**
			* Sets the vector components to the scale elements of the
			* given transformation matrix.
			*
			* @param {Matrix4} m - The 4x4 matrix.
			* @return {Vector3} A reference to this vector.
			*/
			setFromMatrixScale(m) {
				const sx = this.setFromMatrixColumn(m, 0).length();
				const sy = this.setFromMatrixColumn(m, 1).length();
				const sz = this.setFromMatrixColumn(m, 2).length();
				this.x = sx;
				this.y = sy;
				this.z = sz;
				return this;
			}
			/**
			* Sets the vector components from the specified matrix column.
			*
			* @param {Matrix4} m - The 4x4 matrix.
			* @param {number} index - The column index.
			* @return {Vector3} A reference to this vector.
			*/
			setFromMatrixColumn(m, index) {
				return this.fromArray(m.elements, index * 4);
			}
			/**
			* Sets the vector components from the specified matrix column.
			*
			* @param {Matrix3} m - The 3x3 matrix.
			* @param {number} index - The column index.
			* @return {Vector3} A reference to this vector.
			*/
			setFromMatrix3Column(m, index) {
				return this.fromArray(m.elements, index * 3);
			}
			/**
			* Sets the vector components from the given Euler angles.
			*
			* @param {Euler} e - The Euler angles to set.
			* @return {Vector3} A reference to this vector.
			*/
			setFromEuler(e) {
				this.x = e._x;
				this.y = e._y;
				this.z = e._z;
				return this;
			}
			/**
			* Sets the vector components from the RGB components of the
			* given color.
			*
			* @param {Color} c - The color to set.
			* @return {Vector3} A reference to this vector.
			*/
			setFromColor(c) {
				this.x = c.r;
				this.y = c.g;
				this.z = c.b;
				return this;
			}
			/**
			* Returns `true` if this vector is equal with the given one.
			*
			* @param {Vector3} v - The vector to test for equality.
			* @return {boolean} Whether this vector is equal with the given one.
			*/
			equals(v) {
				return v.x === this.x && v.y === this.y && v.z === this.z;
			}
			/**
			* Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`
			* and z value to be `array[ offset + 2 ]`.
			*
			* @param {Array<number>} array - An array holding the vector component values.
			* @param {number} [offset=0] - The offset into the array.
			* @return {Vector3} A reference to this vector.
			*/
			fromArray(array, offset = 0) {
				this.x = array[offset];
				this.y = array[offset + 1];
				this.z = array[offset + 2];
				return this;
			}
			/**
			* Writes the components of this vector to the given array. If no array is provided,
			* the method returns a new instance.
			*
			* @param {Array<number>} [array=[]] - The target array holding the vector components.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Array<number>} The vector components.
			*/
			toArray(array = [], offset = 0) {
				array[offset] = this.x;
				array[offset + 1] = this.y;
				array[offset + 2] = this.z;
				return array;
			}
			/**
			* Sets the components of this vector from the given buffer attribute.
			*
			* @param {BufferAttribute} attribute - The buffer attribute holding vector data.
			* @param {number} index - The index into the attribute.
			* @return {Vector3} A reference to this vector.
			*/
			fromBufferAttribute(attribute, index) {
				this.x = attribute.getX(index);
				this.y = attribute.getY(index);
				this.z = attribute.getZ(index);
				return this;
			}
			/**
			* Sets each component of this vector to a pseudo-random value between `0` and
			* `1`, excluding `1`.
			*
			* @return {Vector3} A reference to this vector.
			*/
			random() {
				this.x = Math.random();
				this.y = Math.random();
				this.z = Math.random();
				return this;
			}
			/**
			* Sets this vector to a uniformly random point on a unit sphere.
			*
			* @return {Vector3} A reference to this vector.
			*/
			randomDirection() {
				const theta = Math.random() * Math.PI * 2;
				const u = Math.random() * 2 - 1;
				const c = Math.sqrt(1 - u * u);
				this.x = c * Math.cos(theta);
				this.y = u;
				this.z = c * Math.sin(theta);
				return this;
			}
			*[Symbol.iterator]() {
				yield this.x;
				yield this.y;
				yield this.z;
			}
		};
		_vector$c = /*@__PURE__*/ new Vector3();
		_quaternion$5 = /*@__PURE__*/ new Quaternion();
		Matrix3 = class Matrix3 {
			static {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				Matrix3.prototype.isMatrix3 = true;
			}
			/**
			* Constructs a new 3x3 matrix. The arguments are supposed to be
			* in row-major order. If no arguments are provided, the constructor
			* initializes the matrix as an identity matrix.
			*
			* @param {number} [n11] - 1-1 matrix element.
			* @param {number} [n12] - 1-2 matrix element.
			* @param {number} [n13] - 1-3 matrix element.
			* @param {number} [n21] - 2-1 matrix element.
			* @param {number} [n22] - 2-2 matrix element.
			* @param {number} [n23] - 2-3 matrix element.
			* @param {number} [n31] - 3-1 matrix element.
			* @param {number} [n32] - 3-2 matrix element.
			* @param {number} [n33] - 3-3 matrix element.
			*/
			constructor(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
				/**
				* A column-major list of matrix values.
				*
				* @type {Array<number>}
				*/
				this.elements = [
					1,
					0,
					0,
					0,
					1,
					0,
					0,
					0,
					1
				];
				if (n11 !== void 0) this.set(n11, n12, n13, n21, n22, n23, n31, n32, n33);
			}
			/**
			* Sets the elements of the matrix.The arguments are supposed to be
			* in row-major order.
			*
			* @param {number} [n11] - 1-1 matrix element.
			* @param {number} [n12] - 1-2 matrix element.
			* @param {number} [n13] - 1-3 matrix element.
			* @param {number} [n21] - 2-1 matrix element.
			* @param {number} [n22] - 2-2 matrix element.
			* @param {number} [n23] - 2-3 matrix element.
			* @param {number} [n31] - 3-1 matrix element.
			* @param {number} [n32] - 3-2 matrix element.
			* @param {number} [n33] - 3-3 matrix element.
			* @return {Matrix3} A reference to this matrix.
			*/
			set(n11, n12, n13, n21, n22, n23, n31, n32, n33) {
				const 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;
			}
			/**
			* Sets this matrix to the 3x3 identity matrix.
			*
			* @return {Matrix3} A reference to this matrix.
			*/
			identity() {
				this.set(1, 0, 0, 0, 1, 0, 0, 0, 1);
				return this;
			}
			/**
			* Copies the values of the given matrix to this instance.
			*
			* @param {Matrix3} m - The matrix to copy.
			* @return {Matrix3} A reference to this matrix.
			*/
			copy(m) {
				const te = this.elements;
				const 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;
			}
			/**
			* Extracts the basis of this matrix into the three axis vectors provided.
			*
			* @param {Vector3} xAxis - The basis's x axis.
			* @param {Vector3} yAxis - The basis's y axis.
			* @param {Vector3} zAxis - The basis's z axis.
			* @return {Matrix3} A reference to this matrix.
			*/
			extractBasis(xAxis, yAxis, zAxis) {
				xAxis.setFromMatrix3Column(this, 0);
				yAxis.setFromMatrix3Column(this, 1);
				zAxis.setFromMatrix3Column(this, 2);
				return this;
			}
			/**
			* Set this matrix to the upper 3x3 matrix of the given 4x4 matrix.
			*
			* @param {Matrix4} m - The 4x4 matrix.
			* @return {Matrix3} A reference to this matrix.
			*/
			setFromMatrix4(m) {
				const 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;
			}
			/**
			* Post-multiplies this matrix by the given 3x3 matrix.
			*
			* @param {Matrix3} m - The matrix to multiply with.
			* @return {Matrix3} A reference to this matrix.
			*/
			multiply(m) {
				return this.multiplyMatrices(this, m);
			}
			/**
			* Pre-multiplies this matrix by the given 3x3 matrix.
			*
			* @param {Matrix3} m - The matrix to multiply with.
			* @return {Matrix3} A reference to this matrix.
			*/
			premultiply(m) {
				return this.multiplyMatrices(m, this);
			}
			/**
			* Multiples the given 3x3 matrices and stores the result
			* in this matrix.
			*
			* @param {Matrix3} a - The first matrix.
			* @param {Matrix3} b - The second matrix.
			* @return {Matrix3} A reference to this matrix.
			*/
			multiplyMatrices(a, b) {
				const ae = a.elements;
				const be = b.elements;
				const te = this.elements;
				const a11 = ae[0], a12 = ae[3], a13 = ae[6];
				const a21 = ae[1], a22 = ae[4], a23 = ae[7];
				const a31 = ae[2], a32 = ae[5], a33 = ae[8];
				const b11 = be[0], b12 = be[3], b13 = be[6];
				const b21 = be[1], b22 = be[4], b23 = be[7];
				const 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;
			}
			/**
			* Multiplies every component of the matrix by the given scalar.
			*
			* @param {number} s - The scalar.
			* @return {Matrix3} A reference to this matrix.
			*/
			multiplyScalar(s) {
				const 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;
			}
			/**
			* Computes and returns the determinant of this matrix.
			*
			* @return {number} The determinant.
			*/
			determinant() {
				const te = this.elements;
				const a = te[0], b = te[1], c = te[2], d = te[3], e = te[4], f = te[5], g = te[6], h = te[7], i = te[8];
				return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
			}
			/**
			* Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
			* You can not invert with a determinant of zero. If you attempt this, the method produces
			* a zero matrix instead.
			*
			* @return {Matrix3} A reference to this matrix.
			*/
			invert() {
				const te = this.elements, n11 = te[0], n21 = te[1], n31 = te[2], n12 = te[3], n22 = te[4], n32 = te[5], n13 = te[6], n23 = te[7], n33 = te[8], t11 = n33 * n22 - n32 * n23, t12 = n32 * n13 - n33 * n12, t13 = n23 * n12 - n22 * n13, det = n11 * t11 + n21 * t12 + n31 * t13;
				if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0);
				const 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;
			}
			/**
			* Transposes this matrix in place.
			*
			* @return {Matrix3} A reference to this matrix.
			*/
			transpose() {
				let tmp;
				const 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;
			}
			/**
			* Computes the normal matrix which is the inverse transpose of the upper
			* left 3x3 portion of the given 4x4 matrix.
			*
			* @param {Matrix4} matrix4 - The 4x4 matrix.
			* @return {Matrix3} A reference to this matrix.
			*/
			getNormalMatrix(matrix4) {
				return this.setFromMatrix4(matrix4).invert().transpose();
			}
			/**
			* Transposes this matrix into the supplied array, and returns itself unchanged.
			*
			* @param {Array<number>} r - An array to store the transposed matrix elements.
			* @return {Matrix3} A reference to this matrix.
			*/
			transposeIntoArray(r) {
				const 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;
			}
			/**
			* Sets the UV transform matrix from offset, repeat, rotation, and center.
			*
			* @param {number} tx - Offset x.
			* @param {number} ty - Offset y.
			* @param {number} sx - Repeat x.
			* @param {number} sy - Repeat y.
			* @param {number} rotation - Rotation, in radians. Positive values rotate counterclockwise.
			* @param {number} cx - Center x of rotation.
			* @param {number} cy - Center y of rotation
			* @return {Matrix3} A reference to this matrix.
			*/
			setUvTransform(tx, ty, sx, sy, rotation, cx, cy) {
				const c = Math.cos(rotation);
				const 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);
				return this;
			}
			/**
			* Scales this matrix with the given scalar values.
			*
			* @deprecated
			* @param {number} sx - The amount to scale in the X axis.
			* @param {number} sy - The amount to scale in the Y axis.
			* @return {Matrix3} A reference to this matrix.
			*/
			scale(sx, sy) {
				warnOnce("Matrix3: .scale() is deprecated. Use .makeScale() instead.");
				this.premultiply(_m3.makeScale(sx, sy));
				return this;
			}
			/**
			* Rotates this matrix by the given angle.
			*
			* @deprecated
			* @param {number} theta - The rotation in radians.
			* @return {Matrix3} A reference to this matrix.
			*/
			rotate(theta) {
				warnOnce("Matrix3: .rotate() is deprecated. Use .makeRotation() instead.");
				this.premultiply(_m3.makeRotation(-theta));
				return this;
			}
			/**
			* Translates this matrix by the given scalar values.
			*
			* @deprecated
			* @param {number} tx - The amount to translate in the X axis.
			* @param {number} ty - The amount to translate in the Y axis.
			* @return {Matrix3} A reference to this matrix.
			*/
			translate(tx, ty) {
				warnOnce("Matrix3: .translate() is deprecated. Use .makeTranslation() instead.");
				this.premultiply(_m3.makeTranslation(tx, ty));
				return this;
			}
			/**
			* Sets this matrix as a 2D translation transform.
			*
			* @param {number|Vector2} x - The amount to translate in the X axis or alternatively a translation vector.
			* @param {number} y - The amount to translate in the Y axis.
			* @return {Matrix3} A reference to this matrix.
			*/
			makeTranslation(x, y) {
				if (x.isVector2) this.set(1, 0, x.x, 0, 1, x.y, 0, 0, 1);
				else this.set(1, 0, x, 0, 1, y, 0, 0, 1);
				return this;
			}
			/**
			* Sets this matrix as a 2D rotational transformation.
			*
			* @param {number} theta - The rotation in radians.
			* @return {Matrix3} A reference to this matrix.
			*/
			makeRotation(theta) {
				const c = Math.cos(theta);
				const s = Math.sin(theta);
				this.set(c, -s, 0, s, c, 0, 0, 0, 1);
				return this;
			}
			/**
			* Sets this matrix as a 2D scale transform.
			*
			* @param {number} x - The amount to scale in the X axis.
			* @param {number} y - The amount to scale in the Y axis.
			* @return {Matrix3} A reference to this matrix.
			*/
			makeScale(x, y) {
				this.set(x, 0, 0, 0, y, 0, 0, 0, 1);
				return this;
			}
			/**
			* Returns `true` if this matrix is equal with the given one.
			*
			* @param {Matrix3} matrix - The matrix to test for equality.
			* @return {boolean} Whether this matrix is equal with the given one.
			*/
			equals(matrix) {
				const te = this.elements;
				const me = matrix.elements;
				for (let i = 0; i < 9; i++) if (te[i] !== me[i]) return false;
				return true;
			}
			/**
			* Sets the elements of the matrix from the given array.
			*
			* @param {Array<number>} array - The matrix elements in column-major order.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Matrix3} A reference to this matrix.
			*/
			fromArray(array, offset = 0) {
				for (let i = 0; i < 9; i++) this.elements[i] = array[i + offset];
				return this;
			}
			/**
			* Writes the elements of this matrix to the given array. If no array is provided,
			* the method returns a new instance.
			*
			* @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Array<number>} The matrix elements in column-major order.
			*/
			toArray(array = [], offset = 0) {
				const 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;
			}
			/**
			* Returns a matrix with copied values from this instance.
			*
			* @return {Matrix3} A clone of this instance.
			*/
			clone() {
				return new this.constructor().fromArray(this.elements);
			}
		};
		_m3 = /*@__PURE__*/ new Matrix3();
		LINEAR_REC709_TO_XYZ = /*@__PURE__*/ new Matrix3().set(.4123908, .3575843, .1804808, .212639, .7151687, .0721923, .0193308, .1191948, .9505322);
		XYZ_TO_LINEAR_REC709 = /*@__PURE__*/ new Matrix3().set(3.2409699, -1.5373832, -.4986108, -.9692436, 1.8759675, .0415551, .0556301, -.203977, 1.0569715);
		ColorManagement = /*@__PURE__*/ createColorManagement();
		ImageUtils = class {
			/**
			* Returns a data URI containing a representation of the given image.
			*
			* @param {(HTMLImageElement|HTMLCanvasElement)} image - The image object.
			* @param {string} [type='image/png'] - Indicates the image format.
			* @return {string} The data URI.
			*/
			static getDataURL(image, type = "image/png") {
				if (/^data:/i.test(image.src)) return image.src;
				if (typeof HTMLCanvasElement === "undefined") return image.src;
				let canvas;
				if (image instanceof HTMLCanvasElement) canvas = image;
				else {
					if (_canvas === void 0) _canvas = createElementNS("canvas");
					_canvas.width = image.width;
					_canvas.height = image.height;
					const 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;
				}
				return canvas.toDataURL(type);
			}
			/**
			* Converts the given sRGB image data to linear color space.
			*
			* @param {(HTMLImageElement|HTMLCanvasElement|ImageBitmap|Object)} image - The image object.
			* @return {HTMLCanvasElement|Object} The converted image.
			*/
			static sRGBToLinear(image) {
				if (typeof HTMLImageElement !== "undefined" && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== "undefined" && image instanceof HTMLCanvasElement || typeof ImageBitmap !== "undefined" && image instanceof ImageBitmap) {
					const canvas = createElementNS("canvas");
					canvas.width = image.width;
					canvas.height = image.height;
					const context = canvas.getContext("2d");
					context.drawImage(image, 0, 0, image.width, image.height);
					const imageData = context.getImageData(0, 0, image.width, image.height);
					const data = imageData.data;
					for (let i = 0; i < data.length; i++) data[i] = SRGBToLinear(data[i] / 255) * 255;
					context.putImageData(imageData, 0, 0);
					return canvas;
				} else if (image.data) {
					const data = image.data.slice(0);
					for (let i = 0; i < data.length; i++) if (data instanceof Uint8Array || data instanceof Uint8ClampedArray) data[i] = Math.floor(SRGBToLinear(data[i] / 255) * 255);
					else data[i] = SRGBToLinear(data[i]);
					return {
						data,
						width: image.width,
						height: image.height
					};
				} else {
					warn("ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.");
					return image;
				}
			}
		};
		_sourceId = 0;
		Source = class {
			/**
			* Constructs a new video texture.
			*
			* @param {any} [data=null] - The data definition of a texture.
			*/
			constructor(data = null) {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isSource = true;
				/**
				* The ID of the source.
				*
				* @name Source#id
				* @type {number}
				* @readonly
				*/
				Object.defineProperty(this, "id", { value: _sourceId++ });
				/**
				* The UUID of the source.
				*
				* @type {string}
				* @readonly
				*/
				this.uuid = generateUUID();
				/**
				* The data definition of a texture.
				*
				* @type {any}
				*/
				this.data = data;
				/**
				* This property is only relevant when {@link Source#needsUpdate} is set to `true` and
				* provides more control on how texture data should be processed. When `dataReady` is set
				* to `false`, the engine performs the memory allocation (if necessary) but does not transfer
				* the data into the GPU memory.
				*
				* @type {boolean}
				* @default true
				*/
				this.dataReady = true;
				/**
				* This starts at `0` and counts how many times {@link Source#needsUpdate} is set to `true`.
				*
				* @type {number}
				* @readonly
				* @default 0
				*/
				this.version = 0;
			}
			/**
			* Returns the dimensions of the source into the given target vector.
			*
			* @param {(Vector2|Vector3)} target - The target object the result is written into.
			* @return {(Vector2|Vector3)} The dimensions of the source.
			*/
			getSize(target) {
				const data = this.data;
				if (typeof HTMLVideoElement !== "undefined" && data instanceof HTMLVideoElement) target.set(data.videoWidth, data.videoHeight, 0);
				else if (typeof VideoFrame !== "undefined" && data instanceof VideoFrame) target.set(data.displayWidth, data.displayHeight, 0);
				else if (data !== null) target.set(data.width, data.height, data.depth || 0);
				else target.set(0, 0, 0);
				return target;
			}
			/**
			* When the property is set to `true`, the engine allocates the memory
			* for the texture (if necessary) and triggers the actual texture upload
			* to the GPU next time the source is used.
			*
			* @type {boolean}
			* @default false
			* @param {boolean} value
			*/
			set needsUpdate(value) {
				if (value === true) this.version++;
			}
			/**
			* Serializes the source into JSON.
			*
			* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
			* @return {Object} A JSON object representing the serialized source.
			* @see {@link ObjectLoader#parse}
			*/
			toJSON(meta) {
				const isRootObject = meta === void 0 || typeof meta === "string";
				if (!isRootObject && meta.images[this.uuid] !== void 0) return meta.images[this.uuid];
				const output = {
					uuid: this.uuid,
					url: ""
				};
				const data = this.data;
				if (data !== null) {
					let url;
					if (Array.isArray(data)) {
						url = [];
						for (let i = 0, l = data.length; i < l; i++) if (data[i].isDataTexture) url.push(serializeImage(data[i].image));
						else url.push(serializeImage(data[i]));
					} else url = serializeImage(data);
					output.url = url;
				}
				if (!isRootObject) meta.images[this.uuid] = output;
				return output;
			}
		};
		_textureId = 0;
		_tempVec3 = /*@__PURE__*/ new Vector3();
		Texture = class Texture extends EventDispatcher {
			/**
			* Constructs a new texture.
			*
			* @param {?Object} [image=Texture.DEFAULT_IMAGE] - The image holding the texture data.
			* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
			* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
			* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
			* @param {number} [magFilter=LinearFilter] - The mag filter value.
			* @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
			* @param {number} [format=RGBAFormat] - The texture format.
			* @param {number} [type=UnsignedByteType] - The texture type.
			* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
			* @param {string} [colorSpace=NoColorSpace] - The color space.
			*/
			constructor(image = Texture.DEFAULT_IMAGE, mapping = Texture.DEFAULT_MAPPING, wrapS = ClampToEdgeWrapping, wrapT = ClampToEdgeWrapping, magFilter = LinearFilter, minFilter = LinearMipmapLinearFilter, format = RGBAFormat, type = UnsignedByteType, anisotropy = Texture.DEFAULT_ANISOTROPY, colorSpace = "") {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isTexture = true;
				/**
				* The ID of the texture.
				*
				* @name Texture#id
				* @type {number}
				* @readonly
				*/
				Object.defineProperty(this, "id", { value: _textureId++ });
				/**
				* The UUID of the texture.
				*
				* @type {string}
				* @readonly
				*/
				this.uuid = generateUUID();
				/**
				* The name of the texture.
				*
				* @type {string}
				*/
				this.name = "";
				/**
				* The data definition of a texture. A reference to the data source can be
				* shared across textures. This is often useful in context of spritesheets
				* where multiple textures render the same data but with different texture
				* transformations.
				*
				* @type {Source}
				*/
				this.source = new Source(image);
				/**
				* An array holding user-defined mipmaps.
				*
				* @type {Array<Object>}
				*/
				this.mipmaps = [];
				/**
				* How the texture is applied to the object. The value `UVMapping`
				* is the default, where texture or uv coordinates are used to apply the map.
				*
				* @type {(UVMapping|CubeReflectionMapping|CubeRefractionMapping|EquirectangularReflectionMapping|EquirectangularRefractionMapping|CubeUVReflectionMapping)}
				* @default UVMapping
				*/
				this.mapping = mapping;
				/**
				* Lets you select the uv attribute to map the texture to. `0` for `uv`,
				* `1` for `uv1`, `2` for `uv2` and `3` for `uv3`.
				*
				* @type {number}
				* @default 0
				*/
				this.channel = 0;
				/**
				* This defines how the texture is wrapped horizontally and corresponds to
				* *U* in UV mapping.
				*
				* @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
				* @default ClampToEdgeWrapping
				*/
				this.wrapS = wrapS;
				/**
				* This defines how the texture is wrapped horizontally and corresponds to
				* *V* in UV mapping.
				*
				* @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
				* @default ClampToEdgeWrapping
				*/
				this.wrapT = wrapT;
				/**
				* How the texture is sampled when a texel covers more than one pixel.
				*
				* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
				* @default LinearFilter
				*/
				this.magFilter = magFilter;
				/**
				* How the texture is sampled when a texel covers less than one pixel.
				*
				* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
				* @default LinearMipmapLinearFilter
				*/
				this.minFilter = minFilter;
				/**
				* The number of samples taken along the axis through the pixel that has the
				* highest density of texels. By default, this value is `1`. A higher value
				* gives a less blurry result than a basic mipmap, at the cost of more
				* texture samples being used.
				*
				* @type {number}
				* @default Texture.DEFAULT_ANISOTROPY
				*/
				this.anisotropy = anisotropy;
				/**
				* The format of the texture.
				*
				* @type {number}
				* @default RGBAFormat
				*/
				this.format = format;
				/**
				* The default internal format is derived from {@link Texture#format} and {@link Texture#type} and
				* defines how the texture data is going to be stored on the GPU.
				*
				* This property allows to overwrite the default format.
				*
				* @type {?string}
				* @default null
				*/
				this.internalFormat = null;
				/**
				* The data type of the texture.
				*
				* @type {number}
				* @default UnsignedByteType
				*/
				this.type = type;
				/**
				* How much a single repetition of the texture is offset from the beginning,
				* in each direction U and V. Typical range is `0.0` to `1.0`.
				*
				* @type {Vector2}
				* @default (0,0)
				*/
				this.offset = new Vector2(0, 0);
				/**
				* How many times the texture is repeated across the surface, in each
				* direction U and V. If repeat is set greater than `1` in either direction,
				* the corresponding wrap parameter should also be set to `RepeatWrapping`
				* or `MirroredRepeatWrapping` to achieve the desired tiling effect.
				*
				* @type {Vector2}
				* @default (1,1)
				*/
				this.repeat = new Vector2(1, 1);
				/**
				* The point around which rotation occurs. A value of `(0.5, 0.5)` corresponds
				* to the center of the texture. Default is `(0, 0)`, the lower left.
				*
				* @type {Vector2}
				* @default (0,0)
				*/
				this.center = new Vector2(0, 0);
				/**
				* How much the texture is rotated around the center point, in radians.
				* Positive values are counter-clockwise.
				*
				* @type {number}
				* @default 0
				*/
				this.rotation = 0;
				/**
				* Whether to update the texture's uv-transformation {@link Texture#matrix}
				* from the properties {@link Texture#offset}, {@link Texture#repeat},
				* {@link Texture#rotation}, and {@link Texture#center}.
				*
				* Set this to `false` if you are specifying the uv-transform matrix directly.
				*
				* @type {boolean}
				* @default true
				*/
				this.matrixAutoUpdate = true;
				/**
				* The uv-transformation matrix of the texture.
				*
				* @type {Matrix3}
				*/
				this.matrix = new Matrix3();
				/**
				* Whether to generate mipmaps (if possible) for a texture.
				*
				* Set this to `false` if you are creating mipmaps manually.
				*
				* @type {boolean}
				* @default true
				*/
				this.generateMipmaps = true;
				/**
				* If set to `true`, the alpha channel, if present, is multiplied into the
				* color channels when the texture is uploaded to the GPU.
				*
				* Note that this property has no effect when using `ImageBitmap`. You need to
				* configure premultiply alpha on bitmap creation instead.
				*
				* @type {boolean}
				* @default false
				*/
				this.premultiplyAlpha = false;
				/**
				* If set to `true`, the texture is flipped along the vertical axis when
				* uploaded to the GPU.
				*
				* Note that this property has no effect when using `ImageBitmap`. You need to
				* configure the flip on bitmap creation instead.
				*
				* @type {boolean}
				* @default true
				*/
				this.flipY = true;
				/**
				* Specifies the alignment requirements for the start of each pixel row in memory.
				* The allowable values are `1` (byte-alignment), `2` (rows aligned to even-numbered bytes),
				* `4` (word-alignment), and `8` (rows start on double-word boundaries).
				*
				* @type {number}
				* @default 4
				*/
				this.unpackAlignment = 4;
				/**
				* Textures containing color data should be annotated with `SRGBColorSpace` or `LinearSRGBColorSpace`.
				*
				* @type {string}
				* @default NoColorSpace
				*/
				this.colorSpace = colorSpace;
				/**
				* An object that can be used to store custom data about the texture. It
				* should not hold references to functions as these will not be cloned.
				*
				* @type {Object}
				*/
				this.userData = {};
				/**
				* This can be used to only update a subregion or specific rows of the texture (for example, just the
				* first 3 rows). Use the `addUpdateRange()` function to add ranges to this array.
				*
				* @type {Array<Object>}
				*/
				this.updateRanges = [];
				/**
				* This starts at `0` and counts how many times {@link Texture#needsUpdate} is set to `true`.
				*
				* @type {number}
				* @readonly
				* @default 0
				*/
				this.version = 0;
				/**
				* A callback function, called when the texture is updated (e.g., when
				* {@link Texture#needsUpdate} has been set to true and then the texture is used).
				*
				* @type {?Function}
				* @default null
				*/
				this.onUpdate = null;
				/**
				* An optional back reference to the textures render target.
				*
				* @type {?(RenderTarget|WebGLRenderTarget)}
				* @default null
				*/
				this.renderTarget = null;
				/**
				* Indicates whether a texture belongs to a render target or not.
				*
				* @type {boolean}
				* @readonly
				* @default false
				*/
				this.isRenderTargetTexture = false;
				/**
				* Indicates if a texture should be handled like a texture array.
				*
				* @type {boolean}
				* @readonly
				* @default false
				*/
				this.isArrayTexture = image && image.depth && image.depth > 1 ? true : false;
				/**
				* Indicates whether this texture should be processed by `PMREMGenerator` or not
				* (only relevant for render target textures).
				*
				* @type {number}
				* @readonly
				* @default 0
				*/
				this.pmremVersion = 0;
				/**
				* Whether the texture should use one of the 16 bit integer formats which are normalized
				* to [0, 1] or [-1, 1] (depending on signed/unsigned) when sampled.
				*
				* @type {boolean}
				* @default false
				*/
				this.normalized = false;
			}
			/**
			* The width of the texture in pixels.
			*/
			get width() {
				return this.source.getSize(_tempVec3).x;
			}
			/**
			* The height of the texture in pixels.
			*/
			get height() {
				return this.source.getSize(_tempVec3).y;
			}
			/**
			* The depth of the texture in pixels.
			*/
			get depth() {
				return this.source.getSize(_tempVec3).z;
			}
			/**
			* The image object holding the texture data.
			*
			* @type {?Object}
			*/
			get image() {
				return this.source.data;
			}
			set image(value) {
				this.source.data = value;
			}
			/**
			* Updates the texture transformation matrix from the properties {@link Texture#offset},
			* {@link Texture#repeat}, {@link Texture#rotation}, and {@link Texture#center}.
			*/
			updateMatrix() {
				this.matrix.setUvTransform(this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y);
			}
			/**
			* Adds a range of data in the data texture to be updated on the GPU.
			*
			* @param {number} start - Position at which to start update.
			* @param {number} count - The number of components to update.
			*/
			addUpdateRange(start, count) {
				this.updateRanges.push({
					start,
					count
				});
			}
			/**
			* Clears the update ranges.
			*/
			clearUpdateRanges() {
				this.updateRanges.length = 0;
			}
			/**
			* Returns a new texture with copied values from this instance.
			*
			* @return {Texture} A clone of this instance.
			*/
			clone() {
				return new this.constructor().copy(this);
			}
			/**
			* Copies the values of the given texture to this instance.
			*
			* @param {Texture} source - The texture to copy.
			* @return {Texture} A reference to this instance.
			*/
			copy(source) {
				this.name = source.name;
				this.source = source.source;
				this.mipmaps = source.mipmaps.slice(0);
				this.mapping = source.mapping;
				this.channel = source.channel;
				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.internalFormat = source.internalFormat;
				this.type = source.type;
				this.normalized = source.normalized;
				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.colorSpace = source.colorSpace;
				this.renderTarget = source.renderTarget;
				this.isRenderTargetTexture = source.isRenderTargetTexture;
				this.isArrayTexture = source.isArrayTexture;
				this.userData = JSON.parse(JSON.stringify(source.userData));
				this.needsUpdate = true;
				return this;
			}
			/**
			* Sets this texture's properties based on `values`.
			* @param {Object} values - A container with texture parameters.
			*/
			setValues(values) {
				for (const key in values) {
					const newValue = values[key];
					if (newValue === void 0) {
						warn(`Texture.setValues(): parameter '${key}' has value of undefined.`);
						continue;
					}
					const currentValue = this[key];
					if (currentValue === void 0) {
						warn(`Texture.setValues(): property '${key}' does not exist.`);
						continue;
					}
					if (currentValue && newValue && currentValue.isVector2 && newValue.isVector2) currentValue.copy(newValue);
					else if (currentValue && newValue && currentValue.isVector3 && newValue.isVector3) currentValue.copy(newValue);
					else if (currentValue && newValue && currentValue.isMatrix3 && newValue.isMatrix3) currentValue.copy(newValue);
					else this[key] = newValue;
				}
			}
			/**
			* Serializes the texture into JSON.
			*
			* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
			* @return {Object} A JSON object representing the serialized texture.
			* @see {@link ObjectLoader#parse}
			*/
			toJSON(meta) {
				const isRootObject = meta === void 0 || typeof meta === "string";
				if (!isRootObject && meta.textures[this.uuid] !== void 0) return meta.textures[this.uuid];
				const output = {
					metadata: {
						version: 4.7,
						type: "Texture",
						generator: "Texture.toJSON"
					},
					uuid: this.uuid,
					name: this.name,
					image: this.source.toJSON(meta).uuid,
					mapping: this.mapping,
					channel: this.channel,
					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,
					internalFormat: this.internalFormat,
					type: this.type,
					normalized: this.normalized,
					colorSpace: this.colorSpace,
					minFilter: this.minFilter,
					magFilter: this.magFilter,
					anisotropy: this.anisotropy,
					flipY: this.flipY,
					generateMipmaps: this.generateMipmaps,
					premultiplyAlpha: this.premultiplyAlpha,
					unpackAlignment: this.unpackAlignment
				};
				if (Object.keys(this.userData).length > 0) output.userData = this.userData;
				if (!isRootObject) meta.textures[this.uuid] = output;
				return output;
			}
			/**
			* Frees the GPU-related resources allocated by this instance. Call this
			* method whenever this instance is no longer used in your app.
			*
			* @fires Texture#dispose
			*/
			dispose() {
				/**
				* Fires when the texture has been disposed of.
				*
				* @event Texture#dispose
				* @type {Object}
				*/
				this.dispatchEvent({ type: "dispose" });
			}
			/**
			* Transforms the given uv vector with the textures uv transformation matrix.
			*
			* @param {Vector2} uv - The uv vector.
			* @return {Vector2} The transformed uv vector.
			*/
			transformUv(uv) {
				if (this.mapping !== 300) 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);
				}
				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);
				}
				if (this.flipY) uv.y = 1 - uv.y;
				return uv;
			}
			/**
			* Setting this property to `true` indicates the engine the texture
			* must be updated in the next render. This triggers a texture upload
			* to the GPU and ensures correct texture parameter configuration.
			*
			* @type {boolean}
			* @default false
			* @param {boolean} value
			*/
			set needsUpdate(value) {
				if (value === true) {
					this.version++;
					this.source.needsUpdate = true;
				}
			}
			/**
			* Setting this property to `true` indicates the engine the PMREM
			* must be regenerated.
			*
			* @type {boolean}
			* @default false
			* @param {boolean} value
			*/
			set needsPMREMUpdate(value) {
				if (value === true) this.pmremVersion++;
			}
		};
		/**
		* The default image for all textures.
		*
		* @static
		* @type {?Image}
		* @default null
		*/
		Texture.DEFAULT_IMAGE = null;
		/**
		* The default mapping for all textures.
		*
		* @static
		* @type {number}
		* @default UVMapping
		*/
		Texture.DEFAULT_MAPPING = 300;
		/**
		* The default anisotropy value for all textures.
		*
		* @static
		* @type {number}
		* @default 1
		*/
		Texture.DEFAULT_ANISOTROPY = 1;
		Vector4 = class Vector4 {
			static {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				Vector4.prototype.isVector4 = true;
			}
			/**
			* Constructs a new 4D vector.
			*
			* @param {number} [x=0] - The x value of this vector.
			* @param {number} [y=0] - The y value of this vector.
			* @param {number} [z=0] - The z value of this vector.
			* @param {number} [w=1] - The w value of this vector.
			*/
			constructor(x = 0, y = 0, z = 0, w = 1) {
				/**
				* The x value of this vector.
				*
				* @type {number}
				*/
				this.x = x;
				/**
				* The y value of this vector.
				*
				* @type {number}
				*/
				this.y = y;
				/**
				* The z value of this vector.
				*
				* @type {number}
				*/
				this.z = z;
				/**
				* The w value of this vector.
				*
				* @type {number}
				*/
				this.w = w;
			}
			/**
			* Alias for {@link Vector4#z}.
			*
			* @type {number}
			*/
			get width() {
				return this.z;
			}
			set width(value) {
				this.z = value;
			}
			/**
			* Alias for {@link Vector4#w}.
			*
			* @type {number}
			*/
			get height() {
				return this.w;
			}
			set height(value) {
				this.w = value;
			}
			/**
			* Sets the vector components.
			*
			* @param {number} x - The value of the x component.
			* @param {number} y - The value of the y component.
			* @param {number} z - The value of the z component.
			* @param {number} w - The value of the w component.
			* @return {Vector4} A reference to this vector.
			*/
			set(x, y, z, w) {
				this.x = x;
				this.y = y;
				this.z = z;
				this.w = w;
				return this;
			}
			/**
			* Sets the vector components to the same value.
			*
			* @param {number} scalar - The value to set for all vector components.
			* @return {Vector4} A reference to this vector.
			*/
			setScalar(scalar) {
				this.x = scalar;
				this.y = scalar;
				this.z = scalar;
				this.w = scalar;
				return this;
			}
			/**
			* Sets the vector's x component to the given value
			*
			* @param {number} x - The value to set.
			* @return {Vector4} A reference to this vector.
			*/
			setX(x) {
				this.x = x;
				return this;
			}
			/**
			* Sets the vector's y component to the given value
			*
			* @param {number} y - The value to set.
			* @return {Vector4} A reference to this vector.
			*/
			setY(y) {
				this.y = y;
				return this;
			}
			/**
			* Sets the vector's z component to the given value
			*
			* @param {number} z - The value to set.
			* @return {Vector4} A reference to this vector.
			*/
			setZ(z) {
				this.z = z;
				return this;
			}
			/**
			* Sets the vector's w component to the given value
			*
			* @param {number} w - The value to set.
			* @return {Vector4} A reference to this vector.
			*/
			setW(w) {
				this.w = w;
				return this;
			}
			/**
			* Allows to set a vector component with an index.
			*
			* @param {number} index - The component index. `0` equals to x, `1` equals to y,
			* `2` equals to z, `3` equals to w.
			* @param {number} value - The value to set.
			* @return {Vector4} A reference to this vector.
			*/
			setComponent(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("THREE.Vector4: index is out of range: " + index);
				}
				return this;
			}
			/**
			* Returns the value of the vector component which matches the given index.
			*
			* @param {number} index - The component index. `0` equals to x, `1` equals to y,
			* `2` equals to z, `3` equals to w.
			* @return {number} A vector component value.
			*/
			getComponent(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("THREE.Vector4: index is out of range: " + index);
				}
			}
			/**
			* Returns a new vector with copied values from this instance.
			*
			* @return {Vector4} A clone of this instance.
			*/
			clone() {
				return new this.constructor(this.x, this.y, this.z, this.w);
			}
			/**
			* Copies the values of the given vector to this instance.
			*
			* @param {Vector3|Vector4} v - The vector to copy.
			* @return {Vector4} A reference to this vector.
			*/
			copy(v) {
				this.x = v.x;
				this.y = v.y;
				this.z = v.z;
				this.w = v.w !== void 0 ? v.w : 1;
				return this;
			}
			/**
			* Adds the given vector to this instance.
			*
			* @param {Vector4} v - The vector to add.
			* @return {Vector4} A reference to this vector.
			*/
			add(v) {
				this.x += v.x;
				this.y += v.y;
				this.z += v.z;
				this.w += v.w;
				return this;
			}
			/**
			* Adds the given scalar value to all components of this instance.
			*
			* @param {number} s - The scalar to add.
			* @return {Vector4} A reference to this vector.
			*/
			addScalar(s) {
				this.x += s;
				this.y += s;
				this.z += s;
				this.w += s;
				return this;
			}
			/**
			* Adds the given vectors and stores the result in this instance.
			*
			* @param {Vector4} a - The first vector.
			* @param {Vector4} b - The second vector.
			* @return {Vector4} A reference to this vector.
			*/
			addVectors(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;
			}
			/**
			* Adds the given vector scaled by the given factor to this instance.
			*
			* @param {Vector4} v - The vector.
			* @param {number} s - The factor that scales `v`.
			* @return {Vector4} A reference to this vector.
			*/
			addScaledVector(v, s) {
				this.x += v.x * s;
				this.y += v.y * s;
				this.z += v.z * s;
				this.w += v.w * s;
				return this;
			}
			/**
			* Subtracts the given vector from this instance.
			*
			* @param {Vector4} v - The vector to subtract.
			* @return {Vector4} A reference to this vector.
			*/
			sub(v) {
				this.x -= v.x;
				this.y -= v.y;
				this.z -= v.z;
				this.w -= v.w;
				return this;
			}
			/**
			* Subtracts the given scalar value from all components of this instance.
			*
			* @param {number} s - The scalar to subtract.
			* @return {Vector4} A reference to this vector.
			*/
			subScalar(s) {
				this.x -= s;
				this.y -= s;
				this.z -= s;
				this.w -= s;
				return this;
			}
			/**
			* Subtracts the given vectors and stores the result in this instance.
			*
			* @param {Vector4} a - The first vector.
			* @param {Vector4} b - The second vector.
			* @return {Vector4} A reference to this vector.
			*/
			subVectors(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;
			}
			/**
			* Multiplies the given vector with this instance.
			*
			* @param {Vector4} v - The vector to multiply.
			* @return {Vector4} A reference to this vector.
			*/
			multiply(v) {
				this.x *= v.x;
				this.y *= v.y;
				this.z *= v.z;
				this.w *= v.w;
				return this;
			}
			/**
			* Multiplies the given scalar value with all components of this instance.
			*
			* @param {number} scalar - The scalar to multiply.
			* @return {Vector4} A reference to this vector.
			*/
			multiplyScalar(scalar) {
				this.x *= scalar;
				this.y *= scalar;
				this.z *= scalar;
				this.w *= scalar;
				return this;
			}
			/**
			* Multiplies this vector with the given 4x4 matrix.
			*
			* @param {Matrix4} m - The 4x4 matrix.
			* @return {Vector4} A reference to this vector.
			*/
			applyMatrix4(m) {
				const x = this.x, y = this.y, z = this.z, w = this.w;
				const 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;
			}
			/**
			* Divides this instance by the given vector.
			*
			* @param {Vector4} v - The vector to divide.
			* @return {Vector4} A reference to this vector.
			*/
			divide(v) {
				this.x /= v.x;
				this.y /= v.y;
				this.z /= v.z;
				this.w /= v.w;
				return this;
			}
			/**
			* Divides this vector by the given scalar.
			*
			* @param {number} scalar - The scalar to divide.
			* @return {Vector4} A reference to this vector.
			*/
			divideScalar(scalar) {
				return this.multiplyScalar(1 / scalar);
			}
			/**
			* Sets the x, y and z components of this
			* vector to the quaternion's axis and w to the angle.
			*
			* @param {Quaternion} q - The Quaternion to set.
			* @return {Vector4} A reference to this vector.
			*/
			setAxisAngleFromQuaternion(q) {
				this.w = 2 * Math.acos(q.w);
				const s = Math.sqrt(1 - q.w * q.w);
				if (s < 1e-4) {
					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;
			}
			/**
			* Sets the x, y and z components of this
			* vector to the axis of rotation and w to the angle.
			*
			* @param {Matrix4} m - A 4x4 matrix of which the upper left 3x3 matrix is a pure rotation matrix.
			* @return {Vector4} A reference to this vector.
			*/
			setAxisAngleFromRotationMatrix(m) {
				let angle, x, y, z;
				const epsilon = .01, epsilon2 = .1, te = m.elements, m11 = te[0], m12 = te[4], m13 = te[8], m21 = te[1], m22 = te[5], m23 = te[9], m31 = te[2], m32 = te[6], m33 = te[10];
				if (Math.abs(m12 - m21) < epsilon && Math.abs(m13 - m31) < epsilon && Math.abs(m23 - m32) < epsilon) {
					if (Math.abs(m12 + m21) < epsilon2 && Math.abs(m13 + m31) < epsilon2 && Math.abs(m23 + m32) < epsilon2 && Math.abs(m11 + m22 + m33 - 3) < epsilon2) {
						this.set(1, 0, 0, 0);
						return this;
					}
					angle = Math.PI;
					const xx = (m11 + 1) / 2;
					const yy = (m22 + 1) / 2;
					const zz = (m33 + 1) / 2;
					const xy = (m12 + m21) / 4;
					const xz = (m13 + m31) / 4;
					const yz = (m23 + m32) / 4;
					if (xx > yy && xx > zz) if (xx < epsilon) {
						x = 0;
						y = .707106781;
						z = .707106781;
					} else {
						x = Math.sqrt(xx);
						y = xy / x;
						z = xz / x;
					}
					else if (yy > zz) if (yy < epsilon) {
						x = .707106781;
						y = 0;
						z = .707106781;
					} else {
						y = Math.sqrt(yy);
						x = xy / y;
						z = yz / y;
					}
					else if (zz < epsilon) {
						x = .707106781;
						y = .707106781;
						z = 0;
					} else {
						z = Math.sqrt(zz);
						x = xz / z;
						y = yz / z;
					}
					this.set(x, y, z, angle);
					return this;
				}
				let s = Math.sqrt((m32 - m23) * (m32 - m23) + (m13 - m31) * (m13 - m31) + (m21 - m12) * (m21 - m12));
				if (Math.abs(s) < .001) s = 1;
				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;
			}
			/**
			* Sets the vector components to the position elements of the
			* given transformation matrix.
			*
			* @param {Matrix4} m - The 4x4 matrix.
			* @return {Vector4} A reference to this vector.
			*/
			setFromMatrixPosition(m) {
				const e = m.elements;
				this.x = e[12];
				this.y = e[13];
				this.z = e[14];
				this.w = e[15];
				return this;
			}
			/**
			* If this vector's x, y, z or w value is greater than the given vector's x, y, z or w
			* value, replace that value with the corresponding min value.
			*
			* @param {Vector4} v - The vector.
			* @return {Vector4} A reference to this vector.
			*/
			min(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;
			}
			/**
			* If this vector's x, y, z or w value is less than the given vector's x, y, z or w
			* value, replace that value with the corresponding max value.
			*
			* @param {Vector4} v - The vector.
			* @return {Vector4} A reference to this vector.
			*/
			max(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;
			}
			/**
			* If this vector's x, y, z or w value is greater than the max vector's x, y, z or w
			* value, it is replaced by the corresponding value.
			* If this vector's x, y, z or w value is less than the min vector's x, y, z or w value,
			* it is replaced by the corresponding value.
			*
			* @param {Vector4} min - The minimum x, y and z values.
			* @param {Vector4} max - The maximum x, y and z values in the desired range.
			* @return {Vector4} A reference to this vector.
			*/
			clamp(min, max) {
				this.x = clamp(this.x, min.x, max.x);
				this.y = clamp(this.y, min.y, max.y);
				this.z = clamp(this.z, min.z, max.z);
				this.w = clamp(this.w, min.w, max.w);
				return this;
			}
			/**
			* If this vector's x, y, z or w values are greater than the max value, they are
			* replaced by the max value.
			* If this vector's x, y, z or w values are less than the min value, they are
			* replaced by the min value.
			*
			* @param {number} minVal - The minimum value the components will be clamped to.
			* @param {number} maxVal - The maximum value the components will be clamped to.
			* @return {Vector4} A reference to this vector.
			*/
			clampScalar(minVal, maxVal) {
				this.x = clamp(this.x, minVal, maxVal);
				this.y = clamp(this.y, minVal, maxVal);
				this.z = clamp(this.z, minVal, maxVal);
				this.w = clamp(this.w, minVal, maxVal);
				return this;
			}
			/**
			* If this vector's length is greater than the max value, it is replaced by
			* the max value.
			* If this vector's length is less than the min value, it is replaced by the
			* min value.
			*
			* @param {number} min - The minimum value the vector length will be clamped to.
			* @param {number} max - The maximum value the vector length will be clamped to.
			* @return {Vector4} A reference to this vector.
			*/
			clampLength(min, max) {
				const length = this.length();
				return this.divideScalar(length || 1).multiplyScalar(clamp(length, min, max));
			}
			/**
			* The components of this vector are rounded down to the nearest integer value.
			*
			* @return {Vector4} A reference to this vector.
			*/
			floor() {
				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;
			}
			/**
			* The components of this vector are rounded up to the nearest integer value.
			*
			* @return {Vector4} A reference to this vector.
			*/
			ceil() {
				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;
			}
			/**
			* The components of this vector are rounded to the nearest integer value
			*
			* @return {Vector4} A reference to this vector.
			*/
			round() {
				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;
			}
			/**
			* The components of this vector are rounded towards zero (up if negative,
			* down if positive) to an integer value.
			*
			* @return {Vector4} A reference to this vector.
			*/
			roundToZero() {
				this.x = Math.trunc(this.x);
				this.y = Math.trunc(this.y);
				this.z = Math.trunc(this.z);
				this.w = Math.trunc(this.w);
				return this;
			}
			/**
			* Inverts this vector - i.e. sets x = -x, y = -y, z = -z, w = -w.
			*
			* @return {Vector4} A reference to this vector.
			*/
			negate() {
				this.x = -this.x;
				this.y = -this.y;
				this.z = -this.z;
				this.w = -this.w;
				return this;
			}
			/**
			* Calculates the dot product of the given vector with this instance.
			*
			* @param {Vector4} v - The vector to compute the dot product with.
			* @return {number} The result of the dot product.
			*/
			dot(v) {
				return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
			}
			/**
			* Computes the square of the Euclidean length (straight-line length) from
			* (0, 0, 0, 0) to (x, y, z, w). If you are comparing the lengths of vectors, you should
			* compare the length squared instead as it is slightly more efficient to calculate.
			*
			* @return {number} The square length of this vector.
			*/
			lengthSq() {
				return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
			}
			/**
			* Computes the  Euclidean length (straight-line length) from (0, 0, 0, 0) to (x, y, z, w).
			*
			* @return {number} The length of this vector.
			*/
			length() {
				return Math.sqrt(this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w);
			}
			/**
			* Computes the Manhattan length of this vector.
			*
			* @return {number} The length of this vector.
			*/
			manhattanLength() {
				return Math.abs(this.x) + Math.abs(this.y) + Math.abs(this.z) + Math.abs(this.w);
			}
			/**
			* Converts this vector to a unit vector - that is, sets it equal to a vector
			* with the same direction as this one, but with a vector length of `1`.
			*
			* @return {Vector4} A reference to this vector.
			*/
			normalize() {
				return this.divideScalar(this.length() || 1);
			}
			/**
			* Sets this vector to a vector with the same direction as this one, but
			* with the specified length.
			*
			* @param {number} length - The new length of this vector.
			* @return {Vector4} A reference to this vector.
			*/
			setLength(length) {
				return this.normalize().multiplyScalar(length);
			}
			/**
			* Linearly interpolates between the given vector and this instance, where
			* alpha is the percent distance along the line - alpha = 0 will be this
			* vector, and alpha = 1 will be the given one.
			*
			* @param {Vector4} v - The vector to interpolate towards.
			* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
			* @return {Vector4} A reference to this vector.
			*/
			lerp(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;
			}
			/**
			* Linearly interpolates between the given vectors, where alpha is the percent
			* distance along the line - alpha = 0 will be first vector, and alpha = 1 will
			* be the second one. The result is stored in this instance.
			*
			* @param {Vector4} v1 - The first vector.
			* @param {Vector4} v2 - The second vector.
			* @param {number} alpha - The interpolation factor, typically in the closed interval `[0, 1]`.
			* @return {Vector4} A reference to this vector.
			*/
			lerpVectors(v1, v2, alpha) {
				this.x = v1.x + (v2.x - v1.x) * alpha;
				this.y = v1.y + (v2.y - v1.y) * alpha;
				this.z = v1.z + (v2.z - v1.z) * alpha;
				this.w = v1.w + (v2.w - v1.w) * alpha;
				return this;
			}
			/**
			* Returns `true` if this vector is equal with the given one.
			*
			* @param {Vector4} v - The vector to test for equality.
			* @return {boolean} Whether this vector is equal with the given one.
			*/
			equals(v) {
				return v.x === this.x && v.y === this.y && v.z === this.z && v.w === this.w;
			}
			/**
			* Sets this vector's x value to be `array[ offset ]`, y value to be `array[ offset + 1 ]`,
			* z value to be `array[ offset + 2 ]`, w value to be `array[ offset + 3 ]`.
			*
			* @param {Array<number>} array - An array holding the vector component values.
			* @param {number} [offset=0] - The offset into the array.
			* @return {Vector4} A reference to this vector.
			*/
			fromArray(array, offset = 0) {
				this.x = array[offset];
				this.y = array[offset + 1];
				this.z = array[offset + 2];
				this.w = array[offset + 3];
				return this;
			}
			/**
			* Writes the components of this vector to the given array. If no array is provided,
			* the method returns a new instance.
			*
			* @param {Array<number>} [array=[]] - The target array holding the vector components.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Array<number>} The vector components.
			*/
			toArray(array = [], offset = 0) {
				array[offset] = this.x;
				array[offset + 1] = this.y;
				array[offset + 2] = this.z;
				array[offset + 3] = this.w;
				return array;
			}
			/**
			* Sets the components of this vector from the given buffer attribute.
			*
			* @param {BufferAttribute} attribute - The buffer attribute holding vector data.
			* @param {number} index - The index into the attribute.
			* @return {Vector4} A reference to this vector.
			*/
			fromBufferAttribute(attribute, index) {
				this.x = attribute.getX(index);
				this.y = attribute.getY(index);
				this.z = attribute.getZ(index);
				this.w = attribute.getW(index);
				return this;
			}
			/**
			* Sets each component of this vector to a pseudo-random value between `0` and
			* `1`, excluding `1`.
			*
			* @return {Vector4} A reference to this vector.
			*/
			random() {
				this.x = Math.random();
				this.y = Math.random();
				this.z = Math.random();
				this.w = Math.random();
				return this;
			}
			*[Symbol.iterator]() {
				yield this.x;
				yield this.y;
				yield this.z;
				yield this.w;
			}
		};
		RenderTarget = class extends EventDispatcher {
			/**
			* Render target options.
			*
			* @typedef {Object} RenderTarget~Options
			* @property {boolean} [generateMipmaps=false] - Whether to generate mipmaps or not.
			* @property {number} [magFilter=LinearFilter] - The mag filter.
			* @property {number} [minFilter=LinearFilter] - The min filter.
			* @property {number} [format=RGBAFormat] - The texture format.
			* @property {number} [type=UnsignedByteType] - The texture type.
			* @property {?string} [internalFormat=null] - The texture's internal format.
			* @property {number} [wrapS=ClampToEdgeWrapping] - The texture's uv wrapping mode.
			* @property {number} [wrapT=ClampToEdgeWrapping] - The texture's uv wrapping mode.
			* @property {number} [anisotropy=1] - The texture's anisotropy value.
			* @property {string} [colorSpace=NoColorSpace] - The texture's color space.
			* @property {boolean} [depthBuffer=true] - Whether to allocate a depth buffer or not.
			* @property {boolean} [stencilBuffer=false] - Whether to allocate a stencil buffer or not.
			* @property {boolean} [resolveDepthBuffer=true] - Whether to resolve the depth buffer or not.
			* @property {boolean} [resolveStencilBuffer=true] - Whether  to resolve the stencil buffer or not.
			* @property {?Texture} [depthTexture=null] - Reference to a depth texture.
			* @property {number} [samples=0] - The MSAA samples count.
			* @property {number} [count=1] - Defines the number of color attachments . Must be at least `1`.
			* @property {number} [depth=1] - The texture depth.
			* @property {boolean} [multiview=false] - Whether this target is used for multiview rendering (WebGL OVR_multiview2 extension).
			* @property {boolean} [useArrayDepthTexture=false] - Whether to create the depth texture as an array texture for per-layer depth testing. This is separate from multiview so layered render targets can use array depth without the multiview extension.
			*/
			/**
			* Constructs a new render target.
			*
			* @param {number} [width=1] - The width of the render target.
			* @param {number} [height=1] - The height of the render target.
			* @param {RenderTarget~Options} [options] - The configuration object.
			*/
			constructor(width = 1, height = 1, options = {}) {
				super();
				options = Object.assign({
					generateMipmaps: false,
					internalFormat: null,
					minFilter: LinearFilter,
					depthBuffer: true,
					stencilBuffer: false,
					resolveDepthBuffer: true,
					resolveStencilBuffer: true,
					depthTexture: null,
					samples: 0,
					count: 1,
					depth: 1,
					multiview: false,
					useArrayDepthTexture: false
				}, options);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isRenderTarget = true;
				/**
				* The width of the render target.
				*
				* @type {number}
				* @default 1
				*/
				this.width = width;
				/**
				* The height of the render target.
				*
				* @type {number}
				* @default 1
				*/
				this.height = height;
				/**
				* The depth of the render target.
				*
				* @type {number}
				* @default 1
				*/
				this.depth = options.depth;
				/**
				* A rectangular area inside the render target's viewport. Fragments that are
				* outside the area will be discarded.
				*
				* @type {Vector4}
				* @default (0,0,width,height)
				*/
				this.scissor = new Vector4(0, 0, width, height);
				/**
				* Indicates whether the scissor test should be enabled when rendering into
				* this render target or not.
				*
				* @type {boolean}
				* @default false
				*/
				this.scissorTest = false;
				/**
				* A rectangular area representing the render target's viewport.
				*
				* @type {Vector4}
				* @default (0,0,width,height)
				*/
				this.viewport = new Vector4(0, 0, width, height);
				/**
				* An array of textures. Each color attachment is represented as a separate texture.
				* Has at least a single entry for the default color attachment.
				*
				* @type {Array<Texture>}
				*/
				this.textures = [];
				const image = {
					width,
					height,
					depth: options.depth
				};
				const texture = new Texture(image);
				const count = options.count;
				for (let i = 0; i < count; i++) {
					this.textures[i] = texture.clone();
					this.textures[i].isRenderTargetTexture = true;
					this.textures[i].renderTarget = this;
				}
				this._setTextureOptions(options);
				/**
				* Whether to allocate a depth buffer or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.depthBuffer = options.depthBuffer;
				/**
				* Whether to allocate a stencil buffer or not.
				*
				* @type {boolean}
				* @default false
				*/
				this.stencilBuffer = options.stencilBuffer;
				/**
				* Whether to resolve the depth buffer or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.resolveDepthBuffer = options.resolveDepthBuffer;
				/**
				* Whether to resolve the stencil buffer or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.resolveStencilBuffer = options.resolveStencilBuffer;
				this._depthTexture = null;
				this.depthTexture = options.depthTexture;
				/**
				* The number of MSAA samples.
				*
				* A value of `0` disables MSAA.
				*
				* @type {number}
				* @default 0
				*/
				this.samples = options.samples;
				/**
				* Whether to this target is used in multiview rendering.
				*
				* @type {boolean}
				* @default false
				*/
				this.multiview = options.multiview;
				/**
				* Whether to create the depth texture as an array texture for per-layer depth testing.
				* This is separate from multiview so layered render targets can use array depth without
				* the multiview extension.
				*
				* @type {boolean}
				* @default false
				*/
				this.useArrayDepthTexture = options.useArrayDepthTexture;
			}
			_setTextureOptions(options = {}) {
				const values = {
					minFilter: LinearFilter,
					generateMipmaps: false,
					flipY: false,
					internalFormat: null
				};
				if (options.mapping !== void 0) values.mapping = options.mapping;
				if (options.wrapS !== void 0) values.wrapS = options.wrapS;
				if (options.wrapT !== void 0) values.wrapT = options.wrapT;
				if (options.wrapR !== void 0) values.wrapR = options.wrapR;
				if (options.magFilter !== void 0) values.magFilter = options.magFilter;
				if (options.minFilter !== void 0) values.minFilter = options.minFilter;
				if (options.format !== void 0) values.format = options.format;
				if (options.type !== void 0) values.type = options.type;
				if (options.anisotropy !== void 0) values.anisotropy = options.anisotropy;
				if (options.colorSpace !== void 0) values.colorSpace = options.colorSpace;
				if (options.flipY !== void 0) values.flipY = options.flipY;
				if (options.generateMipmaps !== void 0) values.generateMipmaps = options.generateMipmaps;
				if (options.internalFormat !== void 0) values.internalFormat = options.internalFormat;
				for (let i = 0; i < this.textures.length; i++) this.textures[i].setValues(values);
			}
			/**
			* The texture representing the default color attachment.
			*
			* @type {Texture}
			*/
			get texture() {
				return this.textures[0];
			}
			set texture(value) {
				this.textures[0] = value;
			}
			set depthTexture(current) {
				if (this._depthTexture !== null) this._depthTexture.renderTarget = null;
				if (current !== null) current.renderTarget = this;
				this._depthTexture = current;
			}
			/**
			* Instead of saving the depth in a renderbuffer, a texture
			* can be used instead which is useful for further processing
			* e.g. in context of post-processing.
			*
			* @type {?DepthTexture}
			* @default null
			*/
			get depthTexture() {
				return this._depthTexture;
			}
			/**
			* Sets the size of this render target.
			*
			* @param {number} width - The width.
			* @param {number} height - The height.
			* @param {number} [depth=1] - The depth.
			*/
			setSize(width, height, depth = 1) {
				if (this.width !== width || this.height !== height || this.depth !== depth) {
					this.width = width;
					this.height = height;
					this.depth = depth;
					for (let i = 0, il = this.textures.length; i < il; i++) {
						this.textures[i].image.width = width;
						this.textures[i].image.height = height;
						this.textures[i].image.depth = depth;
						if (this.textures[i].isData3DTexture !== true) this.textures[i].isArrayTexture = this.textures[i].image.depth > 1;
					}
					this.dispose();
				}
				this.viewport.set(0, 0, width, height);
				this.scissor.set(0, 0, width, height);
			}
			/**
			* Returns a new render target with copied values from this instance.
			*
			* @return {RenderTarget} A clone of this instance.
			*/
			clone() {
				return new this.constructor().copy(this);
			}
			/**
			* Copies the settings of the given render target. This is a structural copy so
			* no resources are shared between render targets after the copy. That includes
			* all MRT textures and the depth texture.
			*
			* @param {RenderTarget} source - The render target to copy.
			* @return {RenderTarget} A reference to this instance.
			*/
			copy(source) {
				this.width = source.width;
				this.height = source.height;
				this.depth = source.depth;
				this.scissor.copy(source.scissor);
				this.scissorTest = source.scissorTest;
				this.viewport.copy(source.viewport);
				this.textures.length = 0;
				for (let i = 0, il = source.textures.length; i < il; i++) {
					this.textures[i] = source.textures[i].clone();
					this.textures[i].isRenderTargetTexture = true;
					this.textures[i].renderTarget = this;
					const image = Object.assign({}, source.textures[i].image);
					this.textures[i].source = new Source(image);
				}
				this.depthBuffer = source.depthBuffer;
				this.stencilBuffer = source.stencilBuffer;
				this.resolveDepthBuffer = source.resolveDepthBuffer;
				this.resolveStencilBuffer = source.resolveStencilBuffer;
				if (source.depthTexture !== null) this.depthTexture = source.depthTexture.clone();
				this.samples = source.samples;
				this.multiview = source.multiview;
				this.useArrayDepthTexture = source.useArrayDepthTexture;
				return this;
			}
			/**
			* Frees the GPU-related resources allocated by this instance. Call this
			* method whenever this instance is no longer used in your app.
			*
			* @fires RenderTarget#dispose
			*/
			dispose() {
				this.dispatchEvent({ type: "dispose" });
			}
		};
		WebGLRenderTarget = class extends RenderTarget {
			/**
			* Constructs a new 3D render target.
			*
			* @param {number} [width=1] - The width of the render target.
			* @param {number} [height=1] - The height of the render target.
			* @param {RenderTarget~Options} [options] - The configuration object.
			*/
			constructor(width = 1, height = 1, options = {}) {
				super(width, height, options);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isWebGLRenderTarget = true;
			}
		};
		DataArrayTexture = class extends Texture {
			/**
			* Constructs a new data array texture.
			*
			* @param {?TypedArray} [data=null] - The buffer data.
			* @param {number} [width=1] - The width of the texture.
			* @param {number} [height=1] - The height of the texture.
			* @param {number} [depth=1] - The depth of the texture.
			*/
			constructor(data = null, width = 1, height = 1, depth = 1) {
				super(null);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isDataArrayTexture = true;
				/**
				* The image definition of a data texture.
				*
				* @type {{data:TypedArray,width:number,height:number,depth:number}}
				*/
				this.image = {
					data,
					width,
					height,
					depth
				};
				/**
				* How the texture is sampled when a texel covers more than one pixel.
				*
				* Overwritten and set to `NearestFilter` by default.
				*
				* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
				* @default NearestFilter
				*/
				this.magFilter = NearestFilter;
				/**
				* How the texture is sampled when a texel covers less than one pixel.
				*
				* Overwritten and set to `NearestFilter` by default.
				*
				* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
				* @default NearestFilter
				*/
				this.minFilter = NearestFilter;
				/**
				* This defines how the texture is wrapped in the depth and corresponds to
				* *W* in UVW mapping.
				*
				* @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
				* @default ClampToEdgeWrapping
				*/
				this.wrapR = ClampToEdgeWrapping;
				/**
				* Whether to generate mipmaps (if possible) for a texture.
				*
				* Overwritten and set to `false` by default.
				*
				* @type {boolean}
				* @default false
				*/
				this.generateMipmaps = false;
				/**
				* If set to `true`, the texture is flipped along the vertical axis when
				* uploaded to the GPU.
				*
				* Overwritten and set to `false` by default.
				*
				* @type {boolean}
				* @default false
				*/
				this.flipY = false;
				/**
				* Specifies the alignment requirements for the start of each pixel row in memory.
				*
				* Overwritten and set to `1` by default.
				*
				* @type {boolean}
				* @default 1
				*/
				this.unpackAlignment = 1;
				/**
				* A set of all layers which need to be updated in the texture.
				*
				* @type {Set<number>}
				*/
				this.layerUpdates = /* @__PURE__ */ new Set();
			}
			/**
			* Describes that a specific layer of the texture needs to be updated.
			* Normally when {@link Texture#needsUpdate} is set to `true`, the
			* entire data texture array is sent to the GPU. Marking specific
			* layers will only transmit subsets of all mipmaps associated with a
			* specific depth in the array which is often much more performant.
			*
			* @param {number} layerIndex - The layer index that should be updated.
			*/
			addLayerUpdate(layerIndex) {
				this.layerUpdates.add(layerIndex);
			}
			/**
			* Resets the layer updates registry.
			*/
			clearLayerUpdates() {
				this.layerUpdates.clear();
			}
		};
		Data3DTexture = class extends Texture {
			/**
			* Constructs a new data array texture.
			*
			* @param {?TypedArray} [data=null] - The buffer data.
			* @param {number} [width=1] - The width of the texture.
			* @param {number} [height=1] - The height of the texture.
			* @param {number} [depth=1] - The depth of the texture.
			*/
			constructor(data = null, width = 1, height = 1, depth = 1) {
				super(null);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isData3DTexture = true;
				/**
				* The image definition of a data texture.
				*
				* @type {{data:TypedArray,width:number,height:number,depth:number}}
				*/
				this.image = {
					data,
					width,
					height,
					depth
				};
				/**
				* How the texture is sampled when a texel covers more than one pixel.
				*
				* Overwritten and set to `NearestFilter` by default.
				*
				* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
				* @default NearestFilter
				*/
				this.magFilter = NearestFilter;
				/**
				* How the texture is sampled when a texel covers less than one pixel.
				*
				* Overwritten and set to `NearestFilter` by default.
				*
				* @type {(NearestFilter|NearestMipmapNearestFilter|NearestMipmapLinearFilter|LinearFilter|LinearMipmapNearestFilter|LinearMipmapLinearFilter)}
				* @default NearestFilter
				*/
				this.minFilter = NearestFilter;
				/**
				* This defines how the texture is wrapped in the depth and corresponds to
				* *W* in UVW mapping.
				*
				* @type {(RepeatWrapping|ClampToEdgeWrapping|MirroredRepeatWrapping)}
				* @default ClampToEdgeWrapping
				*/
				this.wrapR = ClampToEdgeWrapping;
				/**
				* Whether to generate mipmaps (if possible) for a texture.
				*
				* Overwritten and set to `false` by default.
				*
				* @type {boolean}
				* @default false
				*/
				this.generateMipmaps = false;
				/**
				* If set to `true`, the texture is flipped along the vertical axis when
				* uploaded to the GPU.
				*
				* Overwritten and set to `false` by default.
				*
				* @type {boolean}
				* @default false
				*/
				this.flipY = false;
				/**
				* Specifies the alignment requirements for the start of each pixel row in memory.
				*
				* Overwritten and set to `1` by default.
				*
				* @type {boolean}
				* @default 1
				*/
				this.unpackAlignment = 1;
			}
		};
		Matrix4 = class Matrix4 {
			static {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				Matrix4.prototype.isMatrix4 = true;
			}
			/**
			* Constructs a new 4x4 matrix. The arguments are supposed to be
			* in row-major order. If no arguments are provided, the constructor
			* initializes the matrix as an identity matrix.
			*
			* @param {number} [n11] - 1-1 matrix element.
			* @param {number} [n12] - 1-2 matrix element.
			* @param {number} [n13] - 1-3 matrix element.
			* @param {number} [n14] - 1-4 matrix element.
			* @param {number} [n21] - 2-1 matrix element.
			* @param {number} [n22] - 2-2 matrix element.
			* @param {number} [n23] - 2-3 matrix element.
			* @param {number} [n24] - 2-4 matrix element.
			* @param {number} [n31] - 3-1 matrix element.
			* @param {number} [n32] - 3-2 matrix element.
			* @param {number} [n33] - 3-3 matrix element.
			* @param {number} [n34] - 3-4 matrix element.
			* @param {number} [n41] - 4-1 matrix element.
			* @param {number} [n42] - 4-2 matrix element.
			* @param {number} [n43] - 4-3 matrix element.
			* @param {number} [n44] - 4-4 matrix element.
			*/
			constructor(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
				/**
				* A column-major list of matrix values.
				*
				* @type {Array<number>}
				*/
				this.elements = [
					1,
					0,
					0,
					0,
					0,
					1,
					0,
					0,
					0,
					0,
					1,
					0,
					0,
					0,
					0,
					1
				];
				if (n11 !== void 0) this.set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44);
			}
			/**
			* Sets the elements of the matrix.The arguments are supposed to be
			* in row-major order.
			*
			* @param {number} [n11] - 1-1 matrix element.
			* @param {number} [n12] - 1-2 matrix element.
			* @param {number} [n13] - 1-3 matrix element.
			* @param {number} [n14] - 1-4 matrix element.
			* @param {number} [n21] - 2-1 matrix element.
			* @param {number} [n22] - 2-2 matrix element.
			* @param {number} [n23] - 2-3 matrix element.
			* @param {number} [n24] - 2-4 matrix element.
			* @param {number} [n31] - 3-1 matrix element.
			* @param {number} [n32] - 3-2 matrix element.
			* @param {number} [n33] - 3-3 matrix element.
			* @param {number} [n34] - 3-4 matrix element.
			* @param {number} [n41] - 4-1 matrix element.
			* @param {number} [n42] - 4-2 matrix element.
			* @param {number} [n43] - 4-3 matrix element.
			* @param {number} [n44] - 4-4 matrix element.
			* @return {Matrix4} A reference to this matrix.
			*/
			set(n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44) {
				const 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;
			}
			/**
			* Sets this matrix to the 4x4 identity matrix.
			*
			* @return {Matrix4} A reference to this matrix.
			*/
			identity() {
				this.set(1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
				return this;
			}
			/**
			* Returns a matrix with copied values from this instance.
			*
			* @return {Matrix4} A clone of this instance.
			*/
			clone() {
				return new Matrix4().fromArray(this.elements);
			}
			/**
			* Copies the values of the given matrix to this instance.
			*
			* @param {Matrix4} m - The matrix to copy.
			* @return {Matrix4} A reference to this matrix.
			*/
			copy(m) {
				const te = this.elements;
				const 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;
			}
			/**
			* Copies the translation component of the given matrix
			* into this matrix's translation component.
			*
			* @param {Matrix4} m - The matrix to copy the translation component.
			* @return {Matrix4} A reference to this matrix.
			*/
			copyPosition(m) {
				const te = this.elements, me = m.elements;
				te[12] = me[12];
				te[13] = me[13];
				te[14] = me[14];
				return this;
			}
			/**
			* Set the upper 3x3 elements of this matrix to the values of given 3x3 matrix.
			*
			* @param {Matrix3} m - The 3x3 matrix.
			* @return {Matrix4} A reference to this matrix.
			*/
			setFromMatrix3(m) {
				const me = m.elements;
				this.set(me[0], me[3], me[6], 0, me[1], me[4], me[7], 0, me[2], me[5], me[8], 0, 0, 0, 0, 1);
				return this;
			}
			/**
			* Extracts the basis of this matrix into the three axis vectors provided.
			*
			* @param {Vector3} xAxis - The basis's x axis.
			* @param {Vector3} yAxis - The basis's y axis.
			* @param {Vector3} zAxis - The basis's z axis.
			* @return {Matrix4} A reference to this matrix.
			*/
			extractBasis(xAxis, yAxis, zAxis) {
				if (this.determinantAffine() === 0) {
					xAxis.set(1, 0, 0);
					yAxis.set(0, 1, 0);
					zAxis.set(0, 0, 1);
					return this;
				}
				xAxis.setFromMatrixColumn(this, 0);
				yAxis.setFromMatrixColumn(this, 1);
				zAxis.setFromMatrixColumn(this, 2);
				return this;
			}
			/**
			* Sets the given basis vectors to this matrix.
			*
			* @param {Vector3} xAxis - The basis's x axis.
			* @param {Vector3} yAxis - The basis's y axis.
			* @param {Vector3} zAxis - The basis's z axis.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeBasis(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;
			}
			/**
			* Extracts the rotation component of the given matrix
			* into this matrix's rotation component.
			*
			* Note: This method does not support reflection matrices.
			*
			* @param {Matrix4} m - The matrix.
			* @return {Matrix4} A reference to this matrix.
			*/
			extractRotation(m) {
				if (m.determinantAffine() === 0) return this.identity();
				const te = this.elements;
				const me = m.elements;
				const scaleX = 1 / _v1$7.setFromMatrixColumn(m, 0).length();
				const scaleY = 1 / _v1$7.setFromMatrixColumn(m, 1).length();
				const scaleZ = 1 / _v1$7.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;
			}
			/**
			* Sets the rotation component (the upper left 3x3 matrix) of this matrix to
			* the rotation specified by the given Euler angles. The rest of
			* the matrix is set to the identity. Depending on the {@link Euler#order},
			* there are six possible outcomes. See [this page](https://en.wikipedia.org/wiki/Euler_angles#Rotation_matrix)
			* for a complete list.
			*
			* @param {Euler} euler - The Euler angles.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeRotationFromEuler(euler) {
				const te = this.elements;
				const x = euler.x, y = euler.y, z = euler.z;
				const a = Math.cos(x), b = Math.sin(x);
				const c = Math.cos(y), d = Math.sin(y);
				const e = Math.cos(z), f = Math.sin(z);
				if (euler.order === "XYZ") {
					const 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") {
					const 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") {
					const 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") {
					const 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") {
					const 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") {
					const 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;
				}
				te[3] = 0;
				te[7] = 0;
				te[11] = 0;
				te[12] = 0;
				te[13] = 0;
				te[14] = 0;
				te[15] = 1;
				return this;
			}
			/**
			* Sets the rotation component of this matrix to the rotation specified by
			* the given Quaternion as outlined [here](https://en.wikipedia.org/wiki/Rotation_matrix#Quaternion)
			* The rest of the matrix is set to the identity.
			*
			* @param {Quaternion} q - The Quaternion.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeRotationFromQuaternion(q) {
				return this.compose(_zero, q, _one);
			}
			/**
			* Sets the rotation component of the transformation matrix, looking from `eye` towards
			* `target`, and oriented by the up-direction.
			*
			* @param {Vector3} eye - The eye vector.
			* @param {Vector3} target - The target vector.
			* @param {Vector3} up - The up vector.
			* @return {Matrix4} A reference to this matrix.
			*/
			lookAt(eye, target, up) {
				const te = this.elements;
				_z.subVectors(eye, target);
				if (_z.lengthSq() === 0) _z.z = 1;
				_z.normalize();
				_x.crossVectors(up, _z);
				if (_x.lengthSq() === 0) {
					if (Math.abs(up.z) === 1) _z.x += 1e-4;
					else _z.z += 1e-4;
					_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;
			}
			/**
			* Post-multiplies this matrix by the given 4x4 matrix.
			*
			* @param {Matrix4} m - The matrix to multiply with.
			* @return {Matrix4} A reference to this matrix.
			*/
			multiply(m) {
				return this.multiplyMatrices(this, m);
			}
			/**
			* Pre-multiplies this matrix by the given 4x4 matrix.
			*
			* @param {Matrix4} m - The matrix to multiply with.
			* @return {Matrix4} A reference to this matrix.
			*/
			premultiply(m) {
				return this.multiplyMatrices(m, this);
			}
			/**
			* Multiples the given 4x4 matrices and stores the result
			* in this matrix.
			*
			* @param {Matrix4} a - The first matrix.
			* @param {Matrix4} b - The second matrix.
			* @return {Matrix4} A reference to this matrix.
			*/
			multiplyMatrices(a, b) {
				const ae = a.elements;
				const be = b.elements;
				const te = this.elements;
				const a11 = ae[0], a12 = ae[4], a13 = ae[8], a14 = ae[12];
				const a21 = ae[1], a22 = ae[5], a23 = ae[9], a24 = ae[13];
				const a31 = ae[2], a32 = ae[6], a33 = ae[10], a34 = ae[14];
				const a41 = ae[3], a42 = ae[7], a43 = ae[11], a44 = ae[15];
				const b11 = be[0], b12 = be[4], b13 = be[8], b14 = be[12];
				const b21 = be[1], b22 = be[5], b23 = be[9], b24 = be[13];
				const b31 = be[2], b32 = be[6], b33 = be[10], b34 = be[14];
				const 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;
			}
			/**
			* Multiplies every component of the matrix by the given scalar.
			*
			* @param {number} s - The scalar.
			* @return {Matrix4} A reference to this matrix.
			*/
			multiplyScalar(s) {
				const 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;
			}
			/**
			* Computes and returns the determinant of this matrix.
			*
			* Based on the method outlined [here](http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.html).
			*
			* @return {number} The determinant.
			*/
			determinant() {
				const te = this.elements;
				const n11 = te[0], n12 = te[4], n13 = te[8], n14 = te[12];
				const n21 = te[1], n22 = te[5], n23 = te[9], n24 = te[13];
				const n31 = te[2], n32 = te[6], n33 = te[10], n34 = te[14];
				const n41 = te[3], n42 = te[7], n43 = te[11], n44 = te[15];
				const t11 = n23 * n34 - n24 * n33;
				const t12 = n22 * n34 - n24 * n32;
				const t13 = n22 * n33 - n23 * n32;
				const t21 = n21 * n34 - n24 * n31;
				const t22 = n21 * n33 - n23 * n31;
				const t23 = n21 * n32 - n22 * n31;
				return n11 * (n42 * t11 - n43 * t12 + n44 * t13) - n12 * (n41 * t11 - n43 * t21 + n44 * t22) + n13 * (n41 * t12 - n42 * t21 + n44 * t23) - n14 * (n41 * t13 - n42 * t22 + n43 * t23);
			}
			/**
			* Computes and returns the determinant of the 4x4 matrix, but assumes the
			* matrix is affine, saving some computations.
			*
			* For affine matrices (like an object's world matrix), this value equals the
			* full 4x4 {@link Matrix4#determinant} but is cheaper to compute.
			*
			* Assumes the bottom row is [0, 0, 0, 1].
			*
			* @return {number} The determinant of the matrix.
			*/
			determinantAffine() {
				const te = this.elements;
				const n11 = te[0], n12 = te[4], n13 = te[8];
				const n21 = te[1], n22 = te[5], n23 = te[9];
				const n31 = te[2], n32 = te[6], n33 = te[10];
				return n11 * (n22 * n33 - n23 * n32) - n12 * (n21 * n33 - n23 * n31) + n13 * (n21 * n32 - n22 * n31);
			}
			/**
			* Transposes this matrix in place.
			*
			* @return {Matrix4} A reference to this matrix.
			*/
			transpose() {
				const te = this.elements;
				let 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;
			}
			/**
			* Sets the position component for this matrix from the given vector,
			* without affecting the rest of the matrix.
			*
			* @param {number|Vector3} x - The x component of the vector or alternatively the vector object.
			* @param {number} y - The y component of the vector.
			* @param {number} z - The z component of the vector.
			* @return {Matrix4} A reference to this matrix.
			*/
			setPosition(x, y, z) {
				const 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;
			}
			/**
			* Inverts this matrix, using the [analytic method](https://en.wikipedia.org/wiki/Invertible_matrix#Analytic_solution).
			* You can not invert with a determinant of zero. If you attempt this, the method produces
			* a zero matrix instead.
			*
			* @return {Matrix4} A reference to this matrix.
			*/
			invert() {
				const te = this.elements, n11 = te[0], n21 = te[1], n31 = te[2], n41 = te[3], n12 = te[4], n22 = te[5], n32 = te[6], n42 = te[7], n13 = te[8], n23 = te[9], n33 = te[10], n43 = te[11], n14 = te[12], n24 = te[13], n34 = te[14], n44 = te[15], t1 = n11 * n22 - n21 * n12, t2 = n11 * n32 - n31 * n12, t3 = n11 * n42 - n41 * n12, t4 = n21 * n32 - n31 * n22, t5 = n21 * n42 - n41 * n22, t6 = n31 * n42 - n41 * n32, t7 = n13 * n24 - n23 * n14, t8 = n13 * n34 - n33 * n14, t9 = n13 * n44 - n43 * n14, t10 = n23 * n34 - n33 * n24, t11 = n23 * n44 - n43 * n24, t12 = n33 * n44 - n43 * n34;
				const det = t1 * t12 - t2 * t11 + t3 * t10 + t4 * t9 - t5 * t8 + t6 * t7;
				if (det === 0) return this.set(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0);
				const detInv = 1 / det;
				te[0] = (n22 * t12 - n32 * t11 + n42 * t10) * detInv;
				te[1] = (n31 * t11 - n21 * t12 - n41 * t10) * detInv;
				te[2] = (n24 * t6 - n34 * t5 + n44 * t4) * detInv;
				te[3] = (n33 * t5 - n23 * t6 - n43 * t4) * detInv;
				te[4] = (n32 * t9 - n12 * t12 - n42 * t8) * detInv;
				te[5] = (n11 * t12 - n31 * t9 + n41 * t8) * detInv;
				te[6] = (n34 * t3 - n14 * t6 - n44 * t2) * detInv;
				te[7] = (n13 * t6 - n33 * t3 + n43 * t2) * detInv;
				te[8] = (n12 * t11 - n22 * t9 + n42 * t7) * detInv;
				te[9] = (n21 * t9 - n11 * t11 - n41 * t7) * detInv;
				te[10] = (n14 * t5 - n24 * t3 + n44 * t1) * detInv;
				te[11] = (n23 * t3 - n13 * t5 - n43 * t1) * detInv;
				te[12] = (n22 * t8 - n12 * t10 - n32 * t7) * detInv;
				te[13] = (n11 * t10 - n21 * t8 + n31 * t7) * detInv;
				te[14] = (n24 * t2 - n14 * t4 - n34 * t1) * detInv;
				te[15] = (n13 * t4 - n23 * t2 + n33 * t1) * detInv;
				return this;
			}
			/**
			* Multiplies the columns of this matrix by the given vector.
			*
			* @param {Vector3} v - The scale vector.
			* @return {Matrix4} A reference to this matrix.
			*/
			scale(v) {
				const te = this.elements;
				const 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;
			}
			/**
			* Gets the maximum scale value of the three axes.
			*
			* @return {number} The maximum scale.
			*/
			getMaxScaleOnAxis() {
				const te = this.elements;
				const scaleXSq = te[0] * te[0] + te[1] * te[1] + te[2] * te[2];
				const scaleYSq = te[4] * te[4] + te[5] * te[5] + te[6] * te[6];
				const scaleZSq = te[8] * te[8] + te[9] * te[9] + te[10] * te[10];
				return Math.sqrt(Math.max(scaleXSq, scaleYSq, scaleZSq));
			}
			/**
			* Sets this matrix as a translation transform from the given vector.
			*
			* @param {number|Vector3} x - The amount to translate in the X axis or alternatively a translation vector.
			* @param {number} y - The amount to translate in the Y axis.
			* @param {number} z - The amount to translate in the z axis.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeTranslation(x, y, z) {
				if (x.isVector3) this.set(1, 0, 0, x.x, 0, 1, 0, x.y, 0, 0, 1, x.z, 0, 0, 0, 1);
				else this.set(1, 0, 0, x, 0, 1, 0, y, 0, 0, 1, z, 0, 0, 0, 1);
				return this;
			}
			/**
			* Sets this matrix as a rotational transformation around the X axis by
			* the given angle.
			*
			* @param {number} theta - The rotation in radians.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeRotationX(theta) {
				const 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;
			}
			/**
			* Sets this matrix as a rotational transformation around the Y axis by
			* the given angle.
			*
			* @param {number} theta - The rotation in radians.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeRotationY(theta) {
				const 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;
			}
			/**
			* Sets this matrix as a rotational transformation around the Z axis by
			* the given angle.
			*
			* @param {number} theta - The rotation in radians.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeRotationZ(theta) {
				const 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;
			}
			/**
			* Sets this matrix as a rotational transformation around the given axis by
			* the given angle.
			*
			* This is a somewhat controversial but mathematically sound alternative to
			* rotating via Quaternions. See the discussion [here](https://www.gamedev.net/articles/programming/math-and-physics/do-we-really-need-quaternions-r1199).
			*
			* @param {Vector3} axis - The normalized rotation axis.
			* @param {number} angle - The rotation in radians.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeRotationAxis(axis, angle) {
				const c = Math.cos(angle);
				const s = Math.sin(angle);
				const t = 1 - c;
				const x = axis.x, y = axis.y, z = axis.z;
				const 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;
			}
			/**
			* Sets this matrix as a scale transformation.
			*
			* @param {number} x - The amount to scale in the X axis.
			* @param {number} y - The amount to scale in the Y axis.
			* @param {number} z - The amount to scale in the Z axis.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeScale(x, y, z) {
				this.set(x, 0, 0, 0, 0, y, 0, 0, 0, 0, z, 0, 0, 0, 0, 1);
				return this;
			}
			/**
			* Sets this matrix as a shear transformation.
			*
			* @param {number} xy - The amount to shear X by Y.
			* @param {number} xz - The amount to shear X by Z.
			* @param {number} yx - The amount to shear Y by X.
			* @param {number} yz - The amount to shear Y by Z.
			* @param {number} zx - The amount to shear Z by X.
			* @param {number} zy - The amount to shear Z by Y.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeShear(xy, xz, yx, yz, zx, zy) {
				this.set(1, yx, zx, 0, xy, 1, zy, 0, xz, yz, 1, 0, 0, 0, 0, 1);
				return this;
			}
			/**
			* Sets this matrix to the transformation composed of the given position,
			* rotation (Quaternion) and scale.
			*
			* @param {Vector3} position - The position vector.
			* @param {Quaternion} quaternion - The rotation as a Quaternion.
			* @param {Vector3} scale - The scale vector.
			* @return {Matrix4} A reference to this matrix.
			*/
			compose(position, quaternion, scale) {
				const te = this.elements;
				const x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
				const x2 = x + x, y2 = y + y, z2 = z + z;
				const xx = x * x2, xy = x * y2, xz = x * z2;
				const yy = y * y2, yz = y * z2, zz = z * z2;
				const wx = w * x2, wy = w * y2, wz = w * z2;
				const 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;
			}
			/**
			* Decomposes this matrix into its position, rotation and scale components
			* and provides the result in the given objects.
			*
			* Note: Not all matrices are decomposable in this way. For example, if an
			* object has a non-uniformly scaled parent, then the object's world matrix
			* may not be decomposable, and this method may not be appropriate.
			*
			* @param {Vector3} position - The position vector.
			* @param {Quaternion} quaternion - The rotation as a Quaternion.
			* @param {Vector3} scale - The scale vector.
			* @return {Matrix4} A reference to this matrix.
			*/
			decompose(position, quaternion, scale) {
				const te = this.elements;
				position.x = te[12];
				position.y = te[13];
				position.z = te[14];
				const det = this.determinantAffine();
				if (det === 0) {
					scale.set(1, 1, 1);
					quaternion.identity();
					return this;
				}
				let sx = _v1$7.set(te[0], te[1], te[2]).length();
				const sy = _v1$7.set(te[4], te[5], te[6]).length();
				const sz = _v1$7.set(te[8], te[9], te[10]).length();
				if (det < 0) sx = -sx;
				_m1$2.copy(this);
				const invSX = 1 / sx;
				const invSY = 1 / sy;
				const invSZ = 1 / sz;
				_m1$2.elements[0] *= invSX;
				_m1$2.elements[1] *= invSX;
				_m1$2.elements[2] *= invSX;
				_m1$2.elements[4] *= invSY;
				_m1$2.elements[5] *= invSY;
				_m1$2.elements[6] *= invSY;
				_m1$2.elements[8] *= invSZ;
				_m1$2.elements[9] *= invSZ;
				_m1$2.elements[10] *= invSZ;
				quaternion.setFromRotationMatrix(_m1$2);
				scale.x = sx;
				scale.y = sy;
				scale.z = sz;
				return this;
			}
			/**
			* Creates a perspective projection matrix. This is used internally by
			* {@link PerspectiveCamera#updateProjectionMatrix}.
			
			* @param {number} left - Left boundary of the viewing frustum at the near plane.
			* @param {number} right - Right boundary of the viewing frustum at the near plane.
			* @param {number} top - Top boundary of the viewing frustum at the near plane.
			* @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
			* @param {number} near - The distance from the camera to the near plane.
			* @param {number} far - The distance from the camera to the far plane.
			* @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
			* @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
			* @return {Matrix4} A reference to this matrix.
			*/
			makePerspective(left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false) {
				const te = this.elements;
				const x = 2 * near / (right - left);
				const y = 2 * near / (top - bottom);
				const a = (right + left) / (right - left);
				const b = (top + bottom) / (top - bottom);
				let c, d;
				if (reversedDepth) {
					c = near / (far - near);
					d = far * near / (far - near);
				} else if (coordinateSystem === 2e3) {
					c = -(far + near) / (far - near);
					d = -2 * far * near / (far - near);
				} else if (coordinateSystem === 2001) {
					c = -far / (far - near);
					d = -far * near / (far - near);
				} else throw new Error("THREE.Matrix4.makePerspective(): Invalid coordinate system: " + coordinateSystem);
				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;
			}
			/**
			* Creates a orthographic projection matrix. This is used internally by
			* {@link OrthographicCamera#updateProjectionMatrix}.
			
			* @param {number} left - Left boundary of the viewing frustum at the near plane.
			* @param {number} right - Right boundary of the viewing frustum at the near plane.
			* @param {number} top - Top boundary of the viewing frustum at the near plane.
			* @param {number} bottom - Bottom boundary of the viewing frustum at the near plane.
			* @param {number} near - The distance from the camera to the near plane.
			* @param {number} far - The distance from the camera to the far plane.
			* @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} [coordinateSystem=WebGLCoordinateSystem] - The coordinate system.
			* @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
			* @return {Matrix4} A reference to this matrix.
			*/
			makeOrthographic(left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false) {
				const te = this.elements;
				const x = 2 / (right - left);
				const y = 2 / (top - bottom);
				const a = -(right + left) / (right - left);
				const b = -(top + bottom) / (top - bottom);
				let c, d;
				if (reversedDepth) {
					c = 1 / (far - near);
					d = far / (far - near);
				} else if (coordinateSystem === 2e3) {
					c = -2 / (far - near);
					d = -(far + near) / (far - near);
				} else if (coordinateSystem === 2001) {
					c = -1 / (far - near);
					d = -near / (far - near);
				} else throw new Error("THREE.Matrix4.makeOrthographic(): Invalid coordinate system: " + coordinateSystem);
				te[0] = x;
				te[4] = 0;
				te[8] = 0;
				te[12] = a;
				te[1] = 0;
				te[5] = y;
				te[9] = 0;
				te[13] = b;
				te[2] = 0;
				te[6] = 0;
				te[10] = c;
				te[14] = d;
				te[3] = 0;
				te[7] = 0;
				te[11] = 0;
				te[15] = 1;
				return this;
			}
			/**
			* Returns `true` if this matrix is equal with the given one.
			*
			* @param {Matrix4} matrix - The matrix to test for equality.
			* @return {boolean} Whether this matrix is equal with the given one.
			*/
			equals(matrix) {
				const te = this.elements;
				const me = matrix.elements;
				for (let i = 0; i < 16; i++) if (te[i] !== me[i]) return false;
				return true;
			}
			/**
			* Sets the elements of the matrix from the given array.
			*
			* @param {Array<number>} array - The matrix elements in column-major order.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Matrix4} A reference to this matrix.
			*/
			fromArray(array, offset = 0) {
				for (let i = 0; i < 16; i++) this.elements[i] = array[i + offset];
				return this;
			}
			/**
			* Writes the elements of this matrix to the given array. If no array is provided,
			* the method returns a new instance.
			*
			* @param {Array<number>} [array=[]] - The target array holding the matrix elements in column-major order.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Array<number>} The matrix elements in column-major order.
			*/
			toArray(array = [], offset = 0) {
				const 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;
			}
		};
		_v1$7 = /*@__PURE__*/ new Vector3();
		_m1$2 = /*@__PURE__*/ new Matrix4();
		_zero = /*@__PURE__*/ new Vector3(0, 0, 0);
		_one = /*@__PURE__*/ new Vector3(1, 1, 1);
		_x = /*@__PURE__*/ new Vector3();
		_y = /*@__PURE__*/ new Vector3();
		_z = /*@__PURE__*/ new Vector3();
		_matrix$2 = /*@__PURE__*/ new Matrix4();
		_quaternion$4 = /*@__PURE__*/ new Quaternion();
		Euler = class Euler {
			/**
			* Constructs a new euler instance.
			*
			* @param {number} [x=0] - The angle of the x axis in radians.
			* @param {number} [y=0] - The angle of the y axis in radians.
			* @param {number} [z=0] - The angle of the z axis in radians.
			* @param {string} [order=Euler.DEFAULT_ORDER] - A string representing the order that the rotations are applied.
			*/
			constructor(x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER) {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isEuler = true;
				this._x = x;
				this._y = y;
				this._z = z;
				this._order = order;
			}
			/**
			* The angle of the x axis in radians.
			*
			* @type {number}
			* @default 0
			*/
			get x() {
				return this._x;
			}
			set x(value) {
				this._x = value;
				this._onChangeCallback();
			}
			/**
			* The angle of the y axis in radians.
			*
			* @type {number}
			* @default 0
			*/
			get y() {
				return this._y;
			}
			set y(value) {
				this._y = value;
				this._onChangeCallback();
			}
			/**
			* The angle of the z axis in radians.
			*
			* @type {number}
			* @default 0
			*/
			get z() {
				return this._z;
			}
			set z(value) {
				this._z = value;
				this._onChangeCallback();
			}
			/**
			* A string representing the order that the rotations are applied.
			*
			* @type {string}
			* @default 'XYZ'
			*/
			get order() {
				return this._order;
			}
			set order(value) {
				this._order = value;
				this._onChangeCallback();
			}
			/**
			* Sets the Euler components.
			*
			* @param {number} x - The angle of the x axis in radians.
			* @param {number} y - The angle of the y axis in radians.
			* @param {number} z - The angle of the z axis in radians.
			* @param {string} [order] - A string representing the order that the rotations are applied.
			* @return {Euler} A reference to this Euler instance.
			*/
			set(x, y, z, order = this._order) {
				this._x = x;
				this._y = y;
				this._z = z;
				this._order = order;
				this._onChangeCallback();
				return this;
			}
			/**
			* Returns a new Euler instance with copied values from this instance.
			*
			* @return {Euler} A clone of this instance.
			*/
			clone() {
				return new this.constructor(this._x, this._y, this._z, this._order);
			}
			/**
			* Copies the values of the given Euler instance to this instance.
			*
			* @param {Euler} euler - The Euler instance to copy.
			* @return {Euler} A reference to this Euler instance.
			*/
			copy(euler) {
				this._x = euler._x;
				this._y = euler._y;
				this._z = euler._z;
				this._order = euler._order;
				this._onChangeCallback();
				return this;
			}
			/**
			* Sets the angles of this Euler instance from a pure rotation matrix.
			*
			* @param {Matrix4} m - A 4x4 matrix of which the upper 3x3 of matrix is a pure rotation matrix (i.e. unscaled).
			* @param {string} [order] - A string representing the order that the rotations are applied.
			* @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
			* @return {Euler} A reference to this Euler instance.
			*/
			setFromRotationMatrix(m, order = this._order, update = true) {
				const te = m.elements;
				const m11 = te[0], m12 = te[4], m13 = te[8];
				const m21 = te[1], m22 = te[5], m23 = te[9];
				const m31 = te[2], m32 = te[6], m33 = te[10];
				switch (order) {
					case "XYZ":
						this._y = Math.asin(clamp(m13, -1, 1));
						if (Math.abs(m13) < .9999999) {
							this._x = Math.atan2(-m23, m33);
							this._z = Math.atan2(-m12, m11);
						} else {
							this._x = Math.atan2(m32, m22);
							this._z = 0;
						}
						break;
					case "YXZ":
						this._x = Math.asin(-clamp(m23, -1, 1));
						if (Math.abs(m23) < .9999999) {
							this._y = Math.atan2(m13, m33);
							this._z = Math.atan2(m21, m22);
						} else {
							this._y = Math.atan2(-m31, m11);
							this._z = 0;
						}
						break;
					case "ZXY":
						this._x = Math.asin(clamp(m32, -1, 1));
						if (Math.abs(m32) < .9999999) {
							this._y = Math.atan2(-m31, m33);
							this._z = Math.atan2(-m12, m22);
						} else {
							this._y = 0;
							this._z = Math.atan2(m21, m11);
						}
						break;
					case "ZYX":
						this._y = Math.asin(-clamp(m31, -1, 1));
						if (Math.abs(m31) < .9999999) {
							this._x = Math.atan2(m32, m33);
							this._z = Math.atan2(m21, m11);
						} else {
							this._x = 0;
							this._z = Math.atan2(-m12, m22);
						}
						break;
					case "YZX":
						this._z = Math.asin(clamp(m21, -1, 1));
						if (Math.abs(m21) < .9999999) {
							this._x = Math.atan2(-m23, m22);
							this._y = Math.atan2(-m31, m11);
						} else {
							this._x = 0;
							this._y = Math.atan2(m13, m33);
						}
						break;
					case "XZY":
						this._z = Math.asin(-clamp(m12, -1, 1));
						if (Math.abs(m12) < .9999999) {
							this._x = Math.atan2(m32, m22);
							this._y = Math.atan2(m13, m11);
						} else {
							this._x = Math.atan2(-m23, m33);
							this._y = 0;
						}
						break;
					default: warn("Euler: .setFromRotationMatrix() encountered an unknown order: " + order);
				}
				this._order = order;
				if (update === true) this._onChangeCallback();
				return this;
			}
			/**
			* Sets the angles of this Euler instance from a normalized quaternion.
			*
			* @param {Quaternion} q - A normalized Quaternion.
			* @param {string} [order] - A string representing the order that the rotations are applied.
			* @param {boolean} [update=true] - Whether the internal `onChange` callback should be executed or not.
			* @return {Euler} A reference to this Euler instance.
			*/
			setFromQuaternion(q, order, update) {
				_matrix$2.makeRotationFromQuaternion(q);
				return this.setFromRotationMatrix(_matrix$2, order, update);
			}
			/**
			* Sets the angles of this Euler instance from the given vector.
			*
			* @param {Vector3} v - The vector.
			* @param {string} [order] - A string representing the order that the rotations are applied.
			* @return {Euler} A reference to this Euler instance.
			*/
			setFromVector3(v, order = this._order) {
				return this.set(v.x, v.y, v.z, order);
			}
			/**
			* Resets the euler angle with a new order by creating a quaternion from this
			* euler angle and then setting this euler angle with the quaternion and the
			* new order.
			*
			* Warning: This discards revolution information.
			*
			* @param {string} [newOrder] - A string representing the new order that the rotations are applied.
			* @return {Euler} A reference to this Euler instance.
			*/
			reorder(newOrder) {
				_quaternion$4.setFromEuler(this);
				return this.setFromQuaternion(_quaternion$4, newOrder);
			}
			/**
			* Returns `true` if this Euler instance is equal with the given one.
			*
			* @param {Euler} euler - The Euler instance to test for equality.
			* @return {boolean} Whether this Euler instance is equal with the given one.
			*/
			equals(euler) {
				return euler._x === this._x && euler._y === this._y && euler._z === this._z && euler._order === this._order;
			}
			/**
			* Sets this Euler instance's components to values from the given array. The first three
			* entries of the array are assign to the x,y and z components. An optional fourth entry
			* defines the Euler order.
			*
			* @param {Array<number,number,number,?string>} array - An array holding the Euler component values.
			* @return {Euler} A reference to this Euler instance.
			*/
			fromArray(array) {
				this._x = array[0];
				this._y = array[1];
				this._z = array[2];
				if (array[3] !== void 0) this._order = array[3];
				this._onChangeCallback();
				return this;
			}
			/**
			* Writes the components of this Euler instance to the given array. If no array is provided,
			* the method returns a new instance.
			*
			* @param {Array<number,number,number,string>} [array=[]] - The target array holding the Euler components.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Array<number,number,number,string>} The Euler components.
			*/
			toArray(array = [], offset = 0) {
				array[offset] = this._x;
				array[offset + 1] = this._y;
				array[offset + 2] = this._z;
				array[offset + 3] = this._order;
				return array;
			}
			_onChange(callback) {
				this._onChangeCallback = callback;
				return this;
			}
			_onChangeCallback() {}
			*[Symbol.iterator]() {
				yield this._x;
				yield this._y;
				yield this._z;
				yield this._order;
			}
		};
		/**
		* The default Euler angle order.
		*
		* @static
		* @type {string}
		* @default 'XYZ'
		*/
		Euler.DEFAULT_ORDER = "XYZ";
		Layers = class {
			/**
			* Constructs a new layers instance, with membership
			* initially set to layer `0`.
			*/
			constructor() {
				/**
				* A bit mask storing which of the 32 layers this layers object is currently
				* a member of.
				*
				* @type {number}
				*/
				this.mask = 1;
			}
			/**
			* Sets membership to the given layer, and remove membership all other layers.
			*
			* @param {number} layer - The layer to set.
			*/
			set(layer) {
				this.mask = (1 << layer | 0) >>> 0;
			}
			/**
			* Adds membership of the given layer.
			*
			* @param {number} layer - The layer to enable.
			*/
			enable(layer) {
				this.mask |= 1 << layer | 0;
			}
			/**
			* Adds membership to all layers.
			*/
			enableAll() {
				this.mask = -1;
			}
			/**
			* Toggles the membership of the given layer.
			*
			* @param {number} layer - The layer to toggle.
			*/
			toggle(layer) {
				this.mask ^= 1 << layer | 0;
			}
			/**
			* Removes membership of the given layer.
			*
			* @param {number} layer - The layer to enable.
			*/
			disable(layer) {
				this.mask &= ~(1 << layer | 0);
			}
			/**
			* Removes the membership from all layers.
			*/
			disableAll() {
				this.mask = 0;
			}
			/**
			* Returns `true` if this and the given layers object have at least one
			* layer in common.
			*
			* @param {Layers} layers - The layers to test.
			* @return {boolean } Whether this and the given layers object have at least one layer in common or not.
			*/
			test(layers) {
				return (this.mask & layers.mask) !== 0;
			}
			/**
			* Returns `true` if the given layer is enabled.
			*
			* @param {number} layer - The layer to test.
			* @return {boolean } Whether the given layer is enabled or not.
			*/
			isEnabled(layer) {
				return (this.mask & (1 << layer | 0)) !== 0;
			}
		};
		_object3DId = 0;
		_v1$6 = /*@__PURE__*/ new Vector3();
		_q1 = /*@__PURE__*/ new Quaternion();
		_m1$1$1 = /*@__PURE__*/ new Matrix4();
		_target = /*@__PURE__*/ new Vector3();
		_position$4 = /*@__PURE__*/ new Vector3();
		_scale$3 = /*@__PURE__*/ new Vector3();
		_quaternion$3 = /*@__PURE__*/ new Quaternion();
		_xAxis = /*@__PURE__*/ new Vector3(1, 0, 0);
		_yAxis = /*@__PURE__*/ new Vector3(0, 1, 0);
		_zAxis = /*@__PURE__*/ new Vector3(0, 0, 1);
		_addedEvent = { type: "added" };
		_removedEvent = { type: "removed" };
		_childaddedEvent = {
			type: "childadded",
			child: null
		};
		_childremovedEvent = {
			type: "childremoved",
			child: null
		};
		Object3D = class Object3D extends EventDispatcher {
			/**
			* Constructs a new 3D object.
			*/
			constructor() {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isObject3D = true;
				/**
				* The ID of the 3D object.
				*
				* @name Object3D#id
				* @type {number}
				* @readonly
				*/
				Object.defineProperty(this, "id", { value: _object3DId++ });
				/**
				* The UUID of the 3D object.
				*
				* @type {string}
				* @readonly
				*/
				this.uuid = generateUUID();
				/**
				* The name of the 3D object.
				*
				* @type {string}
				*/
				this.name = "";
				/**
				* The type property is used for detecting the object type
				* in context of serialization/deserialization.
				*
				* @type {string}
				* @readonly
				*/
				this.type = "Object3D";
				/**
				* A reference to the parent object.
				*
				* @type {?Object3D}
				* @default null
				*/
				this.parent = null;
				/**
				* An array holding the child 3D objects of this instance.
				*
				* @type {Array<Object3D>}
				*/
				this.children = [];
				/**
				* Defines the `up` direction of the 3D object which influences
				* the orientation via methods like {@link Object3D#lookAt}.
				*
				* The default values for all 3D objects is defined by `Object3D.DEFAULT_UP`.
				*
				* @type {Vector3}
				*/
				this.up = Object3D.DEFAULT_UP.clone();
				const position = new Vector3();
				const rotation = new Euler();
				const quaternion = new Quaternion();
				const scale = new Vector3(1, 1, 1);
				function onRotationChange() {
					quaternion.setFromEuler(rotation, false);
				}
				function onQuaternionChange() {
					rotation.setFromQuaternion(quaternion, void 0, false);
				}
				rotation._onChange(onRotationChange);
				quaternion._onChange(onQuaternionChange);
				Object.defineProperties(this, {
					/**
					* Represents the object's local position.
					*
					* @name Object3D#position
					* @type {Vector3}
					* @default (0,0,0)
					*/
					position: {
						configurable: true,
						enumerable: true,
						value: position
					},
					/**
					* Represents the object's local rotation as Euler angles, in radians.
					*
					* @name Object3D#rotation
					* @type {Euler}
					* @default (0,0,0)
					*/
					rotation: {
						configurable: true,
						enumerable: true,
						value: rotation
					},
					/**
					* Represents the object's local rotation as Quaternions.
					*
					* @name Object3D#quaternion
					* @type {Quaternion}
					*/
					quaternion: {
						configurable: true,
						enumerable: true,
						value: quaternion
					},
					/**
					* Represents the object's local scale.
					*
					* @name Object3D#scale
					* @type {Vector3}
					* @default (1,1,1)
					*/
					scale: {
						configurable: true,
						enumerable: true,
						value: scale
					},
					/**
					* Represents the object's model-view matrix.
					*
					* @name Object3D#modelViewMatrix
					* @type {Matrix4}
					*/
					modelViewMatrix: { value: new Matrix4() },
					/**
					* Represents the object's normal matrix.
					*
					* @name Object3D#normalMatrix
					* @type {Matrix3}
					*/
					normalMatrix: { value: new Matrix3() }
				});
				/**
				* Represents the object's transformation matrix in local space.
				*
				* @type {Matrix4}
				*/
				this.matrix = new Matrix4();
				/**
				* Represents the object's transformation matrix in world space.
				* If the 3D object has no parent, then it's identical to the local transformation matrix
				*
				* @type {Matrix4}
				*/
				this.matrixWorld = new Matrix4();
				/**
				* When set to `true`, the engine automatically computes the local matrix from position,
				* rotation and scale every frame. If set to `false`, the app is responsible for recomputing
				* the local matrix by calling `updateMatrix()`.
				*
				* The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_AUTO_UPDATE`.
				*
				* @type {boolean}
				* @default true
				*/
				this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;
				/**
				* When set to `true`, the engine automatically computes the world matrix from the current local
				* matrix and the object's transformation hierarchy. If set to `false`, the app is responsible for
				* recomputing the world matrix by directly updating the `matrixWorld` property.
				*
				* The default values for all 3D objects is defined by `Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE`.
				*
				* @type {boolean}
				* @default true
				*/
				this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE;
				/**
				* When set to `true`, it calculates the world matrix in that frame and resets this property
				* to `false`.
				*
				* @type {boolean}
				* @default false
				*/
				this.matrixWorldNeedsUpdate = false;
				/**
				* The layer membership of the 3D object. The 3D object is only visible if it has
				* at least one layer in common with the camera in use. This property can also be
				* used to filter out unwanted objects in ray-intersection tests when using {@link Raycaster}.
				*
				* @type {Layers}
				*/
				this.layers = new Layers();
				/**
				* When set to `true`, the 3D object gets rendered.
				*
				* @type {boolean}
				* @default true
				*/
				this.visible = true;
				/**
				* When set to `true`, the 3D object gets rendered into shadow maps.
				*
				* @type {boolean}
				* @default false
				*/
				this.castShadow = false;
				/**
				* When set to `true`, the 3D object is affected by shadows in the scene.
				*
				* @type {boolean}
				* @default false
				*/
				this.receiveShadow = false;
				/**
				* When set to `true`, the 3D object is honored by view frustum culling.
				*
				* @type {boolean}
				* @default true
				*/
				this.frustumCulled = true;
				/**
				* This value allows the default rendering order of scene graph objects to be
				* overridden although opaque and transparent objects remain sorted independently.
				* When this property is set for an instance of {@link Group},all descendants
				* objects will be sorted and rendered together. Sorting is from lowest to highest
				* render order.
				*
				* @type {number}
				* @default 0
				*/
				this.renderOrder = 0;
				/**
				* An array holding the animation clips of the 3D object.
				*
				* @type {Array<AnimationClip>}
				*/
				this.animations = [];
				/**
				* Custom depth material to be used when rendering to the depth map. Can only be used
				* in context of meshes. When shadow-casting with a {@link DirectionalLight} or {@link SpotLight},
				* if you are modifying vertex positions in the vertex shader you must specify a custom depth
				* material for proper shadows.
				*
				* Only relevant in context of {@link WebGLRenderer}.
				*
				* @type {(Material|undefined)}
				* @default undefined
				*/
				this.customDepthMaterial = void 0;
				/**
				* Same as {@link Object3D#customDepthMaterial}, but used with {@link PointLight}.
				*
				* Only relevant in context of {@link WebGLRenderer}.
				*
				* @type {(Material|undefined)}
				* @default undefined
				*/
				this.customDistanceMaterial = void 0;
				/**
				* Whether the 3D object is supposed to be static or not. If set to `true`, it means
				* the 3D object is not going to be changed after the initial renderer. This includes
				* geometry and material settings. A static 3D object can be processed by the renderer
				* slightly faster since certain state checks can be bypassed.
				*
				* Only relevant in context of {@link WebGPURenderer}.
				*
				* @type {boolean}
				* @default false
				*/
				this.static = false;
				/**
				* An object that can be used to store custom data about the 3D object. It
				* should not hold references to functions as these will not be cloned.
				*
				* @type {Object}
				*/
				this.userData = {};
				/**
				* The pivot point for rotation and scale transformations.
				* When set, rotation and scale are applied around this point
				* instead of the object's origin.
				*
				* @type {?Vector3}
				* @default null
				*/
				this.pivot = null;
			}
			/**
			* A callback that is executed immediately before a 3D object is rendered to a shadow map.
			*
			* @param {Renderer|WebGLRenderer} renderer - The renderer.
			* @param {Object3D} object - The 3D object.
			* @param {Camera} camera - The camera that is used to render the scene.
			* @param {Camera} shadowCamera - The shadow camera.
			* @param {BufferGeometry} geometry - The 3D object's geometry.
			* @param {Material} depthMaterial - The depth material.
			* @param {Object} group - The geometry group data.
			*/
			onBeforeShadow() {}
			/**
			* A callback that is executed immediately after a 3D object is rendered to a shadow map.
			*
			* @param {Renderer|WebGLRenderer} renderer - The renderer.
			* @param {Object3D} object - The 3D object.
			* @param {Camera} camera - The camera that is used to render the scene.
			* @param {Camera} shadowCamera - The shadow camera.
			* @param {BufferGeometry} geometry - The 3D object's geometry.
			* @param {Material} depthMaterial - The depth material.
			* @param {Object} group - The geometry group data.
			*/
			onAfterShadow() {}
			/**
			* A callback that is executed immediately before a 3D object is rendered.
			*
			* @param {Renderer|WebGLRenderer} renderer - The renderer.
			* @param {Object3D} object - The 3D object.
			* @param {Camera} camera - The camera that is used to render the scene.
			* @param {BufferGeometry} geometry - The 3D object's geometry.
			* @param {Material} material - The 3D object's material.
			* @param {Object} group - The geometry group data.
			*/
			onBeforeRender() {}
			/**
			* A callback that is executed immediately after a 3D object is rendered.
			*
			* @param {Renderer|WebGLRenderer} renderer - The renderer.
			* @param {Object3D} object - The 3D object.
			* @param {Camera} camera - The camera that is used to render the scene.
			* @param {BufferGeometry} geometry - The 3D object's geometry.
			* @param {Material} material - The 3D object's material.
			* @param {Object} group - The geometry group data.
			*/
			onAfterRender() {}
			/**
			* Applies the given transformation matrix to the object and updates the object's position,
			* rotation and scale.
			*
			* @param {Matrix4} matrix - The transformation matrix.
			*/
			applyMatrix4(matrix) {
				if (this.matrixAutoUpdate) this.updateMatrix();
				this.matrix.premultiply(matrix);
				this.matrix.decompose(this.position, this.quaternion, this.scale);
			}
			/**
			* Applies a rotation represented by given the quaternion to the 3D object.
			*
			* @param {Quaternion} q - The quaternion.
			* @return {Object3D} A reference to this instance.
			*/
			applyQuaternion(q) {
				this.quaternion.premultiply(q);
				return this;
			}
			/**
			* Sets the given rotation represented as an axis/angle couple to the 3D object.
			*
			* @param {Vector3} axis - The (normalized) axis vector.
			* @param {number} angle - The angle in radians.
			*/
			setRotationFromAxisAngle(axis, angle) {
				this.quaternion.setFromAxisAngle(axis, angle);
			}
			/**
			* Sets the given rotation represented as Euler angles to the 3D object.
			*
			* @param {Euler} euler - The Euler angles.
			*/
			setRotationFromEuler(euler) {
				this.quaternion.setFromEuler(euler, true);
			}
			/**
			* Sets the given rotation represented as rotation matrix to the 3D object.
			*
			* @param {Matrix4} m - Although a 4x4 matrix is expected, the upper 3x3 portion must be
			* a pure rotation matrix (i.e, unscaled).
			*/
			setRotationFromMatrix(m) {
				this.quaternion.setFromRotationMatrix(m);
			}
			/**
			* Sets the given rotation represented as a Quaternion to the 3D object.
			*
			* @param {Quaternion} q - The Quaternion
			*/
			setRotationFromQuaternion(q) {
				this.quaternion.copy(q);
			}
			/**
			* Rotates the 3D object along an axis in local space.
			*
			* @param {Vector3} axis - The (normalized) axis vector.
			* @param {number} angle - The angle in radians.
			* @return {Object3D} A reference to this instance.
			*/
			rotateOnAxis(axis, angle) {
				_q1.setFromAxisAngle(axis, angle);
				this.quaternion.multiply(_q1);
				return this;
			}
			/**
			* Rotates the 3D object along an axis in world space.
			*
			* @param {Vector3} axis - The (normalized) axis vector.
			* @param {number} angle - The angle in radians.
			* @return {Object3D} A reference to this instance.
			*/
			rotateOnWorldAxis(axis, angle) {
				_q1.setFromAxisAngle(axis, angle);
				this.quaternion.premultiply(_q1);
				return this;
			}
			/**
			* Rotates the 3D object around its X axis in local space.
			*
			* @param {number} angle - The angle in radians.
			* @return {Object3D} A reference to this instance.
			*/
			rotateX(angle) {
				return this.rotateOnAxis(_xAxis, angle);
			}
			/**
			* Rotates the 3D object around its Y axis in local space.
			*
			* @param {number} angle - The angle in radians.
			* @return {Object3D} A reference to this instance.
			*/
			rotateY(angle) {
				return this.rotateOnAxis(_yAxis, angle);
			}
			/**
			* Rotates the 3D object around its Z axis in local space.
			*
			* @param {number} angle - The angle in radians.
			* @return {Object3D} A reference to this instance.
			*/
			rotateZ(angle) {
				return this.rotateOnAxis(_zAxis, angle);
			}
			/**
			* Translate the 3D object by a distance along the given axis in local space.
			*
			* @param {Vector3} axis - The (normalized) axis vector.
			* @param {number} distance - The distance in world units.
			* @return {Object3D} A reference to this instance.
			*/
			translateOnAxis(axis, distance) {
				_v1$6.copy(axis).applyQuaternion(this.quaternion);
				this.position.add(_v1$6.multiplyScalar(distance));
				return this;
			}
			/**
			* Translate the 3D object by a distance along its X-axis in local space.
			*
			* @param {number} distance - The distance in world units.
			* @return {Object3D} A reference to this instance.
			*/
			translateX(distance) {
				return this.translateOnAxis(_xAxis, distance);
			}
			/**
			* Translate the 3D object by a distance along its Y-axis in local space.
			*
			* @param {number} distance - The distance in world units.
			* @return {Object3D} A reference to this instance.
			*/
			translateY(distance) {
				return this.translateOnAxis(_yAxis, distance);
			}
			/**
			* Translate the 3D object by a distance along its Z-axis in local space.
			*
			* @param {number} distance - The distance in world units.
			* @return {Object3D} A reference to this instance.
			*/
			translateZ(distance) {
				return this.translateOnAxis(_zAxis, distance);
			}
			/**
			* Converts the given vector from this 3D object's local space to world space.
			*
			* @param {Vector3} vector - The vector to convert.
			* @return {Vector3} The converted vector.
			*/
			localToWorld(vector) {
				this.updateWorldMatrix(true, false);
				return vector.applyMatrix4(this.matrixWorld);
			}
			/**
			* Converts the given vector from this 3D object's world space to local space.
			*
			* @param {Vector3} vector - The vector to convert.
			* @return {Vector3} The converted vector.
			*/
			worldToLocal(vector) {
				this.updateWorldMatrix(true, false);
				return vector.applyMatrix4(_m1$1$1.copy(this.matrixWorld).invert());
			}
			/**
			* Rotates the object to face a point in world space.
			*
			* This method does not support objects having non-uniformly-scaled parent(s).
			*
			* @param {number|Vector3} x - The x coordinate in world space. Alternatively, a vector representing a position in world space
			* @param {number} [y] - The y coordinate in world space.
			* @param {number} [z] - The z coordinate in world space.
			*/
			lookAt(x, y, z) {
				if (x.isVector3) _target.copy(x);
				else _target.set(x, y, z);
				const parent = this.parent;
				this.updateWorldMatrix(true, false);
				_position$4.setFromMatrixPosition(this.matrixWorld);
				if (this.isCamera || this.isLight) _m1$1$1.lookAt(_position$4, _target, this.up);
				else _m1$1$1.lookAt(_target, _position$4, this.up);
				this.quaternion.setFromRotationMatrix(_m1$1$1);
				if (parent) {
					_m1$1$1.extractRotation(parent.matrixWorld);
					_q1.setFromRotationMatrix(_m1$1$1);
					this.quaternion.premultiply(_q1.invert());
				}
			}
			/**
			* Adds the given 3D object as a child to this 3D object. An arbitrary number of
			* objects may be added. Any current parent on an object passed in here will be
			* removed, since an object can have at most one parent.
			*
			* @fires Object3D#added
			* @fires Object3D#childadded
			* @param {Object3D} object - The 3D object to add.
			* @return {Object3D} A reference to this instance.
			*/
			add(object) {
				if (arguments.length > 1) {
					for (let i = 0; i < arguments.length; i++) this.add(arguments[i]);
					return this;
				}
				if (object === this) {
					error("Object3D.add: object can't be added as a child of itself.", object);
					return this;
				}
				if (object && object.isObject3D) {
					object.removeFromParent();
					object.parent = this;
					this.children.push(object);
					object.dispatchEvent(_addedEvent);
					_childaddedEvent.child = object;
					this.dispatchEvent(_childaddedEvent);
					_childaddedEvent.child = null;
				} else error("Object3D.add: object not an instance of THREE.Object3D.", object);
				return this;
			}
			/**
			* Removes the given 3D object as child from this 3D object.
			* An arbitrary number of objects may be removed.
			*
			* @fires Object3D#removed
			* @fires Object3D#childremoved
			* @param {Object3D} object - The 3D object to remove.
			* @return {Object3D} A reference to this instance.
			*/
			remove(object) {
				if (arguments.length > 1) {
					for (let i = 0; i < arguments.length; i++) this.remove(arguments[i]);
					return this;
				}
				const index = this.children.indexOf(object);
				if (index !== -1) {
					object.parent = null;
					this.children.splice(index, 1);
					object.dispatchEvent(_removedEvent);
					_childremovedEvent.child = object;
					this.dispatchEvent(_childremovedEvent);
					_childremovedEvent.child = null;
				}
				return this;
			}
			/**
			* Removes this 3D object from its current parent.
			*
			* @fires Object3D#removed
			* @fires Object3D#childremoved
			* @return {Object3D} A reference to this instance.
			*/
			removeFromParent() {
				const parent = this.parent;
				if (parent !== null) parent.remove(this);
				return this;
			}
			/**
			* Removes all child objects.
			*
			* @fires Object3D#removed
			* @fires Object3D#childremoved
			* @return {Object3D} A reference to this instance.
			*/
			clear() {
				return this.remove(...this.children);
			}
			/**
			* Adds the given 3D object as a child of this 3D object, while maintaining the object's world
			* transform. This method does not support scene graphs having non-uniformly-scaled nodes(s).
			*
			* @fires Object3D#added
			* @fires Object3D#childadded
			* @param {Object3D} object - The 3D object to attach.
			* @return {Object3D} A reference to this instance.
			*/
			attach(object) {
				this.updateWorldMatrix(true, false);
				_m1$1$1.copy(this.matrixWorld).invert();
				if (object.parent !== null) {
					object.parent.updateWorldMatrix(true, false);
					_m1$1$1.multiply(object.parent.matrixWorld);
				}
				object.applyMatrix4(_m1$1$1);
				object.removeFromParent();
				object.parent = this;
				this.children.push(object);
				object.updateWorldMatrix(false, true);
				object.dispatchEvent(_addedEvent);
				_childaddedEvent.child = object;
				this.dispatchEvent(_childaddedEvent);
				_childaddedEvent.child = null;
				return this;
			}
			/**
			* Searches through the 3D object and its children, starting with the 3D object
			* itself, and returns the first with a matching ID.
			*
			* @param {number} id - The id.
			* @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
			*/
			getObjectById(id) {
				return this.getObjectByProperty("id", id);
			}
			/**
			* Searches through the 3D object and its children, starting with the 3D object
			* itself, and returns the first with a matching name.
			*
			* @param {string} name - The name.
			* @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
			*/
			getObjectByName(name) {
				return this.getObjectByProperty("name", name);
			}
			/**
			* Searches through the 3D object and its children, starting with the 3D object
			* itself, and returns the first with a matching property value.
			*
			* @param {string} name - The name of the property.
			* @param {any} value - The value.
			* @return {Object3D|undefined} The found 3D object. Returns `undefined` if no 3D object has been found.
			*/
			getObjectByProperty(name, value) {
				if (this[name] === value) return this;
				for (let i = 0, l = this.children.length; i < l; i++) {
					const object = this.children[i].getObjectByProperty(name, value);
					if (object !== void 0) return object;
				}
			}
			/**
			* Searches through the 3D object and its children, starting with the 3D object
			* itself, and returns all 3D objects with a matching property value.
			*
			* @param {string} name - The name of the property.
			* @param {any} value - The value.
			* @param {Array<Object3D>} result - The method stores the result in this array.
			* @return {Array<Object3D>} The found 3D objects.
			*/
			getObjectsByProperty(name, value, result = []) {
				if (this[name] === value) result.push(this);
				const children = this.children;
				for (let i = 0, l = children.length; i < l; i++) children[i].getObjectsByProperty(name, value, result);
				return result;
			}
			/**
			* Returns a vector representing the position of the 3D object in world space.
			*
			* @param {Vector3} target - The target vector the result is stored to.
			* @return {Vector3} The 3D object's position in world space.
			*/
			getWorldPosition(target) {
				this.updateWorldMatrix(true, false);
				return target.setFromMatrixPosition(this.matrixWorld);
			}
			/**
			* Returns a Quaternion representing the position of the 3D object in world space.
			*
			* @param {Quaternion} target - The target Quaternion the result is stored to.
			* @return {Quaternion} The 3D object's rotation in world space.
			*/
			getWorldQuaternion(target) {
				this.updateWorldMatrix(true, false);
				this.matrixWorld.decompose(_position$4, target, _scale$3);
				return target;
			}
			/**
			* Returns a vector representing the scale of the 3D object in world space.
			*
			* @param {Vector3} target - The target vector the result is stored to.
			* @return {Vector3} The 3D object's scale in world space.
			*/
			getWorldScale(target) {
				this.updateWorldMatrix(true, false);
				this.matrixWorld.decompose(_position$4, _quaternion$3, target);
				return target;
			}
			/**
			* Returns a vector representing the ("look") direction of the 3D object in world space.
			*
			* @param {Vector3} target - The target vector the result is stored to.
			* @return {Vector3} The 3D object's direction in world space.
			*/
			getWorldDirection(target) {
				this.updateWorldMatrix(true, false);
				const e = this.matrixWorld.elements;
				return target.set(e[8], e[9], e[10]).normalize();
			}
			/**
			* Abstract method to get intersections between a casted ray and this
			* 3D object. Renderable 3D objects such as {@link Mesh}, {@link Line} or {@link Points}
			* implement this method in order to use raycasting.
			*
			* @abstract
			* @param {Raycaster} raycaster - The raycaster.
			* @param {Array<Object>} intersects - An array holding the result of the method.
			*/
			raycast() {}
			/**
			* Executes the callback on this 3D object and all descendants.
			*
			* Note: Modifying the scene graph inside the callback is discouraged.
			*
			* @param {Function} callback - A callback function that allows to process the current 3D object.
			*/
			traverse(callback) {
				callback(this);
				const children = this.children;
				for (let i = 0, l = children.length; i < l; i++) children[i].traverse(callback);
			}
			/**
			* Like {@link Object3D#traverse}, but the callback will only be executed for visible 3D objects.
			* Descendants of invisible 3D objects are not traversed.
			*
			* Note: Modifying the scene graph inside the callback is discouraged.
			*
			* @param {Function} callback - A callback function that allows to process the current 3D object.
			*/
			traverseVisible(callback) {
				if (this.visible === false) return;
				callback(this);
				const children = this.children;
				for (let i = 0, l = children.length; i < l; i++) children[i].traverseVisible(callback);
			}
			/**
			* Like {@link Object3D#traverse}, but the callback will only be executed for all ancestors.
			*
			* Note: Modifying the scene graph inside the callback is discouraged.
			*
			* @param {Function} callback - A callback function that allows to process the current 3D object.
			*/
			traverseAncestors(callback) {
				const parent = this.parent;
				if (parent !== null) {
					callback(parent);
					parent.traverseAncestors(callback);
				}
			}
			/**
			* Updates the transformation matrix in local space by computing it from the current
			* position, rotation and scale values.
			*/
			updateMatrix() {
				this.matrix.compose(this.position, this.quaternion, this.scale);
				const pivot = this.pivot;
				if (pivot !== null) {
					const px = pivot.x, py = pivot.y, pz = pivot.z;
					const te = this.matrix.elements;
					te[12] += px - te[0] * px - te[4] * py - te[8] * pz;
					te[13] += py - te[1] * px - te[5] * py - te[9] * pz;
					te[14] += pz - te[2] * px - te[6] * py - te[10] * pz;
				}
				this.matrixWorldNeedsUpdate = true;
			}
			/**
			* Updates the transformation matrix in world space of this 3D objects and its descendants.
			*
			* To ensure correct results, this method also recomputes the 3D object's transformation matrix in
			* local space. The computation of the local and world matrix can be controlled with the
			* {@link Object3D#matrixAutoUpdate} and {@link Object3D#matrixWorldAutoUpdate} flags which are both
			* `true` by default.  Set these flags to `false` if you need more control over the update matrix process.
			*
			* @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
			* when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
			*/
			updateMatrixWorld(force) {
				if (this.matrixAutoUpdate) this.updateMatrix();
				if (this.matrixWorldNeedsUpdate || force) {
					if (this.matrixWorldAutoUpdate === true) if (this.parent === null) this.matrixWorld.copy(this.matrix);
					else this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
					this.matrixWorldNeedsUpdate = false;
					force = true;
				}
				const children = this.children;
				for (let i = 0, l = children.length; i < l; i++) children[i].updateMatrixWorld(force);
			}
			/**
			* An alternative version of {@link Object3D#updateMatrixWorld} with more control over the
			* update of ancestor and descendant nodes.
			*
			* @param {boolean} [updateParents=false] Whether ancestor nodes should be updated or not.
			* @param {boolean} [updateChildren=false] Whether descendant nodes should be updated or not.
			* @param {boolean} [force=false] - When set to `true`, a recomputation of world matrices is forced even
			* when {@link Object3D#matrixWorldNeedsUpdate} is `false`.
			*/
			updateWorldMatrix(updateParents, updateChildren, force = false) {
				const parent = this.parent;
				if (updateParents === true && parent !== null) parent.updateWorldMatrix(true, false);
				if (this.matrixAutoUpdate) this.updateMatrix();
				if (this.matrixWorldNeedsUpdate || force) {
					if (this.matrixWorldAutoUpdate === true) if (this.parent === null) this.matrixWorld.copy(this.matrix);
					else this.matrixWorld.multiplyMatrices(this.parent.matrixWorld, this.matrix);
					this.matrixWorldNeedsUpdate = false;
					force = true;
				}
				if (updateChildren === true) {
					const children = this.children;
					for (let i = 0, l = children.length; i < l; i++) children[i].updateWorldMatrix(false, true, force);
				}
			}
			/**
			* Serializes the 3D object into JSON.
			*
			* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
			* @return {Object} A JSON object representing the serialized 3D object.
			* @see {@link ObjectLoader#parse}
			*/
			toJSON(meta) {
				const isRootObject = meta === void 0 || typeof meta === "string";
				const output = {};
				if (isRootObject) {
					meta = {
						geometries: {},
						materials: {},
						textures: {},
						images: {},
						shapes: {},
						skeletons: {},
						animations: {},
						nodes: {}
					};
					output.metadata = {
						version: 4.7,
						type: "Object",
						generator: "Object3D.toJSON"
					};
				}
				const 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 (this.static !== false) object.static = this.static;
				if (Object.keys(this.userData).length > 0) object.userData = this.userData;
				object.layers = this.layers.mask;
				object.matrix = this.matrix.toArray();
				object.up = this.up.toArray();
				if (this.pivot !== null) object.pivot = this.pivot.toArray();
				if (this.matrixAutoUpdate === false) object.matrixAutoUpdate = false;
				if (this.morphTargetDictionary !== void 0) object.morphTargetDictionary = Object.assign({}, this.morphTargetDictionary);
				if (this.morphTargetInfluences !== void 0) object.morphTargetInfluences = this.morphTargetInfluences.slice();
				if (this.isInstancedMesh) {
					object.type = "InstancedMesh";
					object.count = this.count;
					object.instanceMatrix = this.instanceMatrix.toJSON();
					if (this.instanceColor !== null) object.instanceColor = this.instanceColor.toJSON();
				}
				if (this.isBatchedMesh) {
					object.type = "BatchedMesh";
					object.perObjectFrustumCulled = this.perObjectFrustumCulled;
					object.sortObjects = this.sortObjects;
					object.drawRanges = this._drawRanges;
					object.reservedRanges = this._reservedRanges;
					object.geometryInfo = this._geometryInfo.map((info) => ({
						...info,
						boundingBox: info.boundingBox ? info.boundingBox.toJSON() : void 0,
						boundingSphere: info.boundingSphere ? info.boundingSphere.toJSON() : void 0
					}));
					object.instanceInfo = this._instanceInfo.map((info) => ({ ...info }));
					object.availableInstanceIds = this._availableInstanceIds.slice();
					object.availableGeometryIds = this._availableGeometryIds.slice();
					object.nextIndexStart = this._nextIndexStart;
					object.nextVertexStart = this._nextVertexStart;
					object.geometryCount = this._geometryCount;
					object.maxInstanceCount = this._maxInstanceCount;
					object.maxVertexCount = this._maxVertexCount;
					object.maxIndexCount = this._maxIndexCount;
					object.geometryInitialized = this._geometryInitialized;
					object.matricesTexture = this._matricesTexture.toJSON(meta);
					object.indirectTexture = this._indirectTexture.toJSON(meta);
					if (this._colorsTexture !== null) object.colorsTexture = this._colorsTexture.toJSON(meta);
					if (this.boundingSphere !== null) object.boundingSphere = this.boundingSphere.toJSON();
					if (this.boundingBox !== null) object.boundingBox = this.boundingBox.toJSON();
				}
				function serialize(library, element) {
					if (library[element.uuid] === void 0) library[element.uuid] = element.toJSON(meta);
					return element.uuid;
				}
				if (this.isScene) {
					if (this.background) {
						if (this.background.isColor) object.background = this.background.toJSON();
						else if (this.background.isTexture) object.background = this.background.toJSON(meta).uuid;
					}
					if (this.environment && this.environment.isTexture && this.environment.isRenderTargetTexture !== true) object.environment = this.environment.toJSON(meta).uuid;
				} else if (this.isMesh || this.isLine || this.isPoints) {
					object.geometry = serialize(meta.geometries, this.geometry);
					const parameters = this.geometry.parameters;
					if (parameters !== void 0 && parameters.shapes !== void 0) {
						const shapes = parameters.shapes;
						if (Array.isArray(shapes)) for (let i = 0, l = shapes.length; i < l; i++) {
							const shape = shapes[i];
							serialize(meta.shapes, shape);
						}
						else serialize(meta.shapes, shapes);
					}
				}
				if (this.isSkinnedMesh) {
					object.bindMode = this.bindMode;
					object.bindMatrix = this.bindMatrix.toArray();
					if (this.skeleton !== void 0) {
						serialize(meta.skeletons, this.skeleton);
						object.skeleton = this.skeleton.uuid;
					}
				}
				if (this.material !== void 0) if (Array.isArray(this.material)) {
					const uuids = [];
					for (let 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 (let i = 0; i < this.children.length; i++) object.children.push(this.children[i].toJSON(meta).object);
				}
				if (this.animations.length > 0) {
					object.animations = [];
					for (let i = 0; i < this.animations.length; i++) {
						const animation = this.animations[i];
						object.animations.push(serialize(meta.animations, animation));
					}
				}
				if (isRootObject) {
					const geometries = extractFromCache(meta.geometries);
					const materials = extractFromCache(meta.materials);
					const textures = extractFromCache(meta.textures);
					const images = extractFromCache(meta.images);
					const shapes = extractFromCache(meta.shapes);
					const skeletons = extractFromCache(meta.skeletons);
					const animations = extractFromCache(meta.animations);
					const nodes = extractFromCache(meta.nodes);
					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;
					if (skeletons.length > 0) output.skeletons = skeletons;
					if (animations.length > 0) output.animations = animations;
					if (nodes.length > 0) output.nodes = nodes;
				}
				output.object = object;
				return output;
				function extractFromCache(cache) {
					const values = [];
					for (const key in cache) {
						const data = cache[key];
						delete data.metadata;
						values.push(data);
					}
					return values;
				}
			}
			/**
			* Returns a new 3D object with copied values from this instance.
			*
			* @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are also cloned.
			* @return {Object3D} A clone of this instance.
			*/
			clone(recursive) {
				return new this.constructor().copy(this, recursive);
			}
			/**
			* Copies the values of the given 3D object to this instance.
			*
			* @param {Object3D} source - The 3D object to copy.
			* @param {boolean} [recursive=true] - When set to `true`, descendants of the 3D object are cloned.
			* @return {Object3D} A reference to this instance.
			*/
			copy(source, recursive = true) {
				this.name = source.name;
				this.up.copy(source.up);
				this.position.copy(source.position);
				this.rotation.order = source.rotation.order;
				this.quaternion.copy(source.quaternion);
				this.scale.copy(source.scale);
				this.pivot = source.pivot !== null ? source.pivot.clone() : null;
				this.matrix.copy(source.matrix);
				this.matrixWorld.copy(source.matrixWorld);
				this.matrixAutoUpdate = source.matrixAutoUpdate;
				this.matrixWorldAutoUpdate = source.matrixWorldAutoUpdate;
				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.static = source.static;
				this.animations = source.animations.slice();
				this.userData = JSON.parse(JSON.stringify(source.userData));
				if (recursive === true) for (let i = 0; i < source.children.length; i++) {
					const child = source.children[i];
					this.add(child.clone());
				}
				return this;
			}
		};
		/**
		* The default up direction for objects, also used as the default
		* position for {@link DirectionalLight} and {@link HemisphereLight}.
		*
		* @static
		* @type {Vector3}
		* @default (0,1,0)
		*/
		Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3(0, 1, 0);
		/**
		* The default setting for {@link Object3D#matrixAutoUpdate} for
		* newly created 3D objects.
		*
		* @static
		* @type {boolean}
		* @default true
		*/
		Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
		/**
		* The default setting for {@link Object3D#matrixWorldAutoUpdate} for
		* newly created 3D objects.
		*
		* @static
		* @type {boolean}
		* @default true
		*/
		Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;
		Group = class extends Object3D {
			constructor() {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isGroup = true;
				this.type = "Group";
			}
		};
		_moveEvent = { type: "move" };
		WebXRController = class {
			/**
			* Constructs a new XR controller.
			*/
			constructor() {
				/**
				* A group representing the target ray space
				* of the XR controller.
				*
				* @private
				* @type {?Group}
				* @default null
				*/
				this._targetRay = null;
				/**
				* A group representing the grip space
				* of the XR controller.
				*
				* @private
				* @type {?Group}
				* @default null
				*/
				this._grip = null;
				/**
				* A group representing the hand space
				* of the XR controller.
				*
				* @private
				* @type {?Group}
				* @default null
				*/
				this._hand = null;
			}
			/**
			* Returns a group representing the hand space of the XR controller.
			*
			* @return {Group} A group representing the hand space of the XR controller.
			*/
			getHandSpace() {
				if (this._hand === null) {
					this._hand = new Group();
					this._hand.matrixAutoUpdate = false;
					this._hand.visible = false;
					this._hand.joints = {};
					this._hand.inputState = { pinching: false };
				}
				return this._hand;
			}
			/**
			* Returns a group representing the target ray space of the XR controller.
			*
			* @return {Group} A group representing the target ray space of the XR controller.
			*/
			getTargetRaySpace() {
				if (this._targetRay === null) {
					this._targetRay = new Group();
					this._targetRay.matrixAutoUpdate = false;
					this._targetRay.visible = false;
					this._targetRay.hasLinearVelocity = false;
					this._targetRay.linearVelocity = new Vector3();
					this._targetRay.hasAngularVelocity = false;
					this._targetRay.angularVelocity = new Vector3();
				}
				return this._targetRay;
			}
			/**
			* Returns a group representing the grip space of the XR controller.
			*
			* @return {Group} A group representing the grip space of the XR controller.
			*/
			getGripSpace() {
				if (this._grip === null) {
					this._grip = new Group();
					this._grip.matrixAutoUpdate = false;
					this._grip.visible = false;
					this._grip.hasLinearVelocity = false;
					this._grip.linearVelocity = new Vector3();
					this._grip.hasAngularVelocity = false;
					this._grip.angularVelocity = new Vector3();
					this._grip.eventsEnabled = false;
				}
				return this._grip;
			}
			/**
			* Dispatches the given event to the groups representing
			* the different coordinate spaces of the XR controller.
			*
			* @param {Object} event - The event to dispatch.
			* @return {WebXRController} A reference to this instance.
			*/
			dispatchEvent(event) {
				if (this._targetRay !== null) this._targetRay.dispatchEvent(event);
				if (this._grip !== null) this._grip.dispatchEvent(event);
				if (this._hand !== null) this._hand.dispatchEvent(event);
				return this;
			}
			/**
			* Connects the controller with the given XR input source.
			*
			* @param {XRInputSource} inputSource - The input source.
			* @return {WebXRController} A reference to this instance.
			*/
			connect(inputSource) {
				if (inputSource && inputSource.hand) {
					const hand = this._hand;
					if (hand) for (const inputjoint of inputSource.hand.values()) this._getHandJoint(hand, inputjoint);
				}
				this.dispatchEvent({
					type: "connected",
					data: inputSource
				});
				return this;
			}
			/**
			* Disconnects the controller from the given XR input source.
			*
			* @param {XRInputSource} inputSource - The input source.
			* @return {WebXRController} A reference to this instance.
			*/
			disconnect(inputSource) {
				this.dispatchEvent({
					type: "disconnected",
					data: inputSource
				});
				if (this._targetRay !== null) this._targetRay.visible = false;
				if (this._grip !== null) this._grip.visible = false;
				if (this._hand !== null) this._hand.visible = false;
				return this;
			}
			/**
			* Updates the controller with the given input source, XR frame and reference space.
			* This updates the transformations of the groups that represent the different
			* coordinate systems of the controller.
			*
			* @param {XRInputSource} inputSource - The input source.
			* @param {XRFrame} frame - The XR frame.
			* @param {XRReferenceSpace} referenceSpace - The reference space.
			* @return {WebXRController} A reference to this instance.
			*/
			update(inputSource, frame, referenceSpace) {
				let inputPose = null;
				let gripPose = null;
				let handPose = null;
				const targetRay = this._targetRay;
				const grip = this._grip;
				const hand = this._hand;
				if (inputSource && frame.session.visibilityState !== "visible-blurred") {
					if (hand && inputSource.hand) {
						handPose = true;
						for (const inputjoint of inputSource.hand.values()) {
							const jointPose = frame.getJointPose(inputjoint, referenceSpace);
							const joint = this._getHandJoint(hand, inputjoint);
							if (jointPose !== null) {
								joint.matrix.fromArray(jointPose.transform.matrix);
								joint.matrix.decompose(joint.position, joint.rotation, joint.scale);
								joint.matrixWorldNeedsUpdate = true;
								joint.jointRadius = jointPose.radius;
							}
							joint.visible = jointPose !== null;
						}
						const indexTip = hand.joints["index-finger-tip"];
						const thumbTip = hand.joints["thumb-tip"];
						const distance = indexTip.position.distanceTo(thumbTip.position);
						if (hand.inputState.pinching && distance > .025) {
							hand.inputState.pinching = false;
							this.dispatchEvent({
								type: "pinchend",
								handedness: inputSource.handedness,
								target: this
							});
						} else if (!hand.inputState.pinching && distance <= .015) {
							hand.inputState.pinching = true;
							this.dispatchEvent({
								type: "pinchstart",
								handedness: inputSource.handedness,
								target: this
							});
						}
					} else if (grip !== null && inputSource.gripSpace) {
						gripPose = frame.getPose(inputSource.gripSpace, referenceSpace);
						if (gripPose !== null) {
							grip.matrix.fromArray(gripPose.transform.matrix);
							grip.matrix.decompose(grip.position, grip.rotation, grip.scale);
							grip.matrixWorldNeedsUpdate = true;
							if (gripPose.linearVelocity) {
								grip.hasLinearVelocity = true;
								grip.linearVelocity.copy(gripPose.linearVelocity);
							} else grip.hasLinearVelocity = false;
							if (gripPose.angularVelocity) {
								grip.hasAngularVelocity = true;
								grip.angularVelocity.copy(gripPose.angularVelocity);
							} else grip.hasAngularVelocity = false;
							if (grip.eventsEnabled) grip.dispatchEvent({
								type: "gripUpdated",
								data: inputSource,
								target: this
							});
						}
					}
					if (targetRay !== null) {
						inputPose = frame.getPose(inputSource.targetRaySpace, referenceSpace);
						if (inputPose === null && gripPose !== null) inputPose = gripPose;
						if (inputPose !== null) {
							targetRay.matrix.fromArray(inputPose.transform.matrix);
							targetRay.matrix.decompose(targetRay.position, targetRay.rotation, targetRay.scale);
							targetRay.matrixWorldNeedsUpdate = true;
							if (inputPose.linearVelocity) {
								targetRay.hasLinearVelocity = true;
								targetRay.linearVelocity.copy(inputPose.linearVelocity);
							} else targetRay.hasLinearVelocity = false;
							if (inputPose.angularVelocity) {
								targetRay.hasAngularVelocity = true;
								targetRay.angularVelocity.copy(inputPose.angularVelocity);
							} else targetRay.hasAngularVelocity = false;
							this.dispatchEvent(_moveEvent);
						}
					}
				}
				if (targetRay !== null) targetRay.visible = inputPose !== null;
				if (grip !== null) grip.visible = gripPose !== null;
				if (hand !== null) hand.visible = handPose !== null;
				return this;
			}
			/**
			* Returns a group representing the hand joint for the given input joint.
			*
			* @private
			* @param {Group} hand - The group representing the hand space.
			* @param {XRJointSpace} inputjoint - The hand joint data.
			* @return {Group} A group representing the hand joint for the given input joint.
			*/
			_getHandJoint(hand, inputjoint) {
				if (hand.joints[inputjoint.jointName] === void 0) {
					const joint = new Group();
					joint.matrixAutoUpdate = false;
					joint.visible = false;
					hand.joints[inputjoint.jointName] = joint;
					hand.add(joint);
				}
				return hand.joints[inputjoint.jointName];
			}
		};
		_colorKeywords = {
			"aliceblue": 15792383,
			"antiquewhite": 16444375,
			"aqua": 65535,
			"aquamarine": 8388564,
			"azure": 15794175,
			"beige": 16119260,
			"bisque": 16770244,
			"black": 0,
			"blanchedalmond": 16772045,
			"blue": 255,
			"blueviolet": 9055202,
			"brown": 10824234,
			"burlywood": 14596231,
			"cadetblue": 6266528,
			"chartreuse": 8388352,
			"chocolate": 13789470,
			"coral": 16744272,
			"cornflowerblue": 6591981,
			"cornsilk": 16775388,
			"crimson": 14423100,
			"cyan": 65535,
			"darkblue": 139,
			"darkcyan": 35723,
			"darkgoldenrod": 12092939,
			"darkgray": 11119017,
			"darkgreen": 25600,
			"darkgrey": 11119017,
			"darkkhaki": 12433259,
			"darkmagenta": 9109643,
			"darkolivegreen": 5597999,
			"darkorange": 16747520,
			"darkorchid": 10040012,
			"darkred": 9109504,
			"darksalmon": 15308410,
			"darkseagreen": 9419919,
			"darkslateblue": 4734347,
			"darkslategray": 3100495,
			"darkslategrey": 3100495,
			"darkturquoise": 52945,
			"darkviolet": 9699539,
			"deeppink": 16716947,
			"deepskyblue": 49151,
			"dimgray": 6908265,
			"dimgrey": 6908265,
			"dodgerblue": 2003199,
			"firebrick": 11674146,
			"floralwhite": 16775920,
			"forestgreen": 2263842,
			"fuchsia": 16711935,
			"gainsboro": 14474460,
			"ghostwhite": 16316671,
			"gold": 16766720,
			"goldenrod": 14329120,
			"gray": 8421504,
			"green": 32768,
			"greenyellow": 11403055,
			"grey": 8421504,
			"honeydew": 15794160,
			"hotpink": 16738740,
			"indianred": 13458524,
			"indigo": 4915330,
			"ivory": 16777200,
			"khaki": 15787660,
			"lavender": 15132410,
			"lavenderblush": 16773365,
			"lawngreen": 8190976,
			"lemonchiffon": 16775885,
			"lightblue": 11393254,
			"lightcoral": 15761536,
			"lightcyan": 14745599,
			"lightgoldenrodyellow": 16448210,
			"lightgray": 13882323,
			"lightgreen": 9498256,
			"lightgrey": 13882323,
			"lightpink": 16758465,
			"lightsalmon": 16752762,
			"lightseagreen": 2142890,
			"lightskyblue": 8900346,
			"lightslategray": 7833753,
			"lightslategrey": 7833753,
			"lightsteelblue": 11584734,
			"lightyellow": 16777184,
			"lime": 65280,
			"limegreen": 3329330,
			"linen": 16445670,
			"magenta": 16711935,
			"maroon": 8388608,
			"mediumaquamarine": 6737322,
			"mediumblue": 205,
			"mediumorchid": 12211667,
			"mediumpurple": 9662683,
			"mediumseagreen": 3978097,
			"mediumslateblue": 8087790,
			"mediumspringgreen": 64154,
			"mediumturquoise": 4772300,
			"mediumvioletred": 13047173,
			"midnightblue": 1644912,
			"mintcream": 16121850,
			"mistyrose": 16770273,
			"moccasin": 16770229,
			"navajowhite": 16768685,
			"navy": 128,
			"oldlace": 16643558,
			"olive": 8421376,
			"olivedrab": 7048739,
			"orange": 16753920,
			"orangered": 16729344,
			"orchid": 14315734,
			"palegoldenrod": 15657130,
			"palegreen": 10025880,
			"paleturquoise": 11529966,
			"palevioletred": 14381203,
			"papayawhip": 16773077,
			"peachpuff": 16767673,
			"peru": 13468991,
			"pink": 16761035,
			"plum": 14524637,
			"powderblue": 11591910,
			"purple": 8388736,
			"rebeccapurple": 6697881,
			"red": 16711680,
			"rosybrown": 12357519,
			"royalblue": 4286945,
			"saddlebrown": 9127187,
			"salmon": 16416882,
			"sandybrown": 16032864,
			"seagreen": 3050327,
			"seashell": 16774638,
			"sienna": 10506797,
			"silver": 12632256,
			"skyblue": 8900331,
			"slateblue": 6970061,
			"slategray": 7372944,
			"slategrey": 7372944,
			"snow": 16775930,
			"springgreen": 65407,
			"steelblue": 4620980,
			"tan": 13808780,
			"teal": 32896,
			"thistle": 14204888,
			"tomato": 16737095,
			"turquoise": 4251856,
			"violet": 15631086,
			"wheat": 16113331,
			"white": 16777215,
			"whitesmoke": 16119285,
			"yellow": 16776960,
			"yellowgreen": 10145074
		};
		_hslA = {
			h: 0,
			s: 0,
			l: 0
		};
		_hslB = {
			h: 0,
			s: 0,
			l: 0
		};
		Color = class {
			/**
			* Constructs a new color.
			*
			* Note that standard method of specifying color in three.js is with a hexadecimal triplet,
			* and that method is used throughout the rest of the documentation.
			*
			* @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
			* not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
			* @param {number} [g] - The green component.
			* @param {number} [b] - The blue component.
			*/
			constructor(r, g, b) {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isColor = true;
				/**
				* The red component.
				*
				* @type {number}
				* @default 1
				*/
				this.r = 1;
				/**
				* The green component.
				*
				* @type {number}
				* @default 1
				*/
				this.g = 1;
				/**
				* The blue component.
				*
				* @type {number}
				* @default 1
				*/
				this.b = 1;
				return this.set(r, g, b);
			}
			/**
			* Sets the colors's components from the given values.
			*
			* @param {(number|string|Color)} [r] - The red component of the color. If `g` and `b` are
			* not provided, it can be hexadecimal triplet, a CSS-style string or another `Color` instance.
			* @param {number} [g] - The green component.
			* @param {number} [b] - The blue component.
			* @return {Color} A reference to this color.
			*/
			set(r, g, b) {
				if (g === void 0 && b === void 0) {
					const value = r;
					if (value && value.isColor) this.copy(value);
					else if (typeof value === "number") this.setHex(value);
					else if (typeof value === "string") this.setStyle(value);
				} else this.setRGB(r, g, b);
				return this;
			}
			/**
			* Sets the colors's components to the given scalar value.
			*
			* @param {number} scalar - The scalar value.
			* @return {Color} A reference to this color.
			*/
			setScalar(scalar) {
				this.r = scalar;
				this.g = scalar;
				this.b = scalar;
				return this;
			}
			/**
			* Sets this color from a hexadecimal value.
			*
			* @param {number} hex - The hexadecimal value.
			* @param {string} [colorSpace=SRGBColorSpace] - The color space.
			* @return {Color} A reference to this color.
			*/
			setHex(hex, colorSpace = SRGBColorSpace) {
				hex = Math.floor(hex);
				this.r = (hex >> 16 & 255) / 255;
				this.g = (hex >> 8 & 255) / 255;
				this.b = (hex & 255) / 255;
				ColorManagement.colorSpaceToWorking(this, colorSpace);
				return this;
			}
			/**
			* Sets this color from RGB values.
			*
			* @param {number} r - Red channel value between `0.0` and `1.0`.
			* @param {number} g - Green channel value between `0.0` and `1.0`.
			* @param {number} b - Blue channel value between `0.0` and `1.0`.
			* @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
			* @return {Color} A reference to this color.
			*/
			setRGB(r, g, b, colorSpace = ColorManagement.workingColorSpace) {
				this.r = r;
				this.g = g;
				this.b = b;
				ColorManagement.colorSpaceToWorking(this, colorSpace);
				return this;
			}
			/**
			* Sets this color from RGB values.
			*
			* @param {number} h - Hue value between `0.0` and `1.0`.
			* @param {number} s - Saturation value between `0.0` and `1.0`.
			* @param {number} l - Lightness value between `0.0` and `1.0`.
			* @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
			* @return {Color} A reference to this color.
			*/
			setHSL(h, s, l, colorSpace = ColorManagement.workingColorSpace) {
				h = euclideanModulo(h, 1);
				s = clamp(s, 0, 1);
				l = clamp(l, 0, 1);
				if (s === 0) this.r = this.g = this.b = l;
				else {
					const p = l <= .5 ? l * (1 + s) : l + s - l * s;
					const 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);
				}
				ColorManagement.colorSpaceToWorking(this, colorSpace);
				return this;
			}
			/**
			* Sets this color from a CSS-style string. For example, `rgb(250, 0,0)`,
			* `rgb(100%, 0%, 0%)`, `hsl(0, 100%, 50%)`, `#ff0000`, `#f00`, or `red` ( or
			* any [X11 color name](https://en.wikipedia.org/wiki/X11_color_names#Color_name_chart) -
			* all 140 color names are supported).
			*
			* @param {string} style - Color as a CSS-style string.
			* @param {string} [colorSpace=SRGBColorSpace] - The color space.
			* @return {Color} A reference to this color.
			*/
			setStyle(style, colorSpace = SRGBColorSpace) {
				function handleAlpha(string) {
					if (string === void 0) return;
					if (parseFloat(string) < 1) warn("Color: Alpha component of " + style + " will be ignored.");
				}
				let m;
				if (m = /^(\w+)\(([^\)]*)\)/.exec(style)) {
					let color;
					const name = m[1];
					const components = m[2];
					switch (name) {
						case "rgb":
						case "rgba":
							if (color = /^\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
								handleAlpha(color[4]);
								return this.setRGB(Math.min(255, parseInt(color[1], 10)) / 255, Math.min(255, parseInt(color[2], 10)) / 255, Math.min(255, parseInt(color[3], 10)) / 255, colorSpace);
							}
							if (color = /^\s*(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
								handleAlpha(color[4]);
								return this.setRGB(Math.min(100, parseInt(color[1], 10)) / 100, Math.min(100, parseInt(color[2], 10)) / 100, Math.min(100, parseInt(color[3], 10)) / 100, colorSpace);
							}
							break;
						case "hsl":
						case "hsla":
							if (color = /^\s*(\d*\.?\d+)\s*,\s*(\d*\.?\d+)\%\s*,\s*(\d*\.?\d+)\%\s*(?:,\s*(\d*\.?\d+)\s*)?$/.exec(components)) {
								handleAlpha(color[4]);
								return this.setHSL(parseFloat(color[1]) / 360, parseFloat(color[2]) / 100, parseFloat(color[3]) / 100, colorSpace);
							}
							break;
						default: warn("Color: Unknown color model " + style);
					}
				} else if (m = /^\#([A-Fa-f\d]+)$/.exec(style)) {
					const hex = m[1];
					const size = hex.length;
					if (size === 3) return this.setRGB(parseInt(hex.charAt(0), 16) / 15, parseInt(hex.charAt(1), 16) / 15, parseInt(hex.charAt(2), 16) / 15, colorSpace);
					else if (size === 6) return this.setHex(parseInt(hex, 16), colorSpace);
					else warn("Color: Invalid hex color " + style);
				} else if (style && style.length > 0) return this.setColorName(style, colorSpace);
				return this;
			}
			/**
			* Sets this color from a color name. Faster than {@link Color#setStyle} if
			* you don't need the other CSS-style formats.
			*
			* For convenience, the list of names is exposed in `Color.NAMES` as a hash.
			* ```js
			* Color.NAMES.aliceblue // returns 0xF0F8FF
			* ```
			*
			* @param {string} style - The color name.
			* @param {string} [colorSpace=SRGBColorSpace] - The color space.
			* @return {Color} A reference to this color.
			*/
			setColorName(style, colorSpace = SRGBColorSpace) {
				const hex = _colorKeywords[style.toLowerCase()];
				if (hex !== void 0) this.setHex(hex, colorSpace);
				else warn("Color: Unknown color " + style);
				return this;
			}
			/**
			* Returns a new color with copied values from this instance.
			*
			* @return {Color} A clone of this instance.
			*/
			clone() {
				return new this.constructor(this.r, this.g, this.b);
			}
			/**
			* Copies the values of the given color to this instance.
			*
			* @param {Color} color - The color to copy.
			* @return {Color} A reference to this color.
			*/
			copy(color) {
				this.r = color.r;
				this.g = color.g;
				this.b = color.b;
				return this;
			}
			/**
			* Copies the given color into this color, and then converts this color from
			* `SRGBColorSpace` to `LinearSRGBColorSpace`.
			*
			* @param {Color} color - The color to copy/convert.
			* @return {Color} A reference to this color.
			*/
			copySRGBToLinear(color) {
				this.r = SRGBToLinear(color.r);
				this.g = SRGBToLinear(color.g);
				this.b = SRGBToLinear(color.b);
				return this;
			}
			/**
			* Copies the given color into this color, and then converts this color from
			* `LinearSRGBColorSpace` to `SRGBColorSpace`.
			*
			* @param {Color} color - The color to copy/convert.
			* @return {Color} A reference to this color.
			*/
			copyLinearToSRGB(color) {
				this.r = LinearToSRGB(color.r);
				this.g = LinearToSRGB(color.g);
				this.b = LinearToSRGB(color.b);
				return this;
			}
			/**
			* Converts this color from `SRGBColorSpace` to `LinearSRGBColorSpace`.
			*
			* @return {Color} A reference to this color.
			*/
			convertSRGBToLinear() {
				this.copySRGBToLinear(this);
				return this;
			}
			/**
			* Converts this color from `LinearSRGBColorSpace` to `SRGBColorSpace`.
			*
			* @return {Color} A reference to this color.
			*/
			convertLinearToSRGB() {
				this.copyLinearToSRGB(this);
				return this;
			}
			/**
			* Returns the hexadecimal value of this color.
			*
			* @param {string} [colorSpace=SRGBColorSpace] - The color space.
			* @return {number} The hexadecimal value.
			*/
			getHex(colorSpace = SRGBColorSpace) {
				ColorManagement.workingToColorSpace(_color.copy(this), colorSpace);
				return Math.round(clamp(_color.r * 255, 0, 255)) * 65536 + Math.round(clamp(_color.g * 255, 0, 255)) * 256 + Math.round(clamp(_color.b * 255, 0, 255));
			}
			/**
			* Returns the hexadecimal value of this color as a string (for example, 'FFFFFF').
			*
			* @param {string} [colorSpace=SRGBColorSpace] - The color space.
			* @return {string} The hexadecimal value as a string.
			*/
			getHexString(colorSpace = SRGBColorSpace) {
				return ("000000" + this.getHex(colorSpace).toString(16)).slice(-6);
			}
			/**
			* Converts the colors RGB values into the HSL format and stores them into the
			* given target object.
			*
			* @param {{h:number,s:number,l:number}} target - The target object that is used to store the method's result.
			* @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
			* @return {{h:number,s:number,l:number}} The HSL representation of this color.
			*/
			getHSL(target, colorSpace = ColorManagement.workingColorSpace) {
				ColorManagement.workingToColorSpace(_color.copy(this), colorSpace);
				const r = _color.r, g = _color.g, b = _color.b;
				const max = Math.max(r, g, b);
				const min = Math.min(r, g, b);
				let hue, saturation;
				const lightness = (min + max) / 2;
				if (min === max) {
					hue = 0;
					saturation = 0;
				} else {
					const delta = max - min;
					saturation = lightness <= .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;
					}
					hue /= 6;
				}
				target.h = hue;
				target.s = saturation;
				target.l = lightness;
				return target;
			}
			/**
			* Returns the RGB values of this color and stores them into the given target object.
			*
			* @param {Color} target - The target color that is used to store the method's result.
			* @param {string} [colorSpace=ColorManagement.workingColorSpace] - The color space.
			* @return {Color} The RGB representation of this color.
			*/
			getRGB(target, colorSpace = ColorManagement.workingColorSpace) {
				ColorManagement.workingToColorSpace(_color.copy(this), colorSpace);
				target.r = _color.r;
				target.g = _color.g;
				target.b = _color.b;
				return target;
			}
			/**
			* Returns the value of this color as a CSS style string. Example: `rgb(255,0,0)`.
			*
			* @param {string} [colorSpace=SRGBColorSpace] - The color space.
			* @return {string} The CSS representation of this color.
			*/
			getStyle(colorSpace = SRGBColorSpace) {
				ColorManagement.workingToColorSpace(_color.copy(this), colorSpace);
				const r = _color.r, g = _color.g, b = _color.b;
				if (colorSpace !== "srgb") return `color(${colorSpace} ${r.toFixed(3)} ${g.toFixed(3)} ${b.toFixed(3)})`;
				return `rgb(${Math.round(r * 255)},${Math.round(g * 255)},${Math.round(b * 255)})`;
			}
			/**
			* Adds the given HSL values to this color's values.
			* Internally, this converts the color's RGB values to HSL, adds HSL
			* and then converts the color back to RGB.
			*
			* @param {number} h - Hue value between `0.0` and `1.0`.
			* @param {number} s - Saturation value between `0.0` and `1.0`.
			* @param {number} l - Lightness value between `0.0` and `1.0`.
			* @return {Color} A reference to this color.
			*/
			offsetHSL(h, s, l) {
				this.getHSL(_hslA);
				return this.setHSL(_hslA.h + h, _hslA.s + s, _hslA.l + l);
			}
			/**
			* Adds the RGB values of the given color to the RGB values of this color.
			*
			* @param {Color} color - The color to add.
			* @return {Color} A reference to this color.
			*/
			add(color) {
				this.r += color.r;
				this.g += color.g;
				this.b += color.b;
				return this;
			}
			/**
			* Adds the RGB values of the given colors and stores the result in this instance.
			*
			* @param {Color} color1 - The first color.
			* @param {Color} color2 - The second color.
			* @return {Color} A reference to this color.
			*/
			addColors(color1, color2) {
				this.r = color1.r + color2.r;
				this.g = color1.g + color2.g;
				this.b = color1.b + color2.b;
				return this;
			}
			/**
			* Adds the given scalar value to the RGB values of this color.
			*
			* @param {number} s - The scalar to add.
			* @return {Color} A reference to this color.
			*/
			addScalar(s) {
				this.r += s;
				this.g += s;
				this.b += s;
				return this;
			}
			/**
			* Subtracts the RGB values of the given color from the RGB values of this color.
			*
			* @param {Color} color - The color to subtract.
			* @return {Color} A reference to this color.
			*/
			sub(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;
			}
			/**
			* Multiplies the RGB values of the given color with the RGB values of this color.
			*
			* @param {Color} color - The color to multiply.
			* @return {Color} A reference to this color.
			*/
			multiply(color) {
				this.r *= color.r;
				this.g *= color.g;
				this.b *= color.b;
				return this;
			}
			/**
			* Multiplies the given scalar value with the RGB values of this color.
			*
			* @param {number} s - The scalar to multiply.
			* @return {Color} A reference to this color.
			*/
			multiplyScalar(s) {
				this.r *= s;
				this.g *= s;
				this.b *= s;
				return this;
			}
			/**
			* Linearly interpolates this color's RGB values toward the RGB values of the
			* given color. The alpha argument can be thought of as the ratio between
			* the two colors, where `0.0` is this color and `1.0` is the first argument.
			*
			* @param {Color} color - The color to converge on.
			* @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
			* @return {Color} A reference to this color.
			*/
			lerp(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;
			}
			/**
			* Linearly interpolates between the given colors and stores the result in this instance.
			* The alpha argument can be thought of as the ratio between the two colors, where `0.0`
			* is the first and `1.0` is the second color.
			*
			* @param {Color} color1 - The first color.
			* @param {Color} color2 - The second color.
			* @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
			* @return {Color} A reference to this color.
			*/
			lerpColors(color1, color2, alpha) {
				this.r = color1.r + (color2.r - color1.r) * alpha;
				this.g = color1.g + (color2.g - color1.g) * alpha;
				this.b = color1.b + (color2.b - color1.b) * alpha;
				return this;
			}
			/**
			* Linearly interpolates this color's HSL values toward the HSL values of the
			* given color. It differs from {@link Color#lerp} by not interpolating straight
			* from one color to the other, but instead going through all the hues in between
			* those two colors. The alpha argument can be thought of as the ratio between
			* the two colors, where 0.0 is this color and 1.0 is the first argument.
			*
			* @param {Color} color - The color to converge on.
			* @param {number} alpha - The interpolation factor in the closed interval `[0,1]`.
			* @return {Color} A reference to this color.
			*/
			lerpHSL(color, alpha) {
				this.getHSL(_hslA);
				color.getHSL(_hslB);
				const h = lerp(_hslA.h, _hslB.h, alpha);
				const s = lerp(_hslA.s, _hslB.s, alpha);
				const l = lerp(_hslA.l, _hslB.l, alpha);
				this.setHSL(h, s, l);
				return this;
			}
			/**
			* Sets the color's RGB components from the given 3D vector.
			*
			* @param {Vector3} v - The vector to set.
			* @return {Color} A reference to this color.
			*/
			setFromVector3(v) {
				this.r = v.x;
				this.g = v.y;
				this.b = v.z;
				return this;
			}
			/**
			* Transforms this color with the given 3x3 matrix.
			*
			* @param {Matrix3} m - The matrix.
			* @return {Color} A reference to this color.
			*/
			applyMatrix3(m) {
				const r = this.r, g = this.g, b = this.b;
				const e = m.elements;
				this.r = e[0] * r + e[3] * g + e[6] * b;
				this.g = e[1] * r + e[4] * g + e[7] * b;
				this.b = e[2] * r + e[5] * g + e[8] * b;
				return this;
			}
			/**
			* Returns `true` if this color is equal with the given one.
			*
			* @param {Color} c - The color to test for equality.
			* @return {boolean} Whether this bounding color is equal with the given one.
			*/
			equals(c) {
				return c.r === this.r && c.g === this.g && c.b === this.b;
			}
			/**
			* Sets this color's RGB components from the given array.
			*
			* @param {Array<number>} array - An array holding the RGB values.
			* @param {number} [offset=0] - The offset into the array.
			* @return {Color} A reference to this color.
			*/
			fromArray(array, offset = 0) {
				this.r = array[offset];
				this.g = array[offset + 1];
				this.b = array[offset + 2];
				return this;
			}
			/**
			* Writes the RGB components of this color to the given array. If no array is provided,
			* the method returns a new instance.
			*
			* @param {Array<number>} [array=[]] - The target array holding the color components.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Array<number>} The color components.
			*/
			toArray(array = [], offset = 0) {
				array[offset] = this.r;
				array[offset + 1] = this.g;
				array[offset + 2] = this.b;
				return array;
			}
			/**
			* Sets the components of this color from the given buffer attribute.
			*
			* @param {BufferAttribute} attribute - The buffer attribute holding color data.
			* @param {number} index - The index into the attribute.
			* @return {Color} A reference to this color.
			*/
			fromBufferAttribute(attribute, index) {
				this.r = attribute.getX(index);
				this.g = attribute.getY(index);
				this.b = attribute.getZ(index);
				return this;
			}
			/**
			* This methods defines the serialization result of this class. Returns the color
			* as a hexadecimal value.
			*
			* @return {number} The hexadecimal value.
			*/
			toJSON() {
				return this.getHex();
			}
			*[Symbol.iterator]() {
				yield this.r;
				yield this.g;
				yield this.b;
			}
		};
		_color = /*@__PURE__*/ new Color();
		/**
		* A dictionary with X11 color names.
		*
		* Note that multiple words such as Dark Orange become the string 'darkorange'.
		*
		* @static
		* @type {Object}
		*/
		Color.NAMES = _colorKeywords;
		Scene = class extends Object3D {
			/**
			* Constructs a new scene.
			*/
			constructor() {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isScene = true;
				this.type = "Scene";
				/**
				* Defines the background of the scene. Valid inputs are:
				*
				* - A color for defining a uniform colored background.
				* - A texture for defining a (flat) textured background.
				* - Cube textures or equirectangular textures for defining a skybox.
				*
				* @type {?(Color|Texture)}
				* @default null
				*/
				this.background = null;
				/**
				* Sets the environment map for all physical materials in the scene. However,
				* it's not possible to overwrite an existing texture assigned to the `envMap`
				* material property.
				*
				* @type {?Texture}
				* @default null
				*/
				this.environment = null;
				/**
				* A fog instance defining the type of fog that affects everything
				* rendered in the scene.
				*
				* @type {?(Fog|FogExp2)}
				* @default null
				*/
				this.fog = null;
				/**
				* Sets the blurriness of the background. Only influences environment maps
				* assigned to {@link Scene#background}. Valid input is a float between `0`
				* and `1`.
				*
				* @type {number}
				* @default 0
				*/
				this.backgroundBlurriness = 0;
				/**
				* Attenuates the color of the background. Only applies to background textures.
				*
				* @type {number}
				* @default 1
				*/
				this.backgroundIntensity = 1;
				/**
				* The rotation of the background in radians. Only influences environment maps
				* assigned to {@link Scene#background}.
				*
				* @type {Euler}
				* @default (0,0,0)
				*/
				this.backgroundRotation = new Euler();
				/**
				* Attenuates the color of the environment. Only influences environment maps
				* assigned to {@link Scene#environment}.
				*
				* @type {number}
				* @default 1
				*/
				this.environmentIntensity = 1;
				/**
				* The rotation of the environment map in radians. Only influences physical materials
				* in the scene when {@link Scene#environment} is used.
				*
				* @type {Euler}
				* @default (0,0,0)
				*/
				this.environmentRotation = new Euler();
				/**
				* Forces everything in the scene to be rendered with the defined material. It is possible
				* to exclude materials from override by setting {@link Material#allowOverride} to `false`.
				*
				* @type {?Material}
				* @default null
				*/
				this.overrideMaterial = null;
				if (typeof __THREE_DEVTOOLS__ !== "undefined") __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe", { detail: this }));
			}
			copy(source, recursive) {
				super.copy(source, recursive);
				if (source.background !== null) this.background = source.background.clone();
				if (source.environment !== null) this.environment = source.environment.clone();
				if (source.fog !== null) this.fog = source.fog.clone();
				this.backgroundBlurriness = source.backgroundBlurriness;
				this.backgroundIntensity = source.backgroundIntensity;
				this.backgroundRotation.copy(source.backgroundRotation);
				this.environmentIntensity = source.environmentIntensity;
				this.environmentRotation.copy(source.environmentRotation);
				if (source.overrideMaterial !== null) this.overrideMaterial = source.overrideMaterial.clone();
				this.matrixAutoUpdate = source.matrixAutoUpdate;
				return this;
			}
			toJSON(meta) {
				const data = super.toJSON(meta);
				if (this.fog !== null) data.object.fog = this.fog.toJSON();
				if (this.backgroundBlurriness > 0) data.object.backgroundBlurriness = this.backgroundBlurriness;
				if (this.backgroundIntensity !== 1) data.object.backgroundIntensity = this.backgroundIntensity;
				data.object.backgroundRotation = this.backgroundRotation.toArray();
				if (this.environmentIntensity !== 1) data.object.environmentIntensity = this.environmentIntensity;
				data.object.environmentRotation = this.environmentRotation.toArray();
				return data;
			}
		};
		_v0$2 = /*@__PURE__*/ new Vector3();
		_v1$5 = /*@__PURE__*/ new Vector3();
		_v2$4 = /*@__PURE__*/ new Vector3();
		_v3$2 = /*@__PURE__*/ new Vector3();
		_vab = /*@__PURE__*/ new Vector3();
		_vac = /*@__PURE__*/ new Vector3();
		_vbc = /*@__PURE__*/ new Vector3();
		_vap = /*@__PURE__*/ new Vector3();
		_vbp = /*@__PURE__*/ new Vector3();
		_vcp = /*@__PURE__*/ new Vector3();
		_v40 = /*@__PURE__*/ new Vector4();
		_v41 = /*@__PURE__*/ new Vector4();
		_v42 = /*@__PURE__*/ new Vector4();
		Triangle = class Triangle {
			/**
			* Constructs a new triangle.
			*
			* @param {Vector3} [a=(0,0,0)] - The first corner of the triangle.
			* @param {Vector3} [b=(0,0,0)] - The second corner of the triangle.
			* @param {Vector3} [c=(0,0,0)] - The third corner of the triangle.
			*/
			constructor(a = new Vector3(), b = new Vector3(), c = new Vector3()) {
				/**
				* The first corner of the triangle.
				*
				* @type {Vector3}
				*/
				this.a = a;
				/**
				* The second corner of the triangle.
				*
				* @type {Vector3}
				*/
				this.b = b;
				/**
				* The third corner of the triangle.
				*
				* @type {Vector3}
				*/
				this.c = c;
			}
			/**
			* Computes the normal vector of a triangle.
			*
			* @param {Vector3} a - The first corner of the triangle.
			* @param {Vector3} b - The second corner of the triangle.
			* @param {Vector3} c - The third corner of the triangle.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The triangle's normal.
			*/
			static getNormal(a, b, c, target) {
				target.subVectors(c, b);
				_v0$2.subVectors(a, b);
				target.cross(_v0$2);
				const targetLengthSq = target.lengthSq();
				if (targetLengthSq > 0) return target.multiplyScalar(1 / Math.sqrt(targetLengthSq));
				return target.set(0, 0, 0);
			}
			/**
			* Computes a barycentric coordinates from the given vector.
			* Returns `null` if the triangle is degenerate.
			*
			* @param {Vector3} point - A point in 3D space.
			* @param {Vector3} a - The first corner of the triangle.
			* @param {Vector3} b - The second corner of the triangle.
			* @param {Vector3} c - The third corner of the triangle.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {?Vector3} The barycentric coordinates for the given point
			*/
			static getBarycoord(point, a, b, c, target) {
				_v0$2.subVectors(c, a);
				_v1$5.subVectors(b, a);
				_v2$4.subVectors(point, a);
				const dot00 = _v0$2.dot(_v0$2);
				const dot01 = _v0$2.dot(_v1$5);
				const dot02 = _v0$2.dot(_v2$4);
				const dot11 = _v1$5.dot(_v1$5);
				const dot12 = _v1$5.dot(_v2$4);
				const denom = dot00 * dot11 - dot01 * dot01;
				if (denom === 0) {
					target.set(0, 0, 0);
					return null;
				}
				const invDenom = 1 / denom;
				const u = (dot11 * dot02 - dot01 * dot12) * invDenom;
				const v = (dot00 * dot12 - dot01 * dot02) * invDenom;
				return target.set(1 - u - v, v, u);
			}
			/**
			* Returns `true` if the given point, when projected onto the plane of the
			* triangle, lies within the triangle.
			*
			* @param {Vector3} point - The point in 3D space to test.
			* @param {Vector3} a - The first corner of the triangle.
			* @param {Vector3} b - The second corner of the triangle.
			* @param {Vector3} c - The third corner of the triangle.
			* @return {boolean} Whether the given point, when projected onto the plane of the
			* triangle, lies within the triangle or not.
			*/
			static containsPoint(point, a, b, c) {
				if (this.getBarycoord(point, a, b, c, _v3$2) === null) return false;
				return _v3$2.x >= 0 && _v3$2.y >= 0 && _v3$2.x + _v3$2.y <= 1;
			}
			/**
			* Computes the value barycentrically interpolated for the given point on the
			* triangle. Returns `null` if the triangle is degenerate.
			*
			* @param {Vector3} point - Position of interpolated point.
			* @param {Vector3} p1 - The first corner of the triangle.
			* @param {Vector3} p2 - The second corner of the triangle.
			* @param {Vector3} p3 - The third corner of the triangle.
			* @param {Vector3} v1 - Value to interpolate of first vertex.
			* @param {Vector3} v2 - Value to interpolate of second vertex.
			* @param {Vector3} v3 - Value to interpolate of third vertex.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {?Vector3} The interpolated value.
			*/
			static getInterpolation(point, p1, p2, p3, v1, v2, v3, target) {
				if (this.getBarycoord(point, p1, p2, p3, _v3$2) === null) {
					target.x = 0;
					target.y = 0;
					if ("z" in target) target.z = 0;
					if ("w" in target) target.w = 0;
					return null;
				}
				target.setScalar(0);
				target.addScaledVector(v1, _v3$2.x);
				target.addScaledVector(v2, _v3$2.y);
				target.addScaledVector(v3, _v3$2.z);
				return target;
			}
			/**
			* Computes the value barycentrically interpolated for the given attribute and indices.
			*
			* @param {BufferAttribute} attr - The attribute to interpolate.
			* @param {number} i1 - Index of first vertex.
			* @param {number} i2 - Index of second vertex.
			* @param {number} i3 - Index of third vertex.
			* @param {Vector3} barycoord - The barycoordinate value to use to interpolate.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The interpolated attribute value.
			*/
			static getInterpolatedAttribute(attr, i1, i2, i3, barycoord, target) {
				_v40.setScalar(0);
				_v41.setScalar(0);
				_v42.setScalar(0);
				_v40.fromBufferAttribute(attr, i1);
				_v41.fromBufferAttribute(attr, i2);
				_v42.fromBufferAttribute(attr, i3);
				target.setScalar(0);
				target.addScaledVector(_v40, barycoord.x);
				target.addScaledVector(_v41, barycoord.y);
				target.addScaledVector(_v42, barycoord.z);
				return target;
			}
			/**
			* Returns `true` if the triangle is oriented towards the given direction.
			*
			* @param {Vector3} a - The first corner of the triangle.
			* @param {Vector3} b - The second corner of the triangle.
			* @param {Vector3} c - The third corner of the triangle.
			* @param {Vector3} direction - The (normalized) direction vector.
			* @return {boolean} Whether the triangle is oriented towards the given direction or not.
			*/
			static isFrontFacing(a, b, c, direction) {
				_v0$2.subVectors(c, b);
				_v1$5.subVectors(a, b);
				return _v0$2.cross(_v1$5).dot(direction) < 0;
			}
			/**
			* Sets the triangle's vertices by copying the given values.
			*
			* @param {Vector3} a - The first corner of the triangle.
			* @param {Vector3} b - The second corner of the triangle.
			* @param {Vector3} c - The third corner of the triangle.
			* @return {Triangle} A reference to this triangle.
			*/
			set(a, b, c) {
				this.a.copy(a);
				this.b.copy(b);
				this.c.copy(c);
				return this;
			}
			/**
			* Sets the triangle's vertices by copying the given array values.
			*
			* @param {Array<Vector3>} points - An array with 3D points.
			* @param {number} i0 - The array index representing the first corner of the triangle.
			* @param {number} i1 - The array index representing the second corner of the triangle.
			* @param {number} i2 - The array index representing the third corner of the triangle.
			* @return {Triangle} A reference to this triangle.
			*/
			setFromPointsAndIndices(points, i0, i1, i2) {
				this.a.copy(points[i0]);
				this.b.copy(points[i1]);
				this.c.copy(points[i2]);
				return this;
			}
			/**
			* Sets the triangle's vertices by copying the given attribute values.
			*
			* @param {BufferAttribute} attribute - A buffer attribute with 3D points data.
			* @param {number} i0 - The attribute index representing the first corner of the triangle.
			* @param {number} i1 - The attribute index representing the second corner of the triangle.
			* @param {number} i2 - The attribute index representing the third corner of the triangle.
			* @return {Triangle} A reference to this triangle.
			*/
			setFromAttributeAndIndices(attribute, i0, i1, i2) {
				this.a.fromBufferAttribute(attribute, i0);
				this.b.fromBufferAttribute(attribute, i1);
				this.c.fromBufferAttribute(attribute, i2);
				return this;
			}
			/**
			* Returns a new triangle with copied values from this instance.
			*
			* @return {Triangle} A clone of this instance.
			*/
			clone() {
				return new this.constructor().copy(this);
			}
			/**
			* Copies the values of the given triangle to this instance.
			*
			* @param {Triangle} triangle - The triangle to copy.
			* @return {Triangle} A reference to this triangle.
			*/
			copy(triangle) {
				this.a.copy(triangle.a);
				this.b.copy(triangle.b);
				this.c.copy(triangle.c);
				return this;
			}
			/**
			* Computes the area of the triangle.
			*
			* @return {number} The triangle's area.
			*/
			getArea() {
				_v0$2.subVectors(this.c, this.b);
				_v1$5.subVectors(this.a, this.b);
				return _v0$2.cross(_v1$5).length() * .5;
			}
			/**
			* Computes the midpoint of the triangle.
			*
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The triangle's midpoint.
			*/
			getMidpoint(target) {
				return target.addVectors(this.a, this.b).add(this.c).multiplyScalar(1 / 3);
			}
			/**
			* Computes the normal of the triangle.
			*
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The triangle's normal.
			*/
			getNormal(target) {
				return Triangle.getNormal(this.a, this.b, this.c, target);
			}
			/**
			* Computes a plane the triangle lies within.
			*
			* @param {Plane} target - The target vector that is used to store the method's result.
			* @return {Plane} The plane the triangle lies within.
			*/
			getPlane(target) {
				return target.setFromCoplanarPoints(this.a, this.b, this.c);
			}
			/**
			* Computes a barycentric coordinates from the given vector.
			* Returns `null` if the triangle is degenerate.
			*
			* @param {Vector3} point - A point in 3D space.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {?Vector3} The barycentric coordinates for the given point
			*/
			getBarycoord(point, target) {
				return Triangle.getBarycoord(point, this.a, this.b, this.c, target);
			}
			/**
			* Computes the value barycentrically interpolated for the given point on the
			* triangle. Returns `null` if the triangle is degenerate.
			*
			* @param {Vector3} point - Position of interpolated point.
			* @param {Vector3} v1 - Value to interpolate of first vertex.
			* @param {Vector3} v2 - Value to interpolate of second vertex.
			* @param {Vector3} v3 - Value to interpolate of third vertex.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {?Vector3} The interpolated value.
			*/
			getInterpolation(point, v1, v2, v3, target) {
				return Triangle.getInterpolation(point, this.a, this.b, this.c, v1, v2, v3, target);
			}
			/**
			* Returns `true` if the given point, when projected onto the plane of the
			* triangle, lies within the triangle.
			*
			* @param {Vector3} point - The point in 3D space to test.
			* @return {boolean} Whether the given point, when projected onto the plane of the
			* triangle, lies within the triangle or not.
			*/
			containsPoint(point) {
				return Triangle.containsPoint(point, this.a, this.b, this.c);
			}
			/**
			* Returns `true` if the triangle is oriented towards the given direction.
			*
			* @param {Vector3} direction - The (normalized) direction vector.
			* @return {boolean} Whether the triangle is oriented towards the given direction or not.
			*/
			isFrontFacing(direction) {
				return Triangle.isFrontFacing(this.a, this.b, this.c, direction);
			}
			/**
			* Returns `true` if this triangle intersects with the given box.
			*
			* @param {Box3} box - The box to intersect.
			* @return {boolean} Whether this triangle intersects with the given box or not.
			*/
			intersectsBox(box) {
				return box.intersectsTriangle(this);
			}
			/**
			* Returns the closest point on the triangle to the given point.
			*
			* @param {Vector3} p - The point to compute the closest point for.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The closest point on the triangle.
			*/
			closestPointToPoint(p, target) {
				const a = this.a, b = this.b, c = this.c;
				let v, w;
				_vab.subVectors(b, a);
				_vac.subVectors(c, a);
				_vap.subVectors(p, a);
				const d1 = _vab.dot(_vap);
				const d2 = _vac.dot(_vap);
				if (d1 <= 0 && d2 <= 0) return target.copy(a);
				_vbp.subVectors(p, b);
				const d3 = _vab.dot(_vbp);
				const d4 = _vac.dot(_vbp);
				if (d3 >= 0 && d4 <= d3) return target.copy(b);
				const vc = d1 * d4 - d3 * d2;
				if (vc <= 0 && d1 >= 0 && d3 <= 0) {
					v = d1 / (d1 - d3);
					return target.copy(a).addScaledVector(_vab, v);
				}
				_vcp.subVectors(p, c);
				const d5 = _vab.dot(_vcp);
				const d6 = _vac.dot(_vcp);
				if (d6 >= 0 && d5 <= d6) return target.copy(c);
				const vb = d5 * d2 - d1 * d6;
				if (vb <= 0 && d2 >= 0 && d6 <= 0) {
					w = d2 / (d2 - d6);
					return target.copy(a).addScaledVector(_vac, w);
				}
				const 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));
					return target.copy(b).addScaledVector(_vbc, w);
				}
				const denom = 1 / (va + vb + vc);
				v = vb * denom;
				w = vc * denom;
				return target.copy(a).addScaledVector(_vab, v).addScaledVector(_vac, w);
			}
			/**
			* Returns `true` if this triangle is equal with the given one.
			*
			* @param {Triangle} triangle - The triangle to test for equality.
			* @return {boolean} Whether this triangle is equal with the given one.
			*/
			equals(triangle) {
				return triangle.a.equals(this.a) && triangle.b.equals(this.b) && triangle.c.equals(this.c);
			}
		};
		Box3 = class {
			/**
			* Constructs a new bounding box.
			*
			* @param {Vector3} [min=(Infinity,Infinity,Infinity)] - A vector representing the lower boundary of the box.
			* @param {Vector3} [max=(-Infinity,-Infinity,-Infinity)] - A vector representing the upper boundary of the box.
			*/
			constructor(min = new Vector3(Infinity, Infinity, Infinity), max = new Vector3(-Infinity, -Infinity, -Infinity)) {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isBox3 = true;
				/**
				* The lower boundary of the box.
				*
				* @type {Vector3}
				*/
				this.min = min;
				/**
				* The upper boundary of the box.
				*
				* @type {Vector3}
				*/
				this.max = max;
			}
			/**
			* Sets the lower and upper boundaries of this box.
			* Please note that this method only copies the values from the given objects.
			*
			* @param {Vector3} min - The lower boundary of the box.
			* @param {Vector3} max - The upper boundary of the box.
			* @return {Box3} A reference to this bounding box.
			*/
			set(min, max) {
				this.min.copy(min);
				this.max.copy(max);
				return this;
			}
			/**
			* Sets the upper and lower bounds of this box so it encloses the position data
			* in the given array.
			*
			* @param {Array<number>} array - An array holding 3D position data.
			* @return {Box3} A reference to this bounding box.
			*/
			setFromArray(array) {
				this.makeEmpty();
				for (let i = 0, il = array.length; i < il; i += 3) this.expandByPoint(_vector$b.fromArray(array, i));
				return this;
			}
			/**
			* Sets the upper and lower bounds of this box so it encloses the position data
			* in the given buffer attribute.
			*
			* @param {BufferAttribute} attribute - A buffer attribute holding 3D position data.
			* @return {Box3} A reference to this bounding box.
			*/
			setFromBufferAttribute(attribute) {
				this.makeEmpty();
				for (let i = 0, il = attribute.count; i < il; i++) this.expandByPoint(_vector$b.fromBufferAttribute(attribute, i));
				return this;
			}
			/**
			* Sets the upper and lower bounds of this box so it encloses the position data
			* in the given array.
			*
			* @param {Array<Vector3>} points - An array holding 3D position data as instances of {@link Vector3}.
			* @return {Box3} A reference to this bounding box.
			*/
			setFromPoints(points) {
				this.makeEmpty();
				for (let i = 0, il = points.length; i < il; i++) this.expandByPoint(points[i]);
				return this;
			}
			/**
			* Centers this box on the given center vector and sets this box's width, height and
			* depth to the given size values.
			*
			* @param {Vector3} center - The center of the box.
			* @param {Vector3} size - The x, y and z dimensions of the box.
			* @return {Box3} A reference to this bounding box.
			*/
			setFromCenterAndSize(center, size) {
				const halfSize = _vector$b.copy(size).multiplyScalar(.5);
				this.min.copy(center).sub(halfSize);
				this.max.copy(center).add(halfSize);
				return this;
			}
			/**
			* Computes the world-axis-aligned bounding box for the given 3D object
			* (including its children), accounting for the object's, and children's,
			* world transforms. The function may result in a larger box than strictly necessary.
			*
			* Note: To compute the correct bounding box, make sure the given 3D object
			* has an up-to-date world matrix that reflects the current transformation of its
			* ancestor nodes. Call `object.updateWorldMatrix( true, false )` beforehand if
			* you're unsure.
			*
			* @param {Object3D} object - The 3D object to compute the bounding box for.
			* @param {boolean} [precise=false] - If set to `true`, the method computes the smallest
			* world-axis-aligned bounding box at the expense of more computation.
			* @return {Box3} A reference to this bounding box.
			*/
			setFromObject(object, precise = false) {
				this.makeEmpty();
				return this.expandByObject(object, precise);
			}
			/**
			* Returns a new box with copied values from this instance.
			*
			* @return {Box3} A clone of this instance.
			*/
			clone() {
				return new this.constructor().copy(this);
			}
			/**
			* Copies the values of the given box to this instance.
			*
			* @param {Box3} box - The box to copy.
			* @return {Box3} A reference to this bounding box.
			*/
			copy(box) {
				this.min.copy(box.min);
				this.max.copy(box.max);
				return this;
			}
			/**
			* Makes this box empty which means in encloses a zero space in 3D.
			*
			* @return {Box3} A reference to this bounding box.
			*/
			makeEmpty() {
				this.min.x = this.min.y = this.min.z = Infinity;
				this.max.x = this.max.y = this.max.z = -Infinity;
				return this;
			}
			/**
			* Returns true if this box includes zero points within its bounds.
			* Note that a box with equal lower and upper bounds still includes one
			* point, the one both bounds share.
			*
			* @return {boolean} Whether this box is empty or not.
			*/
			isEmpty() {
				return this.max.x < this.min.x || this.max.y < this.min.y || this.max.z < this.min.z;
			}
			/**
			* Returns the center point of this box.
			*
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The center point.
			*/
			getCenter(target) {
				return this.isEmpty() ? target.set(0, 0, 0) : target.addVectors(this.min, this.max).multiplyScalar(.5);
			}
			/**
			* Returns the dimensions of this box.
			*
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The size.
			*/
			getSize(target) {
				return this.isEmpty() ? target.set(0, 0, 0) : target.subVectors(this.max, this.min);
			}
			/**
			* Expands the boundaries of this box to include the given point.
			*
			* @param {Vector3} point - The point that should be included by the bounding box.
			* @return {Box3} A reference to this bounding box.
			*/
			expandByPoint(point) {
				this.min.min(point);
				this.max.max(point);
				return this;
			}
			/**
			* Expands this box equilaterally by the given vector. The width of this
			* box will be expanded by the x component of the vector in both
			* directions. The height of this box will be expanded by the y component of
			* the vector in both directions. The depth of this box will be
			* expanded by the z component of the vector in both directions.
			*
			* @param {Vector3} vector - The vector that should expand the bounding box.
			* @return {Box3} A reference to this bounding box.
			*/
			expandByVector(vector) {
				this.min.sub(vector);
				this.max.add(vector);
				return this;
			}
			/**
			* Expands each dimension of the box by the given scalar. If negative, the
			* dimensions of the box will be contracted.
			*
			* @param {number} scalar - The scalar value that should expand the bounding box.
			* @return {Box3} A reference to this bounding box.
			*/
			expandByScalar(scalar) {
				this.min.addScalar(-scalar);
				this.max.addScalar(scalar);
				return this;
			}
			/**
			* Expands the boundaries of this box to include the given 3D object and
			* its children, accounting for the object's, and children's, world
			* transforms. The function may result in a larger box than strictly
			* necessary (unless the precise parameter is set to true).
			*
			* @param {Object3D} object - The 3D object that should expand the bounding box.
			* @param {boolean} precise - If set to `true`, the method expands the bounding box
			* as little as necessary at the expense of more computation.
			* @return {Box3} A reference to this bounding box.
			*/
			expandByObject(object, precise = false) {
				object.updateWorldMatrix(false, false);
				const geometry = object.geometry;
				if (geometry !== void 0) {
					const positionAttribute = geometry.getAttribute("position");
					if (precise === true && positionAttribute !== void 0 && object.isInstancedMesh !== true) for (let i = 0, l = positionAttribute.count; i < l; i++) {
						if (object.isMesh === true) object.getVertexPosition(i, _vector$b);
						else _vector$b.fromBufferAttribute(positionAttribute, i);
						_vector$b.applyMatrix4(object.matrixWorld);
						this.expandByPoint(_vector$b);
					}
					else {
						if (object.boundingBox !== void 0) {
							if (object.boundingBox === null) object.computeBoundingBox();
							_box$4.copy(object.boundingBox);
						} else {
							if (geometry.boundingBox === null) geometry.computeBoundingBox();
							_box$4.copy(geometry.boundingBox);
						}
						_box$4.applyMatrix4(object.matrixWorld);
						this.union(_box$4);
					}
				}
				const children = object.children;
				for (let i = 0, l = children.length; i < l; i++) this.expandByObject(children[i], precise);
				return this;
			}
			/**
			* Returns `true` if the given point lies within or on the boundaries of this box.
			*
			* @param {Vector3} point - The point to test.
			* @return {boolean} Whether the bounding box contains the given point or not.
			*/
			containsPoint(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;
			}
			/**
			* Returns `true` if this bounding box includes the entirety of the given bounding box.
			* If this box and the given one are identical, this function also returns `true`.
			*
			* @param {Box3} box - The bounding box to test.
			* @return {boolean} Whether the bounding box contains the given bounding box or not.
			*/
			containsBox(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;
			}
			/**
			* Returns a point as a proportion of this box's width, height and depth.
			*
			* @param {Vector3} point - A point in 3D space.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} A point as a proportion of this box's width, height and depth.
			*/
			getParameter(point, target) {
				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));
			}
			/**
			* Returns `true` if the given bounding box intersects with this bounding box.
			*
			* @param {Box3} box - The bounding box to test.
			* @return {boolean} Whether the given bounding box intersects with this bounding box.
			*/
			intersectsBox(box) {
				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;
			}
			/**
			* Returns `true` if the given bounding sphere intersects with this bounding box.
			*
			* @param {Sphere} sphere - The bounding sphere to test.
			* @return {boolean} Whether the given bounding sphere intersects with this bounding box.
			*/
			intersectsSphere(sphere) {
				this.clampPoint(sphere.center, _vector$b);
				return _vector$b.distanceToSquared(sphere.center) <= sphere.radius * sphere.radius;
			}
			/**
			* Returns `true` if the given plane intersects with this bounding box.
			*
			* @param {Plane} plane - The plane to test.
			* @return {boolean} Whether the given plane intersects with this bounding box.
			*/
			intersectsPlane(plane) {
				let 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;
			}
			/**
			* Returns `true` if the given triangle intersects with this bounding box.
			*
			* @param {Triangle} triangle - The triangle to test.
			* @return {boolean} Whether the given triangle intersects with this bounding box.
			*/
			intersectsTriangle(triangle) {
				if (this.isEmpty()) return false;
				this.getCenter(_center);
				_extents.subVectors(this.max, _center);
				_v0$1.subVectors(triangle.a, _center);
				_v1$4.subVectors(triangle.b, _center);
				_v2$3.subVectors(triangle.c, _center);
				_f0.subVectors(_v1$4, _v0$1);
				_f1.subVectors(_v2$3, _v1$4);
				_f2.subVectors(_v0$1, _v2$3);
				let 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$1, _v1$4, _v2$3, _extents)) return false;
				axes = [
					1,
					0,
					0,
					0,
					1,
					0,
					0,
					0,
					1
				];
				if (!satForAxes(axes, _v0$1, _v1$4, _v2$3, _extents)) return false;
				_triangleNormal.crossVectors(_f0, _f1);
				axes = [
					_triangleNormal.x,
					_triangleNormal.y,
					_triangleNormal.z
				];
				return satForAxes(axes, _v0$1, _v1$4, _v2$3, _extents);
			}
			/**
			* Clamps the given point within the bounds of this box.
			*
			* @param {Vector3} point - The point to clamp.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The clamped point.
			*/
			clampPoint(point, target) {
				return target.copy(point).clamp(this.min, this.max);
			}
			/**
			* Returns the euclidean distance from any edge of this box to the specified point. If
			* the given point lies inside of this box, the distance will be `0`.
			*
			* @param {Vector3} point - The point to compute the distance to.
			* @return {number} The euclidean distance.
			*/
			distanceToPoint(point) {
				return this.clampPoint(point, _vector$b).distanceTo(point);
			}
			/**
			* Returns a bounding sphere that encloses this bounding box.
			*
			* @param {Sphere} target - The target sphere that is used to store the method's result.
			* @return {Sphere} The bounding sphere that encloses this bounding box.
			*/
			getBoundingSphere(target) {
				if (this.isEmpty()) target.makeEmpty();
				else {
					this.getCenter(target.center);
					target.radius = this.getSize(_vector$b).length() * .5;
				}
				return target;
			}
			/**
			* Computes the intersection of this bounding box and the given one, setting the upper
			* bound of this box to the lesser of the two boxes' upper bounds and the
			* lower bound of this box to the greater of the two boxes' lower bounds. If
			* there's no overlap, makes this box empty.
			*
			* @param {Box3} box - The bounding box to intersect with.
			* @return {Box3} A reference to this bounding box.
			*/
			intersect(box) {
				this.min.max(box.min);
				this.max.min(box.max);
				if (this.isEmpty()) this.makeEmpty();
				return this;
			}
			/**
			* Computes the union of this box and another and the given one, setting the upper
			* bound of this box to the greater of the two boxes' upper bounds and the
			* lower bound of this box to the lesser of the two boxes' lower bounds.
			*
			* @param {Box3} box - The bounding box that will be unioned with this instance.
			* @return {Box3} A reference to this bounding box.
			*/
			union(box) {
				this.min.min(box.min);
				this.max.max(box.max);
				return this;
			}
			/**
			* Transforms this bounding box by the given 4x4 transformation matrix.
			*
			* @param {Matrix4} matrix - The transformation matrix.
			* @return {Box3} A reference to this bounding box.
			*/
			applyMatrix4(matrix) {
				if (this.isEmpty()) return this;
				_points[0].set(this.min.x, this.min.y, this.min.z).applyMatrix4(matrix);
				_points[1].set(this.min.x, this.min.y, this.max.z).applyMatrix4(matrix);
				_points[2].set(this.min.x, this.max.y, this.min.z).applyMatrix4(matrix);
				_points[3].set(this.min.x, this.max.y, this.max.z).applyMatrix4(matrix);
				_points[4].set(this.max.x, this.min.y, this.min.z).applyMatrix4(matrix);
				_points[5].set(this.max.x, this.min.y, this.max.z).applyMatrix4(matrix);
				_points[6].set(this.max.x, this.max.y, this.min.z).applyMatrix4(matrix);
				_points[7].set(this.max.x, this.max.y, this.max.z).applyMatrix4(matrix);
				this.setFromPoints(_points);
				return this;
			}
			/**
			* Adds the given offset to both the upper and lower bounds of this bounding box,
			* effectively moving it in 3D space.
			*
			* @param {Vector3} offset - The offset that should be used to translate the bounding box.
			* @return {Box3} A reference to this bounding box.
			*/
			translate(offset) {
				this.min.add(offset);
				this.max.add(offset);
				return this;
			}
			/**
			* Returns `true` if this bounding box is equal with the given one.
			*
			* @param {Box3} box - The box to test for equality.
			* @return {boolean} Whether this bounding box is equal with the given one.
			*/
			equals(box) {
				return box.min.equals(this.min) && box.max.equals(this.max);
			}
			/**
			* Returns a serialized structure of the bounding box.
			*
			* @return {Object} Serialized structure with fields representing the object state.
			*/
			toJSON() {
				return {
					min: this.min.toArray(),
					max: this.max.toArray()
				};
			}
			/**
			* Returns a serialized structure of the bounding box.
			*
			* @param {Object} json - The serialized json to set the box from.
			* @return {Box3} A reference to this bounding box.
			*/
			fromJSON(json) {
				this.min.fromArray(json.min);
				this.max.fromArray(json.max);
				return this;
			}
		};
		_points = [
			/*@__PURE__*/ new Vector3(),
			/*@__PURE__*/ new Vector3(),
			/*@__PURE__*/ new Vector3(),
			/*@__PURE__*/ new Vector3(),
			/*@__PURE__*/ new Vector3(),
			/*@__PURE__*/ new Vector3(),
			/*@__PURE__*/ new Vector3(),
			/*@__PURE__*/ new Vector3()
		];
		_vector$b = /*@__PURE__*/ new Vector3();
		_box$4 = /*@__PURE__*/ new Box3();
		_v0$1 = /*@__PURE__*/ new Vector3();
		_v1$4 = /*@__PURE__*/ new Vector3();
		_v2$3 = /*@__PURE__*/ new Vector3();
		_f0 = /*@__PURE__*/ new Vector3();
		_f1 = /*@__PURE__*/ new Vector3();
		_f2 = /*@__PURE__*/ new Vector3();
		_center = /*@__PURE__*/ new Vector3();
		_extents = /*@__PURE__*/ new Vector3();
		_triangleNormal = /*@__PURE__*/ new Vector3();
		_testAxis = /*@__PURE__*/ new Vector3();
		_vector$a = /*@__PURE__*/ new Vector3();
		_vector2$1 = /*@__PURE__*/ new Vector2();
		_id$2 = 0;
		BufferAttribute = class extends EventDispatcher {
			/**
			* Constructs a new buffer attribute.
			*
			* @param {TypedArray} array - The array holding the attribute data.
			* @param {number} itemSize - The item size.
			* @param {boolean} [normalized=false] - Whether the data are normalized or not.
			*/
			constructor(array, itemSize, normalized = false) {
				super();
				if (Array.isArray(array)) throw new TypeError("THREE.BufferAttribute: array should be a Typed Array.");
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isBufferAttribute = true;
				/**
				* The ID of the buffer attribute.
				*
				* @name BufferAttribute#id
				* @type {number}
				* @readonly
				*/
				Object.defineProperty(this, "id", { value: _id$2++ });
				/**
				* The name of the buffer attribute.
				*
				* @type {string}
				*/
				this.name = "";
				/**
				* The array holding the attribute data. It should have `itemSize * numVertices`
				* elements, where `numVertices` is the number of vertices in the associated geometry.
				*
				* @type {TypedArray}
				*/
				this.array = array;
				/**
				* The number of values of the array that should be associated with a particular vertex.
				* For instance, if this attribute is storing a 3-component vector (such as a position,
				* normal, or color), then the value should be `3`.
				*
				* @type {number}
				*/
				this.itemSize = itemSize;
				/**
				* Represents the number of items this buffer attribute stores. It is internally computed
				* by dividing the `array` length by the `itemSize`.
				*
				* @type {number}
				* @readonly
				*/
				this.count = array !== void 0 ? array.length / itemSize : 0;
				/**
				* Applies to integer data only. Indicates how the underlying data in the buffer maps to
				* the values in the GLSL code. For instance, if `array` is an instance of `UInt16Array`,
				* and `normalized` is `true`, the values `0 - +65535` in the array data will be mapped to
				* `0.0f - +1.0f` in the GLSL attribute. If `normalized` is `false`, the values will be converted
				* to floats unmodified, i.e. `65535` becomes `65535.0f`.
				*
				* @type {boolean}
				*/
				this.normalized = normalized;
				/**
				* Defines the intended usage pattern of the data store for optimization purposes.
				*
				* Note: After the initial use of a buffer, its usage cannot be changed. Instead,
				* instantiate a new one and set the desired usage before the next render.
				*
				* @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
				* @default StaticDrawUsage
				*/
				this.usage = StaticDrawUsage;
				/**
				* This can be used to only update some components of stored vectors (for example, just the
				* component related to color). Use the `addUpdateRange()` function to add ranges to this array.
				*
				* @type {Array<Object>}
				*/
				this.updateRanges = [];
				/**
				* Configures the bound GPU type for use in shaders.
				*
				* Note: this only has an effect for integer arrays and is not configurable for float arrays.
				* For lower precision float types, use `Float16BufferAttribute`.
				*
				* @type {(FloatType|IntType)}
				* @default FloatType
				*/
				this.gpuType = FloatType;
				/**
				* A version number, incremented every time the `needsUpdate` is set to `true`.
				*
				* @type {number}
				*/
				this.version = 0;
			}
			/**
			* A callback function that is executed after the renderer has transferred the attribute
			* array data to the GPU.
			*/
			onUploadCallback() {}
			/**
			* Flag to indicate that this attribute has changed and should be re-sent to
			* the GPU. Set this to `true` when you modify the value of the array.
			*
			* @type {number}
			* @default false
			* @param {boolean} value
			*/
			set needsUpdate(value) {
				if (value === true) this.version++;
			}
			/**
			* Sets the usage of this buffer attribute.
			*
			* @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
			* @return {BufferAttribute} A reference to this buffer attribute.
			*/
			setUsage(value) {
				this.usage = value;
				return this;
			}
			/**
			* Adds a range of data in the data array to be updated on the GPU.
			*
			* @param {number} start - Position at which to start update.
			* @param {number} count - The number of components to update.
			*/
			addUpdateRange(start, count) {
				this.updateRanges.push({
					start,
					count
				});
			}
			/**
			* Clears the update ranges.
			*/
			clearUpdateRanges() {
				this.updateRanges.length = 0;
			}
			/**
			* Copies the values of the given buffer attribute to this instance.
			*
			* @param {BufferAttribute} source - The buffer attribute to copy.
			* @return {BufferAttribute} A reference to this instance.
			*/
			copy(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;
				this.gpuType = source.gpuType;
				return this;
			}
			/**
			* Copies a vector from the given buffer attribute to this one. The start
			* and destination position in the attribute buffers are represented by the
			* given indices.
			*
			* @param {number} index1 - The destination index into this buffer attribute.
			* @param {BufferAttribute} attribute - The buffer attribute to copy from.
			* @param {number} index2 - The source index into the given buffer attribute.
			* @return {BufferAttribute} A reference to this instance.
			*/
			copyAt(index1, attribute, index2) {
				index1 *= this.itemSize;
				index2 *= attribute.itemSize;
				for (let i = 0, l = this.itemSize; i < l; i++) this.array[index1 + i] = attribute.array[index2 + i];
				return this;
			}
			/**
			* Copies the given array data into this buffer attribute.
			*
			* @param {(TypedArray|Array)} array - The array to copy.
			* @return {BufferAttribute} A reference to this instance.
			*/
			copyArray(array) {
				this.array.set(array);
				return this;
			}
			/**
			* Applies the given 3x3 matrix to the given attribute. Works with
			* item size `2` and `3`.
			*
			* @param {Matrix3} m - The matrix to apply.
			* @return {BufferAttribute} A reference to this instance.
			*/
			applyMatrix3(m) {
				if (this.itemSize === 2) for (let i = 0, l = this.count; i < l; i++) {
					_vector2$1.fromBufferAttribute(this, i);
					_vector2$1.applyMatrix3(m);
					this.setXY(i, _vector2$1.x, _vector2$1.y);
				}
				else if (this.itemSize === 3) for (let i = 0, l = this.count; i < l; i++) {
					_vector$a.fromBufferAttribute(this, i);
					_vector$a.applyMatrix3(m);
					this.setXYZ(i, _vector$a.x, _vector$a.y, _vector$a.z);
				}
				return this;
			}
			/**
			* Applies the given 4x4 matrix to the given attribute. Only works with
			* item size `3`.
			*
			* @param {Matrix4} m - The matrix to apply.
			* @return {BufferAttribute} A reference to this instance.
			*/
			applyMatrix4(m) {
				for (let i = 0, l = this.count; i < l; i++) {
					_vector$a.fromBufferAttribute(this, i);
					_vector$a.applyMatrix4(m);
					this.setXYZ(i, _vector$a.x, _vector$a.y, _vector$a.z);
				}
				return this;
			}
			/**
			* Applies the given 3x3 normal matrix to the given attribute. Only works with
			* item size `3`.
			*
			* @param {Matrix3} m - The normal matrix to apply.
			* @return {BufferAttribute} A reference to this instance.
			*/
			applyNormalMatrix(m) {
				for (let i = 0, l = this.count; i < l; i++) {
					_vector$a.fromBufferAttribute(this, i);
					_vector$a.applyNormalMatrix(m);
					this.setXYZ(i, _vector$a.x, _vector$a.y, _vector$a.z);
				}
				return this;
			}
			/**
			* Applies the given 4x4 matrix to the given attribute. Only works with
			* item size `3` and with direction vectors.
			*
			* @param {Matrix4} m - The matrix to apply.
			* @return {BufferAttribute} A reference to this instance.
			*/
			transformDirection(m) {
				for (let i = 0, l = this.count; i < l; i++) {
					_vector$a.fromBufferAttribute(this, i);
					_vector$a.transformDirection(m);
					this.setXYZ(i, _vector$a.x, _vector$a.y, _vector$a.z);
				}
				return this;
			}
			/**
			* Sets the given array data in the buffer attribute.
			*
			* @param {(TypedArray|Array)} value - The array data to set.
			* @param {number} [offset=0] - The offset in this buffer attribute's array.
			* @return {BufferAttribute} A reference to this instance.
			*/
			set(value, offset = 0) {
				this.array.set(value, offset);
				return this;
			}
			/**
			* Returns the given component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} component - The component index.
			* @return {number} The returned value.
			*/
			getComponent(index, component) {
				let value = this.array[index * this.itemSize + component];
				if (this.normalized) value = denormalize(value, this.array);
				return value;
			}
			/**
			* Sets the given value to the given component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} component - The component index.
			* @param {number} value - The value to set.
			* @return {BufferAttribute} A reference to this instance.
			*/
			setComponent(index, component, value) {
				if (this.normalized) value = normalize(value, this.array);
				this.array[index * this.itemSize + component] = value;
				return this;
			}
			/**
			* Returns the x component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @return {number} The x component.
			*/
			getX(index) {
				let x = this.array[index * this.itemSize];
				if (this.normalized) x = denormalize(x, this.array);
				return x;
			}
			/**
			* Sets the x component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} x - The value to set.
			* @return {BufferAttribute} A reference to this instance.
			*/
			setX(index, x) {
				if (this.normalized) x = normalize(x, this.array);
				this.array[index * this.itemSize] = x;
				return this;
			}
			/**
			* Returns the y component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @return {number} The y component.
			*/
			getY(index) {
				let y = this.array[index * this.itemSize + 1];
				if (this.normalized) y = denormalize(y, this.array);
				return y;
			}
			/**
			* Sets the y component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} y - The value to set.
			* @return {BufferAttribute} A reference to this instance.
			*/
			setY(index, y) {
				if (this.normalized) y = normalize(y, this.array);
				this.array[index * this.itemSize + 1] = y;
				return this;
			}
			/**
			* Returns the z component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @return {number} The z component.
			*/
			getZ(index) {
				let z = this.array[index * this.itemSize + 2];
				if (this.normalized) z = denormalize(z, this.array);
				return z;
			}
			/**
			* Sets the z component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} z - The value to set.
			* @return {BufferAttribute} A reference to this instance.
			*/
			setZ(index, z) {
				if (this.normalized) z = normalize(z, this.array);
				this.array[index * this.itemSize + 2] = z;
				return this;
			}
			/**
			* Returns the w component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @return {number} The w component.
			*/
			getW(index) {
				let w = this.array[index * this.itemSize + 3];
				if (this.normalized) w = denormalize(w, this.array);
				return w;
			}
			/**
			* Sets the w component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} w - The value to set.
			* @return {BufferAttribute} A reference to this instance.
			*/
			setW(index, w) {
				if (this.normalized) w = normalize(w, this.array);
				this.array[index * this.itemSize + 3] = w;
				return this;
			}
			/**
			* Sets the x and y component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} x - The value for the x component to set.
			* @param {number} y - The value for the y component to set.
			* @return {BufferAttribute} A reference to this instance.
			*/
			setXY(index, x, y) {
				index *= this.itemSize;
				if (this.normalized) {
					x = normalize(x, this.array);
					y = normalize(y, this.array);
				}
				this.array[index + 0] = x;
				this.array[index + 1] = y;
				return this;
			}
			/**
			* Sets the x, y and z component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} x - The value for the x component to set.
			* @param {number} y - The value for the y component to set.
			* @param {number} z - The value for the z component to set.
			* @return {BufferAttribute} A reference to this instance.
			*/
			setXYZ(index, x, y, z) {
				index *= this.itemSize;
				if (this.normalized) {
					x = normalize(x, this.array);
					y = normalize(y, this.array);
					z = normalize(z, this.array);
				}
				this.array[index + 0] = x;
				this.array[index + 1] = y;
				this.array[index + 2] = z;
				return this;
			}
			/**
			* Sets the x, y, z and w component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} x - The value for the x component to set.
			* @param {number} y - The value for the y component to set.
			* @param {number} z - The value for the z component to set.
			* @param {number} w - The value for the w component to set.
			* @return {BufferAttribute} A reference to this instance.
			*/
			setXYZW(index, x, y, z, w) {
				index *= this.itemSize;
				if (this.normalized) {
					x = normalize(x, this.array);
					y = normalize(y, this.array);
					z = normalize(z, this.array);
					w = normalize(w, this.array);
				}
				this.array[index + 0] = x;
				this.array[index + 1] = y;
				this.array[index + 2] = z;
				this.array[index + 3] = w;
				return this;
			}
			/**
			* Sets the given callback function that is executed after the Renderer has transferred
			* the attribute array data to the GPU. Can be used to perform clean-up operations after
			* the upload when attribute data are not needed anymore on the CPU side.
			*
			* @param {Function} callback - The `onUpload()` callback.
			* @return {BufferAttribute} A reference to this instance.
			*/
			onUpload(callback) {
				this.onUploadCallback = callback;
				return this;
			}
			/**
			* Returns a new buffer attribute with copied values from this instance.
			*
			* @return {BufferAttribute} A clone of this instance.
			*/
			clone() {
				return new this.constructor(this.array, this.itemSize).copy(this);
			}
			/**
			* Serializes the buffer attribute into JSON.
			*
			* @return {Object} A JSON object representing the serialized buffer attribute.
			*/
			toJSON() {
				const data = {
					itemSize: this.itemSize,
					type: this.array.constructor.name,
					array: Array.from(this.array),
					normalized: this.normalized
				};
				if (this.name !== "") data.name = this.name;
				if (this.usage !== 35044) data.usage = this.usage;
				return data;
			}
			/**
			* Disposes of the buffer attribute. Available only in {@link WebGPURenderer}.
			*/
			dispose() {
				this.dispatchEvent({ type: "dispose" });
			}
		};
		Uint16BufferAttribute = class extends BufferAttribute {
			/**
			* Constructs a new buffer attribute.
			*
			* @param {(Array<number>|Uint16Array)} array - The array holding the attribute data.
			* @param {number} itemSize - The item size.
			* @param {boolean} [normalized=false] - Whether the data are normalized or not.
			*/
			constructor(array, itemSize, normalized) {
				super(new Uint16Array(array), itemSize, normalized);
			}
		};
		Uint32BufferAttribute = class extends BufferAttribute {
			/**
			* Constructs a new buffer attribute.
			*
			* @param {(Array<number>|Uint32Array)} array - The array holding the attribute data.
			* @param {number} itemSize - The item size.
			* @param {boolean} [normalized=false] - Whether the data are normalized or not.
			*/
			constructor(array, itemSize, normalized) {
				super(new Uint32Array(array), itemSize, normalized);
			}
		};
		Float32BufferAttribute = class extends BufferAttribute {
			/**
			* Constructs a new buffer attribute.
			*
			* @param {(Array<number>|Float32Array)} array - The array holding the attribute data.
			* @param {number} itemSize - The item size.
			* @param {boolean} [normalized=false] - Whether the data are normalized or not.
			*/
			constructor(array, itemSize, normalized) {
				super(new Float32Array(array), itemSize, normalized);
			}
		};
		_box$3 = /*@__PURE__*/ new Box3();
		_v1$3 = /*@__PURE__*/ new Vector3();
		_v2$2 = /*@__PURE__*/ new Vector3();
		Sphere = class {
			/**
			* Constructs a new sphere.
			*
			* @param {Vector3} [center=(0,0,0)] - The center of the sphere
			* @param {number} [radius=-1] - The radius of the sphere.
			*/
			constructor(center = new Vector3(), radius = -1) {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isSphere = true;
				/**
				* The center of the sphere
				*
				* @type {Vector3}
				*/
				this.center = center;
				/**
				* The radius of the sphere.
				*
				* @type {number}
				*/
				this.radius = radius;
			}
			/**
			* Sets the sphere's components by copying the given values.
			*
			* @param {Vector3} center - The center.
			* @param {number} radius - The radius.
			* @return {Sphere} A reference to this sphere.
			*/
			set(center, radius) {
				this.center.copy(center);
				this.radius = radius;
				return this;
			}
			/**
			* Computes the minimum bounding sphere for list of points.
			* If the optional center point is given, it is used as the sphere's
			* center. Otherwise, the center of the axis-aligned bounding box
			* encompassing the points is calculated.
			*
			* @param {Array<Vector3>} points - A list of points in 3D space.
			* @param {Vector3} [optionalCenter] - The center of the sphere.
			* @return {Sphere} A reference to this sphere.
			*/
			setFromPoints(points, optionalCenter) {
				const center = this.center;
				if (optionalCenter !== void 0) center.copy(optionalCenter);
				else _box$3.setFromPoints(points).getCenter(center);
				let maxRadiusSq = 0;
				for (let i = 0, il = points.length; i < il; i++) maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(points[i]));
				this.radius = Math.sqrt(maxRadiusSq);
				return this;
			}
			/**
			* Copies the values of the given sphere to this instance.
			*
			* @param {Sphere} sphere - The sphere to copy.
			* @return {Sphere} A reference to this sphere.
			*/
			copy(sphere) {
				this.center.copy(sphere.center);
				this.radius = sphere.radius;
				return this;
			}
			/**
			* Returns `true` if the sphere is empty (the radius set to a negative number).
			*
			* Spheres with a radius of `0` contain only their center point and are not
			* considered to be empty.
			*
			* @return {boolean} Whether this sphere is empty or not.
			*/
			isEmpty() {
				return this.radius < 0;
			}
			/**
			* Makes this sphere empty which means in encloses a zero space in 3D.
			*
			* @return {Sphere} A reference to this sphere.
			*/
			makeEmpty() {
				this.center.set(0, 0, 0);
				this.radius = -1;
				return this;
			}
			/**
			* Returns `true` if this sphere contains the given point inclusive of
			* the surface of the sphere.
			*
			* @param {Vector3} point - The point to check.
			* @return {boolean} Whether this sphere contains the given point or not.
			*/
			containsPoint(point) {
				return point.distanceToSquared(this.center) <= this.radius * this.radius;
			}
			/**
			* Returns the closest distance from the boundary of the sphere to the
			* given point. If the sphere contains the point, the distance will
			* be negative.
			*
			* @param {Vector3} point - The point to compute the distance to.
			* @return {number} The distance to the point.
			*/
			distanceToPoint(point) {
				return point.distanceTo(this.center) - this.radius;
			}
			/**
			* Returns `true` if this sphere intersects with the given one.
			*
			* @param {Sphere} sphere - The sphere to test.
			* @return {boolean} Whether this sphere intersects with the given one or not.
			*/
			intersectsSphere(sphere) {
				const radiusSum = this.radius + sphere.radius;
				return sphere.center.distanceToSquared(this.center) <= radiusSum * radiusSum;
			}
			/**
			* Returns `true` if this sphere intersects with the given box.
			*
			* @param {Box3} box - The box to test.
			* @return {boolean} Whether this sphere intersects with the given box or not.
			*/
			intersectsBox(box) {
				return box.intersectsSphere(this);
			}
			/**
			* Returns `true` if this sphere intersects with the given plane.
			*
			* @param {Plane} plane - The plane to test.
			* @return {boolean} Whether this sphere intersects with the given plane or not.
			*/
			intersectsPlane(plane) {
				return Math.abs(plane.distanceToPoint(this.center)) <= this.radius;
			}
			/**
			* Clamps a point within the sphere. If the point is outside the sphere, it
			* will clamp it to the closest point on the edge of the sphere. Points
			* already inside the sphere will not be affected.
			*
			* @param {Vector3} point - The plane to clamp.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The clamped point.
			*/
			clampPoint(point, target) {
				const deltaLengthSq = this.center.distanceToSquared(point);
				target.copy(point);
				if (deltaLengthSq > this.radius * this.radius) {
					target.sub(this.center).normalize();
					target.multiplyScalar(this.radius).add(this.center);
				}
				return target;
			}
			/**
			* Returns a bounding box that encloses this sphere.
			*
			* @param {Box3} target - The target box that is used to store the method's result.
			* @return {Box3} The bounding box that encloses this sphere.
			*/
			getBoundingBox(target) {
				if (this.isEmpty()) {
					target.makeEmpty();
					return target;
				}
				target.set(this.center, this.center);
				target.expandByScalar(this.radius);
				return target;
			}
			/**
			* Transforms this sphere with the given 4x4 transformation matrix.
			*
			* @param {Matrix4} matrix - The transformation matrix.
			* @return {Sphere} A reference to this sphere.
			*/
			applyMatrix4(matrix) {
				this.center.applyMatrix4(matrix);
				this.radius = this.radius * matrix.getMaxScaleOnAxis();
				return this;
			}
			/**
			* Translates the sphere's center by the given offset.
			*
			* @param {Vector3} offset - The offset.
			* @return {Sphere} A reference to this sphere.
			*/
			translate(offset) {
				this.center.add(offset);
				return this;
			}
			/**
			* Expands the boundaries of this sphere to include the given point.
			*
			* @param {Vector3} point - The point to include.
			* @return {Sphere} A reference to this sphere.
			*/
			expandByPoint(point) {
				if (this.isEmpty()) {
					this.center.copy(point);
					this.radius = 0;
					return this;
				}
				_v1$3.subVectors(point, this.center);
				const lengthSq = _v1$3.lengthSq();
				if (lengthSq > this.radius * this.radius) {
					const length = Math.sqrt(lengthSq);
					const delta = (length - this.radius) * .5;
					this.center.addScaledVector(_v1$3, delta / length);
					this.radius += delta;
				}
				return this;
			}
			/**
			* Expands this sphere to enclose both the original sphere and the given sphere.
			*
			* @param {Sphere} sphere - The sphere to include.
			* @return {Sphere} A reference to this sphere.
			*/
			union(sphere) {
				if (sphere.isEmpty()) return this;
				if (this.isEmpty()) {
					this.copy(sphere);
					return this;
				}
				if (this.center.equals(sphere.center) === true) this.radius = Math.max(this.radius, sphere.radius);
				else {
					_v2$2.subVectors(sphere.center, this.center).setLength(sphere.radius);
					this.expandByPoint(_v1$3.copy(sphere.center).add(_v2$2));
					this.expandByPoint(_v1$3.copy(sphere.center).sub(_v2$2));
				}
				return this;
			}
			/**
			* Returns `true` if this sphere is equal with the given one.
			*
			* @param {Sphere} sphere - The sphere to test for equality.
			* @return {boolean} Whether this bounding sphere is equal with the given one.
			*/
			equals(sphere) {
				return sphere.center.equals(this.center) && sphere.radius === this.radius;
			}
			/**
			* Returns a new sphere with copied values from this instance.
			*
			* @return {Sphere} A clone of this instance.
			*/
			clone() {
				return new this.constructor().copy(this);
			}
			/**
			* Returns a serialized structure of the bounding sphere.
			*
			* @return {Object} Serialized structure with fields representing the object state.
			*/
			toJSON() {
				return {
					radius: this.radius,
					center: this.center.toArray()
				};
			}
			/**
			* Returns a serialized structure of the bounding sphere.
			*
			* @param {Object} json - The serialized json to set the sphere from.
			* @return {Sphere} A reference to this bounding sphere.
			*/
			fromJSON(json) {
				this.radius = json.radius;
				this.center.fromArray(json.center);
				return this;
			}
		};
		_id$1 = 0;
		_m1$3 = /*@__PURE__*/ new Matrix4();
		_obj = /*@__PURE__*/ new Object3D();
		_offset = /*@__PURE__*/ new Vector3();
		_box$2 = /*@__PURE__*/ new Box3();
		_boxMorphTargets = /*@__PURE__*/ new Box3();
		_vector$9 = /*@__PURE__*/ new Vector3();
		BufferGeometry = class BufferGeometry extends EventDispatcher {
			/**
			* Constructs a new geometry.
			*/
			constructor() {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isBufferGeometry = true;
				/**
				* The ID of the geometry.
				*
				* @name BufferGeometry#id
				* @type {number}
				* @readonly
				*/
				Object.defineProperty(this, "id", { value: _id$1++ });
				/**
				* The UUID of the geometry.
				*
				* @type {string}
				* @readonly
				*/
				this.uuid = generateUUID();
				/**
				* The name of the geometry.
				*
				* @type {string}
				*/
				this.name = "";
				this.type = "BufferGeometry";
				/**
				* Allows for vertices to be re-used across multiple triangles; this is
				* called using "indexed triangles". Each triangle is associated with the
				* indices of three vertices. This attribute therefore stores the index of
				* each vertex for each triangular face. If this attribute is not set, the
				* renderer assumes that each three contiguous positions represent a single triangle.
				*
				* @type {?BufferAttribute}
				* @default null
				*/
				this.index = null;
				/**
				* A (storage) buffer attribute which was generated with a compute shader and
				* now defines indirect draw calls.
				*
				* Can only be used with {@link WebGPURenderer} and a WebGPU backend.
				*
				* @type {?BufferAttribute}
				* @default null
				*/
				this.indirect = null;
				/**
				* The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
				*
				* Can only be used with {@link WebGPURenderer} and a WebGPU backend.
				*
				* @type {number|Array<number>}
				* @default 0
				*/
				this.indirectOffset = 0;
				/**
				* This dictionary has as id the name of the attribute to be set and as value
				* the buffer attribute to set it to. Rather than accessing this property directly,
				* use `setAttribute()` and `getAttribute()` to access attributes of this geometry.
				*
				* @type {Object<string,(BufferAttribute|InterleavedBufferAttribute)>}
				*/
				this.attributes = {};
				/**
				* This dictionary holds the morph targets of the geometry.
				*
				* Note: Once the geometry has been rendered, the morph attribute data cannot
				* be changed. You will have to call `dispose()`, and create a new geometry instance.
				*
				* @type {Object}
				*/
				this.morphAttributes = {};
				/**
				* Used to control the morph target behavior; when set to `true`, the morph
				* target data is treated as relative offsets, rather than as absolute
				* positions/normals.
				*
				* @type {boolean}
				* @default false
				*/
				this.morphTargetsRelative = false;
				/**
				* Split the geometry into groups, each of which will be rendered in a
				* separate draw call. This allows an array of materials to be used with the geometry.
				*
				* Use `addGroup()` and `clearGroups()` to edit groups, rather than modifying this array directly.
				*
				* Every vertex and index must belong to exactly one group — groups must not share vertices or
				* indices, and must not leave vertices or indices unused.
				*
				* @type {Array<Object>}
				*/
				this.groups = [];
				/**
				* Bounding box for the geometry which can be calculated with `computeBoundingBox()`.
				*
				* @type {?Box3}
				* @default null
				*/
				this.boundingBox = null;
				/**
				* Bounding sphere for the geometry which can be calculated with `computeBoundingSphere()`.
				*
				* @type {?Sphere}
				* @default null
				*/
				this.boundingSphere = null;
				/**
				* Determines the part of the geometry to render. This should not be set directly,
				* instead use `setDrawRange()`.
				*
				* @type {{start:number,count:number}}
				*/
				this.drawRange = {
					start: 0,
					count: Infinity
				};
				/**
				* An object that can be used to store custom data about the geometry.
				* It should not hold references to functions as these will not be cloned.
				*
				* @type {Object}
				*/
				this.userData = {};
				/**
				* `true` when the geometry has been transformed since construction
				* (e.g. via {@link BufferGeometry#applyMatrix4}). Only relevant for
				* geometry generators (subclasses that populate `parameters`): when set,
				* {@link BufferGeometry#toJSON} omits `parameters` since they no longer
				* describe the geometry.
				*
				* @private
				* @type {boolean}
				* @default false
				*/
				this._transformed = false;
			}
			/**
			* Returns the index of this geometry.
			*
			* @return {?BufferAttribute} The index. Returns `null` if no index is defined.
			*/
			getIndex() {
				return this.index;
			}
			/**
			* Sets the given index to this geometry.
			*
			* @param {Array<number>|BufferAttribute} index - The index to set.
			* @return {BufferGeometry} A reference to this instance.
			*/
			setIndex(index) {
				if (Array.isArray(index)) this.index = new (arrayNeedsUint32(index) ? Uint32BufferAttribute : Uint16BufferAttribute)(index, 1);
				else this.index = index;
				return this;
			}
			/**
			* Sets the given indirect attribute to this geometry.
			*
			* @param {BufferAttribute} indirect - The attribute holding indirect draw calls.
			* @param {number|Array<number>} [indirectOffset=0] - The offset, in bytes, into the indirect drawing buffer where the value data begins. If an array is provided, multiple indirect draw calls will be made for each offset.
			* @return {BufferGeometry} A reference to this instance.
			*/
			setIndirect(indirect, indirectOffset = 0) {
				this.indirect = indirect;
				this.indirectOffset = indirectOffset;
				return this;
			}
			/**
			* Returns the indirect attribute of this geometry.
			*
			* @return {?BufferAttribute} The indirect attribute. Returns `null` if no indirect attribute is defined.
			*/
			getIndirect() {
				return this.indirect;
			}
			/**
			* Returns the buffer attribute for the given name.
			*
			* @param {string} name - The attribute name.
			* @return {BufferAttribute|InterleavedBufferAttribute|undefined} The buffer attribute.
			* Returns `undefined` if not attribute has been found.
			*/
			getAttribute(name) {
				return this.attributes[name];
			}
			/**
			* Sets the given attribute for the given name.
			*
			* @param {string} name - The attribute name.
			* @param {BufferAttribute|InterleavedBufferAttribute} attribute - The attribute to set.
			* @return {BufferGeometry} A reference to this instance.
			*/
			setAttribute(name, attribute) {
				this.attributes[name] = attribute;
				return this;
			}
			/**
			* Deletes the attribute for the given name.
			*
			* @param {string} name - The attribute name to delete.
			* @return {BufferGeometry} A reference to this instance.
			*/
			deleteAttribute(name) {
				delete this.attributes[name];
				return this;
			}
			/**
			* Returns `true` if this geometry has an attribute for the given name.
			*
			* @param {string} name - The attribute name.
			* @return {boolean} Whether this geometry has an attribute for the given name or not.
			*/
			hasAttribute(name) {
				return this.attributes[name] !== void 0;
			}
			/**
			* Adds a group to this geometry.
			*
			* @param {number} start - The first element in this draw call. That is the first
			* vertex for non-indexed geometry, otherwise the first triangle index.
			* @param {number} count - Specifies how many vertices (or indices) are part of this group.
			* @param {number} [materialIndex=0] - The material array index to use.
			*/
			addGroup(start, count, materialIndex = 0) {
				this.groups.push({
					start,
					count,
					materialIndex
				});
			}
			/**
			* Clears all groups.
			*/
			clearGroups() {
				this.groups = [];
			}
			/**
			* Sets the draw range for this geometry.
			*
			* @param {number} start - The first vertex for non-indexed geometry, otherwise the first triangle index.
			* @param {number} count - For non-indexed BufferGeometry, `count` is the number of vertices to render.
			* For indexed BufferGeometry, `count` is the number of indices to render.
			*/
			setDrawRange(start, count) {
				this.drawRange.start = start;
				this.drawRange.count = count;
			}
			/**
			* Applies the given 4x4 transformation matrix to the geometry.
			*
			* @param {Matrix4} matrix - The matrix to apply.
			* @return {BufferGeometry} A reference to this instance.
			*/
			applyMatrix4(matrix) {
				const position = this.attributes.position;
				if (position !== void 0) {
					position.applyMatrix4(matrix);
					position.needsUpdate = true;
				}
				const normal = this.attributes.normal;
				if (normal !== void 0) {
					const normalMatrix = new Matrix3().getNormalMatrix(matrix);
					normal.applyNormalMatrix(normalMatrix);
					normal.needsUpdate = true;
				}
				const tangent = this.attributes.tangent;
				if (tangent !== void 0) {
					tangent.transformDirection(matrix);
					tangent.needsUpdate = true;
				}
				if (this.boundingBox !== null) this.computeBoundingBox();
				if (this.boundingSphere !== null) this.computeBoundingSphere();
				this._transformed = true;
				return this;
			}
			/**
			* Applies the rotation represented by the Quaternion to the geometry.
			*
			* @param {Quaternion} q - The Quaternion to apply.
			* @return {BufferGeometry} A reference to this instance.
			*/
			applyQuaternion(q) {
				_m1$3.makeRotationFromQuaternion(q);
				this.applyMatrix4(_m1$3);
				return this;
			}
			/**
			* Rotates the geometry about the X axis. This is typically done as a one time
			* operation, and not during a loop. Use {@link Object3D#rotation} for typical
			* real-time mesh rotation.
			*
			* @param {number} angle - The angle in radians.
			* @return {BufferGeometry} A reference to this instance.
			*/
			rotateX(angle) {
				_m1$3.makeRotationX(angle);
				this.applyMatrix4(_m1$3);
				return this;
			}
			/**
			* Rotates the geometry about the Y axis. This is typically done as a one time
			* operation, and not during a loop. Use {@link Object3D#rotation} for typical
			* real-time mesh rotation.
			*
			* @param {number} angle - The angle in radians.
			* @return {BufferGeometry} A reference to this instance.
			*/
			rotateY(angle) {
				_m1$3.makeRotationY(angle);
				this.applyMatrix4(_m1$3);
				return this;
			}
			/**
			* Rotates the geometry about the Z axis. This is typically done as a one time
			* operation, and not during a loop. Use {@link Object3D#rotation} for typical
			* real-time mesh rotation.
			*
			* @param {number} angle - The angle in radians.
			* @return {BufferGeometry} A reference to this instance.
			*/
			rotateZ(angle) {
				_m1$3.makeRotationZ(angle);
				this.applyMatrix4(_m1$3);
				return this;
			}
			/**
			* Translates the geometry. This is typically done as a one time
			* operation, and not during a loop. Use {@link Object3D#position} for typical
			* real-time mesh rotation.
			*
			* @param {number} x - The x offset.
			* @param {number} y - The y offset.
			* @param {number} z - The z offset.
			* @return {BufferGeometry} A reference to this instance.
			*/
			translate(x, y, z) {
				_m1$3.makeTranslation(x, y, z);
				this.applyMatrix4(_m1$3);
				return this;
			}
			/**
			* Scales the geometry. This is typically done as a one time
			* operation, and not during a loop. Use {@link Object3D#scale} for typical
			* real-time mesh rotation.
			*
			* @param {number} x - The x scale.
			* @param {number} y - The y scale.
			* @param {number} z - The z scale.
			* @return {BufferGeometry} A reference to this instance.
			*/
			scale(x, y, z) {
				_m1$3.makeScale(x, y, z);
				this.applyMatrix4(_m1$3);
				return this;
			}
			/**
			* Rotates the geometry to face a point in 3D space. This is typically done as a one time
			* operation, and not during a loop. Use {@link Object3D#lookAt} for typical
			* real-time mesh rotation.
			*
			* @param {Vector3} vector - The target point.
			* @return {BufferGeometry} A reference to this instance.
			*/
			lookAt(vector) {
				_obj.lookAt(vector);
				_obj.updateMatrix();
				this.applyMatrix4(_obj.matrix);
				return this;
			}
			/**
			* Center the geometry based on its bounding box.
			*
			* @return {BufferGeometry} A reference to this instance.
			*/
			center() {
				this.computeBoundingBox();
				this.boundingBox.getCenter(_offset).negate();
				this.translate(_offset.x, _offset.y, _offset.z);
				return this;
			}
			/**
			* Defines a geometry by creating a `position` attribute based on the given array of points. The array
			* can hold 2D or 3D vectors. When using two-dimensional data, the `z` coordinate for all vertices is
			* set to `0`.
			*
			* If the method is used with an existing `position` attribute, the vertex data are overwritten with the
			* data from the array. The length of the array must match the vertex count.
			*
			* @param {Array<Vector2>|Array<Vector3>} points - The points.
			* @return {BufferGeometry} A reference to this instance.
			*/
			setFromPoints(points) {
				const positionAttribute = this.getAttribute("position");
				if (positionAttribute === void 0) {
					const position = [];
					for (let i = 0, l = points.length; i < l; i++) {
						const point = points[i];
						position.push(point.x, point.y, point.z || 0);
					}
					this.setAttribute("position", new Float32BufferAttribute(position, 3));
				} else {
					const l = Math.min(points.length, positionAttribute.count);
					for (let i = 0; i < l; i++) {
						const point = points[i];
						positionAttribute.setXYZ(i, point.x, point.y, point.z || 0);
					}
					if (points.length > positionAttribute.count) warn("BufferGeometry: Buffer size too small for points data. Use .dispose() and create a new geometry.");
					positionAttribute.needsUpdate = true;
				}
				return this;
			}
			/**
			* Computes the bounding box of the geometry, and updates the `boundingBox` member.
			* The bounding box is not computed by the engine; it must be computed by your app.
			* You may need to recompute the bounding box if the geometry vertices are modified.
			*/
			computeBoundingBox() {
				if (this.boundingBox === null) this.boundingBox = new Box3();
				const position = this.attributes.position;
				const morphAttributesPosition = this.morphAttributes.position;
				if (position && position.isGLBufferAttribute) {
					error("BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box.", this);
					this.boundingBox.set(new Vector3(-Infinity, -Infinity, -Infinity), new Vector3(Infinity, Infinity, Infinity));
					return;
				}
				if (position !== void 0) {
					this.boundingBox.setFromBufferAttribute(position);
					if (morphAttributesPosition) for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
						const morphAttribute = morphAttributesPosition[i];
						_box$2.setFromBufferAttribute(morphAttribute);
						if (this.morphTargetsRelative) {
							_vector$9.addVectors(this.boundingBox.min, _box$2.min);
							this.boundingBox.expandByPoint(_vector$9);
							_vector$9.addVectors(this.boundingBox.max, _box$2.max);
							this.boundingBox.expandByPoint(_vector$9);
						} 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)) error("BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The \"position\" attribute is likely to have NaN values.", this);
			}
			/**
			* Computes the bounding sphere of the geometry, and updates the `boundingSphere` member.
			* The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
			* You may need to recompute the bounding sphere if the geometry vertices are modified.
			*/
			computeBoundingSphere() {
				if (this.boundingSphere === null) this.boundingSphere = new Sphere();
				const position = this.attributes.position;
				const morphAttributesPosition = this.morphAttributes.position;
				if (position && position.isGLBufferAttribute) {
					error("BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere.", this);
					this.boundingSphere.set(new Vector3(), Infinity);
					return;
				}
				if (position) {
					const center = this.boundingSphere.center;
					_box$2.setFromBufferAttribute(position);
					if (morphAttributesPosition) for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
						const morphAttribute = morphAttributesPosition[i];
						_boxMorphTargets.setFromBufferAttribute(morphAttribute);
						if (this.morphTargetsRelative) {
							_vector$9.addVectors(_box$2.min, _boxMorphTargets.min);
							_box$2.expandByPoint(_vector$9);
							_vector$9.addVectors(_box$2.max, _boxMorphTargets.max);
							_box$2.expandByPoint(_vector$9);
						} else {
							_box$2.expandByPoint(_boxMorphTargets.min);
							_box$2.expandByPoint(_boxMorphTargets.max);
						}
					}
					_box$2.getCenter(center);
					let maxRadiusSq = 0;
					for (let i = 0, il = position.count; i < il; i++) {
						_vector$9.fromBufferAttribute(position, i);
						maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$9));
					}
					if (morphAttributesPosition) for (let i = 0, il = morphAttributesPosition.length; i < il; i++) {
						const morphAttribute = morphAttributesPosition[i];
						const morphTargetsRelative = this.morphTargetsRelative;
						for (let j = 0, jl = morphAttribute.count; j < jl; j++) {
							_vector$9.fromBufferAttribute(morphAttribute, j);
							if (morphTargetsRelative) {
								_offset.fromBufferAttribute(position, j);
								_vector$9.add(_offset);
							}
							maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector$9));
						}
					}
					this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
					if (isNaN(this.boundingSphere.radius)) error("BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The \"position\" attribute is likely to have NaN values.", this);
				}
			}
			/**
			* Calculates and adds a tangent attribute to this geometry.
			*
			* The computation is only supported for indexed geometries and if position, normal, and uv attributes
			* are defined. When using a tangent space normal map, prefer the MikkTSpace algorithm provided by
			* {@link BufferGeometryUtils#computeMikkTSpaceTangents} instead.
			*/
			computeTangents() {
				const index = this.index;
				const attributes = this.attributes;
				if (index === null || attributes.position === void 0 || attributes.normal === void 0 || attributes.uv === void 0) {
					error("BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)");
					return;
				}
				const positionAttribute = attributes.position;
				const normalAttribute = attributes.normal;
				const uvAttribute = attributes.uv;
				let tangentAttribute = this.getAttribute("tangent");
				if (tangentAttribute === void 0 || tangentAttribute.count !== positionAttribute.count) {
					tangentAttribute = new BufferAttribute(new Float32Array(4 * positionAttribute.count), 4);
					this.setAttribute("tangent", tangentAttribute);
				}
				const tan1 = [], tan2 = [];
				for (let i = 0; i < positionAttribute.count; i++) {
					tan1[i] = new Vector3();
					tan2[i] = new Vector3();
				}
				const vA = new Vector3(), vB = new Vector3(), vC = new Vector3(), uvA = new Vector2(), uvB = new Vector2(), uvC = new Vector2(), sdir = new Vector3(), tdir = new Vector3();
				function handleTriangle(a, b, c) {
					vA.fromBufferAttribute(positionAttribute, a);
					vB.fromBufferAttribute(positionAttribute, b);
					vC.fromBufferAttribute(positionAttribute, c);
					uvA.fromBufferAttribute(uvAttribute, a);
					uvB.fromBufferAttribute(uvAttribute, b);
					uvC.fromBufferAttribute(uvAttribute, c);
					vB.sub(vA);
					vC.sub(vA);
					uvB.sub(uvA);
					uvC.sub(uvA);
					const r = 1 / (uvB.x * uvC.y - uvC.x * uvB.y);
					if (!isFinite(r)) return;
					sdir.copy(vB).multiplyScalar(uvC.y).addScaledVector(vC, -uvB.y).multiplyScalar(r);
					tdir.copy(vC).multiplyScalar(uvB.x).addScaledVector(vB, -uvC.x).multiplyScalar(r);
					tan1[a].add(sdir);
					tan1[b].add(sdir);
					tan1[c].add(sdir);
					tan2[a].add(tdir);
					tan2[b].add(tdir);
					tan2[c].add(tdir);
				}
				let groups = this.groups;
				if (groups.length === 0) groups = [{
					start: 0,
					count: index.count
				}];
				for (let i = 0, il = groups.length; i < il; ++i) {
					const group = groups[i];
					const start = group.start;
					const count = group.count;
					for (let j = start, jl = start + count; j < jl; j += 3) handleTriangle(index.getX(j + 0), index.getX(j + 1), index.getX(j + 2));
				}
				const tmp = new Vector3(), tmp2 = new Vector3();
				const n = new Vector3(), n2 = new Vector3();
				function handleVertex(v) {
					n.fromBufferAttribute(normalAttribute, v);
					n2.copy(n);
					const t = tan1[v];
					tmp.copy(t);
					tmp.sub(n.multiplyScalar(n.dot(t))).normalize();
					tmp2.crossVectors(n2, t);
					const w = tmp2.dot(tan2[v]) < 0 ? -1 : 1;
					tangentAttribute.setXYZW(v, tmp.x, tmp.y, tmp.z, w);
				}
				for (let i = 0, il = groups.length; i < il; ++i) {
					const group = groups[i];
					const start = group.start;
					const count = group.count;
					for (let j = start, jl = start + count; j < jl; j += 3) {
						handleVertex(index.getX(j + 0));
						handleVertex(index.getX(j + 1));
						handleVertex(index.getX(j + 2));
					}
				}
				this._transformed = true;
			}
			/**
			* Computes vertex normals for the given vertex data. For indexed geometries, the method sets
			* each vertex normal to be the average of the face normals of the faces that share that vertex.
			* For non-indexed geometries, vertices are not shared, and the method sets each vertex normal
			* to be the same as the face normal.
			*/
			computeVertexNormals() {
				const index = this.index;
				const positionAttribute = this.getAttribute("position");
				if (positionAttribute !== void 0) {
					let normalAttribute = this.getAttribute("normal");
					if (normalAttribute === void 0 || normalAttribute.count !== positionAttribute.count) {
						normalAttribute = new BufferAttribute(new Float32Array(positionAttribute.count * 3), 3);
						this.setAttribute("normal", normalAttribute);
					} else for (let i = 0, il = normalAttribute.count; i < il; i++) normalAttribute.setXYZ(i, 0, 0, 0);
					const pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
					const nA = new Vector3(), nB = new Vector3(), nC = new Vector3();
					const cb = new Vector3(), ab = new Vector3();
					if (index) for (let i = 0, il = index.count; i < il; i += 3) {
						const vA = index.getX(i + 0);
						const vB = index.getX(i + 1);
						const vC = index.getX(i + 2);
						pA.fromBufferAttribute(positionAttribute, vA);
						pB.fromBufferAttribute(positionAttribute, vB);
						pC.fromBufferAttribute(positionAttribute, vC);
						cb.subVectors(pC, pB);
						ab.subVectors(pA, pB);
						cb.cross(ab);
						nA.fromBufferAttribute(normalAttribute, vA);
						nB.fromBufferAttribute(normalAttribute, vB);
						nC.fromBufferAttribute(normalAttribute, vC);
						nA.add(cb);
						nB.add(cb);
						nC.add(cb);
						normalAttribute.setXYZ(vA, nA.x, nA.y, nA.z);
						normalAttribute.setXYZ(vB, nB.x, nB.y, nB.z);
						normalAttribute.setXYZ(vC, nC.x, nC.y, nC.z);
					}
					else for (let i = 0, il = positionAttribute.count; i < il; i += 3) {
						pA.fromBufferAttribute(positionAttribute, i + 0);
						pB.fromBufferAttribute(positionAttribute, i + 1);
						pC.fromBufferAttribute(positionAttribute, i + 2);
						cb.subVectors(pC, pB);
						ab.subVectors(pA, pB);
						cb.cross(ab);
						normalAttribute.setXYZ(i + 0, cb.x, cb.y, cb.z);
						normalAttribute.setXYZ(i + 1, cb.x, cb.y, cb.z);
						normalAttribute.setXYZ(i + 2, cb.x, cb.y, cb.z);
					}
					this.normalizeNormals();
					normalAttribute.needsUpdate = true;
				}
			}
			/**
			* Ensures every normal vector in a geometry will have a magnitude of `1`. This will
			* correct lighting on the geometry surfaces.
			*/
			normalizeNormals() {
				const normals = this.attributes.normal;
				for (let i = 0, il = normals.count; i < il; i++) {
					_vector$9.fromBufferAttribute(normals, i);
					_vector$9.normalize();
					normals.setXYZ(i, _vector$9.x, _vector$9.y, _vector$9.z);
				}
			}
			/**
			* Return a new non-index version of this indexed geometry. If the geometry
			* is already non-indexed, the method is a NOOP.
			*
			* @return {BufferGeometry} The non-indexed version of this indexed geometry.
			*/
			toNonIndexed() {
				function convertBufferAttribute(attribute, indices) {
					const array = attribute.array;
					const itemSize = attribute.itemSize;
					const normalized = attribute.normalized;
					const array2 = new array.constructor(indices.length * itemSize);
					let index = 0, index2 = 0;
					for (let i = 0, l = indices.length; i < l; i++) {
						if (attribute.isInterleavedBufferAttribute) index = indices[i] * attribute.data.stride + attribute.offset;
						else index = indices[i] * itemSize;
						for (let j = 0; j < itemSize; j++) array2[index2++] = array[index++];
					}
					return new BufferAttribute(array2, itemSize, normalized);
				}
				if (this.index === null) {
					warn("BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.");
					return this;
				}
				const geometry2 = new BufferGeometry();
				const indices = this.index.array;
				const attributes = this.attributes;
				for (const name in attributes) {
					const attribute = attributes[name];
					const newAttribute = convertBufferAttribute(attribute, indices);
					geometry2.setAttribute(name, newAttribute);
				}
				const morphAttributes = this.morphAttributes;
				for (const name in morphAttributes) {
					const morphArray = [];
					const morphAttribute = morphAttributes[name];
					for (let i = 0, il = morphAttribute.length; i < il; i++) {
						const attribute = morphAttribute[i];
						const newAttribute = convertBufferAttribute(attribute, indices);
						morphArray.push(newAttribute);
					}
					geometry2.morphAttributes[name] = morphArray;
				}
				geometry2.morphTargetsRelative = this.morphTargetsRelative;
				const groups = this.groups;
				for (let i = 0, l = groups.length; i < l; i++) {
					const group = groups[i];
					geometry2.addGroup(group.start, group.count, group.materialIndex);
				}
				return geometry2;
			}
			/**
			* Serializes the geometry into JSON.
			*
			* @return {Object} A JSON object representing the serialized geometry.
			*/
			toJSON() {
				const data = { metadata: {
					version: 4.7,
					type: "BufferGeometry",
					generator: "BufferGeometry.toJSON"
				} };
				data.uuid = this.uuid;
				data.type = this.parameters !== void 0 && this._transformed === true ? "BufferGeometry" : this.type;
				if (this.name !== "") data.name = this.name;
				if (Object.keys(this.userData).length > 0) data.userData = this.userData;
				if (this.parameters !== void 0 && this._transformed !== true) {
					const parameters = this.parameters;
					for (const key in parameters) if (parameters[key] !== void 0) data[key] = parameters[key];
					return data;
				}
				data.data = { attributes: {} };
				const index = this.index;
				if (index !== null) data.data.index = {
					type: index.array.constructor.name,
					array: Array.prototype.slice.call(index.array)
				};
				const attributes = this.attributes;
				for (const key in attributes) {
					const attribute = attributes[key];
					data.data.attributes[key] = attribute.toJSON(data.data);
				}
				const morphAttributes = {};
				let hasMorphAttributes = false;
				for (const key in this.morphAttributes) {
					const attributeArray = this.morphAttributes[key];
					const array = [];
					for (let i = 0, il = attributeArray.length; i < il; i++) {
						const attribute = attributeArray[i];
						array.push(attribute.toJSON(data.data));
					}
					if (array.length > 0) {
						morphAttributes[key] = array;
						hasMorphAttributes = true;
					}
				}
				if (hasMorphAttributes) {
					data.data.morphAttributes = morphAttributes;
					data.data.morphTargetsRelative = this.morphTargetsRelative;
				}
				const groups = this.groups;
				if (groups.length > 0) data.data.groups = JSON.parse(JSON.stringify(groups));
				const boundingSphere = this.boundingSphere;
				if (boundingSphere !== null) data.data.boundingSphere = boundingSphere.toJSON();
				return data;
			}
			/**
			* Returns a new geometry with copied values from this instance.
			*
			* @return {BufferGeometry} A clone of this instance.
			*/
			clone() {
				return new this.constructor().copy(this);
			}
			/**
			* Copies the values of the given geometry to this instance.
			*
			* @param {BufferGeometry} source - The geometry to copy.
			* @return {BufferGeometry} A reference to this instance.
			*/
			copy(source) {
				this.index = null;
				this.attributes = {};
				this.morphAttributes = {};
				this.groups = [];
				this.boundingBox = null;
				this.boundingSphere = null;
				const data = {};
				this.name = source.name;
				const index = source.index;
				if (index !== null) this.setIndex(index.clone());
				const attributes = source.attributes;
				for (const name in attributes) {
					const attribute = attributes[name];
					this.setAttribute(name, attribute.clone(data));
				}
				const morphAttributes = source.morphAttributes;
				for (const name in morphAttributes) {
					const array = [];
					const morphAttribute = morphAttributes[name];
					for (let i = 0, l = morphAttribute.length; i < l; i++) array.push(morphAttribute[i].clone(data));
					this.morphAttributes[name] = array;
				}
				this.morphTargetsRelative = source.morphTargetsRelative;
				const groups = source.groups;
				for (let i = 0, l = groups.length; i < l; i++) {
					const group = groups[i];
					this.addGroup(group.start, group.count, group.materialIndex);
				}
				const boundingBox = source.boundingBox;
				if (boundingBox !== null) this.boundingBox = boundingBox.clone();
				const boundingSphere = source.boundingSphere;
				if (boundingSphere !== null) this.boundingSphere = boundingSphere.clone();
				this.drawRange.start = source.drawRange.start;
				this.drawRange.count = source.drawRange.count;
				this.userData = source.userData;
				this._transformed = source._transformed;
				return this;
			}
			/**
			* Frees the GPU-related resources allocated by this instance. Call this
			* method whenever this instance is no longer used in your app.
			*
			* @fires BufferGeometry#dispose
			*/
			dispose() {
				this.dispatchEvent({ type: "dispose" });
			}
		};
		InterleavedBuffer = class {
			/**
			* Constructs a new interleaved buffer.
			*
			* @param {TypedArray} array - A typed array with a shared buffer storing attribute data.
			* @param {number} stride - The number of typed-array elements per vertex.
			*/
			constructor(array, stride) {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isInterleavedBuffer = true;
				/**
				* A typed array with a shared buffer storing attribute data.
				*
				* @type {TypedArray}
				*/
				this.array = array;
				/**
				* The number of typed-array elements per vertex.
				*
				* @type {number}
				*/
				this.stride = stride;
				/**
				* The total number of elements in the array
				*
				* @type {number}
				* @readonly
				*/
				this.count = array !== void 0 ? array.length / stride : 0;
				/**
				* Defines the intended usage pattern of the data store for optimization purposes.
				*
				* Note: After the initial use of a buffer, its usage cannot be changed. Instead,
				* instantiate a new one and set the desired usage before the next render.
				*
				* @type {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)}
				* @default StaticDrawUsage
				*/
				this.usage = StaticDrawUsage;
				/**
				* This can be used to only update some components of stored vectors (for example, just the
				* component related to color). Use the `addUpdateRange()` function to add ranges to this array.
				*
				* @type {Array<Object>}
				*/
				this.updateRanges = [];
				/**
				* A version number, incremented every time the `needsUpdate` is set to `true`.
				*
				* @type {number}
				*/
				this.version = 0;
				/**
				* The UUID of the interleaved buffer.
				*
				* @type {string}
				* @readonly
				*/
				this.uuid = generateUUID();
			}
			/**
			* A callback function that is executed after the renderer has transferred the attribute array
			* data to the GPU.
			*/
			onUploadCallback() {}
			/**
			* Flag to indicate that this attribute has changed and should be re-sent to
			* the GPU. Set this to `true` when you modify the value of the array.
			*
			* @type {number}
			* @default false
			* @param {boolean} value
			*/
			set needsUpdate(value) {
				if (value === true) this.version++;
			}
			/**
			* Sets the usage of this interleaved buffer.
			*
			* @param {(StaticDrawUsage|DynamicDrawUsage|StreamDrawUsage|StaticReadUsage|DynamicReadUsage|StreamReadUsage|StaticCopyUsage|DynamicCopyUsage|StreamCopyUsage)} value - The usage to set.
			* @return {InterleavedBuffer} A reference to this interleaved buffer.
			*/
			setUsage(value) {
				this.usage = value;
				return this;
			}
			/**
			* Adds a range of data in the data array to be updated on the GPU.
			*
			* @param {number} start - Position at which to start update.
			* @param {number} count - The number of components to update.
			*/
			addUpdateRange(start, count) {
				this.updateRanges.push({
					start,
					count
				});
			}
			/**
			* Clears the update ranges.
			*/
			clearUpdateRanges() {
				this.updateRanges.length = 0;
			}
			/**
			* Copies the values of the given interleaved buffer to this instance.
			*
			* @param {InterleavedBuffer} source - The interleaved buffer to copy.
			* @return {InterleavedBuffer} A reference to this instance.
			*/
			copy(source) {
				this.array = new source.array.constructor(source.array);
				this.count = source.count;
				this.stride = source.stride;
				this.usage = source.usage;
				return this;
			}
			/**
			* Copies a vector from the given interleaved buffer to this one. The start
			* and destination position in the attribute buffers are represented by the
			* given indices.
			*
			* @param {number} index1 - The destination index into this interleaved buffer.
			* @param {InterleavedBuffer} interleavedBuffer - The interleaved buffer to copy from.
			* @param {number} index2 - The source index into the given interleaved buffer.
			* @return {InterleavedBuffer} A reference to this instance.
			*/
			copyAt(index1, interleavedBuffer, index2) {
				index1 *= this.stride;
				index2 *= interleavedBuffer.stride;
				for (let i = 0, l = this.stride; i < l; i++) this.array[index1 + i] = interleavedBuffer.array[index2 + i];
				return this;
			}
			/**
			* Sets the given array data in the interleaved buffer.
			*
			* @param {(TypedArray|Array)} value - The array data to set.
			* @param {number} [offset=0] - The offset in this interleaved buffer's array.
			* @return {InterleavedBuffer} A reference to this instance.
			*/
			set(value, offset = 0) {
				this.array.set(value, offset);
				return this;
			}
			/**
			* Returns a new interleaved buffer with copied values from this instance.
			*
			* @param {Object} [data] - An object with shared array buffers that allows to retain shared structures.
			* @return {InterleavedBuffer} A clone of this instance.
			*/
			clone(data) {
				if (data.arrayBuffers === void 0) data.arrayBuffers = {};
				if (this.array.buffer._uuid === void 0) this.array.buffer._uuid = generateUUID();
				if (data.arrayBuffers[this.array.buffer._uuid] === void 0) data.arrayBuffers[this.array.buffer._uuid] = this.array.slice(0).buffer;
				const array = new this.array.constructor(data.arrayBuffers[this.array.buffer._uuid]);
				const ib = new this.constructor(array, this.stride);
				ib.setUsage(this.usage);
				return ib;
			}
			/**
			* Sets the given callback function that is executed after the Renderer has transferred
			* the array data to the GPU. Can be used to perform clean-up operations after
			* the upload when data are not needed anymore on the CPU side.
			*
			* @param {Function} callback - The `onUpload()` callback.
			* @return {InterleavedBuffer} A reference to this instance.
			*/
			onUpload(callback) {
				this.onUploadCallback = callback;
				return this;
			}
			/**
			* Serializes the interleaved buffer into JSON.
			*
			* @param {Object} [data] - An optional value holding meta information about the serialization.
			* @return {Object} A JSON object representing the serialized interleaved buffer.
			*/
			toJSON(data) {
				if (data.arrayBuffers === void 0) data.arrayBuffers = {};
				if (this.array.buffer._uuid === void 0) this.array.buffer._uuid = generateUUID();
				if (data.arrayBuffers[this.array.buffer._uuid] === void 0) data.arrayBuffers[this.array.buffer._uuid] = Array.from(new Uint32Array(this.array.buffer));
				return {
					uuid: this.uuid,
					buffer: this.array.buffer._uuid,
					type: this.array.constructor.name,
					stride: this.stride
				};
			}
		};
		_vector$8 = /*@__PURE__*/ new Vector3();
		InterleavedBufferAttribute = class InterleavedBufferAttribute {
			/**
			* Constructs a new interleaved buffer attribute.
			*
			* @param {InterleavedBuffer} interleavedBuffer - The buffer holding the interleaved data.
			* @param {number} itemSize - The item size.
			* @param {number} offset - The attribute offset into the buffer.
			* @param {boolean} [normalized=false] - Whether the data are normalized or not.
			*/
			constructor(interleavedBuffer, itemSize, offset, normalized = false) {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isInterleavedBufferAttribute = true;
				/**
				* The name of the buffer attribute.
				*
				* @type {string}
				*/
				this.name = "";
				/**
				* The buffer holding the interleaved data.
				*
				* @type {InterleavedBuffer}
				*/
				this.data = interleavedBuffer;
				/**
				* The item size, see {@link BufferAttribute#itemSize}.
				*
				* @type {number}
				*/
				this.itemSize = itemSize;
				/**
				* The attribute offset into the buffer.
				*
				* @type {number}
				*/
				this.offset = offset;
				/**
				* Whether the data are normalized or not, see {@link BufferAttribute#normalized}
				*
				* @type {InterleavedBuffer}
				*/
				this.normalized = normalized;
			}
			/**
			* The item count of this buffer attribute.
			*
			* @type {number}
			* @readonly
			*/
			get count() {
				return this.data.count;
			}
			/**
			* The array holding the interleaved buffer attribute data.
			*
			* @type {TypedArray}
			*/
			get array() {
				return this.data.array;
			}
			/**
			* Flag to indicate that this attribute has changed and should be re-sent to
			* the GPU. Set this to `true` when you modify the value of the array.
			*
			* @type {number}
			* @default false
			* @param {boolean} value
			*/
			set needsUpdate(value) {
				this.data.needsUpdate = value;
			}
			/**
			* Applies the given 4x4 matrix to the given attribute. Only works with
			* item size `3`.
			*
			* @param {Matrix4} m - The matrix to apply.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			applyMatrix4(m) {
				for (let i = 0, l = this.data.count; i < l; i++) {
					_vector$8.fromBufferAttribute(this, i);
					_vector$8.applyMatrix4(m);
					this.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);
				}
				return this;
			}
			/**
			* Applies the given 3x3 normal matrix to the given attribute. Only works with
			* item size `3`.
			*
			* @param {Matrix3} m - The normal matrix to apply.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			applyNormalMatrix(m) {
				for (let i = 0, l = this.count; i < l; i++) {
					_vector$8.fromBufferAttribute(this, i);
					_vector$8.applyNormalMatrix(m);
					this.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);
				}
				return this;
			}
			/**
			* Applies the given 4x4 matrix to the given attribute. Only works with
			* item size `3` and with direction vectors.
			*
			* @param {Matrix4} m - The matrix to apply.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			transformDirection(m) {
				for (let i = 0, l = this.count; i < l; i++) {
					_vector$8.fromBufferAttribute(this, i);
					_vector$8.transformDirection(m);
					this.setXYZ(i, _vector$8.x, _vector$8.y, _vector$8.z);
				}
				return this;
			}
			/**
			* Returns the given component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} component - The component index.
			* @return {number} The returned value.
			*/
			getComponent(index, component) {
				let value = this.array[index * this.data.stride + this.offset + component];
				if (this.normalized) value = denormalize(value, this.array);
				return value;
			}
			/**
			* Sets the given value to the given component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} component - The component index.
			* @param {number} value - The value to set.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			setComponent(index, component, value) {
				if (this.normalized) value = normalize(value, this.array);
				this.data.array[index * this.data.stride + this.offset + component] = value;
				return this;
			}
			/**
			* Sets the x component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} x - The value to set.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			setX(index, x) {
				if (this.normalized) x = normalize(x, this.array);
				this.data.array[index * this.data.stride + this.offset] = x;
				return this;
			}
			/**
			* Sets the y component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} y - The value to set.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			setY(index, y) {
				if (this.normalized) y = normalize(y, this.array);
				this.data.array[index * this.data.stride + this.offset + 1] = y;
				return this;
			}
			/**
			* Sets the z component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} z - The value to set.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			setZ(index, z) {
				if (this.normalized) z = normalize(z, this.array);
				this.data.array[index * this.data.stride + this.offset + 2] = z;
				return this;
			}
			/**
			* Sets the w component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} w - The value to set.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			setW(index, w) {
				if (this.normalized) w = normalize(w, this.array);
				this.data.array[index * this.data.stride + this.offset + 3] = w;
				return this;
			}
			/**
			* Returns the x component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @return {number} The x component.
			*/
			getX(index) {
				let x = this.data.array[index * this.data.stride + this.offset];
				if (this.normalized) x = denormalize(x, this.array);
				return x;
			}
			/**
			* Returns the y component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @return {number} The y component.
			*/
			getY(index) {
				let y = this.data.array[index * this.data.stride + this.offset + 1];
				if (this.normalized) y = denormalize(y, this.array);
				return y;
			}
			/**
			* Returns the z component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @return {number} The z component.
			*/
			getZ(index) {
				let z = this.data.array[index * this.data.stride + this.offset + 2];
				if (this.normalized) z = denormalize(z, this.array);
				return z;
			}
			/**
			* Returns the w component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @return {number} The w component.
			*/
			getW(index) {
				let w = this.data.array[index * this.data.stride + this.offset + 3];
				if (this.normalized) w = denormalize(w, this.array);
				return w;
			}
			/**
			* Sets the x and y component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} x - The value for the x component to set.
			* @param {number} y - The value for the y component to set.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			setXY(index, x, y) {
				index = index * this.data.stride + this.offset;
				if (this.normalized) {
					x = normalize(x, this.array);
					y = normalize(y, this.array);
				}
				this.data.array[index + 0] = x;
				this.data.array[index + 1] = y;
				return this;
			}
			/**
			* Sets the x, y and z component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} x - The value for the x component to set.
			* @param {number} y - The value for the y component to set.
			* @param {number} z - The value for the z component to set.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			setXYZ(index, x, y, z) {
				index = index * this.data.stride + this.offset;
				if (this.normalized) {
					x = normalize(x, this.array);
					y = normalize(y, this.array);
					z = normalize(z, this.array);
				}
				this.data.array[index + 0] = x;
				this.data.array[index + 1] = y;
				this.data.array[index + 2] = z;
				return this;
			}
			/**
			* Sets the x, y, z and w component of the vector at the given index.
			*
			* @param {number} index - The index into the buffer attribute.
			* @param {number} x - The value for the x component to set.
			* @param {number} y - The value for the y component to set.
			* @param {number} z - The value for the z component to set.
			* @param {number} w - The value for the w component to set.
			* @return {InterleavedBufferAttribute} A reference to this instance.
			*/
			setXYZW(index, x, y, z, w) {
				index = index * this.data.stride + this.offset;
				if (this.normalized) {
					x = normalize(x, this.array);
					y = normalize(y, this.array);
					z = normalize(z, this.array);
					w = normalize(w, this.array);
				}
				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;
			}
			/**
			* Returns a new buffer attribute with copied values from this instance.
			*
			* If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
			*
			* @param {Object} [data] - An object with interleaved buffers that allows to retain the interleaved property.
			* @return {BufferAttribute|InterleavedBufferAttribute} A clone of this instance.
			*/
			clone(data) {
				if (data === void 0) {
					log("InterleavedBufferAttribute.clone(): Cloning an interleaved buffer attribute will de-interleave buffer data.");
					const array = [];
					for (let i = 0; i < this.count; i++) {
						const index = i * this.data.stride + this.offset;
						for (let j = 0; j < this.itemSize; j++) array.push(this.data.array[index + j]);
					}
					return new BufferAttribute(new this.array.constructor(array), this.itemSize, this.normalized);
				} else {
					if (data.interleavedBuffers === void 0) data.interleavedBuffers = {};
					if (data.interleavedBuffers[this.data.uuid] === void 0) data.interleavedBuffers[this.data.uuid] = this.data.clone(data);
					return new InterleavedBufferAttribute(data.interleavedBuffers[this.data.uuid], this.itemSize, this.offset, this.normalized);
				}
			}
			/**
			* Serializes the buffer attribute into JSON.
			*
			* If no parameter is provided, cloning an interleaved buffer attribute will de-interleave buffer data.
			*
			* @param {Object} [data] - An optional value holding meta information about the serialization.
			* @return {Object} A JSON object representing the serialized buffer attribute.
			*/
			toJSON(data) {
				if (data === void 0) {
					log("InterleavedBufferAttribute.toJSON(): Serializing an interleaved buffer attribute will de-interleave buffer data.");
					const array = [];
					for (let i = 0; i < this.count; i++) {
						const index = i * this.data.stride + this.offset;
						for (let j = 0; j < this.itemSize; j++) array.push(this.data.array[index + j]);
					}
					return {
						itemSize: this.itemSize,
						type: this.array.constructor.name,
						array,
						normalized: this.normalized
					};
				} else {
					if (data.interleavedBuffers === void 0) data.interleavedBuffers = {};
					if (data.interleavedBuffers[this.data.uuid] === void 0) data.interleavedBuffers[this.data.uuid] = this.data.toJSON(data);
					return {
						isInterleavedBufferAttribute: true,
						itemSize: this.itemSize,
						data: this.data.uuid,
						offset: this.offset,
						normalized: this.normalized
					};
				}
			}
		};
		_materialId = 0;
		Material = class extends EventDispatcher {
			/**
			* Constructs a new material.
			*/
			constructor() {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isMaterial = true;
				/**
				* The ID of the material.
				*
				* @name Material#id
				* @type {number}
				* @readonly
				*/
				Object.defineProperty(this, "id", { value: _materialId++ });
				/**
				* The UUID of the material.
				*
				* @type {string}
				* @readonly
				*/
				this.uuid = generateUUID();
				/**
				* The name of the material.
				*
				* @type {string}
				*/
				this.name = "";
				/**
				* The type property is used for detecting the object type
				* in context of serialization/deserialization.
				*
				* @type {string}
				* @readonly
				*/
				this.type = "Material";
				/**
				* Defines the blending type of the material.
				*
				* It must be set to `CustomBlending` if custom blending properties like
				* {@link Material#blendSrc}, {@link Material#blendDst} or {@link Material#blendEquation}
				* should have any effect.
				*
				* @type {(NoBlending|NormalBlending|AdditiveBlending|SubtractiveBlending|MultiplyBlending|CustomBlending)}
				* @default NormalBlending
				*/
				this.blending = 1;
				/**
				* Defines which side of faces will be rendered - front, back or both.
				*
				* @type {(FrontSide|BackSide|DoubleSide)}
				* @default FrontSide
				*/
				this.side = 0;
				/**
				* If set to `true`, vertex colors should be used.
				*
				* The engine supports RGB and RGBA vertex colors depending on whether a three (RGB) or
				* four (RGBA) component color buffer attribute is used.
				*
				* @type {boolean}
				* @default false
				*/
				this.vertexColors = false;
				/**
				* Defines how transparent the material is.
				* A value of `0.0` indicates fully transparent, `1.0` is fully opaque.
				*
				* If the {@link Material#transparent} is not set to `true`,
				* the material will remain fully opaque and this value will only affect its color.
				*
				* @type {number}
				* @default 1
				*/
				this.opacity = 1;
				/**
				* Defines whether this material is transparent. This has an effect on
				* rendering as transparent objects need special treatment and are rendered
				* after non-transparent objects.
				*
				* When set to true, the extent to which the material is transparent is
				* controlled by {@link Material#opacity}.
				*
				* @type {boolean}
				* @default false
				*/
				this.transparent = false;
				/**
				* Enables alpha hashed transparency, an alternative to {@link Material#transparent} or
				* {@link Material#alphaTest}. The material will not be rendered if opacity is lower than
				* a random threshold. Randomization introduces some grain or noise, but approximates alpha
				* blending without the associated problems of sorting. Using TAA can reduce the resulting noise.
				*
				* @type {boolean}
				* @default false
				*/
				this.alphaHash = false;
				/**
				* Defines the blending source factor.
				*
				* @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
				* @default SrcAlphaFactor
				*/
				this.blendSrc = 204;
				/**
				* Defines the blending destination factor.
				*
				* @type {(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
				* @default OneMinusSrcAlphaFactor
				*/
				this.blendDst = 205;
				/**
				* Defines the blending equation.
				*
				* @type {(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
				* @default AddEquation
				*/
				this.blendEquation = 100;
				/**
				* Defines the blending source alpha factor.
				*
				* @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
				* @default null
				*/
				this.blendSrcAlpha = null;
				/**
				* Defines the blending destination alpha factor.
				*
				* @type {?(ZeroFactor|OneFactor|SrcColorFactor|OneMinusSrcColorFactor|SrcAlphaFactor|OneMinusSrcAlphaFactor|DstAlphaFactor|OneMinusDstAlphaFactor|DstColorFactor|OneMinusDstColorFactor|SrcAlphaSaturateFactor|ConstantColorFactor|OneMinusConstantColorFactor|ConstantAlphaFactor|OneMinusConstantAlphaFactor)}
				* @default null
				*/
				this.blendDstAlpha = null;
				/**
				* Defines the blending equation of the alpha channel.
				*
				* @type {?(AddEquation|SubtractEquation|ReverseSubtractEquation|MinEquation|MaxEquation)}
				* @default null
				*/
				this.blendEquationAlpha = null;
				/**
				* Represents the RGB values of the constant blend color.
				*
				* This property has only an effect when using custom blending with `ConstantColor` or `OneMinusConstantColor`.
				*
				* @type {Color}
				* @default (0,0,0)
				*/
				this.blendColor = new Color(0, 0, 0);
				/**
				* Represents the alpha value of the constant blend color.
				*
				* This property has only an effect when using custom blending with `ConstantAlpha` or `OneMinusConstantAlpha`.
				*
				* @type {number}
				* @default 0
				*/
				this.blendAlpha = 0;
				/**
				* Defines the depth function.
				*
				* @type {(NeverDepth|AlwaysDepth|LessDepth|LessEqualDepth|EqualDepth|GreaterEqualDepth|GreaterDepth|NotEqualDepth)}
				* @default LessEqualDepth
				*/
				this.depthFunc = 3;
				/**
				* Whether to have depth test enabled when rendering this material.
				* When the depth test is disabled, the depth write will also be implicitly disabled.
				*
				* @type {boolean}
				* @default true
				*/
				this.depthTest = true;
				/**
				* Whether rendering this material has any effect on the depth buffer.
				*
				* When drawing 2D overlays it can be useful to disable the depth writing in
				* order to layer several things together without creating z-index artifacts.
				*
				* @type {boolean}
				* @default true
				*/
				this.depthWrite = true;
				/**
				* The bit mask to use when writing to the stencil buffer.
				*
				* @type {number}
				* @default 0xff
				*/
				this.stencilWriteMask = 255;
				/**
				* The stencil comparison function to use.
				*
				* @type {NeverStencilFunc|LessStencilFunc|EqualStencilFunc|LessEqualStencilFunc|GreaterStencilFunc|NotEqualStencilFunc|GreaterEqualStencilFunc|AlwaysStencilFunc}
				* @default AlwaysStencilFunc
				*/
				this.stencilFunc = 519;
				/**
				* The value to use when performing stencil comparisons or stencil operations.
				*
				* @type {number}
				* @default 0
				*/
				this.stencilRef = 0;
				/**
				* The bit mask to use when comparing against the stencil buffer.
				*
				* @type {number}
				* @default 0xff
				*/
				this.stencilFuncMask = 255;
				/**
				* Which stencil operation to perform when the comparison function returns `false`.
				*
				* @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
				* @default KeepStencilOp
				*/
				this.stencilFail = KeepStencilOp;
				/**
				* Which stencil operation to perform when the comparison function returns
				* `true` but the depth test fails.
				*
				* @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
				* @default KeepStencilOp
				*/
				this.stencilZFail = KeepStencilOp;
				/**
				* Which stencil operation to perform when the comparison function returns
				* `true` and the depth test passes.
				*
				* @type {ZeroStencilOp|KeepStencilOp|ReplaceStencilOp|IncrementStencilOp|DecrementStencilOp|IncrementWrapStencilOp|DecrementWrapStencilOp|InvertStencilOp}
				* @default KeepStencilOp
				*/
				this.stencilZPass = KeepStencilOp;
				/**
				* Whether stencil operations are performed against the stencil buffer. In
				* order to perform writes or comparisons against the stencil buffer this
				* value must be `true`.
				*
				* @type {boolean}
				* @default false
				*/
				this.stencilWrite = false;
				/**
				* User-defined clipping planes specified as THREE.Plane objects in world
				* space. These planes apply to the objects this material is attached to.
				* Points in space whose signed distance to the plane is negative are clipped
				* (not rendered). This requires {@link WebGLRenderer#localClippingEnabled} to
				* be `true`.
				*
				* @type {?Array<Plane>}
				* @default null
				*/
				this.clippingPlanes = null;
				/**
				* Changes the behavior of clipping planes so that only their intersection is
				* clipped, rather than their union.
				*
				* @type {boolean}
				* @default false
				*/
				this.clipIntersection = false;
				/**
				* Defines whether to clip shadows according to the clipping planes specified
				* on this material.
				*
				* @type {boolean}
				* @default false
				*/
				this.clipShadows = false;
				/**
				* Defines which side of faces cast shadows. If `null`, the side casting shadows
				* is determined as follows:
				*
				* - When {@link Material#side} is set to `FrontSide`, the back side cast shadows.
				* - When {@link Material#side} is set to `BackSide`, the front side cast shadows.
				* - When {@link Material#side} is set to `DoubleSide`, both sides cast shadows.
				*
				* @type {?(FrontSide|BackSide|DoubleSide)}
				* @default null
				*/
				this.shadowSide = null;
				/**
				* Whether to render the material's color.
				*
				* This can be used in conjunction with {@link Object3D#renderOder} to create invisible
				* objects that occlude other objects.
				*
				* @type {boolean}
				* @default true
				*/
				this.colorWrite = true;
				/**
				* Override the renderer's default precision for this material.
				*
				* @type {?('highp'|'mediump'|'lowp')}
				* @default null
				*/
				this.precision = null;
				/**
				* Whether to use polygon offset or not. When enabled, each fragment's depth value will
				* be offset after it is interpolated from the depth values of the appropriate vertices.
				* The offset is added before the depth test is performed and before the value is written
				* into the depth buffer.
				*
				* Can be useful for rendering hidden-line images, for applying decals to surfaces, and for
				* rendering solids with highlighted edges.
				*
				* @type {boolean}
				* @default false
				*/
				this.polygonOffset = false;
				/**
				* Specifies a scale factor that is used to create a variable depth offset for each polygon.
				*
				* @type {number}
				* @default 0
				*/
				this.polygonOffsetFactor = 0;
				/**
				* Is multiplied by an implementation-specific value to create a constant depth offset.
				*
				* @type {number}
				* @default 0
				*/
				this.polygonOffsetUnits = 0;
				/**
				* Whether to apply dithering to the color to remove the appearance of banding.
				*
				* @type {boolean}
				* @default false
				*/
				this.dithering = false;
				/**
				* Whether alpha to coverage should be enabled or not. Can only be used with MSAA-enabled contexts
				* (meaning when the renderer was created with *antialias* parameter set to `true`). Enabling this
				* will smooth aliasing on clip plane edges and alphaTest-clipped edges.
				*
				* @type {boolean}
				* @default false
				*/
				this.alphaToCoverage = false;
				/**
				* Whether to premultiply the alpha (transparency) value.
				*
				* @type {boolean}
				* @default false
				*/
				this.premultipliedAlpha = false;
				/**
				* Whether double-sided, transparent objects should be rendered with a single pass or not.
				*
				* The engine renders double-sided, transparent objects with two draw calls (back faces first,
				* then front faces) to mitigate transparency artifacts. There are scenarios however where this
				* approach produces no quality gains but still doubles draw calls e.g. when rendering flat
				* vegetation like grass sprites. In these cases, set the `forceSinglePass` flag to `true` to
				* disable the two pass rendering to avoid performance issues.
				*
				* @type {boolean}
				* @default false
				*/
				this.forceSinglePass = false;
				/**
				* Whether it's possible to override the material with {@link Scene#overrideMaterial} or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.allowOverride = true;
				/**
				* Defines whether 3D objects using this material are visible.
				*
				* @type {boolean}
				* @default true
				*/
				this.visible = true;
				/**
				* Defines whether this material is tone mapped according to the renderer's tone mapping setting.
				*
				* It is ignored when rendering to a render target or using post processing or when using
				* `WebGPURenderer`. In all these cases, all materials are honored by tone mapping.
				*
				* @type {boolean}
				* @default true
				*/
				this.toneMapped = true;
				/**
				* An object that can be used to store custom data about the Material. It
				* should not hold references to functions as these will not be cloned.
				*
				* @type {Object}
				*/
				this.userData = {};
				/**
				* This starts at `0` and counts how many times {@link Material#needsUpdate} is set to `true`.
				*
				* @type {number}
				* @readonly
				* @default 0
				*/
				this.version = 0;
				this._alphaTest = 0;
			}
			/**
			* Sets the alpha value to be used when running an alpha test. The material
			* will not be rendered if the opacity is lower than this value.
			*
			* @type {number}
			* @readonly
			* @default 0
			*/
			get alphaTest() {
				return this._alphaTest;
			}
			set alphaTest(value) {
				if (this._alphaTest > 0 !== value > 0) this.version++;
				this._alphaTest = value;
			}
			/**
			* An optional callback that is executed immediately before the material is used to render a 3D object.
			*
			* This method can only be used when rendering with {@link WebGLRenderer}.
			*
			* @param {WebGLRenderer} renderer - The renderer.
			* @param {Scene} scene - The scene.
			* @param {Camera} camera - The camera that is used to render the scene.
			* @param {BufferGeometry} geometry - The 3D object's geometry.
			* @param {Object3D} object - The 3D object.
			* @param {Object} group - The geometry group data.
			*/
			onBeforeRender() {}
			/**
			* An optional callback that is executed immediately before the shader
			* program is compiled. This function is called with the shader source code
			* as a parameter. Useful for the modification of built-in materials.
			*
			* This method can only be used when rendering with {@link WebGLRenderer}. The
			* recommended approach when customizing materials is to use `WebGPURenderer` with the new
			* Node Material system and [TSL](https://github.com/mrdoob/three.js/wiki/Three.js-Shading-Language).
			*
			* @param {{vertexShader:string,fragmentShader:string,uniforms:Object}} shaderobject - The object holds the uniforms and the vertex and fragment shader source.
			* @param {WebGLRenderer} renderer - A reference to the renderer.
			*/
			onBeforeCompile() {}
			/**
			* In case {@link Material#onBeforeCompile} is used, this callback can be used to identify
			* values of settings used in `onBeforeCompile()`, so three.js can reuse a cached
			* shader or recompile the shader for this material as needed.
			*
			* This method can only be used when rendering with {@link WebGLRenderer}.
			*
			* @return {string} The custom program cache key.
			*/
			customProgramCacheKey() {
				return this.onBeforeCompile.toString();
			}
			/**
			* This method can be used to set default values from parameter objects.
			* It is a generic implementation so it can be used with different types
			* of materials.
			*
			* @param {Object} [values] - The material values to set.
			*/
			setValues(values) {
				if (values === void 0) return;
				for (const key in values) {
					const newValue = values[key];
					if (newValue === void 0) {
						warn(`Material: parameter '${key}' has value of undefined.`);
						continue;
					}
					const currentValue = this[key];
					if (currentValue === void 0) {
						warn(`Material: '${key}' is not a property of THREE.${this.type}.`);
						continue;
					}
					if (currentValue && currentValue.isColor) currentValue.set(newValue);
					else if (currentValue && currentValue.isVector2 && newValue && newValue.isVector2 || currentValue && currentValue.isEuler && newValue && newValue.isEuler || currentValue && currentValue.isVector3 && newValue && newValue.isVector3) currentValue.copy(newValue);
					else this[key] = newValue;
				}
			}
			/**
			* Serializes the material into JSON.
			*
			* @param {?(Object|string)} meta - An optional value holding meta information about the serialization.
			* @return {Object} A JSON object representing the serialized material.
			* @see {@link ObjectLoader#parse}
			*/
			toJSON(meta) {
				const isRootObject = meta === void 0 || typeof meta === "string";
				if (isRootObject) meta = {
					textures: {},
					images: {}
				};
				const data = { metadata: {
					version: 4.7,
					type: "Material",
					generator: "Material.toJSON"
				} };
				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 !== void 0) data.roughness = this.roughness;
				if (this.metalness !== void 0) data.metalness = this.metalness;
				if (this.sheen !== void 0) data.sheen = this.sheen;
				if (this.sheenColor && this.sheenColor.isColor) data.sheenColor = this.sheenColor.getHex();
				if (this.sheenRoughness !== void 0) data.sheenRoughness = this.sheenRoughness;
				if (this.emissive && this.emissive.isColor) data.emissive = this.emissive.getHex();
				if (this.emissiveIntensity !== void 0 && this.emissiveIntensity !== 1) data.emissiveIntensity = this.emissiveIntensity;
				if (this.specular && this.specular.isColor) data.specular = this.specular.getHex();
				if (this.specularIntensity !== void 0) data.specularIntensity = this.specularIntensity;
				if (this.specularColor && this.specularColor.isColor) data.specularColor = this.specularColor.getHex();
				if (this.shininess !== void 0) data.shininess = this.shininess;
				if (this.clearcoat !== void 0) data.clearcoat = this.clearcoat;
				if (this.clearcoatRoughness !== void 0) data.clearcoatRoughness = this.clearcoatRoughness;
				if (this.clearcoatMap && this.clearcoatMap.isTexture) data.clearcoatMap = this.clearcoatMap.toJSON(meta).uuid;
				if (this.clearcoatRoughnessMap && this.clearcoatRoughnessMap.isTexture) data.clearcoatRoughnessMap = this.clearcoatRoughnessMap.toJSON(meta).uuid;
				if (this.clearcoatNormalMap && this.clearcoatNormalMap.isTexture) {
					data.clearcoatNormalMap = this.clearcoatNormalMap.toJSON(meta).uuid;
					data.clearcoatNormalScale = this.clearcoatNormalScale.toArray();
				}
				if (this.sheenColorMap && this.sheenColorMap.isTexture) data.sheenColorMap = this.sheenColorMap.toJSON(meta).uuid;
				if (this.sheenRoughnessMap && this.sheenRoughnessMap.isTexture) data.sheenRoughnessMap = this.sheenRoughnessMap.toJSON(meta).uuid;
				if (this.dispersion !== void 0) data.dispersion = this.dispersion;
				if (this.iridescence !== void 0) data.iridescence = this.iridescence;
				if (this.iridescenceIOR !== void 0) data.iridescenceIOR = this.iridescenceIOR;
				if (this.iridescenceThicknessRange !== void 0) data.iridescenceThicknessRange = this.iridescenceThicknessRange;
				if (this.iridescenceMap && this.iridescenceMap.isTexture) data.iridescenceMap = this.iridescenceMap.toJSON(meta).uuid;
				if (this.iridescenceThicknessMap && this.iridescenceThicknessMap.isTexture) data.iridescenceThicknessMap = this.iridescenceThicknessMap.toJSON(meta).uuid;
				if (this.anisotropy !== void 0) data.anisotropy = this.anisotropy;
				if (this.anisotropyRotation !== void 0) data.anisotropyRotation = this.anisotropyRotation;
				if (this.anisotropyMap && this.anisotropyMap.isTexture) data.anisotropyMap = this.anisotropyMap.toJSON(meta).uuid;
				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;
					data.lightMapIntensity = this.lightMapIntensity;
				}
				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.specularIntensityMap && this.specularIntensityMap.isTexture) data.specularIntensityMap = this.specularIntensityMap.toJSON(meta).uuid;
				if (this.specularColorMap && this.specularColorMap.isTexture) data.specularColorMap = this.specularColorMap.toJSON(meta).uuid;
				if (this.envMap && this.envMap.isTexture) {
					data.envMap = this.envMap.toJSON(meta).uuid;
					if (this.combine !== void 0) data.combine = this.combine;
				}
				if (this.envMapRotation !== void 0) data.envMapRotation = this.envMapRotation.toArray();
				if (this.envMapIntensity !== void 0) data.envMapIntensity = this.envMapIntensity;
				if (this.reflectivity !== void 0) data.reflectivity = this.reflectivity;
				if (this.refractionRatio !== void 0) data.refractionRatio = this.refractionRatio;
				if (this.gradientMap && this.gradientMap.isTexture) data.gradientMap = this.gradientMap.toJSON(meta).uuid;
				if (this.transmission !== void 0) data.transmission = this.transmission;
				if (this.transmissionMap && this.transmissionMap.isTexture) data.transmissionMap = this.transmissionMap.toJSON(meta).uuid;
				if (this.thickness !== void 0) data.thickness = this.thickness;
				if (this.thicknessMap && this.thicknessMap.isTexture) data.thicknessMap = this.thicknessMap.toJSON(meta).uuid;
				if (this.attenuationDistance !== void 0 && this.attenuationDistance !== Infinity) data.attenuationDistance = this.attenuationDistance;
				if (this.attenuationColor !== void 0) data.attenuationColor = this.attenuationColor.getHex();
				if (this.size !== void 0) data.size = this.size;
				if (this.shadowSide !== null) data.shadowSide = this.shadowSide;
				if (this.sizeAttenuation !== void 0) data.sizeAttenuation = this.sizeAttenuation;
				if (this.blending !== 1) data.blending = this.blending;
				if (this.side !== 0) data.side = this.side;
				if (this.vertexColors === true) data.vertexColors = true;
				if (this.opacity < 1) data.opacity = this.opacity;
				if (this.transparent === true) data.transparent = true;
				if (this.blendSrc !== 204) data.blendSrc = this.blendSrc;
				if (this.blendDst !== 205) data.blendDst = this.blendDst;
				if (this.blendEquation !== 100) data.blendEquation = this.blendEquation;
				if (this.blendSrcAlpha !== null) data.blendSrcAlpha = this.blendSrcAlpha;
				if (this.blendDstAlpha !== null) data.blendDstAlpha = this.blendDstAlpha;
				if (this.blendEquationAlpha !== null) data.blendEquationAlpha = this.blendEquationAlpha;
				if (this.blendColor && this.blendColor.isColor) data.blendColor = this.blendColor.getHex();
				if (this.blendAlpha !== 0) data.blendAlpha = this.blendAlpha;
				if (this.depthFunc !== 3) data.depthFunc = this.depthFunc;
				if (this.depthTest === false) data.depthTest = this.depthTest;
				if (this.depthWrite === false) data.depthWrite = this.depthWrite;
				if (this.colorWrite === false) data.colorWrite = this.colorWrite;
				if (this.stencilWriteMask !== 255) data.stencilWriteMask = this.stencilWriteMask;
				if (this.stencilFunc !== 519) data.stencilFunc = this.stencilFunc;
				if (this.stencilRef !== 0) data.stencilRef = this.stencilRef;
				if (this.stencilFuncMask !== 255) data.stencilFuncMask = this.stencilFuncMask;
				if (this.stencilFail !== 7680) data.stencilFail = this.stencilFail;
				if (this.stencilZFail !== 7680) data.stencilZFail = this.stencilZFail;
				if (this.stencilZPass !== 7680) data.stencilZPass = this.stencilZPass;
				if (this.stencilWrite === true) data.stencilWrite = this.stencilWrite;
				if (this.rotation !== void 0 && 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 !== void 0 && this.linewidth !== 1) data.linewidth = this.linewidth;
				if (this.dashSize !== void 0) data.dashSize = this.dashSize;
				if (this.gapSize !== void 0) data.gapSize = this.gapSize;
				if (this.scale !== void 0) data.scale = this.scale;
				if (this.dithering === true) data.dithering = true;
				if (this.alphaTest > 0) data.alphaTest = this.alphaTest;
				if (this.alphaHash === true) data.alphaHash = true;
				if (this.alphaToCoverage === true) data.alphaToCoverage = true;
				if (this.premultipliedAlpha === true) data.premultipliedAlpha = true;
				if (this.forceSinglePass === true) data.forceSinglePass = true;
				if (this.allowOverride === false) data.allowOverride = false;
				if (this.wireframe === true) data.wireframe = true;
				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.flatShading === true) data.flatShading = true;
				if (this.visible === false) data.visible = false;
				if (this.toneMapped === false) data.toneMapped = false;
				if (this.fog === false) data.fog = false;
				if (Object.keys(this.userData).length > 0) data.userData = this.userData;
				function extractFromCache(cache) {
					const values = [];
					for (const key in cache) {
						const data = cache[key];
						delete data.metadata;
						values.push(data);
					}
					return values;
				}
				if (isRootObject) {
					const textures = extractFromCache(meta.textures);
					const images = extractFromCache(meta.images);
					if (textures.length > 0) data.textures = textures;
					if (images.length > 0) data.images = images;
				}
				return data;
			}
			/**
			* Deserializes the material from the given JSON.
			*
			* @param {Object} json - The JSON holding the serialized material.
			* @param {Object<string,Texture>} textures - A dictionary holding textures referenced by the material.
			* @return {Material} A reference to this material.
			*/
			fromJSON(json, textures) {
				if (json.uuid !== void 0) this.uuid = json.uuid;
				if (json.name !== void 0) this.name = json.name;
				if (json.color !== void 0 && this.color !== void 0) this.color.setHex(json.color);
				if (json.roughness !== void 0) this.roughness = json.roughness;
				if (json.metalness !== void 0) this.metalness = json.metalness;
				if (json.sheen !== void 0) this.sheen = json.sheen;
				if (json.sheenColor !== void 0) this.sheenColor = new Color().setHex(json.sheenColor);
				if (json.sheenRoughness !== void 0) this.sheenRoughness = json.sheenRoughness;
				if (json.emissive !== void 0 && this.emissive !== void 0) this.emissive.setHex(json.emissive);
				if (json.specular !== void 0 && this.specular !== void 0) this.specular.setHex(json.specular);
				if (json.specularIntensity !== void 0) this.specularIntensity = json.specularIntensity;
				if (json.specularColor !== void 0 && this.specularColor !== void 0) this.specularColor.setHex(json.specularColor);
				if (json.shininess !== void 0) this.shininess = json.shininess;
				if (json.clearcoat !== void 0) this.clearcoat = json.clearcoat;
				if (json.clearcoatRoughness !== void 0) this.clearcoatRoughness = json.clearcoatRoughness;
				if (json.dispersion !== void 0) this.dispersion = json.dispersion;
				if (json.iridescence !== void 0) this.iridescence = json.iridescence;
				if (json.iridescenceIOR !== void 0) this.iridescenceIOR = json.iridescenceIOR;
				if (json.iridescenceThicknessRange !== void 0) this.iridescenceThicknessRange = json.iridescenceThicknessRange;
				if (json.transmission !== void 0) this.transmission = json.transmission;
				if (json.thickness !== void 0) this.thickness = json.thickness;
				if (json.attenuationDistance !== void 0) this.attenuationDistance = json.attenuationDistance;
				if (json.attenuationColor !== void 0 && this.attenuationColor !== void 0) this.attenuationColor.setHex(json.attenuationColor);
				if (json.anisotropy !== void 0) this.anisotropy = json.anisotropy;
				if (json.anisotropyRotation !== void 0) this.anisotropyRotation = json.anisotropyRotation;
				if (json.fog !== void 0) this.fog = json.fog;
				if (json.flatShading !== void 0) this.flatShading = json.flatShading;
				if (json.blending !== void 0) this.blending = json.blending;
				if (json.combine !== void 0) this.combine = json.combine;
				if (json.side !== void 0) this.side = json.side;
				if (json.shadowSide !== void 0) this.shadowSide = json.shadowSide;
				if (json.opacity !== void 0) this.opacity = json.opacity;
				if (json.transparent !== void 0) this.transparent = json.transparent;
				if (json.alphaTest !== void 0) this.alphaTest = json.alphaTest;
				if (json.alphaHash !== void 0) this.alphaHash = json.alphaHash;
				if (json.depthFunc !== void 0) this.depthFunc = json.depthFunc;
				if (json.depthTest !== void 0) this.depthTest = json.depthTest;
				if (json.depthWrite !== void 0) this.depthWrite = json.depthWrite;
				if (json.colorWrite !== void 0) this.colorWrite = json.colorWrite;
				if (json.blendSrc !== void 0) this.blendSrc = json.blendSrc;
				if (json.blendDst !== void 0) this.blendDst = json.blendDst;
				if (json.blendEquation !== void 0) this.blendEquation = json.blendEquation;
				if (json.blendSrcAlpha !== void 0) this.blendSrcAlpha = json.blendSrcAlpha;
				if (json.blendDstAlpha !== void 0) this.blendDstAlpha = json.blendDstAlpha;
				if (json.blendEquationAlpha !== void 0) this.blendEquationAlpha = json.blendEquationAlpha;
				if (json.blendColor !== void 0 && this.blendColor !== void 0) this.blendColor.setHex(json.blendColor);
				if (json.blendAlpha !== void 0) this.blendAlpha = json.blendAlpha;
				if (json.stencilWriteMask !== void 0) this.stencilWriteMask = json.stencilWriteMask;
				if (json.stencilFunc !== void 0) this.stencilFunc = json.stencilFunc;
				if (json.stencilRef !== void 0) this.stencilRef = json.stencilRef;
				if (json.stencilFuncMask !== void 0) this.stencilFuncMask = json.stencilFuncMask;
				if (json.stencilFail !== void 0) this.stencilFail = json.stencilFail;
				if (json.stencilZFail !== void 0) this.stencilZFail = json.stencilZFail;
				if (json.stencilZPass !== void 0) this.stencilZPass = json.stencilZPass;
				if (json.stencilWrite !== void 0) this.stencilWrite = json.stencilWrite;
				if (json.wireframe !== void 0) this.wireframe = json.wireframe;
				if (json.wireframeLinewidth !== void 0) this.wireframeLinewidth = json.wireframeLinewidth;
				if (json.wireframeLinecap !== void 0) this.wireframeLinecap = json.wireframeLinecap;
				if (json.wireframeLinejoin !== void 0) this.wireframeLinejoin = json.wireframeLinejoin;
				if (json.rotation !== void 0) this.rotation = json.rotation;
				if (json.linewidth !== void 0) this.linewidth = json.linewidth;
				if (json.dashSize !== void 0) this.dashSize = json.dashSize;
				if (json.gapSize !== void 0) this.gapSize = json.gapSize;
				if (json.scale !== void 0) this.scale = json.scale;
				if (json.polygonOffset !== void 0) this.polygonOffset = json.polygonOffset;
				if (json.polygonOffsetFactor !== void 0) this.polygonOffsetFactor = json.polygonOffsetFactor;
				if (json.polygonOffsetUnits !== void 0) this.polygonOffsetUnits = json.polygonOffsetUnits;
				if (json.dithering !== void 0) this.dithering = json.dithering;
				if (json.alphaToCoverage !== void 0) this.alphaToCoverage = json.alphaToCoverage;
				if (json.premultipliedAlpha !== void 0) this.premultipliedAlpha = json.premultipliedAlpha;
				if (json.forceSinglePass !== void 0) this.forceSinglePass = json.forceSinglePass;
				if (json.allowOverride !== void 0) this.allowOverride = json.allowOverride;
				if (json.visible !== void 0) this.visible = json.visible;
				if (json.toneMapped !== void 0) this.toneMapped = json.toneMapped;
				if (json.userData !== void 0) this.userData = json.userData;
				if (json.vertexColors !== void 0) if (typeof json.vertexColors === "number") this.vertexColors = json.vertexColors > 0;
				else this.vertexColors = json.vertexColors;
				if (json.size !== void 0) this.size = json.size;
				if (json.sizeAttenuation !== void 0) this.sizeAttenuation = json.sizeAttenuation;
				if (json.map !== void 0) this.map = textures[json.map] || null;
				if (json.matcap !== void 0) this.matcap = textures[json.matcap] || null;
				if (json.alphaMap !== void 0) this.alphaMap = textures[json.alphaMap] || null;
				if (json.bumpMap !== void 0) this.bumpMap = textures[json.bumpMap] || null;
				if (json.bumpScale !== void 0) this.bumpScale = json.bumpScale;
				if (json.normalMap !== void 0) this.normalMap = textures[json.normalMap] || null;
				if (json.normalMapType !== void 0) this.normalMapType = json.normalMapType;
				if (json.normalScale !== void 0) {
					let normalScale = json.normalScale;
					if (Array.isArray(normalScale) === false) normalScale = [normalScale, normalScale];
					this.normalScale = new Vector2().fromArray(normalScale);
				}
				if (json.displacementMap !== void 0) this.displacementMap = textures[json.displacementMap] || null;
				if (json.displacementScale !== void 0) this.displacementScale = json.displacementScale;
				if (json.displacementBias !== void 0) this.displacementBias = json.displacementBias;
				if (json.roughnessMap !== void 0) this.roughnessMap = textures[json.roughnessMap] || null;
				if (json.metalnessMap !== void 0) this.metalnessMap = textures[json.metalnessMap] || null;
				if (json.emissiveMap !== void 0) this.emissiveMap = textures[json.emissiveMap] || null;
				if (json.emissiveIntensity !== void 0) this.emissiveIntensity = json.emissiveIntensity;
				if (json.specularMap !== void 0) this.specularMap = textures[json.specularMap] || null;
				if (json.specularIntensityMap !== void 0) this.specularIntensityMap = textures[json.specularIntensityMap] || null;
				if (json.specularColorMap !== void 0) this.specularColorMap = textures[json.specularColorMap] || null;
				if (json.envMap !== void 0) this.envMap = textures[json.envMap] || null;
				if (json.envMapRotation !== void 0) this.envMapRotation.fromArray(json.envMapRotation);
				if (json.envMapIntensity !== void 0) this.envMapIntensity = json.envMapIntensity;
				if (json.reflectivity !== void 0) this.reflectivity = json.reflectivity;
				if (json.refractionRatio !== void 0) this.refractionRatio = json.refractionRatio;
				if (json.lightMap !== void 0) this.lightMap = textures[json.lightMap] || null;
				if (json.lightMapIntensity !== void 0) this.lightMapIntensity = json.lightMapIntensity;
				if (json.aoMap !== void 0) this.aoMap = textures[json.aoMap] || null;
				if (json.aoMapIntensity !== void 0) this.aoMapIntensity = json.aoMapIntensity;
				if (json.gradientMap !== void 0) this.gradientMap = textures[json.gradientMap] || null;
				if (json.clearcoatMap !== void 0) this.clearcoatMap = textures[json.clearcoatMap] || null;
				if (json.clearcoatRoughnessMap !== void 0) this.clearcoatRoughnessMap = textures[json.clearcoatRoughnessMap] || null;
				if (json.clearcoatNormalMap !== void 0) this.clearcoatNormalMap = textures[json.clearcoatNormalMap] || null;
				if (json.clearcoatNormalScale !== void 0) this.clearcoatNormalScale = new Vector2().fromArray(json.clearcoatNormalScale);
				if (json.iridescenceMap !== void 0) this.iridescenceMap = textures[json.iridescenceMap] || null;
				if (json.iridescenceThicknessMap !== void 0) this.iridescenceThicknessMap = textures[json.iridescenceThicknessMap] || null;
				if (json.transmissionMap !== void 0) this.transmissionMap = textures[json.transmissionMap] || null;
				if (json.thicknessMap !== void 0) this.thicknessMap = textures[json.thicknessMap] || null;
				if (json.anisotropyMap !== void 0) this.anisotropyMap = textures[json.anisotropyMap] || null;
				if (json.sheenColorMap !== void 0) this.sheenColorMap = textures[json.sheenColorMap] || null;
				if (json.sheenRoughnessMap !== void 0) this.sheenRoughnessMap = textures[json.sheenRoughnessMap] || null;
				return this;
			}
			/**
			* Returns a new material with copied values from this instance.
			*
			* @return {Material} A clone of this instance.
			*/
			clone() {
				return new this.constructor().copy(this);
			}
			/**
			* Copies the values of the given material to this instance.
			*
			* @param {Material} source - The material to copy.
			* @return {Material} A reference to this instance.
			*/
			copy(source) {
				this.name = source.name;
				this.blending = source.blending;
				this.side = source.side;
				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.blendColor.copy(source.blendColor);
				this.blendAlpha = source.blendAlpha;
				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;
				const srcPlanes = source.clippingPlanes;
				let dstPlanes = null;
				if (srcPlanes !== null) {
					const n = srcPlanes.length;
					dstPlanes = new Array(n);
					for (let 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.alphaHash = source.alphaHash;
				this.alphaToCoverage = source.alphaToCoverage;
				this.premultipliedAlpha = source.premultipliedAlpha;
				this.forceSinglePass = source.forceSinglePass;
				this.allowOverride = source.allowOverride;
				this.visible = source.visible;
				this.toneMapped = source.toneMapped;
				this.userData = JSON.parse(JSON.stringify(source.userData));
				return this;
			}
			/**
			* Frees the GPU-related resources allocated by this instance. Call this
			* method whenever this instance is no longer used in your app.
			*
			* @fires Material#dispose
			*/
			dispose() {
				/**
				* Fires when the material has been disposed of.
				*
				* @event Material#dispose
				* @type {Object}
				*/
				this.dispatchEvent({ type: "dispose" });
			}
			/**
			* Setting this property to `true` indicates the engine the material
			* needs to be recompiled.
			*
			* @type {boolean}
			* @default false
			* @param {boolean} value
			*/
			set needsUpdate(value) {
				if (value === true) this.version++;
			}
		};
		SpriteMaterial = class extends Material {
			/**
			* Constructs a new sprite material.
			*
			* @param {Object} [parameters] - An object with one or more properties
			* defining the material's appearance. Any property of the material
			* (including any property from inherited materials) can be passed
			* in here. Color values can be passed any type of value accepted
			* by {@link Color#set}.
			*/
			constructor(parameters) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isSpriteMaterial = true;
				this.type = "SpriteMaterial";
				/**
				* Color of the material.
				*
				* @type {Color}
				* @default (1,1,1)
				*/
				this.color = new Color(16777215);
				/**
				* The color map. May optionally include an alpha channel, typically combined
				* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
				* color is modulated by the diffuse `color`.
				*
				* `map` represents color data, and the texture must be assigned a
				* {@link Texture#colorSpace}. Most `map` textures set
				* `texture.colorSpace = SRGBColorSpace`.
				*
				* @type {?Texture}
				* @default null
				*/
				this.map = null;
				/**
				* The alpha map is a grayscale texture that controls the opacity across the
				* surface (black: fully transparent; white: fully opaque).
				*
				* Only the color of the texture is used, ignoring the alpha channel if one
				* exists. For RGB and RGBA textures, the renderer will use the green channel
				* when sampling this texture due to the extra bit of precision provided for
				* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
				* luminance/alpha textures will also still work as expected.
				*
				* `alphaMap` represents non-color data. Any texture assigned must have
				* `texture.colorSpace = NoColorSpace` (default).
				*
				* @type {?Texture}
				* @default null
				*/
				this.alphaMap = null;
				/**
				* The rotation of the sprite in radians.
				*
				* @type {number}
				* @default 0
				*/
				this.rotation = 0;
				/**
				* Specifies whether size of the sprite is attenuated by the camera depth (perspective camera only).
				*
				* @type {boolean}
				* @default true
				*/
				this.sizeAttenuation = true;
				/**
				* Overwritten since sprite materials are transparent
				* by default.
				*
				* @type {boolean}
				* @default true
				*/
				this.transparent = true;
				/**
				* Whether the material is affected by fog or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.fog = true;
				this.setValues(parameters);
			}
			copy(source) {
				super.copy(source);
				this.color.copy(source.color);
				this.map = source.map;
				this.alphaMap = source.alphaMap;
				this.rotation = source.rotation;
				this.sizeAttenuation = source.sizeAttenuation;
				this.fog = source.fog;
				return this;
			}
		};
		_intersectPoint = /*@__PURE__*/ new Vector3();
		_worldScale = /*@__PURE__*/ new Vector3();
		_mvPosition = /*@__PURE__*/ new Vector3();
		_alignedPosition = /*@__PURE__*/ new Vector2();
		_rotatedPosition = /*@__PURE__*/ new Vector2();
		_viewWorldMatrix = /*@__PURE__*/ new Matrix4();
		_vA$1 = /*@__PURE__*/ new Vector3();
		_vB$1 = /*@__PURE__*/ new Vector3();
		_vC$1 = /*@__PURE__*/ new Vector3();
		_uvA = /*@__PURE__*/ new Vector2();
		_uvB = /*@__PURE__*/ new Vector2();
		_uvC = /*@__PURE__*/ new Vector2();
		Sprite = class extends Object3D {
			/**
			* Constructs a new sprite.
			*
			* @param {(SpriteMaterial|SpriteNodeMaterial)} [material] - The sprite material.
			*/
			constructor(material = new SpriteMaterial()) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isSprite = true;
				this.type = "Sprite";
				if (_geometry === void 0) {
					_geometry = new BufferGeometry();
					const float32Array = new Float32Array([
						-.5,
						-.5,
						0,
						0,
						0,
						.5,
						-.5,
						0,
						1,
						0,
						.5,
						.5,
						0,
						1,
						1,
						-.5,
						.5,
						0,
						0,
						1
					]);
					const 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));
				}
				/**
				* The sprite geometry.
				*
				* @type {BufferGeometry}
				*/
				this.geometry = _geometry;
				/**
				* The sprite material.
				*
				* @type {(SpriteMaterial|SpriteNodeMaterial)}
				*/
				this.material = material;
				/**
				* The sprite's anchor point, and the point around which the sprite rotates.
				* A value of `(0.5, 0.5)` corresponds to the midpoint of the sprite. A value
				* of `(0, 0)` corresponds to the lower left corner of the sprite.
				*
				* @type {Vector2}
				* @default (0.5,0.5)
				*/
				this.center = new Vector2(.5, .5);
				/**
				* The number of instances of this sprite.
				* Can only be used with {@link WebGPURenderer}.
				*
				* @type {number}
				* @default 1
				*/
				this.count = 1;
			}
			/**
			* Computes intersection points between a casted ray and this sprite.
			*
			* @param {Raycaster} raycaster - The raycaster.
			* @param {Array<Object>} intersects - The target array that holds the intersection points.
			*/
			raycast(raycaster, intersects) {
				if (raycaster.camera === null) error("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);
				const rotation = this.material.rotation;
				let sin, cos;
				if (rotation !== 0) {
					cos = Math.cos(rotation);
					sin = Math.sin(rotation);
				}
				const center = this.center;
				transformVertex(_vA$1.set(-.5, -.5, 0), _mvPosition, center, _worldScale, sin, cos);
				transformVertex(_vB$1.set(.5, -.5, 0), _mvPosition, center, _worldScale, sin, cos);
				transformVertex(_vC$1.set(.5, .5, 0), _mvPosition, center, _worldScale, sin, cos);
				_uvA.set(0, 0);
				_uvB.set(1, 0);
				_uvC.set(1, 1);
				let intersect = raycaster.ray.intersectTriangle(_vA$1, _vB$1, _vC$1, false, _intersectPoint);
				if (intersect === null) {
					transformVertex(_vB$1.set(-.5, .5, 0), _mvPosition, center, _worldScale, sin, cos);
					_uvB.set(0, 1);
					intersect = raycaster.ray.intersectTriangle(_vA$1, _vC$1, _vB$1, false, _intersectPoint);
					if (intersect === null) return;
				}
				const distance = raycaster.ray.origin.distanceTo(_intersectPoint);
				if (distance < raycaster.near || distance > raycaster.far) return;
				intersects.push({
					distance,
					point: _intersectPoint.clone(),
					uv: Triangle.getInterpolation(_intersectPoint, _vA$1, _vB$1, _vC$1, _uvA, _uvB, _uvC, new Vector2()),
					face: null,
					object: this
				});
			}
			copy(source, recursive) {
				super.copy(source, recursive);
				if (source.center !== void 0) this.center.copy(source.center);
				this.material = source.material;
				return this;
			}
		};
		_vector$7 = /*@__PURE__*/ new Vector3();
		_segCenter = /*@__PURE__*/ new Vector3();
		_segDir = /*@__PURE__*/ new Vector3();
		_diff = /*@__PURE__*/ new Vector3();
		_edge1 = /*@__PURE__*/ new Vector3();
		_edge2 = /*@__PURE__*/ new Vector3();
		_normal$1 = /*@__PURE__*/ new Vector3();
		Ray = class {
			/**
			* Constructs a new ray.
			*
			* @param {Vector3} [origin=(0,0,0)] - The origin of the ray.
			* @param {Vector3} [direction=(0,0,-1)] - The (normalized) direction of the ray.
			*/
			constructor(origin = new Vector3(), direction = new Vector3(0, 0, -1)) {
				/**
				* The origin of the ray.
				*
				* @type {Vector3}
				*/
				this.origin = origin;
				/**
				* The (normalized) direction of the ray.
				*
				* @type {Vector3}
				*/
				this.direction = direction;
			}
			/**
			* Sets the ray's components by copying the given values.
			*
			* @param {Vector3} origin - The origin.
			* @param {Vector3} direction - The direction.
			* @return {Ray} A reference to this ray.
			*/
			set(origin, direction) {
				this.origin.copy(origin);
				this.direction.copy(direction);
				return this;
			}
			/**
			* Copies the values of the given ray to this instance.
			*
			* @param {Ray} ray - The ray to copy.
			* @return {Ray} A reference to this ray.
			*/
			copy(ray) {
				this.origin.copy(ray.origin);
				this.direction.copy(ray.direction);
				return this;
			}
			/**
			* Returns a vector that is located at a given distance along this ray.
			*
			* @param {number} t - The distance along the ray to retrieve a position for.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} A position on the ray.
			*/
			at(t, target) {
				return target.copy(this.origin).addScaledVector(this.direction, t);
			}
			/**
			* Adjusts the direction of the ray to point at the given vector in world space.
			*
			* @param {Vector3} v - The target position.
			* @return {Ray} A reference to this ray.
			*/
			lookAt(v) {
				this.direction.copy(v).sub(this.origin).normalize();
				return this;
			}
			/**
			* Shift the origin of this ray along its direction by the given distance.
			*
			* @param {number} t - The distance along the ray to interpolate.
			* @return {Ray} A reference to this ray.
			*/
			recast(t) {
				this.origin.copy(this.at(t, _vector$7));
				return this;
			}
			/**
			* Returns the point along this ray that is closest to the given point.
			*
			* @param {Vector3} point - A point in 3D space to get the closet location on the ray for.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The closest point on this ray.
			*/
			closestPointToPoint(point, target) {
				target.subVectors(point, this.origin);
				const directionDistance = target.dot(this.direction);
				if (directionDistance < 0) return target.copy(this.origin);
				return target.copy(this.origin).addScaledVector(this.direction, directionDistance);
			}
			/**
			* Returns the distance of the closest approach between this ray and the given point.
			*
			* @param {Vector3} point - A point in 3D space to compute the distance to.
			* @return {number} The distance.
			*/
			distanceToPoint(point) {
				return Math.sqrt(this.distanceSqToPoint(point));
			}
			/**
			* Returns the squared distance of the closest approach between this ray and the given point.
			*
			* @param {Vector3} point - A point in 3D space to compute the distance to.
			* @return {number} The squared distance.
			*/
			distanceSqToPoint(point) {
				const directionDistance = _vector$7.subVectors(point, this.origin).dot(this.direction);
				if (directionDistance < 0) return this.origin.distanceToSquared(point);
				_vector$7.copy(this.origin).addScaledVector(this.direction, directionDistance);
				return _vector$7.distanceToSquared(point);
			}
			/**
			* Returns the squared distance between this ray and the given line segment.
			*
			* @param {Vector3} v0 - The start point of the line segment.
			* @param {Vector3} v1 - The end point of the line segment.
			* @param {Vector3} [optionalPointOnRay] - When provided, it receives the point on this ray that is closest to the segment.
			* @param {Vector3} [optionalPointOnSegment] - When provided, it receives the point on the line segment that is closest to this ray.
			* @return {number} The squared distance.
			*/
			distanceSqToSegment(v0, v1, optionalPointOnRay, optionalPointOnSegment) {
				_segCenter.copy(v0).add(v1).multiplyScalar(.5);
				_segDir.copy(v1).sub(v0).normalize();
				_diff.copy(this.origin).sub(_segCenter);
				const segExtent = v0.distanceTo(v1) * .5;
				const a01 = -this.direction.dot(_segDir);
				const b0 = _diff.dot(this.direction);
				const b1 = -_diff.dot(_segDir);
				const c = _diff.lengthSq();
				const det = Math.abs(1 - a01 * a01);
				let s0, s1, sqrDist, extDet;
				if (det > 0) {
					s0 = a01 * b1 - b0;
					s1 = a01 * b0 - b1;
					extDet = segExtent * det;
					if (s0 >= 0) if (s1 >= -extDet) if (s1 <= extDet) {
						const invDet = 1 / det;
						s0 *= invDet;
						s1 *= invDet;
						sqrDist = s0 * (s0 + a01 * s1 + 2 * b0) + s1 * (a01 * s0 + s1 + 2 * b1) + c;
					} else {
						s1 = segExtent;
						s0 = Math.max(0, -(a01 * s1 + b0));
						sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
					}
					else {
						s1 = -segExtent;
						s0 = Math.max(0, -(a01 * s1 + b0));
						sqrDist = -s0 * s0 + s1 * (s1 + 2 * b1) + c;
					}
					else if (s1 <= -extDet) {
						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) {
						s0 = 0;
						s1 = Math.min(Math.max(-segExtent, -b1), segExtent);
						sqrDist = s1 * (s1 + 2 * b1) + c;
					} else {
						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 {
					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.origin).addScaledVector(this.direction, s0);
				if (optionalPointOnSegment) optionalPointOnSegment.copy(_segCenter).addScaledVector(_segDir, s1);
				return sqrDist;
			}
			/**
			* Intersects this ray with the given sphere, returning the intersection
			* point or `null` if there is no intersection.
			*
			* @param {Sphere} sphere - The sphere to intersect.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {?Vector3} The intersection point.
			*/
			intersectSphere(sphere, target) {
				_vector$7.subVectors(sphere.center, this.origin);
				const tca = _vector$7.dot(this.direction);
				const d2 = _vector$7.dot(_vector$7) - tca * tca;
				const radius2 = sphere.radius * sphere.radius;
				if (d2 > radius2) return null;
				const thc = Math.sqrt(radius2 - d2);
				const t0 = tca - thc;
				const t1 = tca + thc;
				if (t1 < 0) return null;
				if (t0 < 0) return this.at(t1, target);
				return this.at(t0, target);
			}
			/**
			* Returns `true` if this ray intersects with the given sphere.
			*
			* @param {Sphere} sphere - The sphere to intersect.
			* @return {boolean} Whether this ray intersects with the given sphere or not.
			*/
			intersectsSphere(sphere) {
				if (sphere.radius < 0) return false;
				return this.distanceSqToPoint(sphere.center) <= sphere.radius * sphere.radius;
			}
			/**
			* Computes the distance from the ray's origin to the given plane. Returns `null` if the ray
			* does not intersect with the plane.
			*
			* @param {Plane} plane - The plane to compute the distance to.
			* @return {?number} Whether this ray intersects with the given sphere or not.
			*/
			distanceToPlane(plane) {
				const denominator = plane.normal.dot(this.direction);
				if (denominator === 0) {
					if (plane.distanceToPoint(this.origin) === 0) return 0;
					return null;
				}
				const t = -(this.origin.dot(plane.normal) + plane.constant) / denominator;
				return t >= 0 ? t : null;
			}
			/**
			* Intersects this ray with the given plane, returning the intersection
			* point or `null` if there is no intersection.
			*
			* @param {Plane} plane - The plane to intersect.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {?Vector3} The intersection point.
			*/
			intersectPlane(plane, target) {
				const t = this.distanceToPlane(plane);
				if (t === null) return null;
				return this.at(t, target);
			}
			/**
			* Returns `true` if this ray intersects with the given plane.
			*
			* @param {Plane} plane - The plane to intersect.
			* @return {boolean} Whether this ray intersects with the given plane or not.
			*/
			intersectsPlane(plane) {
				const distToPoint = plane.distanceToPoint(this.origin);
				if (distToPoint === 0) return true;
				if (plane.normal.dot(this.direction) * distToPoint < 0) return true;
				return false;
			}
			/**
			* Intersects this ray with the given bounding box, returning the intersection
			* point or `null` if there is no intersection.
			*
			* @param {Box3} box - The box to intersect.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {?Vector3} The intersection point.
			*/
			intersectBox(box, target) {
				let tmin, tmax, tymin, tymax, tzmin, tzmax;
				const invdirx = 1 / this.direction.x, invdiry = 1 / this.direction.y, invdirz = 1 / this.direction.z;
				const 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;
				if (tymin > tmin || isNaN(tmin)) tmin = tymin;
				if (tymax < tmax || isNaN(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;
				if (tmax < 0) return null;
				return this.at(tmin >= 0 ? tmin : tmax, target);
			}
			/**
			* Returns `true` if this ray intersects with the given box.
			*
			* @param {Box3} box - The box to intersect.
			* @return {boolean} Whether this ray intersects with the given box or not.
			*/
			intersectsBox(box) {
				return this.intersectBox(box, _vector$7) !== null;
			}
			/**
			* Intersects this ray with the given triangle, returning the intersection
			* point or `null` if there is no intersection.
			*
			* @param {Vector3} a - The first vertex of the triangle.
			* @param {Vector3} b - The second vertex of the triangle.
			* @param {Vector3} c - The third vertex of the triangle.
			* @param {boolean} backfaceCulling - Whether to use backface culling or not.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {?Vector3} The intersection point.
			*/
			intersectTriangle(a, b, c, backfaceCulling, target) {
				_edge1.subVectors(b, a);
				_edge2.subVectors(c, a);
				_normal$1.crossVectors(_edge1, _edge2);
				let DdN = this.direction.dot(_normal$1);
				let 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);
				const DdQxE2 = sign * this.direction.dot(_edge2.crossVectors(_diff, _edge2));
				if (DdQxE2 < 0) return null;
				const DdE1xQ = sign * this.direction.dot(_edge1.cross(_diff));
				if (DdE1xQ < 0) return null;
				if (DdQxE2 + DdE1xQ > DdN) return null;
				const QdN = -sign * _diff.dot(_normal$1);
				if (QdN < 0) return null;
				return this.at(QdN / DdN, target);
			}
			/**
			* Transforms this ray with the given 4x4 transformation matrix.
			*
			* @param {Matrix4} matrix4 - The transformation matrix.
			* @return {Ray} A reference to this ray.
			*/
			applyMatrix4(matrix4) {
				this.origin.applyMatrix4(matrix4);
				this.direction.transformDirection(matrix4);
				return this;
			}
			/**
			* Returns `true` if this ray is equal with the given one.
			*
			* @param {Ray} ray - The ray to test for equality.
			* @return {boolean} Whether this ray is equal with the given one.
			*/
			equals(ray) {
				return ray.origin.equals(this.origin) && ray.direction.equals(this.direction);
			}
			/**
			* Returns a new ray with copied values from this instance.
			*
			* @return {Ray} A clone of this instance.
			*/
			clone() {
				return new this.constructor().copy(this);
			}
		};
		MeshBasicMaterial = class extends Material {
			/**
			* Constructs a new mesh basic material.
			*
			* @param {Object} [parameters] - An object with one or more properties
			* defining the material's appearance. Any property of the material
			* (including any property from inherited materials) can be passed
			* in here. Color values can be passed any type of value accepted
			* by {@link Color#set}.
			*/
			constructor(parameters) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isMeshBasicMaterial = true;
				this.type = "MeshBasicMaterial";
				/**
				* Color of the material.
				*
				* @type {Color}
				* @default (1,1,1)
				*/
				this.color = new Color(16777215);
				/**
				* The color map. May optionally include an alpha channel, typically combined
				* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
				* color is modulated by the diffuse `color`.
				*
				* `map` represents color data, and the texture must be assigned a
				* {@link Texture#colorSpace}. Most `map` textures set
				* `texture.colorSpace = SRGBColorSpace`.
				*
				* @type {?Texture}
				* @default null
				*/
				this.map = null;
				/**
				* The light map. Requires a second set of UVs.
				*
				* `lightMap` represents pre-baked illuminance data, and the texture must be assigned
				* a {@link Texture#colorSpace}. Most `lightMap` textures set
				* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
				* such as `.exr` or `.hdr`.
				*
				* @type {?Texture}
				* @default null
				*/
				this.lightMap = null;
				/**
				* Intensity of the baked light.
				*
				* @type {number}
				* @default 1
				*/
				this.lightMapIntensity = 1;
				/**
				* The red channel of this texture is used as the ambient occlusion map.
				* Requires a second set of UVs.
				*
				* `aoMap` represents non-color data. Any texture assigned must have
				* `texture.colorSpace = NoColorSpace` (default).
				*
				* @type {?Texture}
				* @default null
				*/
				this.aoMap = null;
				/**
				* Intensity of the ambient occlusion effect. Range is `[0,1]`, where `0`
				* disables ambient occlusion. Where intensity is `1` and the AO map's
				* red channel is also `1`, ambient light is fully occluded on a surface.
				*
				* @type {number}
				* @default 1
				*/
				this.aoMapIntensity = 1;
				/**
				* Specular map used by the material.
				*
				* `specularMap` represents color data, and the texture must be assigned a
				* {@link Texture#colorSpace}. Most `specularMap` textures set
				* `texture.colorSpace = SRGBColorSpace`.
				*
				* @type {?Texture}
				* @default null
				*/
				this.specularMap = null;
				/**
				* The alpha map is a grayscale texture that controls the opacity across the
				* surface (black: fully transparent; white: fully opaque).
				*
				* Only the color of the texture is used, ignoring the alpha channel if one
				* exists. For RGB and RGBA textures, the renderer will use the green channel
				* when sampling this texture due to the extra bit of precision provided for
				* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
				* luminance/alpha textures will also still work as expected.
				*
				* `alphaMap` represents non-color data. Any texture assigned must have
				* `texture.colorSpace = NoColorSpace` (default).
				*
				* @type {?Texture}
				* @default null
				*/
				this.alphaMap = null;
				/**
				* The environment map.
				*
				* `envMap` represents luminance data, and the texture must be assigned
				* a {@link Texture#colorSpace}. Most `envMap` textures set
				* `texture.colorSpace = LinearSRGBColorSpace` and use float-type formats
				* such as `.exr` or `.hdr`.
				*
				* @type {?Texture}
				* @default null
				*/
				this.envMap = null;
				/**
				* The rotation of the environment map in radians.
				*
				* @type {Euler}
				* @default (0,0,0)
				*/
				this.envMapRotation = new Euler();
				/**
				* How to combine the result of the surface's color with the environment map, if any.
				*
				* When set to `MixOperation`, the {@link MeshBasicMaterial#reflectivity} is used to
				* blend between the two colors.
				*
				* @type {(MultiplyOperation|MixOperation|AddOperation)}
				* @default MultiplyOperation
				*/
				this.combine = 0;
				/**
				* How much the environment map affects the surface.
				* The valid range is between `0` (no reflections) and `1` (full reflections).
				*
				* @type {number}
				* @default 1
				*/
				this.reflectivity = 1;
				/**
				* The index of refraction (IOR) of air (approximately 1) divided by the
				* index of refraction of the material. It is used with environment mapping
				* modes {@link CubeRefractionMapping} and {@link EquirectangularRefractionMapping}.
				* The refraction ratio should not exceed `1`.
				*
				* @type {number}
				* @default 0.98
				*/
				this.refractionRatio = .98;
				/**
				* Renders the geometry as a wireframe.
				*
				* @type {boolean}
				* @default false
				*/
				this.wireframe = false;
				/**
				* Controls the thickness of the wireframe.
				*
				* Can only be used with {@link SVGRenderer}.
				*
				* @type {number}
				* @default 1
				*/
				this.wireframeLinewidth = 1;
				/**
				* Defines appearance of wireframe ends.
				*
				* Can only be used with {@link SVGRenderer}.
				*
				* @type {('round'|'bevel'|'miter')}
				* @default 'round'
				*/
				this.wireframeLinecap = "round";
				/**
				* Defines appearance of wireframe joints.
				*
				* Can only be used with {@link SVGRenderer}.
				*
				* @type {('round'|'bevel'|'miter')}
				* @default 'round'
				*/
				this.wireframeLinejoin = "round";
				/**
				* Whether the material is affected by fog or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.fog = true;
				this.setValues(parameters);
			}
			copy(source) {
				super.copy(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.envMapRotation.copy(source.envMapRotation);
				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.fog = source.fog;
				return this;
			}
		};
		_inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
		_ray$3 = /*@__PURE__*/ new Ray();
		_sphere$6 = /*@__PURE__*/ new Sphere();
		_sphereHitAt = /*@__PURE__*/ new Vector3();
		_vA = /*@__PURE__*/ new Vector3();
		_vB = /*@__PURE__*/ new Vector3();
		_vC = /*@__PURE__*/ new Vector3();
		_tempA = /*@__PURE__*/ new Vector3();
		_morphA = /*@__PURE__*/ new Vector3();
		_intersectionPoint = /*@__PURE__*/ new Vector3();
		_intersectionPointWorld = /*@__PURE__*/ new Vector3();
		Mesh = class extends Object3D {
			/**
			* Constructs a new mesh.
			*
			* @param {BufferGeometry} [geometry] - The mesh geometry.
			* @param {Material|Array<Material>} [material] - The mesh material.
			*/
			constructor(geometry = new BufferGeometry(), material = new MeshBasicMaterial()) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isMesh = true;
				this.type = "Mesh";
				/**
				* The mesh geometry.
				*
				* @type {BufferGeometry}
				*/
				this.geometry = geometry;
				/**
				* The mesh material.
				*
				* @type {Material|Array<Material>}
				* @default MeshBasicMaterial
				*/
				this.material = material;
				/**
				* A dictionary representing the morph targets in the geometry. The key is the
				* morph targets name, the value its attribute index. This member is `undefined`
				* by default and only set when morph targets are detected in the geometry.
				*
				* @type {Object<string,number>|undefined}
				* @default undefined
				*/
				this.morphTargetDictionary = void 0;
				/**
				* An array of weights typically in the range `[0,1]` that specify how much of the morph
				* is applied. This member is `undefined` by default and only set when morph targets are
				* detected in the geometry.
				*
				* @type {Array<number>|undefined}
				* @default undefined
				*/
				this.morphTargetInfluences = void 0;
				/**
				* The number of instances of this mesh.
				* Can only be used with {@link WebGPURenderer}.
				*
				* @type {number}
				* @default 1
				*/
				this.count = 1;
				this.updateMorphTargets();
			}
			copy(source, recursive) {
				super.copy(source, recursive);
				if (source.morphTargetInfluences !== void 0) this.morphTargetInfluences = source.morphTargetInfluences.slice();
				if (source.morphTargetDictionary !== void 0) this.morphTargetDictionary = Object.assign({}, source.morphTargetDictionary);
				this.material = Array.isArray(source.material) ? source.material.slice() : source.material;
				this.geometry = source.geometry;
				return this;
			}
			/**
			* Sets the values of {@link Mesh#morphTargetDictionary} and {@link Mesh#morphTargetInfluences}
			* to make sure existing morph targets can influence this 3D object.
			*/
			updateMorphTargets() {
				const morphAttributes = this.geometry.morphAttributes;
				const keys = Object.keys(morphAttributes);
				if (keys.length > 0) {
					const morphAttribute = morphAttributes[keys[0]];
					if (morphAttribute !== void 0) {
						this.morphTargetInfluences = [];
						this.morphTargetDictionary = {};
						for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
							const name = morphAttribute[m].name || String(m);
							this.morphTargetInfluences.push(0);
							this.morphTargetDictionary[name] = m;
						}
					}
				}
			}
			/**
			* Returns the local-space position of the vertex at the given index, taking into
			* account the current animation state of both morph targets and skinning.
			*
			* @param {number} index - The vertex index.
			* @param {Vector3} target - The target object that is used to store the method's result.
			* @return {Vector3} The vertex position in local space.
			*/
			getVertexPosition(index, target) {
				const geometry = this.geometry;
				const position = geometry.attributes.position;
				const morphPosition = geometry.morphAttributes.position;
				const morphTargetsRelative = geometry.morphTargetsRelative;
				target.fromBufferAttribute(position, index);
				const morphInfluences = this.morphTargetInfluences;
				if (morphPosition && morphInfluences) {
					_morphA.set(0, 0, 0);
					for (let i = 0, il = morphPosition.length; i < il; i++) {
						const influence = morphInfluences[i];
						const morphAttribute = morphPosition[i];
						if (influence === 0) continue;
						_tempA.fromBufferAttribute(morphAttribute, index);
						if (morphTargetsRelative) _morphA.addScaledVector(_tempA, influence);
						else _morphA.addScaledVector(_tempA.sub(target), influence);
					}
					target.add(_morphA);
				}
				return target;
			}
			/**
			* Computes intersection points between a casted ray and this line.
			*
			* @param {Raycaster} raycaster - The raycaster.
			* @param {Array<Object>} intersects - The target array that holds the intersection points.
			*/
			raycast(raycaster, intersects) {
				const geometry = this.geometry;
				const material = this.material;
				const matrixWorld = this.matrixWorld;
				if (material === void 0) return;
				if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
				_sphere$6.copy(geometry.boundingSphere);
				_sphere$6.applyMatrix4(matrixWorld);
				_ray$3.copy(raycaster.ray).recast(raycaster.near);
				if (_sphere$6.containsPoint(_ray$3.origin) === false) {
					if (_ray$3.intersectSphere(_sphere$6, _sphereHitAt) === null) return;
					if (_ray$3.origin.distanceToSquared(_sphereHitAt) > (raycaster.far - raycaster.near) ** 2) return;
				}
				_inverseMatrix$3.copy(matrixWorld).invert();
				_ray$3.copy(raycaster.ray).applyMatrix4(_inverseMatrix$3);
				if (geometry.boundingBox !== null) {
					if (_ray$3.intersectsBox(geometry.boundingBox) === false) return;
				}
				this._computeIntersections(raycaster, intersects, _ray$3);
			}
			_computeIntersections(raycaster, intersects, rayLocalSpace) {
				let intersection;
				const geometry = this.geometry;
				const material = this.material;
				const index = geometry.index;
				const position = geometry.attributes.position;
				const uv = geometry.attributes.uv;
				const uv1 = geometry.attributes.uv1;
				const normal = geometry.attributes.normal;
				const groups = geometry.groups;
				const drawRange = geometry.drawRange;
				if (index !== null) if (Array.isArray(material)) for (let i = 0, il = groups.length; i < il; i++) {
					const group = groups[i];
					const groupMaterial = material[group.materialIndex];
					const start = Math.max(group.start, drawRange.start);
					const end = Math.min(index.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));
					for (let j = start, jl = end; j < jl; j += 3) {
						const a = index.getX(j);
						const b = index.getX(j + 1);
						const c = index.getX(j + 2);
						intersection = checkGeometryIntersection(this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c);
						if (intersection) {
							intersection.faceIndex = Math.floor(j / 3);
							intersection.face.materialIndex = group.materialIndex;
							intersects.push(intersection);
						}
					}
				}
				else {
					const start = Math.max(0, drawRange.start);
					const end = Math.min(index.count, drawRange.start + drawRange.count);
					for (let i = start, il = end; i < il; i += 3) {
						const a = index.getX(i);
						const b = index.getX(i + 1);
						const c = index.getX(i + 2);
						intersection = checkGeometryIntersection(this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c);
						if (intersection) {
							intersection.faceIndex = Math.floor(i / 3);
							intersects.push(intersection);
						}
					}
				}
				else if (position !== void 0) if (Array.isArray(material)) for (let i = 0, il = groups.length; i < il; i++) {
					const group = groups[i];
					const groupMaterial = material[group.materialIndex];
					const start = Math.max(group.start, drawRange.start);
					const end = Math.min(position.count, Math.min(group.start + group.count, drawRange.start + drawRange.count));
					for (let j = start, jl = end; j < jl; j += 3) {
						const a = j;
						const b = j + 1;
						const c = j + 2;
						intersection = checkGeometryIntersection(this, groupMaterial, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c);
						if (intersection) {
							intersection.faceIndex = Math.floor(j / 3);
							intersection.face.materialIndex = group.materialIndex;
							intersects.push(intersection);
						}
					}
				}
				else {
					const start = Math.max(0, drawRange.start);
					const end = Math.min(position.count, drawRange.start + drawRange.count);
					for (let i = start, il = end; i < il; i += 3) {
						const a = i;
						const b = i + 1;
						const c = i + 2;
						intersection = checkGeometryIntersection(this, material, raycaster, rayLocalSpace, uv, uv1, normal, a, b, c);
						if (intersection) {
							intersection.faceIndex = Math.floor(i / 3);
							intersects.push(intersection);
						}
					}
				}
			}
		};
		DataTexture = class extends Texture {
			/**
			* Constructs a new data texture.
			*
			* @param {?TypedArray} [data=null] - The buffer data.
			* @param {number} [width=1] - The width of the texture.
			* @param {number} [height=1] - The height of the texture.
			* @param {number} [format=RGBAFormat] - The texture format.
			* @param {number} [type=UnsignedByteType] - The texture type.
			* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
			* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
			* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
			* @param {number} [magFilter=NearestFilter] - The mag filter value.
			* @param {number} [minFilter=NearestFilter] - The min filter value.
			* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
			* @param {string} [colorSpace=NoColorSpace] - The color space.
			*/
			constructor(data = null, width = 1, height = 1, format, type, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, colorSpace) {
				super(null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isDataTexture = true;
				/**
				* The image definition of a data texture.
				*
				* @type {{data:TypedArray,width:number,height:number}}
				*/
				this.image = {
					data,
					width,
					height
				};
				/**
				* Whether to generate mipmaps (if possible) for a texture.
				*
				* Overwritten and set to `false` by default.
				*
				* @type {boolean}
				* @default false
				*/
				this.generateMipmaps = false;
				/**
				* If set to `true`, the texture is flipped along the vertical axis when
				* uploaded to the GPU.
				*
				* Overwritten and set to `false` by default.
				*
				* @type {boolean}
				* @default false
				*/
				this.flipY = false;
				/**
				* Specifies the alignment requirements for the start of each pixel row in memory.
				*
				* Overwritten and set to `1` by default.
				*
				* @type {boolean}
				* @default 1
				*/
				this.unpackAlignment = 1;
			}
		};
		InstancedBufferAttribute = class extends BufferAttribute {
			/**
			* Constructs a new instanced buffer attribute.
			*
			* @param {TypedArray} array - The array holding the attribute data.
			* @param {number} itemSize - The item size.
			* @param {boolean} [normalized=false] - Whether the data are normalized or not.
			* @param {number} [meshPerAttribute=1] - How often a value of this buffer attribute should be repeated.
			*/
			constructor(array, itemSize, normalized, meshPerAttribute = 1) {
				super(array, itemSize, normalized);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isInstancedBufferAttribute = true;
				/**
				* Defines how often a value of this buffer attribute should be repeated. A
				* value of one means that each value of the instanced attribute is used for
				* a single instance. A value of two means that each value is used for two
				* consecutive instances (and so on).
				*
				* @type {number}
				* @default 1
				*/
				this.meshPerAttribute = meshPerAttribute;
			}
			copy(source) {
				super.copy(source);
				this.meshPerAttribute = source.meshPerAttribute;
				return this;
			}
			toJSON() {
				const data = super.toJSON();
				data.meshPerAttribute = this.meshPerAttribute;
				data.isInstancedBufferAttribute = true;
				return data;
			}
		};
		_instanceLocalMatrix = /*@__PURE__*/ new Matrix4();
		_instanceWorldMatrix = /*@__PURE__*/ new Matrix4();
		_instanceIntersects = [];
		_box3 = /*@__PURE__*/ new Box3();
		_identity = /*@__PURE__*/ new Matrix4();
		_mesh$1 = /*@__PURE__*/ new Mesh();
		_sphere$4 = /*@__PURE__*/ new Sphere();
		InstancedMesh = class extends Mesh {
			/**
			* Constructs a new instanced mesh.
			*
			* @param {BufferGeometry} [geometry] - The mesh geometry.
			* @param {Material|Array<Material>} [material] - The mesh material.
			* @param {number} count - The number of instances.
			*/
			constructor(geometry, material, count) {
				super(geometry, material);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isInstancedMesh = true;
				/**
				* Represents the local transformation of all instances. You have to set its
				* {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
				* via {@link InstancedMesh#setMatrixAt}.
				*
				* @type {InstancedBufferAttribute}
				*/
				this.instanceMatrix = new InstancedBufferAttribute(new Float32Array(count * 16), 16);
				/**
				* Represents the color of all instances. You have to set its
				* {@link BufferAttribute#needsUpdate} flag to true if you modify instanced data
				* via {@link InstancedMesh#setColorAt}.
				*
				* @type {?InstancedBufferAttribute}
				* @default null
				*/
				this.instanceColor = null;
				/**
				* Represents the morph target weights of all instances. You have to set its
				* {@link Texture#needsUpdate} flag to true if you modify instanced data
				* via {@link InstancedMesh#setMorphAt}.
				*
				* @type {?DataTexture}
				* @default null
				*/
				this.morphTexture = null;
				/**
				* The number of instances.
				*
				* @type {number}
				*/
				this.count = count;
				/**
				* The bounding box of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingBox}.
				*
				* @type {?Box3}
				* @default null
				*/
				this.boundingBox = null;
				/**
				* The bounding sphere of the instanced mesh. Can be computed via {@link InstancedMesh#computeBoundingSphere}.
				*
				* @type {?Sphere}
				* @default null
				*/
				this.boundingSphere = null;
				for (let i = 0; i < count; i++) this.setMatrixAt(i, _identity);
			}
			/**
			* Computes the bounding box of the instanced mesh, and updates {@link InstancedMesh#boundingBox}.
			* The bounding box is not automatically computed by the engine; this method must be called by your app.
			* You may need to recompute the bounding box if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
			*/
			computeBoundingBox() {
				const geometry = this.geometry;
				const count = this.count;
				if (this.boundingBox === null) this.boundingBox = new Box3();
				if (geometry.boundingBox === null) geometry.computeBoundingBox();
				this.boundingBox.makeEmpty();
				for (let i = 0; i < count; i++) {
					this.getMatrixAt(i, _instanceLocalMatrix);
					_box3.copy(geometry.boundingBox).applyMatrix4(_instanceLocalMatrix);
					this.boundingBox.union(_box3);
				}
			}
			/**
			* Computes the bounding sphere of the instanced mesh, and updates {@link InstancedMesh#boundingSphere}
			* The engine automatically computes the bounding sphere when it is needed, e.g., for ray casting or view frustum culling.
			* You may need to recompute the bounding sphere if an instance is transformed via {@link InstancedMesh#setMatrixAt}.
			*/
			computeBoundingSphere() {
				const geometry = this.geometry;
				const count = this.count;
				if (this.boundingSphere === null) this.boundingSphere = new Sphere();
				if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
				this.boundingSphere.makeEmpty();
				for (let i = 0; i < count; i++) {
					this.getMatrixAt(i, _instanceLocalMatrix);
					_sphere$4.copy(geometry.boundingSphere).applyMatrix4(_instanceLocalMatrix);
					this.boundingSphere.union(_sphere$4);
				}
			}
			copy(source, recursive) {
				super.copy(source, recursive);
				this.instanceMatrix.copy(source.instanceMatrix);
				if (source.morphTexture !== null) this.morphTexture = source.morphTexture.clone();
				if (source.instanceColor !== null) this.instanceColor = source.instanceColor.clone();
				this.count = source.count;
				if (source.boundingBox !== null) this.boundingBox = source.boundingBox.clone();
				if (source.boundingSphere !== null) this.boundingSphere = source.boundingSphere.clone();
				return this;
			}
			/**
			* Gets the color of the defined instance.
			*
			* @param {number} index - The instance index.
			* @param {Color} color - The target object that is used to store the method's result.
			* @return {Color} A reference to the target color.
			*/
			getColorAt(index, color) {
				if (this.instanceColor === null) return color.setRGB(1, 1, 1);
				else return color.fromArray(this.instanceColor.array, index * 3);
			}
			/**
			* Gets the local transformation matrix of the defined instance.
			*
			* @param {number} index - The instance index.
			* @param {Matrix4} matrix - The target object that is used to store the method's result.
			* @return {Matrix4} A reference to the target matrix.
			*/
			getMatrixAt(index, matrix) {
				return matrix.fromArray(this.instanceMatrix.array, index * 16);
			}
			/**
			* Gets the morph target weights of the defined instance.
			*
			* @param {number} index - The instance index.
			* @param {Mesh} object - The target object that is used to store the method's result.
			*/
			getMorphAt(index, object) {
				const objectInfluences = object.morphTargetInfluences;
				const array = this.morphTexture.source.data.data;
				const dataIndex = index * (objectInfluences.length + 1) + 1;
				for (let i = 0; i < objectInfluences.length; i++) objectInfluences[i] = array[dataIndex + i];
			}
			raycast(raycaster, intersects) {
				const matrixWorld = this.matrixWorld;
				const raycastTimes = this.count;
				_mesh$1.geometry = this.geometry;
				_mesh$1.material = this.material;
				if (_mesh$1.material === void 0) return;
				if (this.boundingSphere === null) this.computeBoundingSphere();
				_sphere$4.copy(this.boundingSphere);
				_sphere$4.applyMatrix4(matrixWorld);
				if (raycaster.ray.intersectsSphere(_sphere$4) === false) return;
				for (let instanceId = 0; instanceId < raycastTimes; instanceId++) {
					this.getMatrixAt(instanceId, _instanceLocalMatrix);
					_instanceWorldMatrix.multiplyMatrices(matrixWorld, _instanceLocalMatrix);
					_mesh$1.matrixWorld = _instanceWorldMatrix;
					_mesh$1.raycast(raycaster, _instanceIntersects);
					for (let i = 0, l = _instanceIntersects.length; i < l; i++) {
						const intersect = _instanceIntersects[i];
						intersect.instanceId = instanceId;
						intersect.object = this;
						intersects.push(intersect);
					}
					_instanceIntersects.length = 0;
				}
			}
			/**
			* Sets the given color to the defined instance. Make sure you set the `needsUpdate` flag of
			* {@link InstancedMesh#instanceColor} to `true` after updating all the colors.
			*
			* @param {number} index - The instance index.
			* @param {Color} color - The instance color.
			* @return {InstancedMesh} A reference to this instanced mesh.
			*/
			setColorAt(index, color) {
				if (this.instanceColor === null) this.instanceColor = new InstancedBufferAttribute(new Float32Array(this.instanceMatrix.count * 3).fill(1), 3);
				color.toArray(this.instanceColor.array, index * 3);
				return this;
			}
			/**
			* Sets the given local transformation matrix to the defined instance. Make sure you set the `needsUpdate` flag of
			* {@link InstancedMesh#instanceMatrix} to `true` after updating all the matrices.
			*
			* @param {number} index - The instance index.
			* @param {Matrix4} matrix - The local transformation.
			* @return {InstancedMesh} A reference to this instanced mesh.
			*/
			setMatrixAt(index, matrix) {
				matrix.toArray(this.instanceMatrix.array, index * 16);
				return this;
			}
			/**
			* Sets the morph target weights to the defined instance. Make sure you set the `needsUpdate` flag of
			* {@link InstancedMesh#morphTexture} to `true` after updating all the influences.
			*
			* @param {number} index - The instance index.
			* @param {Mesh} object -  A mesh which `morphTargetInfluences` property containing the morph target weights
			* of a single instance.
			* @return {InstancedMesh} A reference to this instanced mesh.
			*/
			setMorphAt(index, object) {
				const objectInfluences = object.morphTargetInfluences;
				const len = objectInfluences.length + 1;
				if (this.morphTexture === null) this.morphTexture = new DataTexture(new Float32Array(len * this.count), len, this.count, RedFormat, FloatType);
				const array = this.morphTexture.source.data.data;
				let morphInfluencesSum = 0;
				for (let i = 0; i < objectInfluences.length; i++) morphInfluencesSum += objectInfluences[i];
				const morphBaseInfluence = this.geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
				const dataIndex = len * index;
				array[dataIndex] = morphBaseInfluence;
				array.set(objectInfluences, dataIndex + 1);
				return this;
			}
			updateMorphTargets() {}
			/**
			* Frees the GPU-related resources allocated by this instance. Call this
			* method whenever this instance is no longer used in your app.
			*/
			dispose() {
				this.dispatchEvent({ type: "dispose" });
				if (this.morphTexture !== null) {
					this.morphTexture.dispose();
					this.morphTexture = null;
				}
			}
		};
		_vector1 = /*@__PURE__*/ new Vector3();
		_vector2 = /*@__PURE__*/ new Vector3();
		_normalMatrix = /*@__PURE__*/ new Matrix3();
		Plane = class {
			/**
			* Constructs a new plane.
			*
			* @param {Vector3} [normal=(1,0,0)] - A unit length vector defining the normal of the plane.
			* @param {number} [constant=0] - The signed distance from the origin to the plane.
			*/
			constructor(normal = new Vector3(1, 0, 0), constant = 0) {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isPlane = true;
				/**
				* A unit length vector defining the normal of the plane.
				*
				* @type {Vector3}
				*/
				this.normal = normal;
				/**
				* The signed distance from the origin to the plane.
				*
				* @type {number}
				* @default 0
				*/
				this.constant = constant;
			}
			/**
			* Sets the plane components by copying the given values.
			*
			* @param {Vector3} normal - The normal.
			* @param {number} constant - The constant.
			* @return {Plane} A reference to this plane.
			*/
			set(normal, constant) {
				this.normal.copy(normal);
				this.constant = constant;
				return this;
			}
			/**
			* Sets the plane components by defining `x`, `y`, `z` as the
			* plane normal and `w` as the constant.
			*
			* @param {number} x - The value for the normal's x component.
			* @param {number} y - The value for the normal's y component.
			* @param {number} z - The value for the normal's z component.
			* @param {number} w - The constant value.
			* @return {Plane} A reference to this plane.
			*/
			setComponents(x, y, z, w) {
				this.normal.set(x, y, z);
				this.constant = w;
				return this;
			}
			/**
			* Sets the plane from the given normal and coplanar point (that is a point
			* that lies onto the plane).
			*
			* @param {Vector3} normal - The normal.
			* @param {Vector3} point - A coplanar point.
			* @return {Plane} A reference to this plane.
			*/
			setFromNormalAndCoplanarPoint(normal, point) {
				this.normal.copy(normal);
				this.constant = -point.dot(this.normal);
				return this;
			}
			/**
			* Sets the plane from three coplanar points. The winding order is
			* assumed to be counter-clockwise, and determines the direction of
			* the plane normal.
			*
			* @param {Vector3} a - The first coplanar point.
			* @param {Vector3} b - The second coplanar point.
			* @param {Vector3} c - The third coplanar point.
			* @return {Plane} A reference to this plane.
			*/
			setFromCoplanarPoints(a, b, c) {
				const normal = _vector1.subVectors(c, b).cross(_vector2.subVectors(a, b)).normalize();
				this.setFromNormalAndCoplanarPoint(normal, a);
				return this;
			}
			/**
			* Copies the values of the given plane to this instance.
			*
			* @param {Plane} plane - The plane to copy.
			* @return {Plane} A reference to this plane.
			*/
			copy(plane) {
				this.normal.copy(plane.normal);
				this.constant = plane.constant;
				return this;
			}
			/**
			* Normalizes the plane normal and adjusts the constant accordingly.
			*
			* @return {Plane} A reference to this plane.
			*/
			normalize() {
				const inverseNormalLength = 1 / this.normal.length();
				this.normal.multiplyScalar(inverseNormalLength);
				this.constant *= inverseNormalLength;
				return this;
			}
			/**
			* Negates both the plane normal and the constant.
			*
			* @return {Plane} A reference to this plane.
			*/
			negate() {
				this.constant *= -1;
				this.normal.negate();
				return this;
			}
			/**
			* Returns the signed distance from the given point to this plane.
			*
			* @param {Vector3} point - The point to compute the distance for.
			* @return {number} The signed distance.
			*/
			distanceToPoint(point) {
				return this.normal.dot(point) + this.constant;
			}
			/**
			* Returns the signed distance from the given sphere to this plane.
			*
			* @param {Sphere} sphere - The sphere to compute the distance for.
			* @return {number} The signed distance.
			*/
			distanceToSphere(sphere) {
				return this.distanceToPoint(sphere.center) - sphere.radius;
			}
			/**
			* Projects a the given point onto the plane.
			*
			* @param {Vector3} point - The point to project.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The projected point on the plane.
			*/
			projectPoint(point, target) {
				return target.copy(point).addScaledVector(this.normal, -this.distanceToPoint(point));
			}
			/**
			* Returns the intersection point of the passed line and the plane. Returns
			* `null` if the line does not intersect. Returns the line's starting point if
			* the line is coplanar with the plane.
			*
			* @param {Line3} line - The line to compute the intersection for.
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @param {boolean} [clampToLine=true] - Whether to clamp the intersection to the line segment.
			* @return {?Vector3} The intersection point. Returns `null` if no intersection is detected.
			*/
			intersectLine(line, target, clampToLine = true) {
				const direction = line.delta(_vector1);
				const denominator = this.normal.dot(direction);
				if (denominator === 0) {
					if (this.distanceToPoint(line.start) === 0) return target.copy(line.start);
					return null;
				}
				const t = -(line.start.dot(this.normal) + this.constant) / denominator;
				if (clampToLine === true && (t < 0 || t > 1)) return null;
				return target.copy(line.start).addScaledVector(direction, t);
			}
			/**
			* Returns `true` if the given line segment intersects with (passes through) the plane.
			*
			* @param {Line3} line - The line to test.
			* @return {boolean} Whether the given line segment intersects with the plane or not.
			*/
			intersectsLine(line) {
				const startSign = this.distanceToPoint(line.start);
				const endSign = this.distanceToPoint(line.end);
				return startSign < 0 && endSign > 0 || endSign < 0 && startSign > 0;
			}
			/**
			* Returns `true` if the given bounding box intersects with the plane.
			*
			* @param {Box3} box - The bounding box to test.
			* @return {boolean} Whether the given bounding box intersects with the plane or not.
			*/
			intersectsBox(box) {
				return box.intersectsPlane(this);
			}
			/**
			* Returns `true` if the given bounding sphere intersects with the plane.
			*
			* @param {Sphere} sphere - The bounding sphere to test.
			* @return {boolean} Whether the given bounding sphere intersects with the plane or not.
			*/
			intersectsSphere(sphere) {
				return sphere.intersectsPlane(this);
			}
			/**
			* Returns a coplanar vector to the plane, by calculating the
			* projection of the normal at the origin onto the plane.
			*
			* @param {Vector3} target - The target vector that is used to store the method's result.
			* @return {Vector3} The coplanar point.
			*/
			coplanarPoint(target) {
				return target.copy(this.normal).multiplyScalar(-this.constant);
			}
			/**
			* Apply a 4x4 matrix to the plane. The matrix must be an affine, homogeneous transform.
			*
			* The optional normal matrix can be pre-computed like so:
			* ```js
			* const optionalNormalMatrix = new THREE.Matrix3().getNormalMatrix( matrix );
			* ```
			*
			* @param {Matrix4} matrix - The transformation matrix.
			* @param {Matrix4} [optionalNormalMatrix] - A pre-computed normal matrix.
			* @return {Plane} A reference to this plane.
			*/
			applyMatrix4(matrix, optionalNormalMatrix) {
				const normalMatrix = optionalNormalMatrix || _normalMatrix.getNormalMatrix(matrix);
				const referencePoint = this.coplanarPoint(_vector1).applyMatrix4(matrix);
				const normal = this.normal.applyMatrix3(normalMatrix).normalize();
				this.constant = -referencePoint.dot(normal);
				return this;
			}
			/**
			* Translates the plane by the distance defined by the given offset vector.
			* Note that this only affects the plane constant and will not affect the normal vector.
			*
			* @param {Vector3} offset - The offset vector.
			* @return {Plane} A reference to this plane.
			*/
			translate(offset) {
				this.constant -= offset.dot(this.normal);
				return this;
			}
			/**
			* Returns `true` if this plane is equal with the given one.
			*
			* @param {Plane} plane - The plane to test for equality.
			* @return {boolean} Whether this plane is equal with the given one.
			*/
			equals(plane) {
				return plane.normal.equals(this.normal) && plane.constant === this.constant;
			}
			/**
			* Returns a new plane with copied values from this instance.
			*
			* @return {Plane} A clone of this instance.
			*/
			clone() {
				return new this.constructor().copy(this);
			}
		};
		_sphere$3 = /*@__PURE__*/ new Sphere();
		_defaultSpriteCenter = /*@__PURE__*/ new Vector2(.5, .5);
		_vector$6 = /*@__PURE__*/ new Vector3();
		Frustum = class {
			/**
			* Constructs a new frustum.
			*
			* @param {Plane} [p0] - The first plane that encloses the frustum.
			* @param {Plane} [p1] - The second plane that encloses the frustum.
			* @param {Plane} [p2] - The third plane that encloses the frustum.
			* @param {Plane} [p3] - The fourth plane that encloses the frustum.
			* @param {Plane} [p4] - The fifth plane that encloses the frustum.
			* @param {Plane} [p5] - The sixth plane that encloses the frustum.
			*/
			constructor(p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane()) {
				/**
				* This array holds the planes that enclose the frustum.
				*
				* @type {Array<Plane>}
				*/
				this.planes = [
					p0,
					p1,
					p2,
					p3,
					p4,
					p5
				];
			}
			/**
			* Sets the frustum planes by copying the given planes.
			*
			* @param {Plane} [p0] - The first plane that encloses the frustum.
			* @param {Plane} [p1] - The second plane that encloses the frustum.
			* @param {Plane} [p2] - The third plane that encloses the frustum.
			* @param {Plane} [p3] - The fourth plane that encloses the frustum.
			* @param {Plane} [p4] - The fifth plane that encloses the frustum.
			* @param {Plane} [p5] - The sixth plane that encloses the frustum.
			* @return {Frustum} A reference to this frustum.
			*/
			set(p0, p1, p2, p3, p4, p5) {
				const 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;
			}
			/**
			* Copies the values of the given frustum to this instance.
			*
			* @param {Frustum} frustum - The frustum to copy.
			* @return {Frustum} A reference to this frustum.
			*/
			copy(frustum) {
				const planes = this.planes;
				for (let i = 0; i < 6; i++) planes[i].copy(frustum.planes[i]);
				return this;
			}
			/**
			* Sets the frustum planes from the given projection matrix.
			*
			* @param {Matrix4} m - The projection matrix.
			* @param {(WebGLCoordinateSystem|WebGPUCoordinateSystem)} coordinateSystem - The coordinate system.
			* @param {boolean} [reversedDepth=false] - Whether to use a reversed depth.
			* @return {Frustum} A reference to this frustum.
			*/
			setFromProjectionMatrix(m, coordinateSystem = WebGLCoordinateSystem, reversedDepth = false) {
				const planes = this.planes;
				const me = m.elements;
				const me0 = me[0], me1 = me[1], me2 = me[2], me3 = me[3];
				const me4 = me[4], me5 = me[5], me6 = me[6], me7 = me[7];
				const me8 = me[8], me9 = me[9], me10 = me[10], me11 = me[11];
				const 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();
				if (reversedDepth) {
					planes[4].setComponents(me2, me6, me10, me14).normalize();
					planes[5].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
				} else {
					planes[4].setComponents(me3 - me2, me7 - me6, me11 - me10, me15 - me14).normalize();
					if (coordinateSystem === 2e3) planes[5].setComponents(me3 + me2, me7 + me6, me11 + me10, me15 + me14).normalize();
					else if (coordinateSystem === 2001) planes[5].setComponents(me2, me6, me10, me14).normalize();
					else throw new Error("THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: " + coordinateSystem);
				}
				return this;
			}
			/**
			* Returns `true` if the 3D object's bounding sphere is intersecting this frustum.
			*
			* Note that the 3D object must have a geometry so that the bounding sphere can be calculated.
			*
			* @param {Object3D} object - The 3D object to test.
			* @return {boolean} Whether the 3D object's bounding sphere is intersecting this frustum or not.
			*/
			intersectsObject(object) {
				if (object.boundingSphere !== void 0) {
					if (object.boundingSphere === null) object.computeBoundingSphere();
					_sphere$3.copy(object.boundingSphere).applyMatrix4(object.matrixWorld);
				} else {
					const geometry = object.geometry;
					if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
					_sphere$3.copy(geometry.boundingSphere).applyMatrix4(object.matrixWorld);
				}
				return this.intersectsSphere(_sphere$3);
			}
			/**
			* Returns `true` if the given sprite is intersecting this frustum.
			*
			* @param {Sprite} sprite - The sprite to test.
			* @return {boolean} Whether the sprite is intersecting this frustum or not.
			*/
			intersectsSprite(sprite) {
				_sphere$3.center.set(0, 0, 0);
				const offset = _defaultSpriteCenter.distanceTo(sprite.center);
				_sphere$3.radius = .7071067811865476 + offset;
				_sphere$3.applyMatrix4(sprite.matrixWorld);
				return this.intersectsSphere(_sphere$3);
			}
			/**
			* Returns `true` if the given bounding sphere is intersecting this frustum.
			*
			* @param {Sphere} sphere - The bounding sphere to test.
			* @return {boolean} Whether the bounding sphere is intersecting this frustum or not.
			*/
			intersectsSphere(sphere) {
				const planes = this.planes;
				const center = sphere.center;
				const negRadius = -sphere.radius;
				for (let i = 0; i < 6; i++) if (planes[i].distanceToPoint(center) < negRadius) return false;
				return true;
			}
			/**
			* Returns `true` if the given bounding box is intersecting this frustum.
			*
			* @param {Box3} box - The bounding box to test.
			* @return {boolean} Whether the bounding box is intersecting this frustum or not.
			*/
			intersectsBox(box) {
				const planes = this.planes;
				for (let i = 0; i < 6; i++) {
					const plane = planes[i];
					_vector$6.x = plane.normal.x > 0 ? box.max.x : box.min.x;
					_vector$6.y = plane.normal.y > 0 ? box.max.y : box.min.y;
					_vector$6.z = plane.normal.z > 0 ? box.max.z : box.min.z;
					if (plane.distanceToPoint(_vector$6) < 0) return false;
				}
				return true;
			}
			/**
			* Returns `true` if the given point lies within the frustum.
			*
			* @param {Vector3} point - The point to test.
			* @return {boolean} Whether the point lies within this frustum or not.
			*/
			containsPoint(point) {
				const planes = this.planes;
				for (let i = 0; i < 6; i++) if (planes[i].distanceToPoint(point) < 0) return false;
				return true;
			}
			/**
			* Returns a new frustum with copied values from this instance.
			*
			* @return {Frustum} A clone of this instance.
			*/
			clone() {
				return new this.constructor().copy(this);
			}
		};
		LineBasicMaterial = class extends Material {
			/**
			* Constructs a new line basic material.
			*
			* @param {Object} [parameters] - An object with one or more properties
			* defining the material's appearance. Any property of the material
			* (including any property from inherited materials) can be passed
			* in here. Color values can be passed any type of value accepted
			* by {@link Color#set}.
			*/
			constructor(parameters) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isLineBasicMaterial = true;
				this.type = "LineBasicMaterial";
				/**
				* Color of the material.
				*
				* @type {Color}
				* @default (1,1,1)
				*/
				this.color = new Color(16777215);
				/**
				* Sets the color of the lines using data from a texture. The texture map
				* color is modulated by the diffuse `color`.
				*
				* `map` represents color data, and the texture must be assigned a
				* {@link Texture#colorSpace}. Most `map` textures set
				* `texture.colorSpace = SRGBColorSpace`.
				*
				* @type {?Texture}
				* @default null
				*/
				this.map = null;
				/**
				* Controls line thickness or lines.
				*
				* Can only be used with {@link SVGRenderer}. WebGL and WebGPU
				* ignore this setting and always render line primitives with a
				* width of one pixel.
				*
				* @type {number}
				* @default 1
				*/
				this.linewidth = 1;
				/**
				* Defines appearance of line ends.
				*
				* Can only be used with {@link SVGRenderer}.
				*
				* @type {('butt'|'round'|'square')}
				* @default 'round'
				*/
				this.linecap = "round";
				/**
				* Defines appearance of line joints.
				*
				* Can only be used with {@link SVGRenderer}.
				*
				* @type {('round'|'bevel'|'miter')}
				* @default 'round'
				*/
				this.linejoin = "round";
				/**
				* Whether the material is affected by fog or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.fog = true;
				this.setValues(parameters);
			}
			copy(source) {
				super.copy(source);
				this.color.copy(source.color);
				this.map = source.map;
				this.linewidth = source.linewidth;
				this.linecap = source.linecap;
				this.linejoin = source.linejoin;
				this.fog = source.fog;
				return this;
			}
		};
		_vStart = /*@__PURE__*/ new Vector3();
		_vEnd = /*@__PURE__*/ new Vector3();
		_inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
		_ray$1 = /*@__PURE__*/ new Ray();
		_sphere$1 = /*@__PURE__*/ new Sphere();
		_intersectPointOnRay = /*@__PURE__*/ new Vector3();
		_intersectPointOnSegment = /*@__PURE__*/ new Vector3();
		Line = class extends Object3D {
			/**
			* Constructs a new line.
			*
			* @param {BufferGeometry} [geometry] - The line geometry.
			* @param {Material|Array<Material>} [material] - The line material.
			*/
			constructor(geometry = new BufferGeometry(), material = new LineBasicMaterial()) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isLine = true;
				this.type = "Line";
				/**
				* The line geometry.
				*
				* @type {BufferGeometry}
				*/
				this.geometry = geometry;
				/**
				* The line material.
				*
				* @type {Material|Array<Material>}
				* @default LineBasicMaterial
				*/
				this.material = material;
				/**
				* A dictionary representing the morph targets in the geometry. The key is the
				* morph targets name, the value its attribute index. This member is `undefined`
				* by default and only set when morph targets are detected in the geometry.
				*
				* @type {Object<string,number>|undefined}
				* @default undefined
				*/
				this.morphTargetDictionary = void 0;
				/**
				* An array of weights typically in the range `[0,1]` that specify how much of the morph
				* is applied. This member is `undefined` by default and only set when morph targets are
				* detected in the geometry.
				*
				* @type {Array<number>|undefined}
				* @default undefined
				*/
				this.morphTargetInfluences = void 0;
				this.updateMorphTargets();
			}
			copy(source, recursive) {
				super.copy(source, recursive);
				this.material = Array.isArray(source.material) ? source.material.slice() : source.material;
				this.geometry = source.geometry;
				return this;
			}
			/**
			* Computes an array of distance values which are necessary for rendering dashed lines.
			* For each vertex in the geometry, the method calculates the cumulative length from the
			* current point to the very beginning of the line.
			*
			* @return {Line} A reference to this line.
			*/
			computeLineDistances() {
				const geometry = this.geometry;
				if (geometry.index === null) {
					const positionAttribute = geometry.attributes.position;
					const lineDistances = [0];
					for (let i = 1, l = positionAttribute.count; i < l; i++) {
						_vStart.fromBufferAttribute(positionAttribute, i - 1);
						_vEnd.fromBufferAttribute(positionAttribute, i);
						lineDistances[i] = lineDistances[i - 1];
						lineDistances[i] += _vStart.distanceTo(_vEnd);
					}
					geometry.setAttribute("lineDistance", new Float32BufferAttribute(lineDistances, 1));
				} else warn("Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.");
				return this;
			}
			/**
			* Computes intersection points between a casted ray and this line.
			*
			* @param {Raycaster} raycaster - The raycaster.
			* @param {Array<Object>} intersects - The target array that holds the intersection points.
			*/
			raycast(raycaster, intersects) {
				const geometry = this.geometry;
				const matrixWorld = this.matrixWorld;
				const threshold = raycaster.params.Line.threshold;
				const drawRange = geometry.drawRange;
				if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
				_sphere$1.copy(geometry.boundingSphere);
				_sphere$1.applyMatrix4(matrixWorld);
				_sphere$1.radius += threshold;
				if (raycaster.ray.intersectsSphere(_sphere$1) === false) return;
				_inverseMatrix$1.copy(matrixWorld).invert();
				_ray$1.copy(raycaster.ray).applyMatrix4(_inverseMatrix$1);
				const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
				const localThresholdSq = localThreshold * localThreshold;
				const step = this.isLineSegments ? 2 : 1;
				const index = geometry.index;
				const positionAttribute = geometry.attributes.position;
				if (index !== null) {
					const start = Math.max(0, drawRange.start);
					const end = Math.min(index.count, drawRange.start + drawRange.count);
					for (let i = start, l = end - 1; i < l; i += step) {
						const a = index.getX(i);
						const b = index.getX(i + 1);
						const intersect = checkIntersection(this, raycaster, _ray$1, localThresholdSq, a, b, i);
						if (intersect) intersects.push(intersect);
					}
					if (this.isLineLoop) {
						const a = index.getX(end - 1);
						const b = index.getX(start);
						const intersect = checkIntersection(this, raycaster, _ray$1, localThresholdSq, a, b, end - 1);
						if (intersect) intersects.push(intersect);
					}
				} else {
					const start = Math.max(0, drawRange.start);
					const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
					for (let i = start, l = end - 1; i < l; i += step) {
						const intersect = checkIntersection(this, raycaster, _ray$1, localThresholdSq, i, i + 1, i);
						if (intersect) intersects.push(intersect);
					}
					if (this.isLineLoop) {
						const intersect = checkIntersection(this, raycaster, _ray$1, localThresholdSq, end - 1, start, end - 1);
						if (intersect) intersects.push(intersect);
					}
				}
			}
			/**
			* Sets the values of {@link Line#morphTargetDictionary} and {@link Line#morphTargetInfluences}
			* to make sure existing morph targets can influence this 3D object.
			*/
			updateMorphTargets() {
				const morphAttributes = this.geometry.morphAttributes;
				const keys = Object.keys(morphAttributes);
				if (keys.length > 0) {
					const morphAttribute = morphAttributes[keys[0]];
					if (morphAttribute !== void 0) {
						this.morphTargetInfluences = [];
						this.morphTargetDictionary = {};
						for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
							const name = morphAttribute[m].name || String(m);
							this.morphTargetInfluences.push(0);
							this.morphTargetDictionary[name] = m;
						}
					}
				}
			}
		};
		_start = /*@__PURE__*/ new Vector3();
		_end = /*@__PURE__*/ new Vector3();
		LineSegments = class extends Line {
			/**
			* Constructs a new line segments.
			*
			* @param {BufferGeometry} [geometry] - The line geometry.
			* @param {Material|Array<Material>} [material] - The line material.
			*/
			constructor(geometry, material) {
				super(geometry, material);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isLineSegments = true;
				this.type = "LineSegments";
			}
			computeLineDistances() {
				const geometry = this.geometry;
				if (geometry.index === null) {
					const positionAttribute = geometry.attributes.position;
					const lineDistances = [];
					for (let i = 0, l = positionAttribute.count; i < l; i += 2) {
						_start.fromBufferAttribute(positionAttribute, i);
						_end.fromBufferAttribute(positionAttribute, i + 1);
						lineDistances[i] = i === 0 ? 0 : lineDistances[i - 1];
						lineDistances[i + 1] = lineDistances[i] + _start.distanceTo(_end);
					}
					geometry.setAttribute("lineDistance", new Float32BufferAttribute(lineDistances, 1));
				} else warn("LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.");
				return this;
			}
		};
		LineLoop = class extends Line {
			/**
			* Constructs a new line loop.
			*
			* @param {BufferGeometry} [geometry] - The line geometry.
			* @param {Material|Array<Material>} [material] - The line material.
			*/
			constructor(geometry, material) {
				super(geometry, material);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isLineLoop = true;
				this.type = "LineLoop";
			}
		};
		PointsMaterial = class extends Material {
			/**
			* Constructs a new points material.
			*
			* @param {Object} [parameters] - An object with one or more properties
			* defining the material's appearance. Any property of the material
			* (including any property from inherited materials) can be passed
			* in here. Color values can be passed any type of value accepted
			* by {@link Color#set}.
			*/
			constructor(parameters) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isPointsMaterial = true;
				this.type = "PointsMaterial";
				/**
				* Color of the material.
				*
				* @type {Color}
				* @default (1,1,1)
				*/
				this.color = new Color(16777215);
				/**
				* The color map. May optionally include an alpha channel, typically combined
				* with {@link Material#transparent} or {@link Material#alphaTest}. The texture map
				* color is modulated by the diffuse `color`.
				*
				* `map` represents color data, and the texture must be assigned a
				* {@link Texture#colorSpace}. Most `map` textures set
				* `texture.colorSpace = SRGBColorSpace`.
				*
				* @type {?Texture}
				* @default null
				*/
				this.map = null;
				/**
				* The alpha map is a grayscale texture that controls the opacity across the
				* surface (black: fully transparent; white: fully opaque).
				*
				* Only the color of the texture is used, ignoring the alpha channel if one
				* exists. For RGB and RGBA textures, the renderer will use the green channel
				* when sampling this texture due to the extra bit of precision provided for
				* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
				* luminance/alpha textures will also still work as expected.
				*
				* `alphaMap` represents non-color data. Any texture assigned must have
				* `texture.colorSpace = NoColorSpace` (default).
				*
				* @type {?Texture}
				* @default null
				*/
				this.alphaMap = null;
				/**
				* Defines the size of the points in pixels.
				*
				* Might be capped if the value exceeds hardware dependent parameters like [gl.ALIASED_POINT_SIZE_RANGE](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getParamete).
				*
				* @type {number}
				* @default 1
				*/
				this.size = 1;
				/**
				* Specifies whether size of individual points is attenuated by the camera depth (perspective camera only).
				*
				* @type {boolean}
				* @default true
				*/
				this.sizeAttenuation = true;
				/**
				* Whether the material is affected by fog or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.fog = true;
				this.setValues(parameters);
			}
			copy(source) {
				super.copy(source);
				this.color.copy(source.color);
				this.map = source.map;
				this.alphaMap = source.alphaMap;
				this.size = source.size;
				this.sizeAttenuation = source.sizeAttenuation;
				this.fog = source.fog;
				return this;
			}
		};
		_inverseMatrix = /*@__PURE__*/ new Matrix4();
		_ray = /*@__PURE__*/ new Ray();
		_sphere = /*@__PURE__*/ new Sphere();
		_position$3 = /*@__PURE__*/ new Vector3();
		Points = class extends Object3D {
			/**
			* Constructs a new point cloud.
			*
			* @param {BufferGeometry} [geometry] - The points geometry.
			* @param {Material|Array<Material>} [material] - The points material.
			*/
			constructor(geometry = new BufferGeometry(), material = new PointsMaterial()) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isPoints = true;
				this.type = "Points";
				/**
				* The points geometry.
				*
				* @type {BufferGeometry}
				*/
				this.geometry = geometry;
				/**
				* The line material.
				*
				* @type {Material|Array<Material>}
				* @default PointsMaterial
				*/
				this.material = material;
				/**
				* A dictionary representing the morph targets in the geometry. The key is the
				* morph targets name, the value its attribute index. This member is `undefined`
				* by default and only set when morph targets are detected in the geometry.
				*
				* @type {Object<string,number>|undefined}
				* @default undefined
				*/
				this.morphTargetDictionary = void 0;
				/**
				* An array of weights typically in the range `[0,1]` that specify how much of the morph
				* is applied. This member is `undefined` by default and only set when morph targets are
				* detected in the geometry.
				*
				* @type {Array<number>|undefined}
				* @default undefined
				*/
				this.morphTargetInfluences = void 0;
				this.updateMorphTargets();
			}
			copy(source, recursive) {
				super.copy(source, recursive);
				this.material = Array.isArray(source.material) ? source.material.slice() : source.material;
				this.geometry = source.geometry;
				return this;
			}
			/**
			* Computes intersection points between a casted ray and this point cloud.
			*
			* @param {Raycaster} raycaster - The raycaster.
			* @param {Array<Object>} intersects - The target array that holds the intersection points.
			*/
			raycast(raycaster, intersects) {
				const geometry = this.geometry;
				const matrixWorld = this.matrixWorld;
				const threshold = raycaster.params.Points.threshold;
				const drawRange = geometry.drawRange;
				if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
				_sphere.copy(geometry.boundingSphere);
				_sphere.applyMatrix4(matrixWorld);
				_sphere.radius += threshold;
				if (raycaster.ray.intersectsSphere(_sphere) === false) return;
				_inverseMatrix.copy(matrixWorld).invert();
				_ray.copy(raycaster.ray).applyMatrix4(_inverseMatrix);
				const localThreshold = threshold / ((this.scale.x + this.scale.y + this.scale.z) / 3);
				const localThresholdSq = localThreshold * localThreshold;
				const index = geometry.index;
				const positionAttribute = geometry.attributes.position;
				if (index !== null) {
					const start = Math.max(0, drawRange.start);
					const end = Math.min(index.count, drawRange.start + drawRange.count);
					for (let i = start, il = end; i < il; i++) {
						const a = index.getX(i);
						_position$3.fromBufferAttribute(positionAttribute, a);
						testPoint(_position$3, a, localThresholdSq, matrixWorld, raycaster, intersects, this);
					}
				} else {
					const start = Math.max(0, drawRange.start);
					const end = Math.min(positionAttribute.count, drawRange.start + drawRange.count);
					for (let i = start, l = end; i < l; i++) {
						_position$3.fromBufferAttribute(positionAttribute, i);
						testPoint(_position$3, i, localThresholdSq, matrixWorld, raycaster, intersects, this);
					}
				}
			}
			/**
			* Sets the values of {@link Points#morphTargetDictionary} and {@link Points#morphTargetInfluences}
			* to make sure existing morph targets can influence this 3D object.
			*/
			updateMorphTargets() {
				const morphAttributes = this.geometry.morphAttributes;
				const keys = Object.keys(morphAttributes);
				if (keys.length > 0) {
					const morphAttribute = morphAttributes[keys[0]];
					if (morphAttribute !== void 0) {
						this.morphTargetInfluences = [];
						this.morphTargetDictionary = {};
						for (let m = 0, ml = morphAttribute.length; m < ml; m++) {
							const name = morphAttribute[m].name || String(m);
							this.morphTargetInfluences.push(0);
							this.morphTargetDictionary[name] = m;
						}
					}
				}
			}
		};
		CubeTexture = class extends Texture {
			/**
			* Constructs a new cube texture.
			*
			* @param {Array<Image>} [images=[]] - An array holding a image for each side of a cube.
			* @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
			* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
			* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
			* @param {number} [magFilter=LinearFilter] - The mag filter value.
			* @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
			* @param {number} [format=RGBAFormat] - The texture format.
			* @param {number} [type=UnsignedByteType] - The texture type.
			* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
			* @param {string} [colorSpace=NoColorSpace] - The color space value.
			*/
			constructor(images = [], mapping = 301, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace) {
				super(images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isCubeTexture = true;
				/**
				* If set to `true`, the texture is flipped along the vertical axis when
				* uploaded to the GPU.
				*
				* Overwritten and set to `false` by default.
				*
				* @type {boolean}
				* @default false
				*/
				this.flipY = false;
			}
			/**
			* Alias for {@link CubeTexture#image}.
			*
			* @type {Array<Image>}
			*/
			get images() {
				return this.image;
			}
			set images(value) {
				this.image = value;
			}
		};
		CanvasTexture = class extends Texture {
			/**
			* Constructs a new texture.
			*
			* @param {HTMLCanvasElement} [canvas] - The HTML canvas element.
			* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
			* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
			* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
			* @param {number} [magFilter=LinearFilter] - The mag filter value.
			* @param {number} [minFilter=LinearMipmapLinearFilter] - The min filter value.
			* @param {number} [format=RGBAFormat] - The texture format.
			* @param {number} [type=UnsignedByteType] - The texture type.
			* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
			*/
			constructor(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy) {
				super(canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isCanvasTexture = true;
				this.needsUpdate = true;
			}
		};
		DepthTexture = class extends Texture {
			/**
			* Constructs a new depth texture.
			*
			* @param {number} width - The width of the texture.
			* @param {number} height - The height of the texture.
			* @param {number} [type=UnsignedIntType] - The texture type.
			* @param {number} [mapping=Texture.DEFAULT_MAPPING] - The texture mapping.
			* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
			* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
			* @param {number} [magFilter=LinearFilter] - The mag filter value.
			* @param {number} [minFilter=LinearFilter] - The min filter value.
			* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
			* @param {number} [format=DepthFormat] - The texture format.
			* @param {number} [depth=1] - The depth of the texture.
			*/
			constructor(width, height, type = UnsignedIntType, mapping, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat, depth = 1) {
				if (format !== 1026 && format !== 1027) throw new Error("THREE.DepthTexture: format must be either THREE.DepthFormat or THREE.DepthStencilFormat");
				super({
					width,
					height,
					depth
				}, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isDepthTexture = true;
				/**
				* If set to `true`, the texture is flipped along the vertical axis when
				* uploaded to the GPU.
				*
				* Overwritten and set to `false` by default.
				*
				* @type {boolean}
				* @default false
				*/
				this.flipY = false;
				/**
				* Whether to generate mipmaps (if possible) for a texture.
				*
				* Overwritten and set to `false` by default.
				*
				* @type {boolean}
				* @default false
				*/
				this.generateMipmaps = false;
				/**
				* Code corresponding to the depth compare function.
				*
				* @type {?(NeverCompare|LessCompare|EqualCompare|LessEqualCompare|GreaterCompare|NotEqualCompare|GreaterEqualCompare|AlwaysCompare)}
				* @default null
				*/
				this.compareFunction = null;
			}
			copy(source) {
				super.copy(source);
				this.source = new Source(Object.assign({}, source.image));
				this.compareFunction = source.compareFunction;
				return this;
			}
			toJSON(meta) {
				const data = super.toJSON(meta);
				if (this.compareFunction !== null) data.compareFunction = this.compareFunction;
				return data;
			}
		};
		CubeDepthTexture = class extends DepthTexture {
			/**
			* Constructs a new cube depth texture.
			*
			* @param {number} size - The size (width and height) of each cube face.
			* @param {number} [type=UnsignedIntType] - The texture type.
			* @param {number} [mapping=CubeReflectionMapping] - The texture mapping.
			* @param {number} [wrapS=ClampToEdgeWrapping] - The wrapS value.
			* @param {number} [wrapT=ClampToEdgeWrapping] - The wrapT value.
			* @param {number} [magFilter=NearestFilter] - The mag filter value.
			* @param {number} [minFilter=NearestFilter] - The min filter value.
			* @param {number} [anisotropy=Texture.DEFAULT_ANISOTROPY] - The anisotropy value.
			* @param {number} [format=DepthFormat] - The texture format.
			*/
			constructor(size, type = UnsignedIntType, mapping = 301, wrapS, wrapT, magFilter = NearestFilter, minFilter = NearestFilter, anisotropy, format = DepthFormat) {
				const image = {
					width: size,
					height: size,
					depth: 1
				};
				const images = [
					image,
					image,
					image,
					image,
					image,
					image
				];
				super(size, size, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format);
				this.image = images;
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isCubeDepthTexture = true;
				/**
				* Set to true for cube texture handling in WebGLTextures.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isCubeTexture = true;
			}
			/**
			* Alias for {@link CubeDepthTexture#image}.
			*
			* @type {Array<Image>}
			*/
			get images() {
				return this.image;
			}
			set images(value) {
				this.image = value;
			}
		};
		ExternalTexture = class extends Texture {
			/**
			* Creates a new raw texture.
			*
			* @param {?(WebGLTexture|GPUTexture)} [sourceTexture=null] - The external texture.
			*/
			constructor(sourceTexture = null) {
				super();
				/**
				* The external source texture.
				*
				* @type {?(WebGLTexture|GPUTexture)}
				* @default null
				*/
				this.sourceTexture = sourceTexture;
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isExternalTexture = true;
			}
			copy(source) {
				super.copy(source);
				this.sourceTexture = source.sourceTexture;
				return this;
			}
		};
		BoxGeometry = class BoxGeometry extends BufferGeometry {
			/**
			* Constructs a new box geometry.
			*
			* @param {number} [width=1] - The width. That is, the length of the edges parallel to the X axis.
			* @param {number} [height=1] - The height. That is, the length of the edges parallel to the Y axis.
			* @param {number} [depth=1] - The depth. That is, the length of the edges parallel to the Z axis.
			* @param {number} [widthSegments=1] - Number of segmented rectangular faces along the width of the sides.
			* @param {number} [heightSegments=1] - Number of segmented rectangular faces along the height of the sides.
			* @param {number} [depthSegments=1] - Number of segmented rectangular faces along the depth of the sides.
			*/
			constructor(width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1) {
				super();
				this.type = "BoxGeometry";
				/**
				* Holds the constructor parameters that have been
				* used to generate the geometry. Any modification
				* after instantiation does not change the geometry.
				*
				* @type {Object}
				*/
				this.parameters = {
					width,
					height,
					depth,
					widthSegments,
					heightSegments,
					depthSegments
				};
				const scope = this;
				widthSegments = Math.floor(widthSegments);
				heightSegments = Math.floor(heightSegments);
				depthSegments = Math.floor(depthSegments);
				const indices = [];
				const vertices = [];
				const normals = [];
				const uvs = [];
				let numberOfVertices = 0;
				let groupStart = 0;
				buildPlane("z", "y", "x", -1, -1, depth, height, width, depthSegments, heightSegments, 0);
				buildPlane("z", "y", "x", 1, -1, depth, height, -width, depthSegments, heightSegments, 1);
				buildPlane("x", "z", "y", 1, 1, width, depth, height, widthSegments, depthSegments, 2);
				buildPlane("x", "z", "y", 1, -1, width, depth, -height, widthSegments, depthSegments, 3);
				buildPlane("x", "y", "z", 1, -1, width, height, depth, widthSegments, heightSegments, 4);
				buildPlane("x", "y", "z", -1, -1, width, height, -depth, widthSegments, heightSegments, 5);
				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) {
					const segmentWidth = width / gridX;
					const segmentHeight = height / gridY;
					const widthHalf = width / 2;
					const heightHalf = height / 2;
					const depthHalf = depth / 2;
					const gridX1 = gridX + 1;
					const gridY1 = gridY + 1;
					let vertexCounter = 0;
					let groupCount = 0;
					const vector = new Vector3();
					for (let iy = 0; iy < gridY1; iy++) {
						const y = iy * segmentHeight - heightHalf;
						for (let ix = 0; ix < gridX1; ix++) {
							vector[u] = (ix * segmentWidth - widthHalf) * udir;
							vector[v] = y * vdir;
							vector[w] = depthHalf;
							vertices.push(vector.x, vector.y, vector.z);
							vector[u] = 0;
							vector[v] = 0;
							vector[w] = depth > 0 ? 1 : -1;
							normals.push(vector.x, vector.y, vector.z);
							uvs.push(ix / gridX);
							uvs.push(1 - iy / gridY);
							vertexCounter += 1;
						}
					}
					for (let iy = 0; iy < gridY; iy++) for (let ix = 0; ix < gridX; ix++) {
						const a = numberOfVertices + ix + gridX1 * iy;
						const b = numberOfVertices + ix + gridX1 * (iy + 1);
						const c = numberOfVertices + (ix + 1) + gridX1 * (iy + 1);
						const d = numberOfVertices + (ix + 1) + gridX1 * iy;
						indices.push(a, b, d);
						indices.push(b, c, d);
						groupCount += 6;
					}
					scope.addGroup(groupStart, groupCount, materialIndex);
					groupStart += groupCount;
					numberOfVertices += vertexCounter;
				}
			}
			copy(source) {
				super.copy(source);
				this.parameters = Object.assign({}, source.parameters);
				return this;
			}
			/**
			* Factory method for creating an instance of this class from the given
			* JSON object.
			*
			* @param {Object} data - A JSON object representing the serialized geometry.
			* @return {BoxGeometry} A new instance.
			*/
			static fromJSON(data) {
				return new BoxGeometry(data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments);
			}
		};
		CylinderGeometry = class CylinderGeometry extends BufferGeometry {
			/**
			* Constructs a new cylinder geometry.
			*
			* @param {number} [radiusTop=1] - Radius of the cylinder at the top.
			* @param {number} [radiusBottom=1] - Radius of the cylinder at the bottom.
			* @param {number} [height=1] - Height of the cylinder.
			* @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cylinder.
			* @param {number} [heightSegments=1] - Number of rows of faces along the height of the cylinder.
			* @param {boolean} [openEnded=false] - Whether the base of the cylinder is open or capped.
			* @param {number} [thetaStart=0] - Start angle for first segment, in radians.
			* @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
			* The default value results in a complete cylinder.
			*/
			constructor(radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
				super();
				this.type = "CylinderGeometry";
				/**
				* Holds the constructor parameters that have been
				* used to generate the geometry. Any modification
				* after instantiation does not change the geometry.
				*
				* @type {Object}
				*/
				this.parameters = {
					radiusTop,
					radiusBottom,
					height,
					radialSegments,
					heightSegments,
					openEnded,
					thetaStart,
					thetaLength
				};
				const scope = this;
				radialSegments = Math.floor(radialSegments);
				heightSegments = Math.floor(heightSegments);
				const indices = [];
				const vertices = [];
				const normals = [];
				const uvs = [];
				let index = 0;
				const indexArray = [];
				const halfHeight = height / 2;
				let groupStart = 0;
				generateTorso();
				if (openEnded === false) {
					if (radiusTop > 0) generateCap(true);
					if (radiusBottom > 0) generateCap(false);
				}
				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() {
					const normal = new Vector3();
					const vertex = new Vector3();
					let groupCount = 0;
					const slope = (radiusBottom - radiusTop) / height;
					for (let y = 0; y <= heightSegments; y++) {
						const indexRow = [];
						const v = y / heightSegments;
						const radius = v * (radiusBottom - radiusTop) + radiusTop;
						for (let x = 0; x <= radialSegments; x++) {
							const u = x / radialSegments;
							const theta = u * thetaLength + thetaStart;
							const sinTheta = Math.sin(theta);
							const cosTheta = Math.cos(theta);
							vertex.x = radius * sinTheta;
							vertex.y = -v * height + halfHeight;
							vertex.z = radius * cosTheta;
							vertices.push(vertex.x, vertex.y, vertex.z);
							normal.set(sinTheta, slope, cosTheta).normalize();
							normals.push(normal.x, normal.y, normal.z);
							uvs.push(u, 1 - v);
							indexRow.push(index++);
						}
						indexArray.push(indexRow);
					}
					for (let x = 0; x < radialSegments; x++) for (let y = 0; y < heightSegments; y++) {
						const a = indexArray[y][x];
						const b = indexArray[y + 1][x];
						const c = indexArray[y + 1][x + 1];
						const d = indexArray[y][x + 1];
						if (radiusTop > 0 || y !== 0) {
							indices.push(a, b, d);
							groupCount += 3;
						}
						if (radiusBottom > 0 || y !== heightSegments - 1) {
							indices.push(b, c, d);
							groupCount += 3;
						}
					}
					scope.addGroup(groupStart, groupCount, 0);
					groupStart += groupCount;
				}
				function generateCap(top) {
					const centerIndexStart = index;
					const uv = new Vector2();
					const vertex = new Vector3();
					let groupCount = 0;
					const radius = top === true ? radiusTop : radiusBottom;
					const sign = top === true ? 1 : -1;
					for (let x = 1; x <= radialSegments; x++) {
						vertices.push(0, halfHeight * sign, 0);
						normals.push(0, sign, 0);
						uvs.push(.5, .5);
						index++;
					}
					const centerIndexEnd = index;
					for (let x = 0; x <= radialSegments; x++) {
						const theta = x / radialSegments * thetaLength + thetaStart;
						const cosTheta = Math.cos(theta);
						const sinTheta = Math.sin(theta);
						vertex.x = radius * sinTheta;
						vertex.y = halfHeight * sign;
						vertex.z = radius * cosTheta;
						vertices.push(vertex.x, vertex.y, vertex.z);
						normals.push(0, sign, 0);
						uv.x = cosTheta * .5 + .5;
						uv.y = sinTheta * .5 * sign + .5;
						uvs.push(uv.x, uv.y);
						index++;
					}
					for (let x = 0; x < radialSegments; x++) {
						const c = centerIndexStart + x;
						const i = centerIndexEnd + x;
						if (top === true) indices.push(i, i + 1, c);
						else indices.push(i + 1, i, c);
						groupCount += 3;
					}
					scope.addGroup(groupStart, groupCount, top === true ? 1 : 2);
					groupStart += groupCount;
				}
			}
			copy(source) {
				super.copy(source);
				this.parameters = Object.assign({}, source.parameters);
				return this;
			}
			/**
			* Factory method for creating an instance of this class from the given
			* JSON object.
			*
			* @param {Object} data - A JSON object representing the serialized geometry.
			* @return {CylinderGeometry} A new instance.
			*/
			static fromJSON(data) {
				return new CylinderGeometry(data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
			}
		};
		ConeGeometry = class ConeGeometry extends CylinderGeometry {
			/**
			* Constructs a new cone geometry.
			*
			* @param {number} [radius=1] - Radius of the cone base.
			* @param {number} [height=1] - Height of the cone.
			* @param {number} [radialSegments=32] - Number of segmented faces around the circumference of the cone.
			* @param {number} [heightSegments=1] - Number of rows of faces along the height of the cone.
			* @param {boolean} [openEnded=false] - Whether the base of the cone is open or capped.
			* @param {number} [thetaStart=0] - Start angle for first segment, in radians.
			* @param {number} [thetaLength=Math.PI*2] - The central angle, often called theta, of the circular sector, in radians.
			* The default value results in a complete cone.
			*/
			constructor(radius = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2) {
				super(0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength);
				this.type = "ConeGeometry";
				/**
				* Holds the constructor parameters that have been
				* used to generate the geometry. Any modification
				* after instantiation does not change the geometry.
				*
				* @type {Object}
				*/
				this.parameters = {
					radius,
					height,
					radialSegments,
					heightSegments,
					openEnded,
					thetaStart,
					thetaLength
				};
			}
			/**
			* Factory method for creating an instance of this class from the given
			* JSON object.
			*
			* @param {Object} data - A JSON object representing the serialized geometry.
			* @return {ConeGeometry} A new instance.
			*/
			static fromJSON(data) {
				return new ConeGeometry(data.radius, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength);
			}
		};
		_v0$3 = /*@__PURE__*/ new Vector3();
		_v1$1 = /*@__PURE__*/ new Vector3();
		_normal = /*@__PURE__*/ new Vector3();
		_triangle = /*@__PURE__*/ new Triangle();
		EdgesGeometry = class extends BufferGeometry {
			/**
			* Constructs a new edges geometry.
			*
			* @param {?BufferGeometry} [geometry=null] - The geometry.
			* @param {number} [thresholdAngle=1] - An edge is only rendered if the angle (in degrees)
			* between the face normals of the adjoining faces exceeds this value.
			*/
			constructor(geometry = null, thresholdAngle = 1) {
				super();
				this.type = "EdgesGeometry";
				/**
				* Holds the constructor parameters that have been
				* used to generate the geometry. Any modification
				* after instantiation does not change the geometry.
				*
				* @type {Object}
				*/
				this.parameters = {
					geometry,
					thresholdAngle
				};
				if (geometry !== null) {
					const precision = Math.pow(10, 4);
					const thresholdDot = Math.cos(DEG2RAD * thresholdAngle);
					const indexAttr = geometry.getIndex();
					const positionAttr = geometry.getAttribute("position");
					const indexCount = indexAttr ? indexAttr.count : positionAttr.count;
					const indexArr = [
						0,
						0,
						0
					];
					const vertKeys = [
						"a",
						"b",
						"c"
					];
					const hashes = new Array(3);
					const edgeData = {};
					const vertices = [];
					for (let i = 0; i < indexCount; i += 3) {
						if (indexAttr) {
							indexArr[0] = indexAttr.getX(i);
							indexArr[1] = indexAttr.getX(i + 1);
							indexArr[2] = indexAttr.getX(i + 2);
						} else {
							indexArr[0] = i;
							indexArr[1] = i + 1;
							indexArr[2] = i + 2;
						}
						const { a, b, c } = _triangle;
						a.fromBufferAttribute(positionAttr, indexArr[0]);
						b.fromBufferAttribute(positionAttr, indexArr[1]);
						c.fromBufferAttribute(positionAttr, indexArr[2]);
						_triangle.getNormal(_normal);
						hashes[0] = `${Math.round(a.x * precision)},${Math.round(a.y * precision)},${Math.round(a.z * precision)}`;
						hashes[1] = `${Math.round(b.x * precision)},${Math.round(b.y * precision)},${Math.round(b.z * precision)}`;
						hashes[2] = `${Math.round(c.x * precision)},${Math.round(c.y * precision)},${Math.round(c.z * precision)}`;
						if (hashes[0] === hashes[1] || hashes[1] === hashes[2] || hashes[2] === hashes[0]) continue;
						for (let j = 0; j < 3; j++) {
							const jNext = (j + 1) % 3;
							const vecHash0 = hashes[j];
							const vecHash1 = hashes[jNext];
							const v0 = _triangle[vertKeys[j]];
							const v1 = _triangle[vertKeys[jNext]];
							const hash = `${vecHash0}_${vecHash1}`;
							const reverseHash = `${vecHash1}_${vecHash0}`;
							if (reverseHash in edgeData && edgeData[reverseHash]) {
								if (_normal.dot(edgeData[reverseHash].normal) <= thresholdDot) {
									vertices.push(v0.x, v0.y, v0.z);
									vertices.push(v1.x, v1.y, v1.z);
								}
								edgeData[reverseHash] = null;
							} else if (!(hash in edgeData)) edgeData[hash] = {
								index0: indexArr[j],
								index1: indexArr[jNext],
								normal: _normal.clone()
							};
						}
					}
					for (const key in edgeData) if (edgeData[key]) {
						const { index0, index1 } = edgeData[key];
						_v0$3.fromBufferAttribute(positionAttr, index0);
						_v1$1.fromBufferAttribute(positionAttr, index1);
						vertices.push(_v0$3.x, _v0$3.y, _v0$3.z);
						vertices.push(_v1$1.x, _v1$1.y, _v1$1.z);
					}
					this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
				}
			}
			copy(source) {
				super.copy(source);
				this.parameters = Object.assign({}, source.parameters);
				return this;
			}
		};
		PlaneGeometry = class PlaneGeometry extends BufferGeometry {
			/**
			* Constructs a new plane geometry.
			*
			* @param {number} [width=1] - The width along the X axis.
			* @param {number} [height=1] - The height along the Y axis
			* @param {number} [widthSegments=1] - The number of segments along the X axis.
			* @param {number} [heightSegments=1] - The number of segments along the Y axis.
			*/
			constructor(width = 1, height = 1, widthSegments = 1, heightSegments = 1) {
				super();
				this.type = "PlaneGeometry";
				/**
				* Holds the constructor parameters that have been
				* used to generate the geometry. Any modification
				* after instantiation does not change the geometry.
				*
				* @type {Object}
				*/
				this.parameters = {
					width,
					height,
					widthSegments,
					heightSegments
				};
				const width_half = width / 2;
				const height_half = height / 2;
				const gridX = Math.floor(widthSegments);
				const gridY = Math.floor(heightSegments);
				const gridX1 = gridX + 1;
				const gridY1 = gridY + 1;
				const segment_width = width / gridX;
				const segment_height = height / gridY;
				const indices = [];
				const vertices = [];
				const normals = [];
				const uvs = [];
				for (let iy = 0; iy < gridY1; iy++) {
					const y = iy * segment_height - height_half;
					for (let ix = 0; ix < gridX1; ix++) {
						const 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);
					}
				}
				for (let iy = 0; iy < gridY; iy++) for (let ix = 0; ix < gridX; ix++) {
					const a = ix + gridX1 * iy;
					const b = ix + gridX1 * (iy + 1);
					const c = ix + 1 + gridX1 * (iy + 1);
					const d = ix + 1 + gridX1 * iy;
					indices.push(a, b, d);
					indices.push(b, c, d);
				}
				this.setIndex(indices);
				this.setAttribute("position", new Float32BufferAttribute(vertices, 3));
				this.setAttribute("normal", new Float32BufferAttribute(normals, 3));
				this.setAttribute("uv", new Float32BufferAttribute(uvs, 2));
			}
			copy(source) {
				super.copy(source);
				this.parameters = Object.assign({}, source.parameters);
				return this;
			}
			/**
			* Factory method for creating an instance of this class from the given
			* JSON object.
			*
			* @param {Object} data - A JSON object representing the serialized geometry.
			* @return {PlaneGeometry} A new instance.
			*/
			static fromJSON(data) {
				return new PlaneGeometry(data.width, data.height, data.widthSegments, data.heightSegments);
			}
		};
		UniformsUtils = {
			clone: cloneUniforms,
			merge: mergeUniforms
		};
		default_vertex = "void main() {\n	gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
		default_fragment = "void main() {\n	gl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
		ShaderMaterial = class extends Material {
			/**
			* Constructs a new shader material.
			*
			* @param {Object} [parameters] - An object with one or more properties
			* defining the material's appearance. Any property of the material
			* (including any property from inherited materials) can be passed
			* in here. Color values can be passed any type of value accepted
			* by {@link Color#set}.
			*/
			constructor(parameters) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isShaderMaterial = true;
				this.type = "ShaderMaterial";
				/**
				* Defines custom constants using `#define` directives within the GLSL code
				* for both the vertex shader and the fragment shader; each key/value pair
				* yields another directive.
				* ```js
				* defines: {
				* 	FOO: 15,
				* 	BAR: true
				* }
				* ```
				* Yields the lines:
				* ```
				* #define FOO 15
				* #define BAR true
				* ```
				*
				* @type {Object}
				*/
				this.defines = {};
				/**
				* An object of the form:
				* ```js
				* {
				* 	"uniform1": { value: 1.0 },
				* 	"uniform2": { value: 2 }
				* }
				* ```
				* specifying the uniforms to be passed to the shader code; keys are uniform
				* names, values are definitions of the form
				* ```
				* {
				* 	value: 1.0
				* }
				* ```
				* where `value` is the value of the uniform. Names must match the name of
				* the uniform, as defined in the GLSL code. Note that uniforms are refreshed
				* on every frame, so updating the value of the uniform will immediately
				* update the value available to the GLSL code.
				*
				* @type {Object}
				*/
				this.uniforms = {};
				/**
				* An array holding uniforms groups for configuring UBOs.
				*
				* @type {Array<UniformsGroup>}
				*/
				this.uniformsGroups = [];
				/**
				* Vertex shader GLSL code. This is the actual code for the shader.
				*
				* @type {string}
				*/
				this.vertexShader = default_vertex;
				/**
				* Fragment shader GLSL code. This is the actual code for the shader.
				*
				* @type {string}
				*/
				this.fragmentShader = default_fragment;
				/**
				* Controls line thickness or lines.
				*
				* WebGL and WebGPU ignore this setting and always render line primitives with a
				* width of one pixel.
				*
				* @type {number}
				* @default 1
				*/
				this.linewidth = 1;
				/**
				* Renders the geometry as a wireframe.
				*
				* @type {boolean}
				* @default false
				*/
				this.wireframe = false;
				/**
				* Controls the thickness of the wireframe.
				*
				* WebGL and WebGPU ignore this property and always render
				* 1 pixel wide lines.
				*
				* @type {number}
				* @default 1
				*/
				this.wireframeLinewidth = 1;
				/**
				* Defines whether the material color is affected by global fog settings; `true`
				* to pass fog uniforms to the shader.
				*
				* Setting this property to `true` requires the definition of fog uniforms. It is
				* recommended to use `UniformsUtils.merge()` to combine the custom shader uniforms
				* with predefined fog uniforms.
				*
				* ```js
				* const material = new ShaderMaterial( {
				*     uniforms: UniformsUtils.merge( [ UniformsLib[ 'fog' ], shaderUniforms ] );
				*     vertexShader: vertexShader,
				*     fragmentShader: fragmentShader,
				*     fog: true
				* } );
				* ```
				*
				* @type {boolean}
				* @default false
				*/
				this.fog = false;
				/**
				* Defines whether this material uses lighting; `true` to pass uniform data
				* related to lighting to this shader.
				*
				* @type {boolean}
				* @default false
				*/
				this.lights = false;
				/**
				* Defines whether this material supports clipping; `true` to let the renderer
				* pass the clippingPlanes uniform.
				*
				* @type {boolean}
				* @default false
				*/
				this.clipping = false;
				/**
				* Overwritten and set to `true` by default.
				*
				* @type {boolean}
				* @default true
				*/
				this.forceSinglePass = true;
				/**
				* This object allows to enable certain WebGL 2 extensions.
				*
				* - clipCullDistance: set to `true` to use vertex shader clipping
				* - multiDraw: set to `true` to use vertex shader multi_draw / enable gl_DrawID
				*
				* @type {{clipCullDistance:false,multiDraw:false}}
				*/
				this.extensions = {
					clipCullDistance: false,
					multiDraw: false
				};
				/**
				* When the rendered geometry doesn't include these attributes but the
				* material does, these default values will be passed to the shaders. This
				* avoids errors when buffer data is missing.
				*
				* - color: [ 1, 1, 1 ]
				* - uv: [ 0, 0 ]
				* - uv1: [ 0, 0 ]
				*
				* @type {Object}
				*/
				this.defaultAttributeValues = {
					"color": [
						1,
						1,
						1
					],
					"uv": [0, 0],
					"uv1": [0, 0]
				};
				/**
				* If set, this calls [gl.bindAttribLocation](https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/bindAttribLocation)
				* to bind a generic vertex index to an attribute variable.
				*
				* @type {string|undefined}
				* @default undefined
				*/
				this.index0AttributeName = void 0;
				/**
				* Can be used to force a uniform update while changing uniforms in
				* {@link Object3D#onBeforeRender}.
				*
				* @type {boolean}
				* @default false
				*/
				this.uniformsNeedUpdate = false;
				/**
				* Defines the GLSL version of custom shader code.
				*
				* @type {?(GLSL1|GLSL3)}
				* @default null
				*/
				this.glslVersion = null;
				if (parameters !== void 0) this.setValues(parameters);
			}
			copy(source) {
				super.copy(source);
				this.fragmentShader = source.fragmentShader;
				this.vertexShader = source.vertexShader;
				this.uniforms = cloneUniforms(source.uniforms);
				this.uniformsGroups = cloneUniformsGroups(source.uniformsGroups);
				this.defines = Object.assign({}, source.defines);
				this.wireframe = source.wireframe;
				this.wireframeLinewidth = source.wireframeLinewidth;
				this.fog = source.fog;
				this.lights = source.lights;
				this.clipping = source.clipping;
				this.extensions = Object.assign({}, source.extensions);
				this.glslVersion = source.glslVersion;
				this.defaultAttributeValues = Object.assign({}, source.defaultAttributeValues);
				this.index0AttributeName = source.index0AttributeName;
				this.uniformsNeedUpdate = source.uniformsNeedUpdate;
				return this;
			}
			toJSON(meta) {
				const data = super.toJSON(meta);
				data.glslVersion = this.glslVersion;
				data.uniforms = {};
				for (const name in this.uniforms) {
					const value = this.uniforms[name].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 };
				}
				if (Object.keys(this.defines).length > 0) data.defines = this.defines;
				data.vertexShader = this.vertexShader;
				data.fragmentShader = this.fragmentShader;
				data.lights = this.lights;
				data.clipping = this.clipping;
				const extensions = {};
				for (const key in this.extensions) if (this.extensions[key] === true) extensions[key] = true;
				if (Object.keys(extensions).length > 0) data.extensions = extensions;
				return data;
			}
			/**
			* Deserializes the material from the given JSON.
			*
			* @param {Object} json - The JSON holding the serialized material.
			* @param {Object<string,Texture>} textures - A dictionary holding textures referenced by the material.
			* @return {ShaderMaterial} A reference to this material.
			*/
			fromJSON(json, textures) {
				super.fromJSON(json, textures);
				if (json.uniforms !== void 0) for (const name in json.uniforms) {
					const uniform = json.uniforms[name];
					this.uniforms[name] = {};
					switch (uniform.type) {
						case "t":
							this.uniforms[name].value = textures[uniform.value] || null;
							break;
						case "c":
							this.uniforms[name].value = new Color().setHex(uniform.value);
							break;
						case "v2":
							this.uniforms[name].value = new Vector2().fromArray(uniform.value);
							break;
						case "v3":
							this.uniforms[name].value = new Vector3().fromArray(uniform.value);
							break;
						case "v4":
							this.uniforms[name].value = new Vector4().fromArray(uniform.value);
							break;
						case "m3":
							this.uniforms[name].value = new Matrix3().fromArray(uniform.value);
							break;
						case "m4":
							this.uniforms[name].value = new Matrix4().fromArray(uniform.value);
							break;
						default: this.uniforms[name].value = uniform.value;
					}
				}
				if (json.defines !== void 0) this.defines = json.defines;
				if (json.vertexShader !== void 0) this.vertexShader = json.vertexShader;
				if (json.fragmentShader !== void 0) this.fragmentShader = json.fragmentShader;
				if (json.glslVersion !== void 0) this.glslVersion = json.glslVersion;
				if (json.extensions !== void 0) for (const key in json.extensions) this.extensions[key] = json.extensions[key];
				if (json.lights !== void 0) this.lights = json.lights;
				if (json.clipping !== void 0) this.clipping = json.clipping;
				return this;
			}
		};
		RawShaderMaterial = class extends ShaderMaterial {
			/**
			* Constructs a new raw shader material.
			*
			* @param {Object} [parameters] - An object with one or more properties
			* defining the material's appearance. Any property of the material
			* (including any property from inherited materials) can be passed
			* in here. Color values can be passed any type of value accepted
			* by {@link Color#set}.
			*/
			constructor(parameters) {
				super(parameters);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isRawShaderMaterial = true;
				this.type = "RawShaderMaterial";
			}
		};
		MeshDepthMaterial = class extends Material {
			/**
			* Constructs a new mesh depth material.
			*
			* @param {Object} [parameters] - An object with one or more properties
			* defining the material's appearance. Any property of the material
			* (including any property from inherited materials) can be passed
			* in here. Color values can be passed any type of value accepted
			* by {@link Color#set}.
			*/
			constructor(parameters) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isMeshDepthMaterial = true;
				this.type = "MeshDepthMaterial";
				/**
				* Type for depth packing.
				*
				* @type {(BasicDepthPacking|RGBADepthPacking|RGBDepthPacking|RGDepthPacking)}
				* @default BasicDepthPacking
				*/
				this.depthPacking = BasicDepthPacking;
				/**
				* The color map. May optionally include an alpha channel, typically combined
				* with {@link Material#transparent} or {@link Material#alphaTest}.
				*
				* `map` represents color data, and the texture must be assigned a
				* {@link Texture#colorSpace}. Most `map` textures set
				* `texture.colorSpace = SRGBColorSpace`.
				*
				* @type {?Texture}
				* @default null
				*/
				this.map = null;
				/**
				* The alpha map is a grayscale texture that controls the opacity across the
				* surface (black: fully transparent; white: fully opaque).
				*
				* Only the color of the texture is used, ignoring the alpha channel if one
				* exists. For RGB and RGBA textures, the renderer will use the green channel
				* when sampling this texture due to the extra bit of precision provided for
				* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
				* luminance/alpha textures will also still work as expected.
				*
				* `alphaMap` represents non-color data. Any texture assigned must have
				* `texture.colorSpace = NoColorSpace` (default).
				*
				* @type {?Texture}
				* @default null
				*/
				this.alphaMap = null;
				/**
				* The displacement map affects the position of the mesh's vertices. Unlike
				* other maps which only affect the light and shade of the material the
				* displaced vertices can cast shadows, block other objects, and otherwise
				* act as real geometry. The displacement texture is an image where the value
				* of each pixel (white being the highest) is mapped against, and
				* repositions, the vertices of the mesh.
				*
				* `displacementMap` represents non-color data. Any texture assigned must have
				* `texture.colorSpace = NoColorSpace` (default).
				*
				* @type {?Texture}
				* @default null
				*/
				this.displacementMap = null;
				/**
				* How much the displacement map affects the mesh (where black is no
				* displacement, and white is maximum displacement). Without a displacement
				* map set, this value is not applied.
				*
				* @type {number}
				* @default 0
				*/
				this.displacementScale = 1;
				/**
				* The offset of the displacement map's values on the mesh's vertices.
				* The bias is added to the scaled sample of the displacement map.
				* Without a displacement map set, this value is not applied.
				*
				* @type {number}
				* @default 0
				*/
				this.displacementBias = 0;
				/**
				* Renders the geometry as a wireframe.
				*
				* @type {boolean}
				* @default false
				*/
				this.wireframe = false;
				/**
				* Controls the thickness of the wireframe.
				*
				* WebGL and WebGPU ignore this property and always render
				* 1 pixel wide lines.
				*
				* @type {number}
				* @default 1
				*/
				this.wireframeLinewidth = 1;
				this.setValues(parameters);
			}
			copy(source) {
				super.copy(source);
				this.depthPacking = source.depthPacking;
				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;
			}
		};
		MeshDistanceMaterial = class extends Material {
			/**
			* Constructs a new mesh distance material.
			*
			* @param {Object} [parameters] - An object with one or more properties
			* defining the material's appearance. Any property of the material
			* (including any property from inherited materials) can be passed
			* in here. Color values can be passed any type of value accepted
			* by {@link Color#set}.
			*/
			constructor(parameters) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isMeshDistanceMaterial = true;
				this.type = "MeshDistanceMaterial";
				/**
				* The color map. May optionally include an alpha channel, typically combined
				* with {@link Material#transparent} or {@link Material#alphaTest}.
				*
				* `map` represents color data, and the texture must be assigned a
				* {@link Texture#colorSpace}. Most `map` textures set
				* `texture.colorSpace = SRGBColorSpace`.
				*
				* @type {?Texture}
				* @default null
				*/
				this.map = null;
				/**
				* The alpha map is a grayscale texture that controls the opacity across the
				* surface (black: fully transparent; white: fully opaque).
				*
				* Only the color of the texture is used, ignoring the alpha channel if one
				* exists. For RGB and RGBA textures, the renderer will use the green channel
				* when sampling this texture due to the extra bit of precision provided for
				* green in DXT-compressed and uncompressed RGB 565 formats. Luminance-only and
				* luminance/alpha textures will also still work as expected.
				*
				* `alphaMap` represents non-color data. Any texture assigned must have
				* `texture.colorSpace = NoColorSpace` (default).
				*
				* @type {?Texture}
				* @default null
				*/
				this.alphaMap = null;
				/**
				* The displacement map affects the position of the mesh's vertices. Unlike
				* other maps which only affect the light and shade of the material the
				* displaced vertices can cast shadows, block other objects, and otherwise
				* act as real geometry. The displacement texture is an image where the value
				* of each pixel (white being the highest) is mapped against, and
				* repositions, the vertices of the mesh.
				*
				* `displacementMap` represents non-color data. Any texture assigned must have
				* `texture.colorSpace = NoColorSpace` (default).
				*
				* @type {?Texture}
				* @default null
				*/
				this.displacementMap = null;
				/**
				* How much the displacement map affects the mesh (where black is no
				* displacement, and white is maximum displacement). Without a displacement
				* map set, this value is not applied.
				*
				* @type {number}
				* @default 0
				*/
				this.displacementScale = 1;
				/**
				* The offset of the displacement map's values on the mesh's vertices.
				* The bias is added to the scaled sample of the displacement map.
				* Without a displacement map set, this value is not applied.
				*
				* @type {number}
				* @default 0
				*/
				this.displacementBias = 0;
				this.setValues(parameters);
			}
			copy(source) {
				super.copy(source);
				this.map = source.map;
				this.alphaMap = source.alphaMap;
				this.displacementMap = source.displacementMap;
				this.displacementScale = source.displacementScale;
				this.displacementBias = source.displacementBias;
				return this;
			}
		};
		Interpolant = class {
			/**
			* Constructs a new interpolant.
			*
			* @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
			* @param {TypedArray} sampleValues - The sample values.
			* @param {number} sampleSize - The sample size
			* @param {TypedArray} [resultBuffer] - The result buffer.
			*/
			constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
				/**
				* The parameter positions.
				*
				* @type {TypedArray}
				*/
				this.parameterPositions = parameterPositions;
				/**
				* A cache index.
				*
				* @private
				* @type {number}
				* @default 0
				*/
				this._cachedIndex = 0;
				/**
				* The result buffer.
				*
				* @type {TypedArray}
				*/
				this.resultBuffer = resultBuffer !== void 0 ? resultBuffer : new sampleValues.constructor(sampleSize);
				/**
				* The sample values.
				*
				* @type {TypedArray}
				*/
				this.sampleValues = sampleValues;
				/**
				* The value size.
				*
				* @type {TypedArray}
				*/
				this.valueSize = sampleSize;
				/**
				* The interpolation settings.
				*
				* @type {?Object}
				* @default null
				*/
				this.settings = null;
				/**
				* The default settings object.
				*
				* @type {Object}
				*/
				this.DefaultSettings_ = {};
			}
			/**
			* Evaluate the interpolant at position `t`.
			*
			* @param {number} t - The interpolation factor.
			* @return {TypedArray} The result buffer.
			*/
			evaluate(t) {
				const pp = this.parameterPositions;
				let i1 = this._cachedIndex, t1 = pp[i1], t0 = pp[i1 - 1];
				validate_interval: {
					seek: {
						let right;
						linear_scan: {
							forward_scan: if (!(t < t1)) {
								for (let giveUpAt = i1 + 2;;) {
									if (t1 === void 0) {
										if (t < t0) break forward_scan;
										i1 = pp.length;
										this._cachedIndex = i1;
										return this.copySampleValue_(i1 - 1);
									}
									if (i1 === giveUpAt) break;
									t0 = t1;
									t1 = pp[++i1];
									if (t < t1) break seek;
								}
								right = pp.length;
								break linear_scan;
							}
							if (!(t >= t0)) {
								const t1global = pp[1];
								if (t < t1global) {
									i1 = 2;
									t0 = t1global;
								}
								for (let giveUpAt = i1 - 2;;) {
									if (t0 === void 0) {
										this._cachedIndex = 0;
										return this.copySampleValue_(0);
									}
									if (i1 === giveUpAt) break;
									t1 = t0;
									t0 = pp[--i1 - 1];
									if (t >= t0) break seek;
								}
								right = i1;
								i1 = 0;
								break linear_scan;
							}
							break validate_interval;
						}
						while (i1 < right) {
							const mid = i1 + right >>> 1;
							if (t < pp[mid]) right = mid;
							else i1 = mid + 1;
						}
						t1 = pp[i1];
						t0 = pp[i1 - 1];
						if (t0 === void 0) {
							this._cachedIndex = 0;
							return this.copySampleValue_(0);
						}
						if (t1 === void 0) {
							i1 = pp.length;
							this._cachedIndex = i1;
							return this.copySampleValue_(i1 - 1);
						}
					}
					this._cachedIndex = i1;
					this.intervalChanged_(i1, t0, t1);
				}
				return this.interpolate_(i1, t0, t, t1);
			}
			/**
			* Returns the interpolation settings.
			*
			* @return {Object} The interpolation settings.
			*/
			getSettings_() {
				return this.settings || this.DefaultSettings_;
			}
			/**
			* Copies a sample value to the result buffer.
			*
			* @param {number} index - An index into the sample value buffer.
			* @return {TypedArray} The result buffer.
			*/
			copySampleValue_(index) {
				const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, offset = index * stride;
				for (let i = 0; i !== stride; ++i) result[i] = values[offset + i];
				return result;
			}
			/**
			* Copies a sample value to the result buffer.
			*
			* @abstract
			* @param {number} i1 - An index into the sample value buffer.
			* @param {number} t0 - The previous interpolation factor.
			* @param {number} t - The current interpolation factor.
			* @param {number} t1 - The next interpolation factor.
			* @return {TypedArray} The result buffer.
			*/
			interpolate_() {
				throw new Error("THREE.Interpolant: Call to abstract method.");
			}
			/**
			* Optional method that is executed when the interval has changed.
			*
			* @param {number} i1 - An index into the sample value buffer.
			* @param {number} t0 - The previous interpolation factor.
			* @param {number} t - The current interpolation factor.
			*/
			intervalChanged_() {}
		};
		CubicInterpolant = class extends Interpolant {
			/**
			* Constructs a new cubic interpolant.
			*
			* @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
			* @param {TypedArray} sampleValues - The sample values.
			* @param {number} sampleSize - The sample size
			* @param {TypedArray} [resultBuffer] - The result buffer.
			*/
			constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
				super(parameterPositions, sampleValues, sampleSize, resultBuffer);
				this._weightPrev = -0;
				this._offsetPrev = -0;
				this._weightNext = -0;
				this._offsetNext = -0;
				this.DefaultSettings_ = {
					endingStart: ZeroCurvatureEnding,
					endingEnd: ZeroCurvatureEnding
				};
			}
			intervalChanged_(i1, t0, t1) {
				const pp = this.parameterPositions;
				let iPrev = i1 - 2, iNext = i1 + 1, tPrev = pp[iPrev], tNext = pp[iNext];
				if (tPrev === void 0) switch (this.getSettings_().endingStart) {
					case ZeroSlopeEnding:
						iPrev = i1;
						tPrev = 2 * t0 - t1;
						break;
					case WrapAroundEnding:
						iPrev = pp.length - 2;
						tPrev = t0 + pp[iPrev] - pp[iPrev + 1];
						break;
					default:
						iPrev = i1;
						tPrev = t1;
				}
				if (tNext === void 0) switch (this.getSettings_().endingEnd) {
					case ZeroSlopeEnding:
						iNext = i1;
						tNext = 2 * t1 - t0;
						break;
					case WrapAroundEnding:
						iNext = 1;
						tNext = t1 + pp[1] - pp[0];
						break;
					default:
						iNext = i1 - 1;
						tNext = t0;
				}
				const halfDt = (t1 - t0) * .5, stride = this.valueSize;
				this._weightPrev = halfDt / (t0 - tPrev);
				this._weightNext = halfDt / (tNext - t1);
				this._offsetPrev = iPrev * stride;
				this._offsetNext = iNext * stride;
			}
			interpolate_(i1, t0, t, t1) {
				const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, o1 = i1 * stride, o0 = o1 - stride, oP = this._offsetPrev, oN = this._offsetNext, wP = this._weightPrev, wN = this._weightNext, p = (t - t0) / (t1 - t0), pp = p * p, ppp = pp * p;
				const sP = -wP * ppp + 2 * wP * pp - wP * p;
				const s0 = (1 + wP) * ppp + (-1.5 - 2 * wP) * pp + (-.5 + wP) * p + 1;
				const s1 = (-1 - wN) * ppp + (1.5 + wN) * pp + .5 * p;
				const sN = wN * ppp - wN * pp;
				for (let 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;
			}
		};
		LinearInterpolant = class extends Interpolant {
			/**
			* Constructs a new linear interpolant.
			*
			* @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
			* @param {TypedArray} sampleValues - The sample values.
			* @param {number} sampleSize - The sample size
			* @param {TypedArray} [resultBuffer] - The result buffer.
			*/
			constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
				super(parameterPositions, sampleValues, sampleSize, resultBuffer);
			}
			interpolate_(i1, t0, t, t1) {
				const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, offset1 = i1 * stride, offset0 = offset1 - stride, weight1 = (t - t0) / (t1 - t0), weight0 = 1 - weight1;
				for (let i = 0; i !== stride; ++i) result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
				return result;
			}
		};
		DiscreteInterpolant = class extends Interpolant {
			/**
			* Constructs a new discrete interpolant.
			*
			* @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
			* @param {TypedArray} sampleValues - The sample values.
			* @param {number} sampleSize - The sample size
			* @param {TypedArray} [resultBuffer] - The result buffer.
			*/
			constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
				super(parameterPositions, sampleValues, sampleSize, resultBuffer);
			}
			interpolate_(i1) {
				return this.copySampleValue_(i1 - 1);
			}
		};
		BezierInterpolant = class extends Interpolant {
			interpolate_(i1, t0, t, t1) {
				const result = this.resultBuffer;
				const values = this.sampleValues;
				const stride = this.valueSize;
				const offset1 = i1 * stride;
				const offset0 = offset1 - stride;
				const inTangents = this.inTangents;
				const outTangents = this.outTangents;
				if (!inTangents || !outTangents) {
					const weight1 = (t - t0) / (t1 - t0);
					const weight0 = 1 - weight1;
					for (let i = 0; i !== stride; ++i) result[i] = values[offset0 + i] * weight0 + values[offset1 + i] * weight1;
					return result;
				}
				const tangentStride = stride * 2;
				const i0 = i1 - 1;
				for (let i = 0; i !== stride; ++i) {
					const v0 = values[offset0 + i];
					const v1 = values[offset1 + i];
					const outTangentOffset = i0 * tangentStride + i * 2;
					const c0x = outTangents[outTangentOffset];
					const c0y = outTangents[outTangentOffset + 1];
					const inTangentOffset = i1 * tangentStride + i * 2;
					const c1x = inTangents[inTangentOffset];
					const c1y = inTangents[inTangentOffset + 1];
					let s = (t - t0) / (t1 - t0);
					let s2, s3, oneMinusS, oneMinusS2, oneMinusS3;
					for (let iter = 0; iter < 8; iter++) {
						s2 = s * s;
						s3 = s2 * s;
						oneMinusS = 1 - s;
						oneMinusS2 = oneMinusS * oneMinusS;
						oneMinusS3 = oneMinusS2 * oneMinusS;
						const error = oneMinusS3 * t0 + 3 * oneMinusS2 * s * c0x + 3 * oneMinusS * s2 * c1x + s3 * t1 - t;
						if (Math.abs(error) < 1e-10) break;
						const dbx = 3 * oneMinusS2 * (c0x - t0) + 6 * oneMinusS * s * (c1x - c0x) + 3 * s2 * (t1 - c1x);
						if (Math.abs(dbx) < 1e-10) break;
						s = s - error / dbx;
						s = Math.max(0, Math.min(1, s));
					}
					result[i] = oneMinusS3 * v0 + 3 * oneMinusS2 * s * c0y + 3 * oneMinusS * s2 * c1y + s3 * v1;
				}
				return result;
			}
		};
		KeyframeTrack = class {
			/**
			* Constructs a new keyframe track.
			*
			* @param {string} name - The keyframe track's name.
			* @param {Array<number>} times - A list of keyframe times.
			* @param {Array<number|string|boolean>} values - A list of keyframe values.
			* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} [interpolation] - The interpolation type.
			*/
			constructor(name, times, values, interpolation) {
				if (name === void 0) throw new Error("THREE.KeyframeTrack: track name is undefined");
				if (times === void 0 || times.length === 0) throw new Error("THREE.KeyframeTrack: no keyframes in track named " + name);
				/**
				* The track's name can refer to morph targets or bones or
				* possibly other values within an animated object. See {@link PropertyBinding#parseTrackName}
				* for the forms of strings that can be parsed for property binding.
				*
				* @type {string}
				*/
				this.name = name;
				/**
				* The keyframe times.
				*
				* @type {Float32Array}
				*/
				this.times = convertArray(times, this.TimeBufferType);
				/**
				* The keyframe values.
				*
				* @type {Float32Array}
				*/
				this.values = convertArray(values, this.ValueBufferType);
				this.setInterpolation(interpolation || this.DefaultInterpolation);
			}
			/**
			* Converts the keyframe track to JSON.
			*
			* @static
			* @param {KeyframeTrack} track - The keyframe track to serialize.
			* @return {Object} The serialized keyframe track as JSON.
			*/
			static toJSON(track) {
				const trackType = track.constructor;
				let json;
				if (trackType.toJSON !== this.toJSON) json = trackType.toJSON(track);
				else {
					json = {
						"name": track.name,
						"times": convertArray(track.times, Array),
						"values": convertArray(track.values, Array)
					};
					const interpolation = track.getInterpolation();
					if (interpolation !== track.DefaultInterpolation) json.interpolation = interpolation;
				}
				json.type = track.ValueTypeName;
				return json;
			}
			/**
			* Factory method for creating a new discrete interpolant.
			*
			* @static
			* @param {TypedArray} [result] - The result buffer.
			* @return {DiscreteInterpolant} The new interpolant.
			*/
			InterpolantFactoryMethodDiscrete(result) {
				return new DiscreteInterpolant(this.times, this.values, this.getValueSize(), result);
			}
			/**
			* Factory method for creating a new linear interpolant.
			*
			* @static
			* @param {TypedArray} [result] - The result buffer.
			* @return {LinearInterpolant} The new interpolant.
			*/
			InterpolantFactoryMethodLinear(result) {
				return new LinearInterpolant(this.times, this.values, this.getValueSize(), result);
			}
			/**
			* Factory method for creating a new smooth interpolant.
			*
			* @static
			* @param {TypedArray} [result] - The result buffer.
			* @return {CubicInterpolant} The new interpolant.
			*/
			InterpolantFactoryMethodSmooth(result) {
				return new CubicInterpolant(this.times, this.values, this.getValueSize(), result);
			}
			/**
			* Factory method for creating a new Bezier interpolant.
			*
			* The Bezier interpolant requires tangent data to be set via the `settings` property
			* on the track before creating the interpolant. The settings should contain:
			* - `inTangents`: Float32Array with [time, value] pairs per keyframe per component
			* - `outTangents`: Float32Array with [time, value] pairs per keyframe per component
			*
			* @static
			* @param {TypedArray} [result] - The result buffer.
			* @return {BezierInterpolant} The new interpolant.
			*/
			InterpolantFactoryMethodBezier(result) {
				const interpolant = new BezierInterpolant(this.times, this.values, this.getValueSize(), result);
				if (this.settings) {
					interpolant.inTangents = this.settings.inTangents;
					interpolant.outTangents = this.settings.outTangents;
				}
				return interpolant;
			}
			/**
			* Defines the interpolation factor method for this keyframe track.
			*
			* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} interpolation - The interpolation type.
			* @return {KeyframeTrack} A reference to this keyframe track.
			*/
			setInterpolation(interpolation) {
				let factoryMethod;
				switch (interpolation) {
					case InterpolateDiscrete:
						factoryMethod = this.InterpolantFactoryMethodDiscrete;
						break;
					case InterpolateLinear:
						factoryMethod = this.InterpolantFactoryMethodLinear;
						break;
					case InterpolateSmooth:
						factoryMethod = this.InterpolantFactoryMethodSmooth;
						break;
					case InterpolateBezier: factoryMethod = this.InterpolantFactoryMethodBezier;
				}
				if (factoryMethod === void 0) {
					const message = "unsupported interpolation for " + this.ValueTypeName + " keyframe track named " + this.name;
					if (this.createInterpolant === void 0) if (interpolation !== this.DefaultInterpolation) this.setInterpolation(this.DefaultInterpolation);
					else throw new Error(message);
					warn("KeyframeTrack:", message);
					return this;
				}
				this.createInterpolant = factoryMethod;
				return this;
			}
			/**
			* Returns the current interpolation type.
			*
			* @return {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)} The interpolation type.
			*/
			getInterpolation() {
				switch (this.createInterpolant) {
					case this.InterpolantFactoryMethodDiscrete: return InterpolateDiscrete;
					case this.InterpolantFactoryMethodLinear: return InterpolateLinear;
					case this.InterpolantFactoryMethodSmooth: return InterpolateSmooth;
					case this.InterpolantFactoryMethodBezier: return InterpolateBezier;
				}
			}
			/**
			* Returns the value size.
			*
			* @return {number} The value size.
			*/
			getValueSize() {
				return this.values.length / this.times.length;
			}
			/**
			* Moves all keyframes either forward or backward in time.
			*
			* @param {number} timeOffset - The offset to move the time values.
			* @return {KeyframeTrack} A reference to this keyframe track.
			*/
			shift(timeOffset) {
				if (timeOffset !== 0) {
					const times = this.times;
					for (let 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).
			*
			* @param {number} timeScale - The time scale.
			* @return {KeyframeTrack} A reference to this keyframe track.
			*/
			scale(timeScale) {
				if (timeScale !== 1) {
					const times = this.times;
					for (let 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 defined time range.
			*
			* Note: The method does not shift around keys to the start of the track time, because for interpolated
			* keys this will change their values
			*
			* @param {number} startTime - The start time.
			* @param {number} endTime - The end time.
			* @return {KeyframeTrack} A reference to this keyframe track.
			*/
			trim(startTime, endTime) {
				const times = this.times, nKeys = times.length;
				let from = 0, to = nKeys - 1;
				while (from !== nKeys && times[from] < startTime) ++from;
				while (to !== -1 && times[to] > endTime) --to;
				++to;
				if (from !== 0 || to !== nKeys) {
					if (from >= to) {
						to = Math.max(to, 1);
						from = to - 1;
					}
					const stride = this.getValueSize();
					this.times = times.slice(from, to);
					this.values = this.values.slice(from * stride, to * stride);
				}
				return this;
			}
			/**
			* Performs minimal validation on the keyframe track. Returns `true` if the values
			* are valid.
			*
			* @return {boolean} Whether the keyframes are valid or not.
			*/
			validate() {
				let valid = true;
				const valueSize = this.getValueSize();
				if (valueSize - Math.floor(valueSize) !== 0) {
					error("KeyframeTrack: Invalid value size in track.", this);
					valid = false;
				}
				const times = this.times, values = this.values, nKeys = times.length;
				if (nKeys === 0) {
					error("KeyframeTrack: Track is empty.", this);
					valid = false;
				}
				let prevTime = null;
				for (let i = 0; i !== nKeys; i++) {
					const currTime = times[i];
					if (typeof currTime === "number" && isNaN(currTime)) {
						error("KeyframeTrack: Time is not a valid number.", this, i, currTime);
						valid = false;
						break;
					}
					if (prevTime !== null && prevTime > currTime) {
						error("KeyframeTrack: Out of order keys.", this, i, currTime, prevTime);
						valid = false;
						break;
					}
					prevTime = currTime;
				}
				if (values !== void 0) {
					if (isTypedArray(values)) for (let i = 0, n = values.length; i !== n; ++i) {
						const value = values[i];
						if (isNaN(value)) {
							error("KeyframeTrack: Value is not a valid number.", this, i, value);
							valid = false;
							break;
						}
					}
				}
				return valid;
			}
			/**
			* Optimizes this keyframe track by removing equivalent sequential keys (which are
			* common in morph target sequences).
			*
			* @return {KeyframeTrack} A reference to this keyframe track.
			*/
			optimize() {
				const times = this.times.slice(), values = this.values.slice(), stride = this.getValueSize(), smoothInterpolation = this.getInterpolation() === InterpolateSmooth, lastIndex = times.length - 1;
				let writeIndex = 1;
				for (let i = 1; i < lastIndex; ++i) {
					let keep = false;
					const time = times[i];
					if (time !== times[i + 1] && (i !== 1 || time !== times[0])) if (!smoothInterpolation) {
						const offset = i * stride, offsetP = offset - stride, offsetN = offset + stride;
						for (let j = 0; j !== stride; ++j) {
							const value = values[offset + j];
							if (value !== values[offsetP + j] || value !== values[offsetN + j]) {
								keep = true;
								break;
							}
						}
					} else keep = true;
					if (keep) {
						if (i !== writeIndex) {
							times[writeIndex] = times[i];
							const readOffset = i * stride, writeOffset = writeIndex * stride;
							for (let j = 0; j !== stride; ++j) values[writeOffset + j] = values[readOffset + j];
						}
						++writeIndex;
					}
				}
				if (lastIndex > 0) {
					times[writeIndex] = times[lastIndex];
					for (let readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++j) values[writeOffset + j] = values[readOffset + j];
					++writeIndex;
				}
				if (writeIndex !== times.length) {
					this.times = times.slice(0, writeIndex);
					this.values = values.slice(0, writeIndex * stride);
				} else {
					this.times = times;
					this.values = values;
				}
				return this;
			}
			/**
			* Returns a new keyframe track with copied values from this instance.
			*
			* @return {KeyframeTrack} A clone of this instance.
			*/
			clone() {
				const times = this.times.slice();
				const values = this.values.slice();
				const TypedKeyframeTrack = this.constructor;
				const track = new TypedKeyframeTrack(this.name, times, values);
				track.createInterpolant = this.createInterpolant;
				return track;
			}
		};
		/**
		* The value type name.
		*
		* @type {string}
		* @default ''
		*/
		KeyframeTrack.prototype.ValueTypeName = "";
		/**
		* The time buffer type of this keyframe track.
		*
		* @type {TypedArray|Array}
		* @default Float32Array.constructor
		*/
		KeyframeTrack.prototype.TimeBufferType = Float32Array;
		/**
		* The value buffer type of this keyframe track.
		*
		* @type {TypedArray|Array}
		* @default Float32Array.constructor
		*/
		KeyframeTrack.prototype.ValueBufferType = Float32Array;
		/**
		* The default interpolation type of this keyframe track.
		*
		* @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth|InterpolateBezier)}
		* @default InterpolateLinear
		*/
		KeyframeTrack.prototype.DefaultInterpolation = InterpolateLinear;
		BooleanKeyframeTrack = class extends KeyframeTrack {
			/**
			* Constructs a new boolean keyframe track.
			*
			* This keyframe track type has no `interpolation` parameter because the
			* interpolation is always discrete.
			*
			* @param {string} name - The keyframe track's name.
			* @param {Array<number>} times - A list of keyframe times.
			* @param {Array<boolean>} values - A list of keyframe values.
			*/
			constructor(name, times, values) {
				super(name, times, values);
			}
		};
		/**
		* The value type name.
		*
		* @type {string}
		* @default 'bool'
		*/
		BooleanKeyframeTrack.prototype.ValueTypeName = "bool";
		/**
		* The value buffer type of this keyframe track.
		*
		* @type {TypedArray|Array}
		* @default Array.constructor
		*/
		BooleanKeyframeTrack.prototype.ValueBufferType = Array;
		/**
		* The default interpolation type of this keyframe track.
		*
		* @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
		* @default InterpolateDiscrete
		*/
		BooleanKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
		BooleanKeyframeTrack.prototype.InterpolantFactoryMethodLinear = void 0;
		BooleanKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = void 0;
		ColorKeyframeTrack = class extends KeyframeTrack {
			/**
			* Constructs a new color keyframe track.
			*
			* @param {string} name - The keyframe track's name.
			* @param {Array<number>} times - A list of keyframe times.
			* @param {Array<number>} values - A list of keyframe values.
			* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
			*/
			constructor(name, times, values, interpolation) {
				super(name, times, values, interpolation);
			}
		};
		/**
		* The value type name.
		*
		* @type {string}
		* @default 'color'
		*/
		ColorKeyframeTrack.prototype.ValueTypeName = "color";
		NumberKeyframeTrack = class extends KeyframeTrack {
			/**
			* Constructs a new number keyframe track.
			*
			* @param {string} name - The keyframe track's name.
			* @param {Array<number>} times - A list of keyframe times.
			* @param {Array<number>} values - A list of keyframe values.
			* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
			*/
			constructor(name, times, values, interpolation) {
				super(name, times, values, interpolation);
			}
		};
		/**
		* The value type name.
		*
		* @type {string}
		* @default 'number'
		*/
		NumberKeyframeTrack.prototype.ValueTypeName = "number";
		QuaternionLinearInterpolant = class extends Interpolant {
			/**
			* Constructs a new SLERP interpolant.
			*
			* @param {TypedArray} parameterPositions - The parameter positions hold the interpolation factors.
			* @param {TypedArray} sampleValues - The sample values.
			* @param {number} sampleSize - The sample size
			* @param {TypedArray} [resultBuffer] - The result buffer.
			*/
			constructor(parameterPositions, sampleValues, sampleSize, resultBuffer) {
				super(parameterPositions, sampleValues, sampleSize, resultBuffer);
			}
			interpolate_(i1, t0, t, t1) {
				const result = this.resultBuffer, values = this.sampleValues, stride = this.valueSize, alpha = (t - t0) / (t1 - t0);
				let offset = i1 * stride;
				for (let end = offset + stride; offset !== end; offset += 4) Quaternion.slerpFlat(result, 0, values, offset - stride, values, offset, alpha);
				return result;
			}
		};
		QuaternionKeyframeTrack = class extends KeyframeTrack {
			/**
			* Constructs a new Quaternion keyframe track.
			*
			* @param {string} name - The keyframe track's name.
			* @param {Array<number>} times - A list of keyframe times.
			* @param {Array<number>} values - A list of keyframe values.
			* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
			*/
			constructor(name, times, values, interpolation) {
				super(name, times, values, interpolation);
			}
			/**
			* Overwritten so the method returns Quaternion based interpolant.
			*
			* @static
			* @param {TypedArray} [result] - The result buffer.
			* @return {QuaternionLinearInterpolant} The new interpolant.
			*/
			InterpolantFactoryMethodLinear(result) {
				return new QuaternionLinearInterpolant(this.times, this.values, this.getValueSize(), result);
			}
		};
		/**
		* The value type name.
		*
		* @type {string}
		* @default 'quaternion'
		*/
		QuaternionKeyframeTrack.prototype.ValueTypeName = "quaternion";
		QuaternionKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = void 0;
		StringKeyframeTrack = class extends KeyframeTrack {
			/**
			* Constructs a new string keyframe track.
			*
			* This keyframe track type has no `interpolation` parameter because the
			* interpolation is always discrete.
			*
			* @param {string} name - The keyframe track's name.
			* @param {Array<number>} times - A list of keyframe times.
			* @param {Array<string>} values - A list of keyframe values.
			*/
			constructor(name, times, values) {
				super(name, times, values);
			}
		};
		/**
		* The value type name.
		*
		* @type {string}
		* @default 'string'
		*/
		StringKeyframeTrack.prototype.ValueTypeName = "string";
		/**
		* The value buffer type of this keyframe track.
		*
		* @type {TypedArray|Array}
		* @default Array.constructor
		*/
		StringKeyframeTrack.prototype.ValueBufferType = Array;
		/**
		* The default interpolation type of this keyframe track.
		*
		* @type {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)}
		* @default InterpolateDiscrete
		*/
		StringKeyframeTrack.prototype.DefaultInterpolation = InterpolateDiscrete;
		StringKeyframeTrack.prototype.InterpolantFactoryMethodLinear = void 0;
		StringKeyframeTrack.prototype.InterpolantFactoryMethodSmooth = void 0;
		VectorKeyframeTrack = class extends KeyframeTrack {
			/**
			* Constructs a new vector keyframe track.
			*
			* @param {string} name - The keyframe track's name.
			* @param {Array<number>} times - A list of keyframe times.
			* @param {Array<number>} values - A list of keyframe values.
			* @param {(InterpolateLinear|InterpolateDiscrete|InterpolateSmooth)} [interpolation] - The interpolation type.
			*/
			constructor(name, times, values, interpolation) {
				super(name, times, values, interpolation);
			}
		};
		/**
		* The value type name.
		*
		* @type {string}
		* @default 'vector'
		*/
		VectorKeyframeTrack.prototype.ValueTypeName = "vector";
		LoadingManager = class {
			/**
			* Constructs a new loading manager.
			*
			* @param {Function} [onLoad] - Executes when all items have been loaded.
			* @param {Function} [onProgress] - Executes when single items have been loaded.
			* @param {Function} [onError] - Executes when an error occurs.
			*/
			constructor(onLoad, onProgress, onError) {
				const scope = this;
				let isLoading = false;
				let itemsLoaded = 0;
				let itemsTotal = 0;
				let urlModifier = void 0;
				const handlers = [];
				/**
				* Executes when an item starts loading.
				*
				* @type {Function|undefined}
				* @default undefined
				*/
				this.onStart = void 0;
				/**
				* Executes when all items have been loaded.
				*
				* @type {Function|undefined}
				* @default undefined
				*/
				this.onLoad = onLoad;
				/**
				* Executes when single items have been loaded.
				*
				* @type {Function|undefined}
				* @default undefined
				*/
				this.onProgress = onProgress;
				/**
				* Executes when an error occurs.
				*
				* @type {Function|undefined}
				* @default undefined
				*/
				this.onError = onError;
				/**
				* Used for aborting ongoing requests in loaders using this manager.
				*
				* @private
				* @type {AbortController | null}
				*/
				this._abortController = null;
				/**
				* This should be called by any loader using the manager when the loader
				* starts loading an item.
				*
				* @param {string} url - The URL to load.
				*/
				this.itemStart = function(url) {
					itemsTotal++;
					if (isLoading === false) {
						if (scope.onStart !== void 0) scope.onStart(url, itemsLoaded, itemsTotal);
					}
					isLoading = true;
				};
				/**
				* This should be called by any loader using the manager when the loader
				* ended loading an item.
				*
				* @param {string} url - The URL of the loaded item.
				*/
				this.itemEnd = function(url) {
					itemsLoaded++;
					if (scope.onProgress !== void 0) scope.onProgress(url, itemsLoaded, itemsTotal);
					if (itemsLoaded === itemsTotal) {
						isLoading = false;
						if (scope.onLoad !== void 0) scope.onLoad();
					}
				};
				/**
				* This should be called by any loader using the manager when the loader
				* encounters an error when loading an item.
				*
				* @param {string} url - The URL of the item that produces an error.
				*/
				this.itemError = function(url) {
					if (scope.onError !== void 0) scope.onError(url);
				};
				/**
				* Given a URL, uses the URL modifier callback (if any) and returns a
				* resolved URL. If no URL modifier is set, returns the original URL.
				*
				* @param {string} url - The URL to load.
				* @return {string} The resolved URL.
				*/
				this.resolveURL = function(url) {
					url = url.normalize("NFC");
					if (urlModifier) return urlModifier(url);
					return url;
				};
				/**
				* If provided, the callback will be passed each resource URL before a
				* request is sent. The callback may return the original URL, or a new URL to
				* override loading behavior. This behavior can be used to load assets from
				* .ZIP files, drag-and-drop APIs, and Data URIs.
				*
				* ```js
				* const blobs = {'fish.gltf': blob1, 'diffuse.png': blob2, 'normal.png': blob3};
				*
				* const manager = new THREE.LoadingManager();
				*
				* // Initialize loading manager with URL callback.
				* const objectURLs = [];
				* manager.setURLModifier( ( url ) => {
				*
				* 	url = URL.createObjectURL( blobs[ url ] );
				* 	objectURLs.push( url );
				* 	return url;
				*
				* } );
				*
				* // Load as usual, then revoke the blob URLs.
				* const loader = new GLTFLoader( manager );
				* loader.load( 'fish.gltf', (gltf) => {
				*
				* 	scene.add( gltf.scene );
				* 	objectURLs.forEach( ( url ) => URL.revokeObjectURL( url ) );
				*
				* } );
				* ```
				*
				* @param {function(string):string} transform - URL modifier callback. Called with an URL and must return a resolved URL.
				* @return {LoadingManager} A reference to this loading manager.
				*/
				this.setURLModifier = function(transform) {
					urlModifier = transform;
					return this;
				};
				/**
				* Registers a loader with the given regular expression. Can be used to
				* define what loader should be used in order to load specific files. A
				* typical use case is to overwrite the default loader for textures.
				*
				* ```js
				* // add handler for TGA textures
				* manager.addHandler( /\.tga$/i, new TGALoader() );
				* ```
				*
				* @param {string} regex - A regular expression.
				* @param {Loader} loader - A loader that should handle matched cases.
				* @return {LoadingManager} A reference to this loading manager.
				*/
				this.addHandler = function(regex, loader) {
					handlers.push(regex, loader);
					return this;
				};
				/**
				* Removes the loader for the given regular expression.
				*
				* @param {string} regex - A regular expression.
				* @return {LoadingManager} A reference to this loading manager.
				*/
				this.removeHandler = function(regex) {
					const index = handlers.indexOf(regex);
					if (index !== -1) handlers.splice(index, 2);
					return this;
				};
				/**
				* Can be used to retrieve the registered loader for the given file path.
				*
				* @param {string} file - The file path.
				* @return {?Loader} The registered loader. Returns `null` if no loader was found.
				*/
				this.getHandler = function(file) {
					for (let i = 0, l = handlers.length; i < l; i += 2) {
						const regex = handlers[i];
						const loader = handlers[i + 1];
						if (regex.global) regex.lastIndex = 0;
						if (regex.test(file)) return loader;
					}
					return null;
				};
				/**
				* Can be used to abort ongoing loading requests in loaders using this manager.
				* The abort only works if the loaders implement {@link Loader#abort} and `AbortSignal.any()`
				* is supported in the browser.
				*
				* @return {LoadingManager} A reference to this loading manager.
				*/
				this.abort = function() {
					this.abortController.abort();
					this._abortController = null;
					return this;
				};
			}
			/**
			* Used for aborting ongoing requests in loaders using this manager.
			*
			* @type {AbortController}
			*/
			get abortController() {
				if (!this._abortController) this._abortController = new AbortController();
				return this._abortController;
			}
		};
		DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();
		Loader = class {
			/**
			* Constructs a new loader.
			*
			* @param {LoadingManager} [manager] - The loading manager.
			*/
			constructor(manager) {
				/**
				* The loading manager.
				*
				* @type {LoadingManager}
				* @default DefaultLoadingManager
				*/
				this.manager = manager !== void 0 ? manager : DefaultLoadingManager;
				/**
				* The crossOrigin string to implement CORS for loading the url from a
				* different domain that allows CORS.
				*
				* @type {string}
				* @default 'anonymous'
				*/
				this.crossOrigin = "anonymous";
				/**
				* Whether the XMLHttpRequest uses credentials.
				*
				* @type {boolean}
				* @default false
				*/
				this.withCredentials = false;
				/**
				* The base path from which the asset will be loaded.
				*
				* @type {string}
				*/
				this.path = "";
				/**
				* The base path from which additional resources like textures will be loaded.
				*
				* @type {string}
				*/
				this.resourcePath = "";
				/**
				* The [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
				* used in HTTP request.
				*
				* @type {Object<string, any>}
				*/
				this.requestHeader = {};
				if (typeof __THREE_DEVTOOLS__ !== "undefined") __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe", { detail: this }));
			}
			/**
			* This method needs to be implemented by all concrete loaders. It holds the
			* logic for loading assets from the backend.
			*
			* @abstract
			* @param {string} url - The path/URL of the file to be loaded.
			* @param {Function} onLoad - Executed when the loading process has been finished.
			* @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
			* @param {onErrorCallback} [onError] - Executed when errors occur.
			*/
			load() {}
			/**
			* A async version of {@link Loader#load}.
			*
			* @param {string} url - The path/URL of the file to be loaded.
			* @param {onProgressCallback} [onProgress] - Executed while the loading is in progress.
			* @return {Promise} A Promise that resolves when the asset has been loaded.
			*/
			loadAsync(url, onProgress) {
				const scope = this;
				return new Promise(function(resolve, reject) {
					scope.load(url, resolve, onProgress, reject);
				});
			}
			/**
			* This method needs to be implemented by all concrete loaders. It holds the
			* logic for parsing the asset into three.js entities.
			*
			* @abstract
			* @param {any} data - The data to parse.
			*/
			parse() {}
			/**
			* Sets the `crossOrigin` String to implement CORS for loading the URL
			* from a different domain that allows CORS.
			*
			* @param {string} crossOrigin - The `crossOrigin` value.
			* @return {Loader} A reference to this instance.
			*/
			setCrossOrigin(crossOrigin) {
				this.crossOrigin = crossOrigin;
				return this;
			}
			/**
			* Whether the XMLHttpRequest uses credentials such as cookies, authorization
			* headers or TLS client certificates, see [XMLHttpRequest.withCredentials](https://developer.mozilla.org/en-US/docs/Web/API/XMLHttpRequest/withCredentials).
			*
			* Note: This setting has no effect if you are loading files locally or from the same domain.
			*
			* @param {boolean} value - The `withCredentials` value.
			* @return {Loader} A reference to this instance.
			*/
			setWithCredentials(value) {
				this.withCredentials = value;
				return this;
			}
			/**
			* Sets the base path for the asset.
			*
			* @param {string} path - The base path.
			* @return {Loader} A reference to this instance.
			*/
			setPath(path) {
				this.path = path;
				return this;
			}
			/**
			* Sets the base path for dependent resources like textures.
			*
			* @param {string} resourcePath - The resource path.
			* @return {Loader} A reference to this instance.
			*/
			setResourcePath(resourcePath) {
				this.resourcePath = resourcePath;
				return this;
			}
			/**
			* Sets the given request header.
			*
			* @param {Object} requestHeader - A [request header](https://developer.mozilla.org/en-US/docs/Glossary/Request_header)
			* for configuring the HTTP request.
			* @return {Loader} A reference to this instance.
			*/
			setRequestHeader(requestHeader) {
				this.requestHeader = requestHeader;
				return this;
			}
			/**
			* This method can be implemented in loaders for aborting ongoing requests.
			*
			* @abstract
			* @return {Loader} A reference to this instance.
			*/
			abort() {
				return this;
			}
		};
		/**
		* Callback for onProgress in loaders.
		*
		* @callback onProgressCallback
		* @param {ProgressEvent} event - An instance of `ProgressEvent` that represents the current loading status.
		*/
		/**
		* Callback for onError in loaders.
		*
		* @callback onErrorCallback
		* @param {Error} error - The error which occurred during the loading process.
		*/
		/**
		* The default material name that is used by loaders
		* when creating materials for loaded 3D objects.
		*
		* Note: Not all loaders might honor this setting.
		*
		* @static
		* @type {string}
		* @default '__DEFAULT'
		*/
		Loader.DEFAULT_MATERIAL_NAME = "__DEFAULT";
		_position$2 = /*@__PURE__*/ new Vector3();
		_quaternion$2 = /*@__PURE__*/ new Quaternion();
		_scale$2 = /*@__PURE__*/ new Vector3();
		Camera = class extends Object3D {
			/**
			* Constructs a new camera.
			*/
			constructor() {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isCamera = true;
				this.type = "Camera";
				/**
				* The inverse of the camera's world matrix.
				*
				* @type {Matrix4}
				*/
				this.matrixWorldInverse = new Matrix4();
				/**
				* The camera's projection matrix.
				*
				* @type {Matrix4}
				*/
				this.projectionMatrix = new Matrix4();
				/**
				* The inverse of the camera's projection matrix.
				*
				* @type {Matrix4}
				*/
				this.projectionMatrixInverse = new Matrix4();
				/**
				* The coordinate system in which the camera is used.
				*
				* @type {(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
				*/
				this.coordinateSystem = WebGLCoordinateSystem;
				this._reversedDepth = false;
			}
			/**
			* The flag that indicates whether the camera uses a reversed depth buffer.
			*
			* @type {boolean}
			* @default false
			*/
			get reversedDepth() {
				return this._reversedDepth;
			}
			copy(source, recursive) {
				super.copy(source, recursive);
				this.matrixWorldInverse.copy(source.matrixWorldInverse);
				this.projectionMatrix.copy(source.projectionMatrix);
				this.projectionMatrixInverse.copy(source.projectionMatrixInverse);
				this.coordinateSystem = source.coordinateSystem;
				return this;
			}
			/**
			* Returns a vector representing the ("look") direction of the 3D object in world space.
			*
			* This method is overwritten since cameras have a different forward vector compared to other
			* 3D objects. A camera looks down its local, negative z-axis by default.
			*
			* @param {Vector3} target - The target vector the result is stored to.
			* @return {Vector3} The 3D object's direction in world space.
			*/
			getWorldDirection(target) {
				return super.getWorldDirection(target).negate();
			}
			updateMatrixWorld(force) {
				super.updateMatrixWorld(force);
				this.matrixWorld.decompose(_position$2, _quaternion$2, _scale$2);
				if (_scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1) this.matrixWorldInverse.copy(this.matrixWorld).invert();
				else this.matrixWorldInverse.compose(_position$2, _quaternion$2, _scale$2.set(1, 1, 1)).invert();
			}
			updateWorldMatrix(updateParents, updateChildren, force = false) {
				super.updateWorldMatrix(updateParents, updateChildren, force);
				this.matrixWorld.decompose(_position$2, _quaternion$2, _scale$2);
				if (_scale$2.x === 1 && _scale$2.y === 1 && _scale$2.z === 1) this.matrixWorldInverse.copy(this.matrixWorld).invert();
				else this.matrixWorldInverse.compose(_position$2, _quaternion$2, _scale$2.set(1, 1, 1)).invert();
			}
			clone() {
				return new this.constructor().copy(this);
			}
		};
		_v3$1 = /*@__PURE__*/ new Vector3();
		_minTarget = /*@__PURE__*/ new Vector2();
		_maxTarget = /*@__PURE__*/ new Vector2();
		PerspectiveCamera = class extends Camera {
			/**
			* Constructs a new perspective camera.
			*
			* @param {number} [fov=50] - The vertical field of view.
			* @param {number} [aspect=1] - The aspect ratio.
			* @param {number} [near=0.1] - The camera's near plane.
			* @param {number} [far=2000] - The camera's far plane.
			*/
			constructor(fov = 50, aspect = 1, near = .1, far = 2e3) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isPerspectiveCamera = true;
				this.type = "PerspectiveCamera";
				/**
				* The vertical field of view, from bottom to top of view,
				* in degrees.
				*
				* @type {number}
				* @default 50
				*/
				this.fov = fov;
				/**
				* The zoom factor of the camera.
				*
				* @type {number}
				* @default 1
				*/
				this.zoom = 1;
				/**
				* The camera's near plane. The valid range is greater than `0`
				* and less than the current value of {@link PerspectiveCamera#far}.
				*
				* Note that, unlike for the {@link OrthographicCamera}, `0` is <em>not</em> a
				* valid value for a perspective camera's near plane.
				*
				* @type {number}
				* @default 0.1
				*/
				this.near = near;
				/**
				* The camera's far plane. Must be greater than the
				* current value of {@link PerspectiveCamera#near}.
				*
				* @type {number}
				* @default 2000
				*/
				this.far = far;
				/**
				* Object distance used for stereoscopy and depth-of-field effects. This
				* parameter does not influence the projection matrix unless a
				* {@link StereoCamera} is being used.
				*
				* @type {number}
				* @default 10
				*/
				this.focus = 10;
				/**
				* The aspect ratio, usually the canvas width / canvas height.
				*
				* @type {number}
				* @default 1
				*/
				this.aspect = aspect;
				/**
				* Represents the frustum window specification. This property should not be edited
				* directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
				*
				* @type {?Object}
				* @default null
				*/
				this.view = null;
				/**
				* Film size used for the larger axis. Default is `35` (millimeters). This
				* parameter does not influence the projection matrix unless {@link PerspectiveCamera#filmOffset}
				* is set to a nonzero value.
				*
				* @type {number}
				* @default 35
				*/
				this.filmGauge = 35;
				/**
				* Horizontal off-center offset in the same unit as {@link PerspectiveCamera#filmGauge}.
				*
				* @type {number}
				* @default 0
				*/
				this.filmOffset = 0;
				this.updateProjectionMatrix();
			}
			copy(source, recursive) {
				super.copy(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 {@link PerspectiveCamera#filmGauge}.
			*
			* The default film gauge is 35, so that the focal length can be specified for
			* a 35mm (full frame) camera.
			*
			* @param {number} focalLength - Values for focal length and film gauge must have the same unit.
			*/
			setFocalLength(focalLength) {
				/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
				const vExtentSlope = .5 * this.getFilmHeight() / focalLength;
				this.fov = RAD2DEG * 2 * Math.atan(vExtentSlope);
				this.updateProjectionMatrix();
			}
			/**
			* Returns the focal length from the current {@link PerspectiveCamera#fov} and
			* {@link PerspectiveCamera#filmGauge}.
			*
			* @return {number} The computed focal length.
			*/
			getFocalLength() {
				const vExtentSlope = Math.tan(DEG2RAD * .5 * this.fov);
				return .5 * this.getFilmHeight() / vExtentSlope;
			}
			/**
			* Returns the current vertical field of view angle in degrees considering {@link PerspectiveCamera#zoom}.
			*
			* @return {number} The effective FOV.
			*/
			getEffectiveFOV() {
				return RAD2DEG * 2 * Math.atan(Math.tan(DEG2RAD * .5 * this.fov) / this.zoom);
			}
			/**
			* Returns the width of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
			* equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
			*
			* @return {number} The film width.
			*/
			getFilmWidth() {
				return this.filmGauge * Math.min(this.aspect, 1);
			}
			/**
			* Returns the height of the image on the film. If {@link PerspectiveCamera#aspect} is greater than or
			* equal to one (landscape format), the result equals {@link PerspectiveCamera#filmGauge}.
			*
			* @return {number} The film width.
			*/
			getFilmHeight() {
				return this.filmGauge / Math.max(this.aspect, 1);
			}
			/**
			* Computes the 2D bounds of the camera's viewable rectangle at a given distance along the viewing direction.
			* Sets `minTarget` and `maxTarget` to the coordinates of the lower-left and upper-right corners of the view rectangle.
			*
			* @param {number} distance - The viewing distance.
			* @param {Vector2} minTarget - The lower-left corner of the view rectangle is written into this vector.
			* @param {Vector2} maxTarget - The upper-right corner of the view rectangle is written into this vector.
			*/
			getViewBounds(distance, minTarget, maxTarget) {
				_v3$1.set(-1, -1, .5).applyMatrix4(this.projectionMatrixInverse);
				minTarget.set(_v3$1.x, _v3$1.y).multiplyScalar(-distance / _v3$1.z);
				_v3$1.set(1, 1, .5).applyMatrix4(this.projectionMatrixInverse);
				maxTarget.set(_v3$1.x, _v3$1.y).multiplyScalar(-distance / _v3$1.z);
			}
			/**
			* Computes the width and height of the camera's viewable rectangle at a given distance along the viewing direction.
			*
			* @param {number} distance - The viewing distance.
			* @param {Vector2} target - The target vector that is used to store result where x is width and y is height.
			* @returns {Vector2} The view size.
			*/
			getViewSize(distance, target) {
				this.getViewBounds(distance, _minTarget, _maxTarget);
				return target.subVectors(_maxTarget, _minTarget);
			}
			/**
			* 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:
			*```js
			* const w = 1920;
			* const h = 1080;
			* const fullWidth = w * 3;
			* const 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.
			*
			* @param {number} fullWidth - The full width of multiview setup.
			* @param {number} fullHeight - The full height of multiview setup.
			* @param {number} x - The horizontal offset of the subcamera.
			* @param {number} y - The vertical offset of the subcamera.
			* @param {number} width - The width of subcamera.
			* @param {number} height - The height of subcamera.
			*/
			setViewOffset(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();
			}
			/**
			* Removes the view offset from the projection matrix.
			*/
			clearViewOffset() {
				if (this.view !== null) this.view.enabled = false;
				this.updateProjectionMatrix();
			}
			/**
			* Updates the camera's projection matrix. Must be called after any change of
			* camera properties.
			*/
			updateProjectionMatrix() {
				const near = this.near;
				let top = near * Math.tan(DEG2RAD * .5 * this.fov) / this.zoom;
				let height = 2 * top;
				let width = this.aspect * height;
				let left = -.5 * width;
				const view = this.view;
				if (this.view !== null && this.view.enabled) {
					const fullWidth = view.fullWidth, fullHeight = view.fullHeight;
					left += view.offsetX * width / fullWidth;
					top -= view.offsetY * height / fullHeight;
					width *= view.width / fullWidth;
					height *= view.height / fullHeight;
				}
				const skew = this.filmOffset;
				if (skew !== 0) left += near * skew / this.getFilmWidth();
				this.projectionMatrix.makePerspective(left, left + width, top, top - height, near, this.far, this.coordinateSystem, this.reversedDepth);
				this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
			}
			toJSON(meta) {
				const data = super.toJSON(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;
			}
		};
		OrthographicCamera = class extends Camera {
			/**
			* Constructs a new orthographic camera.
			*
			* @param {number} [left=-1] - The left plane of the camera's frustum.
			* @param {number} [right=1] - The right plane of the camera's frustum.
			* @param {number} [top=1] - The top plane of the camera's frustum.
			* @param {number} [bottom=-1] - The bottom plane of the camera's frustum.
			* @param {number} [near=0.1] - The camera's near plane.
			* @param {number} [far=2000] - The camera's far plane.
			*/
			constructor(left = -1, right = 1, top = 1, bottom = -1, near = .1, far = 2e3) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isOrthographicCamera = true;
				this.type = "OrthographicCamera";
				/**
				* The zoom factor of the camera.
				*
				* @type {number}
				* @default 1
				*/
				this.zoom = 1;
				/**
				* Represents the frustum window specification. This property should not be edited
				* directly but via {@link PerspectiveCamera#setViewOffset} and {@link PerspectiveCamera#clearViewOffset}.
				*
				* @type {?Object}
				* @default null
				*/
				this.view = null;
				/**
				* The left plane of the camera's frustum.
				*
				* @type {number}
				* @default -1
				*/
				this.left = left;
				/**
				* The right plane of the camera's frustum.
				*
				* @type {number}
				* @default 1
				*/
				this.right = right;
				/**
				* The top plane of the camera's frustum.
				*
				* @type {number}
				* @default 1
				*/
				this.top = top;
				/**
				* The bottom plane of the camera's frustum.
				*
				* @type {number}
				* @default -1
				*/
				this.bottom = bottom;
				/**
				* The camera's near plane. The valid range is greater than `0`
				* and less than the current value of {@link OrthographicCamera#far}.
				*
				* Note that, unlike for the {@link PerspectiveCamera}, `0` is a
				* valid value for an orthographic camera's near plane.
				*
				* @type {number}
				* @default 0.1
				*/
				this.near = near;
				/**
				* The camera's far plane. Must be greater than the
				* current value of {@link OrthographicCamera#near}.
				*
				* @type {number}
				* @default 2000
				*/
				this.far = far;
				this.updateProjectionMatrix();
			}
			copy(source, recursive) {
				super.copy(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;
			}
			/**
			* Sets an offset in a larger frustum. This is useful for multi-window or
			* multi-monitor/multi-machine setups.
			*
			* @param {number} fullWidth - The full width of multiview setup.
			* @param {number} fullHeight - The full height of multiview setup.
			* @param {number} x - The horizontal offset of the subcamera.
			* @param {number} y - The vertical offset of the subcamera.
			* @param {number} width - The width of subcamera.
			* @param {number} height - The height of subcamera.
			* @see {@link PerspectiveCamera#setViewOffset}
			*/
			setViewOffset(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();
			}
			/**
			* Removes the view offset from the projection matrix.
			*/
			clearViewOffset() {
				if (this.view !== null) this.view.enabled = false;
				this.updateProjectionMatrix();
			}
			/**
			* Updates the camera's projection matrix. Must be called after any change of
			* camera properties.
			*/
			updateProjectionMatrix() {
				const dx = (this.right - this.left) / (2 * this.zoom);
				const dy = (this.top - this.bottom) / (2 * this.zoom);
				const cx = (this.right + this.left) / 2;
				const cy = (this.top + this.bottom) / 2;
				let left = cx - dx;
				let right = cx + dx;
				let top = cy + dy;
				let bottom = cy - dy;
				if (this.view !== null && this.view.enabled) {
					const scaleW = (this.right - this.left) / this.view.fullWidth / this.zoom;
					const scaleH = (this.top - this.bottom) / this.view.fullHeight / this.zoom;
					left += scaleW * this.view.offsetX;
					right = left + scaleW * this.view.width;
					top -= scaleH * this.view.offsetY;
					bottom = top - scaleH * this.view.height;
				}
				this.projectionMatrix.makeOrthographic(left, right, top, bottom, this.near, this.far, this.coordinateSystem, this.reversedDepth);
				this.projectionMatrixInverse.copy(this.projectionMatrix).invert();
			}
			toJSON(meta) {
				const data = super.toJSON(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;
			}
		};
		fov = -90;
		aspect = 1;
		CubeCamera = class extends Object3D {
			/**
			* Constructs a new cube camera.
			*
			* @param {number} near - The camera's near plane.
			* @param {number} far - The camera's far plane.
			* @param {WebGLCubeRenderTarget} renderTarget - The cube render target.
			*/
			constructor(near, far, renderTarget) {
				super();
				this.type = "CubeCamera";
				/**
				* A reference to the cube render target.
				*
				* @type {WebGLCubeRenderTarget}
				*/
				this.renderTarget = renderTarget;
				/**
				* The current active coordinate system.
				*
				* @type {?(WebGLCoordinateSystem|WebGPUCoordinateSystem)}
				* @default null
				*/
				this.coordinateSystem = null;
				/**
				* The current active mipmap level
				*
				* @type {number}
				* @default 0
				*/
				this.activeMipmapLevel = 0;
				const cameraPX = new PerspectiveCamera(fov, aspect, near, far);
				cameraPX.layers = this.layers;
				this.add(cameraPX);
				const cameraNX = new PerspectiveCamera(fov, aspect, near, far);
				cameraNX.layers = this.layers;
				this.add(cameraNX);
				const cameraPY = new PerspectiveCamera(fov, aspect, near, far);
				cameraPY.layers = this.layers;
				this.add(cameraPY);
				const cameraNY = new PerspectiveCamera(fov, aspect, near, far);
				cameraNY.layers = this.layers;
				this.add(cameraNY);
				const cameraPZ = new PerspectiveCamera(fov, aspect, near, far);
				cameraPZ.layers = this.layers;
				this.add(cameraPZ);
				const cameraNZ = new PerspectiveCamera(fov, aspect, near, far);
				cameraNZ.layers = this.layers;
				this.add(cameraNZ);
			}
			/**
			* Must be called when the coordinate system of the cube camera is changed.
			*/
			updateCoordinateSystem() {
				const coordinateSystem = this.coordinateSystem;
				const cameras = this.children.concat();
				const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = cameras;
				for (const camera of cameras) this.remove(camera);
				if (coordinateSystem === 2e3) {
					cameraPX.up.set(0, 1, 0);
					cameraPX.lookAt(1, 0, 0);
					cameraNX.up.set(0, 1, 0);
					cameraNX.lookAt(-1, 0, 0);
					cameraPY.up.set(0, 0, -1);
					cameraPY.lookAt(0, 1, 0);
					cameraNY.up.set(0, 0, 1);
					cameraNY.lookAt(0, -1, 0);
					cameraPZ.up.set(0, 1, 0);
					cameraPZ.lookAt(0, 0, 1);
					cameraNZ.up.set(0, 1, 0);
					cameraNZ.lookAt(0, 0, -1);
				} else if (coordinateSystem === 2001) {
					cameraPX.up.set(0, -1, 0);
					cameraPX.lookAt(-1, 0, 0);
					cameraNX.up.set(0, -1, 0);
					cameraNX.lookAt(1, 0, 0);
					cameraPY.up.set(0, 0, 1);
					cameraPY.lookAt(0, 1, 0);
					cameraNY.up.set(0, 0, -1);
					cameraNY.lookAt(0, -1, 0);
					cameraPZ.up.set(0, -1, 0);
					cameraPZ.lookAt(0, 0, 1);
					cameraNZ.up.set(0, -1, 0);
					cameraNZ.lookAt(0, 0, -1);
				} else throw new Error("THREE.CubeCamera.updateCoordinateSystem(): Invalid coordinate system: " + coordinateSystem);
				for (const camera of cameras) {
					this.add(camera);
					camera.updateMatrixWorld();
				}
			}
			/**
			* Calling this method will render the given scene with the given renderer
			* into the cube render target of the camera.
			*
			* @param {(Renderer|WebGLRenderer)} renderer - The renderer.
			* @param {Scene} scene - The scene to render.
			*/
			update(renderer, scene) {
				if (this.parent === null) this.updateMatrixWorld();
				const { renderTarget, activeMipmapLevel } = this;
				if (this.coordinateSystem !== renderer.coordinateSystem) {
					this.coordinateSystem = renderer.coordinateSystem;
					this.updateCoordinateSystem();
				}
				const [cameraPX, cameraNX, cameraPY, cameraNY, cameraPZ, cameraNZ] = this.children;
				const currentRenderTarget = renderer.getRenderTarget();
				const currentActiveCubeFace = renderer.getActiveCubeFace();
				const currentActiveMipmapLevel = renderer.getActiveMipmapLevel();
				const currentXrEnabled = renderer.xr.enabled;
				renderer.xr.enabled = false;
				const generateMipmaps = renderTarget.texture.generateMipmaps;
				renderTarget.texture.generateMipmaps = false;
				let reversedDepthBuffer = false;
				if (renderer.isWebGLRenderer === true) reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
				else reversedDepthBuffer = renderer.reversedDepthBuffer;
				renderer.setRenderTarget(renderTarget, 0, activeMipmapLevel);
				if (reversedDepthBuffer && renderer.autoClear === false) renderer.clearDepth();
				renderer.render(scene, cameraPX);
				renderer.setRenderTarget(renderTarget, 1, activeMipmapLevel);
				if (reversedDepthBuffer && renderer.autoClear === false) renderer.clearDepth();
				renderer.render(scene, cameraNX);
				renderer.setRenderTarget(renderTarget, 2, activeMipmapLevel);
				if (reversedDepthBuffer && renderer.autoClear === false) renderer.clearDepth();
				renderer.render(scene, cameraPY);
				renderer.setRenderTarget(renderTarget, 3, activeMipmapLevel);
				if (reversedDepthBuffer && renderer.autoClear === false) renderer.clearDepth();
				renderer.render(scene, cameraNY);
				renderer.setRenderTarget(renderTarget, 4, activeMipmapLevel);
				if (reversedDepthBuffer && renderer.autoClear === false) renderer.clearDepth();
				renderer.render(scene, cameraPZ);
				renderTarget.texture.generateMipmaps = generateMipmaps;
				renderer.setRenderTarget(renderTarget, 5, activeMipmapLevel);
				if (reversedDepthBuffer && renderer.autoClear === false) renderer.clearDepth();
				renderer.render(scene, cameraNZ);
				renderer.setRenderTarget(currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel);
				renderer.xr.enabled = currentXrEnabled;
				renderTarget.texture.needsPMREMUpdate = true;
			}
		};
		ArrayCamera = class extends PerspectiveCamera {
			/**
			* Constructs a new array camera.
			*
			* @param {Array<PerspectiveCamera>} [array=[]] - An array of perspective sub cameras.
			*/
			constructor(array = []) {
				super();
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isArrayCamera = true;
				/**
				* Whether this camera is used with multiview rendering or not.
				*
				* @type {boolean}
				* @readonly
				* @default false
				*/
				this.isMultiViewCamera = false;
				/**
				* An array of perspective sub cameras.
				*
				* @type {Array<PerspectiveCamera>}
				*/
				this.cameras = array;
			}
		};
		_RESERVED_CHARS_RE = "\\[\\]\\.:\\/";
		_reservedRe = /* @__PURE__ */ new RegExp("[\\[\\]\\.:\\/]", "g");
		_wordChar = "[^\\[\\]\\.:\\/]";
		_wordCharOrDot = "[^" + _RESERVED_CHARS_RE.replace("\\.", "") + "]";
		_directoryRe = /*@__PURE__*/ /((?:WC+[\/:])*)/.source.replace("WC", _wordChar);
		_nodeRe = /*@__PURE__*/ /(WCOD+)?/.source.replace("WCOD", _wordCharOrDot);
		_objectRe = /*@__PURE__*/ /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace("WC", _wordChar);
		_propertyRe = /*@__PURE__*/ /\.(WC+)(?:\[(.+)\])?/.source.replace("WC", _wordChar);
		_trackRe = new RegExp("^" + _directoryRe + _nodeRe + _objectRe + _propertyRe + "$");
		_supportedObjectNames = [
			"material",
			"materials",
			"bones",
			"map"
		];
		Composite = class {
			constructor(targetGroup, path, optionalParsedPath) {
				const parsedPath = optionalParsedPath || PropertyBinding.parseTrackName(path);
				this._targetGroup = targetGroup;
				this._bindings = targetGroup.subscribe_(path, parsedPath);
			}
			getValue(array, offset) {
				this.bind();
				const firstValidIndex = this._targetGroup.nCachedObjects_, binding = this._bindings[firstValidIndex];
				if (binding !== void 0) binding.getValue(array, offset);
			}
			setValue(array, offset) {
				const bindings = this._bindings;
				for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) bindings[i].setValue(array, offset);
			}
			bind() {
				const bindings = this._bindings;
				for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) bindings[i].bind();
			}
			unbind() {
				const bindings = this._bindings;
				for (let i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++i) bindings[i].unbind();
			}
		};
		PropertyBinding = class PropertyBinding {
			/**
			* Constructs a new property binding.
			*
			* @param {Object} rootNode - The root node.
			* @param {string} path - The path.
			* @param {?Object} [parsedPath] - The parsed path.
			*/
			constructor(rootNode, path, parsedPath) {
				/**
				* The object path to the animated property.
				*
				* @type {string}
				*/
				this.path = path;
				/**
				* An object holding information about the path.
				*
				* @type {Object}
				*/
				this.parsedPath = parsedPath || PropertyBinding.parseTrackName(path);
				/**
				* The object owns the animated property.
				*
				* @type {?Object}
				*/
				this.node = PropertyBinding.findNode(rootNode, this.parsedPath.nodeName);
				/**
				* The root node.
				*
				* @type {Object3D|Skeleton}
				*/
				this.rootNode = rootNode;
				this.getValue = this._getValue_unbound;
				this.setValue = this._setValue_unbound;
			}
			/**
			* Factory method for creating a property binding from the given parameters.
			*
			* @static
			* @param {Object} root - The root node.
			* @param {string} path - The path.
			* @param {?Object} [parsedPath] - The parsed path.
			* @return {PropertyBinding|Composite} The created property binding or composite.
			*/
			static create(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} The sanitized node name.
			*/
			static sanitizeNodeName(name) {
				return name.replace(/\s/g, "_").replace(_reservedRe, "");
			}
			/**
			* Parses the given track name (an object path to an animated property) and
			* returns an object with information about the path. Matches strings in the following forms:
			*
			* - nodeName.property
			* - nodeName.property[accessor]
			* - nodeName.material.property[accessor]
			* - uuid.property[accessor]
			* - uuid.objectName[objectIndex].propertyName[propertyIndex]
			* - parentName/nodeName.property
			* - parentName/parentName/nodeName.property[index]
			* - .bone[Armature.DEF_cog].position
			* - scene:helium_balloon_model:helium_balloon_model.position
			*
			* @static
			* @param {string} trackName - The track name to parse.
			* @return {Object} The parsed track name as an object.
			*/
			static parseTrackName(trackName) {
				const matches = _trackRe.exec(trackName);
				if (matches === null) throw new Error("THREE.PropertyBinding: Cannot parse trackName: " + trackName);
				const results = {
					nodeName: matches[2],
					objectName: matches[3],
					objectIndex: matches[4],
					propertyName: matches[5],
					propertyIndex: matches[6]
				};
				const lastDot = results.nodeName && results.nodeName.lastIndexOf(".");
				if (lastDot !== void 0 && lastDot !== -1) {
					const objectName = results.nodeName.substring(lastDot + 1);
					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("THREE.PropertyBinding: can not parse propertyName from trackName: " + trackName);
				return results;
			}
			/**
			* Searches for a node in the hierarchy of the given root object by the given
			* node name.
			*
			* @static
			* @param {Object} root - The root object.
			* @param {string|number} nodeName - The name of the node.
			* @return {?Object} The found node. Returns `null` if no object was found.
			*/
			static findNode(root, nodeName) {
				if (nodeName === void 0 || nodeName === "" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid) return root;
				if (root.skeleton) {
					const bone = root.skeleton.getBoneByName(nodeName);
					if (bone !== void 0) return bone;
				}
				if (root.children) {
					const searchNodeSubtree = function(children) {
						for (let i = 0; i < children.length; i++) {
							const childNode = children[i];
							if (childNode.name === nodeName || childNode.uuid === nodeName) return childNode;
							const result = searchNodeSubtree(childNode.children);
							if (result) return result;
						}
						return null;
					};
					const subTreeNode = searchNodeSubtree(root.children);
					if (subTreeNode) return subTreeNode;
				}
				return null;
			}
			_getValue_unavailable() {}
			_setValue_unavailable() {}
			_getValue_direct(buffer, offset) {
				buffer[offset] = this.targetObject[this.propertyName];
			}
			_getValue_array(buffer, offset) {
				const source = this.resolvedProperty;
				for (let i = 0, n = source.length; i !== n; ++i) buffer[offset++] = source[i];
			}
			_getValue_arrayElement(buffer, offset) {
				buffer[offset] = this.resolvedProperty[this.propertyIndex];
			}
			_getValue_toArray(buffer, offset) {
				this.resolvedProperty.toArray(buffer, offset);
			}
			_setValue_direct(buffer, offset) {
				this.targetObject[this.propertyName] = buffer[offset];
			}
			_setValue_direct_setNeedsUpdate(buffer, offset) {
				this.targetObject[this.propertyName] = buffer[offset];
				this.targetObject.needsUpdate = true;
			}
			_setValue_direct_setMatrixWorldNeedsUpdate(buffer, offset) {
				this.targetObject[this.propertyName] = buffer[offset];
				this.targetObject.matrixWorldNeedsUpdate = true;
			}
			_setValue_array(buffer, offset) {
				const dest = this.resolvedProperty;
				for (let i = 0, n = dest.length; i !== n; ++i) dest[i] = buffer[offset++];
			}
			_setValue_array_setNeedsUpdate(buffer, offset) {
				const dest = this.resolvedProperty;
				for (let i = 0, n = dest.length; i !== n; ++i) dest[i] = buffer[offset++];
				this.targetObject.needsUpdate = true;
			}
			_setValue_array_setMatrixWorldNeedsUpdate(buffer, offset) {
				const dest = this.resolvedProperty;
				for (let i = 0, n = dest.length; i !== n; ++i) dest[i] = buffer[offset++];
				this.targetObject.matrixWorldNeedsUpdate = true;
			}
			_setValue_arrayElement(buffer, offset) {
				this.resolvedProperty[this.propertyIndex] = buffer[offset];
			}
			_setValue_arrayElement_setNeedsUpdate(buffer, offset) {
				this.resolvedProperty[this.propertyIndex] = buffer[offset];
				this.targetObject.needsUpdate = true;
			}
			_setValue_arrayElement_setMatrixWorldNeedsUpdate(buffer, offset) {
				this.resolvedProperty[this.propertyIndex] = buffer[offset];
				this.targetObject.matrixWorldNeedsUpdate = true;
			}
			_setValue_fromArray(buffer, offset) {
				this.resolvedProperty.fromArray(buffer, offset);
			}
			_setValue_fromArray_setNeedsUpdate(buffer, offset) {
				this.resolvedProperty.fromArray(buffer, offset);
				this.targetObject.needsUpdate = true;
			}
			_setValue_fromArray_setMatrixWorldNeedsUpdate(buffer, offset) {
				this.resolvedProperty.fromArray(buffer, offset);
				this.targetObject.matrixWorldNeedsUpdate = true;
			}
			_getValue_unbound(targetArray, offset) {
				this.bind();
				this.getValue(targetArray, offset);
			}
			_setValue_unbound(sourceArray, offset) {
				this.bind();
				this.setValue(sourceArray, offset);
			}
			/**
			* Creates a getter / setter pair for the property tracked by this binding.
			*/
			bind() {
				let targetObject = this.node;
				const parsedPath = this.parsedPath;
				const objectName = parsedPath.objectName;
				const propertyName = parsedPath.propertyName;
				let propertyIndex = parsedPath.propertyIndex;
				if (!targetObject) {
					targetObject = PropertyBinding.findNode(this.rootNode, parsedPath.nodeName);
					this.node = targetObject;
				}
				this.getValue = this._getValue_unavailable;
				this.setValue = this._setValue_unavailable;
				if (!targetObject) {
					warn("PropertyBinding: No target node found for track: " + this.path + ".");
					return;
				}
				if (objectName) {
					let objectIndex = parsedPath.objectIndex;
					switch (objectName) {
						case "materials":
							if (!targetObject.material) {
								error("PropertyBinding: Can not bind to material as node does not have a material.", this);
								return;
							}
							if (!targetObject.material.materials) {
								error("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) {
								error("PropertyBinding: Can not bind to bones as node does not have a skeleton.", this);
								return;
							}
							targetObject = targetObject.skeleton.bones;
							for (let i = 0; i < targetObject.length; i++) if (targetObject[i].name === objectIndex) {
								objectIndex = i;
								break;
							}
							break;
						case "map":
							if ("map" in targetObject) {
								targetObject = targetObject.map;
								break;
							}
							if (!targetObject.material) {
								error("PropertyBinding: Can not bind to material as node does not have a material.", this);
								return;
							}
							if (!targetObject.material.map) {
								error("PropertyBinding: Can not bind to material.map as node.material does not have a map.", this);
								return;
							}
							targetObject = targetObject.material.map;
							break;
						default:
							if (targetObject[objectName] === void 0) {
								error("PropertyBinding: Can not bind to objectName of node undefined.", this);
								return;
							}
							targetObject = targetObject[objectName];
					}
					if (objectIndex !== void 0) {
						if (targetObject[objectIndex] === void 0) {
							error("PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.", this, targetObject);
							return;
						}
						targetObject = targetObject[objectIndex];
					}
				}
				const nodeProperty = targetObject[propertyName];
				if (nodeProperty === void 0) {
					const nodeName = parsedPath.nodeName;
					error("PropertyBinding: Trying to update property for track: " + nodeName + "." + propertyName + " but it wasn't found.", targetObject);
					return;
				}
				let versioning = this.Versioning.None;
				this.targetObject = targetObject;
				if (targetObject.isMaterial === true) versioning = this.Versioning.NeedsUpdate;
				else if (targetObject.isObject3D === true) versioning = this.Versioning.MatrixWorldNeedsUpdate;
				let bindingType = this.BindingType.Direct;
				if (propertyIndex !== void 0) {
					if (propertyName === "morphTargetInfluences") {
						if (!targetObject.geometry) {
							error("PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.", this);
							return;
						}
						if (!targetObject.geometry.morphAttributes) {
							error("PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.", this);
							return;
						}
						if (targetObject.morphTargetDictionary[propertyIndex] !== void 0) propertyIndex = targetObject.morphTargetDictionary[propertyIndex];
					}
					bindingType = this.BindingType.ArrayElement;
					this.resolvedProperty = nodeProperty;
					this.propertyIndex = propertyIndex;
				} else if (nodeProperty.fromArray !== void 0 && nodeProperty.toArray !== void 0) {
					bindingType = this.BindingType.HasFromToArray;
					this.resolvedProperty = nodeProperty;
				} else if (Array.isArray(nodeProperty)) {
					bindingType = this.BindingType.EntireArray;
					this.resolvedProperty = nodeProperty;
				} else this.propertyName = propertyName;
				this.getValue = this.GetterByBindingType[bindingType];
				this.setValue = this.SetterByBindingTypeAndVersioning[bindingType][versioning];
			}
			/**
			* Unbinds the property.
			*/
			unbind() {
				this.node = null;
				this.getValue = this._getValue_unbound;
				this.setValue = this._setValue_unbound;
			}
		};
		PropertyBinding.Composite = Composite;
		PropertyBinding.prototype.BindingType = {
			Direct: 0,
			EntireArray: 1,
			ArrayElement: 2,
			HasFromToArray: 3
		};
		PropertyBinding.prototype.Versioning = {
			None: 0,
			NeedsUpdate: 1,
			MatrixWorldNeedsUpdate: 2
		};
		PropertyBinding.prototype.GetterByBindingType = [
			PropertyBinding.prototype._getValue_direct,
			PropertyBinding.prototype._getValue_array,
			PropertyBinding.prototype._getValue_arrayElement,
			PropertyBinding.prototype._getValue_toArray
		];
		PropertyBinding.prototype.SetterByBindingTypeAndVersioning = [
			[
				PropertyBinding.prototype._setValue_direct,
				PropertyBinding.prototype._setValue_direct_setNeedsUpdate,
				PropertyBinding.prototype._setValue_direct_setMatrixWorldNeedsUpdate
			],
			[
				PropertyBinding.prototype._setValue_array,
				PropertyBinding.prototype._setValue_array_setNeedsUpdate,
				PropertyBinding.prototype._setValue_array_setMatrixWorldNeedsUpdate
			],
			[
				PropertyBinding.prototype._setValue_arrayElement,
				PropertyBinding.prototype._setValue_arrayElement_setNeedsUpdate,
				PropertyBinding.prototype._setValue_arrayElement_setMatrixWorldNeedsUpdate
			],
			[
				PropertyBinding.prototype._setValue_fromArray,
				PropertyBinding.prototype._setValue_fromArray_setNeedsUpdate,
				PropertyBinding.prototype._setValue_fromArray_setMatrixWorldNeedsUpdate
			]
		];
		(class Matrix2 {
			static {
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				Matrix2.prototype.isMatrix2 = true;
			}
			/**
			* Constructs a new 2x2 matrix. The arguments are supposed to be
			* in row-major order. If no arguments are provided, the constructor
			* initializes the matrix as an identity matrix.
			*
			* @param {number} [n11] - 1-1 matrix element.
			* @param {number} [n12] - 1-2 matrix element.
			* @param {number} [n21] - 2-1 matrix element.
			* @param {number} [n22] - 2-2 matrix element.
			*/
			constructor(n11, n12, n21, n22) {
				/**
				* A column-major list of matrix values.
				*
				* @type {Array<number>}
				*/
				this.elements = [
					1,
					0,
					0,
					1
				];
				if (n11 !== void 0) this.set(n11, n12, n21, n22);
			}
			/**
			* Sets this matrix to the 2x2 identity matrix.
			*
			* @return {Matrix2} A reference to this matrix.
			*/
			identity() {
				this.set(1, 0, 0, 1);
				return this;
			}
			/**
			* Sets the elements of the matrix from the given array.
			*
			* @param {Array<number>} array - The matrix elements in column-major order.
			* @param {number} [offset=0] - Index of the first element in the array.
			* @return {Matrix2} A reference to this matrix.
			*/
			fromArray(array, offset = 0) {
				for (let i = 0; i < 4; i++) this.elements[i] = array[i + offset];
				return this;
			}
			/**
			* Sets the elements of the matrix.The arguments are supposed to be
			* in row-major order.
			*
			* @param {number} n11 - 1-1 matrix element.
			* @param {number} n12 - 1-2 matrix element.
			* @param {number} n21 - 2-1 matrix element.
			* @param {number} n22 - 2-2 matrix element.
			* @return {Matrix2} A reference to this matrix.
			*/
			set(n11, n12, n21, n22) {
				const te = this.elements;
				te[0] = n11;
				te[2] = n12;
				te[1] = n21;
				te[3] = n22;
				return this;
			}
		});
		if (typeof __THREE_DEVTOOLS__ !== "undefined") __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("register", { detail: { revision: "185" } }));
		if (typeof window !== "undefined") if (window.__THREE__) warn("WARNING: Multiple instances of Three.js being imported.");
		else window.__THREE__ = "185";
	}));
	//#endregion
	//#region node_modules/three/build/three.module.js
	/**
	* @license
	* Copyright 2010-2026 Three.js Authors
	* SPDX-License-Identifier: MIT
	*/
	function WebGLAnimation() {
		let context = null;
		let isAnimating = false;
		let animationLoop = null;
		let requestId = null;
		function onAnimationFrame(time, frame) {
			animationLoop(time, frame);
			requestId = context.requestAnimationFrame(onAnimationFrame);
		}
		return {
			start: function() {
				if (isAnimating === true) return;
				if (animationLoop === null) return;
				if (context === null) return;
				requestId = context.requestAnimationFrame(onAnimationFrame);
				isAnimating = true;
			},
			stop: function() {
				if (context !== null) context.cancelAnimationFrame(requestId);
				isAnimating = false;
			},
			setAnimationLoop: function(callback) {
				animationLoop = callback;
			},
			setContext: function(value) {
				context = value;
			}
		};
	}
	function WebGLAttributes(gl) {
		const buffers = /* @__PURE__ */ new WeakMap();
		function createBuffer(attribute, bufferType) {
			const array = attribute.array;
			const usage = attribute.usage;
			const size = array.byteLength;
			const buffer = gl.createBuffer();
			gl.bindBuffer(bufferType, buffer);
			gl.bufferData(bufferType, array, usage);
			attribute.onUploadCallback();
			let type;
			if (array instanceof Float32Array) type = gl.FLOAT;
			else if (typeof Float16Array !== "undefined" && array instanceof Float16Array) type = gl.HALF_FLOAT;
			else if (array instanceof Uint16Array) if (attribute.isFloat16BufferAttribute) type = gl.HALF_FLOAT;
			else type = gl.UNSIGNED_SHORT;
			else if (array instanceof Int16Array) type = gl.SHORT;
			else if (array instanceof Uint32Array) type = gl.UNSIGNED_INT;
			else if (array instanceof Int32Array) type = gl.INT;
			else if (array instanceof Int8Array) type = gl.BYTE;
			else if (array instanceof Uint8Array) type = gl.UNSIGNED_BYTE;
			else if (array instanceof Uint8ClampedArray) type = gl.UNSIGNED_BYTE;
			else throw new Error("THREE.WebGLAttributes: Unsupported buffer data format: " + array);
			return {
				buffer,
				type,
				bytesPerElement: array.BYTES_PER_ELEMENT,
				version: attribute.version,
				size
			};
		}
		function updateBuffer(buffer, attribute, bufferType) {
			const array = attribute.array;
			const updateRanges = attribute.updateRanges;
			gl.bindBuffer(bufferType, buffer);
			if (updateRanges.length === 0) gl.bufferSubData(bufferType, 0, array);
			else {
				updateRanges.sort((a, b) => a.start - b.start);
				let mergeIndex = 0;
				for (let i = 1; i < updateRanges.length; i++) {
					const previousRange = updateRanges[mergeIndex];
					const range = updateRanges[i];
					if (range.start <= previousRange.start + previousRange.count + 1) previousRange.count = Math.max(previousRange.count, range.start + range.count - previousRange.start);
					else {
						++mergeIndex;
						updateRanges[mergeIndex] = range;
					}
				}
				updateRanges.length = mergeIndex + 1;
				for (let i = 0, l = updateRanges.length; i < l; i++) {
					const range = updateRanges[i];
					gl.bufferSubData(bufferType, range.start * array.BYTES_PER_ELEMENT, array, range.start, range.count);
				}
				attribute.clearUpdateRanges();
			}
			attribute.onUploadCallback();
		}
		function get(attribute) {
			if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
			return buffers.get(attribute);
		}
		function remove(attribute) {
			if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
			const data = buffers.get(attribute);
			if (data) {
				gl.deleteBuffer(data.buffer);
				buffers.delete(attribute);
			}
		}
		function update(attribute, bufferType) {
			if (attribute.isInterleavedBufferAttribute) attribute = attribute.data;
			if (attribute.isGLBufferAttribute) {
				const cached = buffers.get(attribute);
				if (!cached || cached.version < attribute.version) buffers.set(attribute, {
					buffer: attribute.buffer,
					type: attribute.type,
					bytesPerElement: attribute.elementSize,
					version: attribute.version
				});
				return;
			}
			const data = buffers.get(attribute);
			if (data === void 0) buffers.set(attribute, createBuffer(attribute, bufferType));
			else if (data.version < attribute.version) {
				if (data.size !== attribute.array.byteLength) throw new Error("THREE.WebGLAttributes: The size of the buffer attribute's array buffer does not match the original size. Resizing buffer attributes is not supported.");
				updateBuffer(data.buffer, attribute, bufferType);
				data.version = attribute.version;
			}
		}
		return {
			get,
			remove,
			update
		};
	}
	function WebGLBackground(renderer, environments, state, objects, alpha, premultipliedAlpha) {
		const clearColor = new Color(0);
		let clearAlpha = alpha === true ? 0 : 1;
		let planeMesh;
		let boxMesh;
		let currentBackground = null;
		let currentBackgroundVersion = 0;
		let currentTonemapping = null;
		function getBackground(scene) {
			let background = scene.isScene === true ? scene.background : null;
			if (background && background.isTexture) {
				const usePMREM = scene.backgroundBlurriness > 0;
				background = environments.get(background, usePMREM);
			}
			return background;
		}
		function render(scene) {
			let forceClear = false;
			const background = getBackground(scene);
			if (background === null) setClear(clearColor, clearAlpha);
			else if (background && background.isColor) {
				setClear(background, 1);
				forceClear = true;
			}
			const environmentBlendMode = renderer.xr.getEnvironmentBlendMode();
			if (environmentBlendMode === "additive") state.buffers.color.setClear(0, 0, 0, 1, premultipliedAlpha);
			else if (environmentBlendMode === "alpha-blend") state.buffers.color.setClear(0, 0, 0, 0, premultipliedAlpha);
			if (renderer.autoClear || forceClear) {
				state.buffers.depth.setTest(true);
				state.buffers.depth.setMask(true);
				state.buffers.color.setMask(true);
				renderer.clear(renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil);
			}
		}
		function addToRenderList(renderList, scene) {
			const background = getBackground(scene);
			if (background && (background.isCubeTexture || background.mapping === 306)) {
				if (boxMesh === void 0) {
					boxMesh = new Mesh(new BoxGeometry(1, 1, 1), new ShaderMaterial({
						name: "BackgroundCubeMaterial",
						uniforms: cloneUniforms(ShaderLib.backgroundCube.uniforms),
						vertexShader: ShaderLib.backgroundCube.vertexShader,
						fragmentShader: ShaderLib.backgroundCube.fragmentShader,
						side: 1,
						depthTest: false,
						depthWrite: false,
						fog: false,
						allowOverride: false
					}));
					boxMesh.geometry.deleteAttribute("normal");
					boxMesh.geometry.deleteAttribute("uv");
					boxMesh.onBeforeRender = function(renderer, scene, camera) {
						this.matrixWorld.copyPosition(camera.matrixWorld);
					};
					Object.defineProperty(boxMesh.material, "envMap", { get: function() {
						return this.uniforms.envMap.value;
					} });
					objects.update(boxMesh);
				}
				boxMesh.material.uniforms.envMap.value = background;
				boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
				boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
				boxMesh.material.uniforms.backgroundRotation.value.setFromMatrix4(_m1$1.makeRotationFromEuler(scene.backgroundRotation)).transpose();
				if (background.isCubeTexture && background.isRenderTargetTexture === false) boxMesh.material.uniforms.backgroundRotation.value.premultiply(_m$1);
				boxMesh.material.toneMapped = ColorManagement.getTransfer(background.colorSpace) !== SRGBTransfer;
				if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
					boxMesh.material.needsUpdate = true;
					currentBackground = background;
					currentBackgroundVersion = background.version;
					currentTonemapping = renderer.toneMapping;
				}
				boxMesh.layers.enableAll();
				renderList.unshift(boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null);
			} else if (background && background.isTexture) {
				if (planeMesh === void 0) {
					planeMesh = new Mesh(new PlaneGeometry(2, 2), new ShaderMaterial({
						name: "BackgroundMaterial",
						uniforms: cloneUniforms(ShaderLib.background.uniforms),
						vertexShader: ShaderLib.background.vertexShader,
						fragmentShader: ShaderLib.background.fragmentShader,
						side: 0,
						depthTest: false,
						depthWrite: false,
						fog: false,
						allowOverride: false
					}));
					planeMesh.geometry.deleteAttribute("normal");
					Object.defineProperty(planeMesh.material, "map", { get: function() {
						return this.uniforms.t2D.value;
					} });
					objects.update(planeMesh);
				}
				planeMesh.material.uniforms.t2D.value = background;
				planeMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
				planeMesh.material.toneMapped = ColorManagement.getTransfer(background.colorSpace) !== SRGBTransfer;
				if (background.matrixAutoUpdate === true) background.updateMatrix();
				planeMesh.material.uniforms.uvTransform.value.copy(background.matrix);
				if (currentBackground !== background || currentBackgroundVersion !== background.version || currentTonemapping !== renderer.toneMapping) {
					planeMesh.material.needsUpdate = true;
					currentBackground = background;
					currentBackgroundVersion = background.version;
					currentTonemapping = renderer.toneMapping;
				}
				planeMesh.layers.enableAll();
				renderList.unshift(planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null);
			}
		}
		function setClear(color, alpha) {
			color.getRGB(_rgb, getUnlitUniformColorSpace(renderer));
			state.buffers.color.setClear(_rgb.r, _rgb.g, _rgb.b, alpha, premultipliedAlpha);
		}
		function dispose() {
			if (boxMesh !== void 0) {
				boxMesh.geometry.dispose();
				boxMesh.material.dispose();
				boxMesh = void 0;
			}
			if (planeMesh !== void 0) {
				planeMesh.geometry.dispose();
				planeMesh.material.dispose();
				planeMesh = void 0;
			}
		}
		return {
			getClearColor: function() {
				return clearColor;
			},
			setClearColor: function(color, alpha = 1) {
				clearColor.set(color);
				clearAlpha = alpha;
				setClear(clearColor, clearAlpha);
			},
			getClearAlpha: function() {
				return clearAlpha;
			},
			setClearAlpha: function(alpha) {
				clearAlpha = alpha;
				setClear(clearColor, clearAlpha);
			},
			render,
			addToRenderList,
			dispose
		};
	}
	function WebGLBindingStates(gl, attributes) {
		const maxVertexAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
		const bindingStates = {};
		const defaultState = createBindingState(null);
		let currentState = defaultState;
		let forceUpdate = false;
		function setup(object, material, program, geometry, index) {
			let updateBuffers = false;
			const state = getBindingState(object, geometry, program, material);
			if (currentState !== state) {
				currentState = state;
				bindVertexArrayObject(currentState.object);
			}
			updateBuffers = needsUpdate(object, geometry, program, index);
			if (updateBuffers) saveCache(object, geometry, program, index);
			if (index !== null) attributes.update(index, gl.ELEMENT_ARRAY_BUFFER);
			if (updateBuffers || forceUpdate) {
				forceUpdate = false;
				setupVertexAttributes(object, material, program, geometry);
				if (index !== null) gl.bindBuffer(gl.ELEMENT_ARRAY_BUFFER, attributes.get(index).buffer);
			}
		}
		function createVertexArrayObject() {
			return gl.createVertexArray();
		}
		function bindVertexArrayObject(vao) {
			return gl.bindVertexArray(vao);
		}
		function deleteVertexArrayObject(vao) {
			return gl.deleteVertexArray(vao);
		}
		function getBindingState(object, geometry, program, material) {
			const wireframe = material.wireframe === true;
			let objectMap = bindingStates[geometry.id];
			if (objectMap === void 0) {
				objectMap = {};
				bindingStates[geometry.id] = objectMap;
			}
			const objectId = object.isInstancedMesh === true ? object.id : 0;
			let programMap = objectMap[objectId];
			if (programMap === void 0) {
				programMap = {};
				objectMap[objectId] = programMap;
			}
			let stateMap = programMap[program.id];
			if (stateMap === void 0) {
				stateMap = {};
				programMap[program.id] = stateMap;
			}
			let state = stateMap[wireframe];
			if (state === void 0) {
				state = createBindingState(createVertexArrayObject());
				stateMap[wireframe] = state;
			}
			return state;
		}
		function createBindingState(vao) {
			const newAttributes = [];
			const enabledAttributes = [];
			const attributeDivisors = [];
			for (let i = 0; i < maxVertexAttributes; i++) {
				newAttributes[i] = 0;
				enabledAttributes[i] = 0;
				attributeDivisors[i] = 0;
			}
			return {
				geometry: null,
				program: null,
				wireframe: false,
				newAttributes,
				enabledAttributes,
				attributeDivisors,
				object: vao,
				attributes: {},
				index: null
			};
		}
		function needsUpdate(object, geometry, program, index) {
			const cachedAttributes = currentState.attributes;
			const geometryAttributes = geometry.attributes;
			let attributesNum = 0;
			const programAttributes = program.getAttributes();
			for (const name in programAttributes) if (programAttributes[name].location >= 0) {
				const cachedAttribute = cachedAttributes[name];
				let geometryAttribute = geometryAttributes[name];
				if (geometryAttribute === void 0) {
					if (name === "instanceMatrix" && object.instanceMatrix) geometryAttribute = object.instanceMatrix;
					if (name === "instanceColor" && object.instanceColor) geometryAttribute = object.instanceColor;
				}
				if (cachedAttribute === void 0) return true;
				if (cachedAttribute.attribute !== geometryAttribute) return true;
				if (geometryAttribute && cachedAttribute.data !== geometryAttribute.data) return true;
				attributesNum++;
			}
			if (currentState.attributesNum !== attributesNum) return true;
			if (currentState.index !== index) return true;
			return false;
		}
		function saveCache(object, geometry, program, index) {
			const cache = {};
			const attributes = geometry.attributes;
			let attributesNum = 0;
			const programAttributes = program.getAttributes();
			for (const name in programAttributes) if (programAttributes[name].location >= 0) {
				let attribute = attributes[name];
				if (attribute === void 0) {
					if (name === "instanceMatrix" && object.instanceMatrix) attribute = object.instanceMatrix;
					if (name === "instanceColor" && object.instanceColor) attribute = object.instanceColor;
				}
				const data = {};
				data.attribute = attribute;
				if (attribute && attribute.data) data.data = attribute.data;
				cache[name] = data;
				attributesNum++;
			}
			currentState.attributes = cache;
			currentState.attributesNum = attributesNum;
			currentState.index = index;
		}
		function initAttributes() {
			const newAttributes = currentState.newAttributes;
			for (let i = 0, il = newAttributes.length; i < il; i++) newAttributes[i] = 0;
		}
		function enableAttribute(attribute) {
			enableAttributeAndDivisor(attribute, 0);
		}
		function enableAttributeAndDivisor(attribute, meshPerAttribute) {
			const newAttributes = currentState.newAttributes;
			const enabledAttributes = currentState.enabledAttributes;
			const attributeDivisors = currentState.attributeDivisors;
			newAttributes[attribute] = 1;
			if (enabledAttributes[attribute] === 0) {
				gl.enableVertexAttribArray(attribute);
				enabledAttributes[attribute] = 1;
			}
			if (attributeDivisors[attribute] !== meshPerAttribute) {
				gl.vertexAttribDivisor(attribute, meshPerAttribute);
				attributeDivisors[attribute] = meshPerAttribute;
			}
		}
		function disableUnusedAttributes() {
			const newAttributes = currentState.newAttributes;
			const enabledAttributes = currentState.enabledAttributes;
			for (let i = 0, il = enabledAttributes.length; i < il; i++) if (enabledAttributes[i] !== newAttributes[i]) {
				gl.disableVertexAttribArray(i);
				enabledAttributes[i] = 0;
			}
		}
		function vertexAttribPointer(index, size, type, normalized, stride, offset, integer) {
			if (integer === true) gl.vertexAttribIPointer(index, size, type, stride, offset);
			else gl.vertexAttribPointer(index, size, type, normalized, stride, offset);
		}
		function setupVertexAttributes(object, material, program, geometry) {
			initAttributes();
			const geometryAttributes = geometry.attributes;
			const programAttributes = program.getAttributes();
			const materialDefaultAttributeValues = material.defaultAttributeValues;
			for (const name in programAttributes) {
				const programAttribute = programAttributes[name];
				if (programAttribute.location >= 0) {
					let geometryAttribute = geometryAttributes[name];
					if (geometryAttribute === void 0) {
						if (name === "instanceMatrix" && object.instanceMatrix) geometryAttribute = object.instanceMatrix;
						if (name === "instanceColor" && object.instanceColor) geometryAttribute = object.instanceColor;
					}
					if (geometryAttribute !== void 0) {
						const normalized = geometryAttribute.normalized;
						const size = geometryAttribute.itemSize;
						const attribute = attributes.get(geometryAttribute);
						if (attribute === void 0) continue;
						const buffer = attribute.buffer;
						const type = attribute.type;
						const bytesPerElement = attribute.bytesPerElement;
						const integer = type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === 1013;
						if (geometryAttribute.isInterleavedBufferAttribute) {
							const data = geometryAttribute.data;
							const stride = data.stride;
							const offset = geometryAttribute.offset;
							if (data.isInstancedInterleavedBuffer) {
								for (let i = 0; i < programAttribute.locationSize; i++) enableAttributeAndDivisor(programAttribute.location + i, data.meshPerAttribute);
								if (object.isInstancedMesh !== true && geometry._maxInstanceCount === void 0) geometry._maxInstanceCount = data.meshPerAttribute * data.count;
							} else for (let i = 0; i < programAttribute.locationSize; i++) enableAttribute(programAttribute.location + i);
							gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
							for (let i = 0; i < programAttribute.locationSize; i++) vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, stride * bytesPerElement, (offset + size / programAttribute.locationSize * i) * bytesPerElement, integer);
						} else {
							if (geometryAttribute.isInstancedBufferAttribute) {
								for (let i = 0; i < programAttribute.locationSize; i++) enableAttributeAndDivisor(programAttribute.location + i, geometryAttribute.meshPerAttribute);
								if (object.isInstancedMesh !== true && geometry._maxInstanceCount === void 0) geometry._maxInstanceCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
							} else for (let i = 0; i < programAttribute.locationSize; i++) enableAttribute(programAttribute.location + i);
							gl.bindBuffer(gl.ARRAY_BUFFER, buffer);
							for (let i = 0; i < programAttribute.locationSize; i++) vertexAttribPointer(programAttribute.location + i, size / programAttribute.locationSize, type, normalized, size * bytesPerElement, size / programAttribute.locationSize * i * bytesPerElement, integer);
						}
					} else if (materialDefaultAttributeValues !== void 0) {
						const value = materialDefaultAttributeValues[name];
						if (value !== void 0) switch (value.length) {
							case 2:
								gl.vertexAttrib2fv(programAttribute.location, value);
								break;
							case 3:
								gl.vertexAttrib3fv(programAttribute.location, value);
								break;
							case 4:
								gl.vertexAttrib4fv(programAttribute.location, value);
								break;
							default: gl.vertexAttrib1fv(programAttribute.location, value);
						}
					}
				}
			}
			disableUnusedAttributes();
		}
		function dispose() {
			reset();
			for (const geometryId in bindingStates) {
				const objectMap = bindingStates[geometryId];
				for (const objectId in objectMap) {
					const programMap = objectMap[objectId];
					for (const programId in programMap) {
						const stateMap = programMap[programId];
						for (const wireframe in stateMap) {
							deleteVertexArrayObject(stateMap[wireframe].object);
							delete stateMap[wireframe];
						}
						delete programMap[programId];
					}
				}
				delete bindingStates[geometryId];
			}
		}
		function releaseStatesOfGeometry(geometry) {
			if (bindingStates[geometry.id] === void 0) return;
			const objectMap = bindingStates[geometry.id];
			for (const objectId in objectMap) {
				const programMap = objectMap[objectId];
				for (const programId in programMap) {
					const stateMap = programMap[programId];
					for (const wireframe in stateMap) {
						deleteVertexArrayObject(stateMap[wireframe].object);
						delete stateMap[wireframe];
					}
					delete programMap[programId];
				}
			}
			delete bindingStates[geometry.id];
		}
		function releaseStatesOfProgram(program) {
			for (const geometryId in bindingStates) {
				const objectMap = bindingStates[geometryId];
				for (const objectId in objectMap) {
					const programMap = objectMap[objectId];
					if (programMap[program.id] === void 0) continue;
					const stateMap = programMap[program.id];
					for (const wireframe in stateMap) {
						deleteVertexArrayObject(stateMap[wireframe].object);
						delete stateMap[wireframe];
					}
					delete programMap[program.id];
				}
			}
		}
		function releaseStatesOfObject(object) {
			for (const geometryId in bindingStates) {
				const objectMap = bindingStates[geometryId];
				const objectId = object.isInstancedMesh === true ? object.id : 0;
				const programMap = objectMap[objectId];
				if (programMap === void 0) continue;
				for (const programId in programMap) {
					const stateMap = programMap[programId];
					for (const wireframe in stateMap) {
						deleteVertexArrayObject(stateMap[wireframe].object);
						delete stateMap[wireframe];
					}
					delete programMap[programId];
				}
				delete objectMap[objectId];
				if (Object.keys(objectMap).length === 0) delete bindingStates[geometryId];
			}
		}
		function reset() {
			resetDefaultState();
			forceUpdate = true;
			if (currentState === defaultState) return;
			currentState = defaultState;
			bindVertexArrayObject(currentState.object);
		}
		function resetDefaultState() {
			defaultState.geometry = null;
			defaultState.program = null;
			defaultState.wireframe = false;
		}
		return {
			setup,
			reset,
			resetDefaultState,
			dispose,
			releaseStatesOfGeometry,
			releaseStatesOfObject,
			releaseStatesOfProgram,
			initAttributes,
			enableAttribute,
			disableUnusedAttributes
		};
	}
	function WebGLBufferRenderer(gl, extensions, info) {
		let mode;
		function setMode(value) {
			mode = value;
		}
		function render(start, count) {
			gl.drawArrays(mode, start, count);
			info.update(count, mode, 1);
		}
		function renderInstances(start, count, primcount) {
			if (primcount === 0) return;
			gl.drawArraysInstanced(mode, start, count, primcount);
			info.update(count, mode, primcount);
		}
		function renderMultiDraw(starts, counts, drawCount) {
			if (drawCount === 0) return;
			extensions.get("WEBGL_multi_draw").multiDrawArraysWEBGL(mode, starts, 0, counts, 0, drawCount);
			let elementCount = 0;
			for (let i = 0; i < drawCount; i++) elementCount += counts[i];
			info.update(elementCount, mode, 1);
		}
		this.setMode = setMode;
		this.render = render;
		this.renderInstances = renderInstances;
		this.renderMultiDraw = renderMultiDraw;
	}
	function WebGLCapabilities(gl, extensions, parameters, utils) {
		let maxAnisotropy;
		function getMaxAnisotropy() {
			if (maxAnisotropy !== void 0) return maxAnisotropy;
			if (extensions.has("EXT_texture_filter_anisotropic") === true) {
				const extension = extensions.get("EXT_texture_filter_anisotropic");
				maxAnisotropy = gl.getParameter(extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT);
			} else maxAnisotropy = 0;
			return maxAnisotropy;
		}
		function textureFormatReadable(textureFormat) {
			if (textureFormat !== 1023 && utils.convert(textureFormat) !== gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_FORMAT)) return false;
			return true;
		}
		function textureTypeReadable(textureType) {
			const halfFloatSupportedByExt = textureType === 1016 && (extensions.has("EXT_color_buffer_half_float") || extensions.has("EXT_color_buffer_float"));
			if (textureType !== 1009 && utils.convert(textureType) !== gl.getParameter(gl.IMPLEMENTATION_COLOR_READ_TYPE) && textureType !== 1015 && !halfFloatSupportedByExt) return false;
			return true;
		}
		function getMaxPrecision(precision) {
			if (precision === "highp") {
				if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.HIGH_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.HIGH_FLOAT).precision > 0) return "highp";
				precision = "mediump";
			}
			if (precision === "mediump") {
				if (gl.getShaderPrecisionFormat(gl.VERTEX_SHADER, gl.MEDIUM_FLOAT).precision > 0 && gl.getShaderPrecisionFormat(gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT).precision > 0) return "mediump";
			}
			return "lowp";
		}
		let precision = parameters.precision !== void 0 ? parameters.precision : "highp";
		const maxPrecision = getMaxPrecision(precision);
		if (maxPrecision !== precision) {
			warn("WebGLRenderer:", precision, "not supported, using", maxPrecision, "instead.");
			precision = maxPrecision;
		}
		const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
		const reversedDepthBuffer = parameters.reversedDepthBuffer === true && extensions.has("EXT_clip_control");
		if (parameters.reversedDepthBuffer === true && reversedDepthBuffer === false) warn("WebGLRenderer: Unable to use reversed depth buffer due to missing EXT_clip_control extension. Fallback to default depth buffer.");
		const maxTextures = gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS);
		const maxVertexTextures = gl.getParameter(gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS);
		const maxTextureSize = gl.getParameter(gl.MAX_TEXTURE_SIZE);
		const maxCubemapSize = gl.getParameter(gl.MAX_CUBE_MAP_TEXTURE_SIZE);
		const maxAttributes = gl.getParameter(gl.MAX_VERTEX_ATTRIBS);
		const maxVertexUniforms = gl.getParameter(gl.MAX_VERTEX_UNIFORM_VECTORS);
		const maxVaryings = gl.getParameter(gl.MAX_VARYING_VECTORS);
		const maxFragmentUniforms = gl.getParameter(gl.MAX_FRAGMENT_UNIFORM_VECTORS);
		const maxSamples = gl.getParameter(gl.MAX_SAMPLES);
		const samples = gl.getParameter(gl.SAMPLES);
		return {
			isWebGL2: true,
			getMaxAnisotropy,
			getMaxPrecision,
			textureFormatReadable,
			textureTypeReadable,
			precision,
			logarithmicDepthBuffer,
			reversedDepthBuffer,
			maxTextures,
			maxVertexTextures,
			maxTextureSize,
			maxCubemapSize,
			maxAttributes,
			maxVertexUniforms,
			maxVaryings,
			maxFragmentUniforms,
			maxSamples,
			samples
		};
	}
	function WebGLClipping(properties) {
		const scope = this;
		let globalState = null, numGlobalPlanes = 0, localClippingEnabled = false, renderingShadows = false;
		const 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) {
			const enabled = planes.length !== 0 || enableLocalClipping || numGlobalPlanes !== 0 || localClippingEnabled;
			localClippingEnabled = enableLocalClipping;
			numGlobalPlanes = planes.length;
			return enabled;
		};
		this.beginShadows = function() {
			renderingShadows = true;
			projectPlanes(null);
		};
		this.endShadows = function() {
			renderingShadows = false;
		};
		this.setGlobalState = function(planes, camera) {
			globalState = projectPlanes(planes, camera, 0);
		};
		this.setState = function(material, camera, useCache) {
			const planes = material.clippingPlanes, clipIntersection = material.clipIntersection, clipShadows = material.clipShadows;
			const materialProperties = properties.get(material);
			if (!localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && !clipShadows) if (renderingShadows) projectPlanes(null);
			else resetGlobalState();
			else {
				const nGlobal = renderingShadows ? 0 : numGlobalPlanes, lGlobal = nGlobal * 4;
				let dstArray = materialProperties.clippingState || null;
				uniform.value = dstArray;
				dstArray = projectPlanes(planes, camera, lGlobal, useCache);
				for (let i = 0; i !== lGlobal; ++i) dstArray[i] = globalState[i];
				materialProperties.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) {
			const nPlanes = planes !== null ? planes.length : 0;
			let dstArray = null;
			if (nPlanes !== 0) {
				dstArray = uniform.value;
				if (skipTransform !== true || dstArray === null) {
					const flatSize = dstOffset + nPlanes * 4, viewMatrix = camera.matrixWorldInverse;
					viewNormalMatrix.getNormalMatrix(viewMatrix);
					if (dstArray === null || dstArray.length < flatSize) dstArray = new Float32Array(flatSize);
					for (let 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;
			scope.numIntersection = 0;
			return dstArray;
		}
	}
	function _createPlanes(lodMax) {
		const sizeLods = [];
		const sigmas = [];
		const lodMeshes = [];
		let lod = lodMax;
		const totalLods = lodMax - LOD_MIN + 1 + EXTRA_LOD_SIGMA.length;
		for (let i = 0; i < totalLods; i++) {
			const sizeLod = Math.pow(2, lod);
			sizeLods.push(sizeLod);
			let sigma = 1 / sizeLod;
			if (i > lodMax - LOD_MIN) sigma = EXTRA_LOD_SIGMA[i - lodMax + LOD_MIN - 1];
			else if (i === 0) sigma = 0;
			sigmas.push(sigma);
			const texelSize = 1 / (sizeLod - 2);
			const min = -texelSize;
			const max = 1 + texelSize;
			const uv1 = [
				min,
				min,
				max,
				min,
				max,
				max,
				min,
				min,
				max,
				max,
				min,
				max
			];
			const cubeFaces = 6;
			const positionSize = 3;
			const uvSize = 2;
			const faceIndexSize = 1;
			const position = /* @__PURE__ */ new Float32Array(108);
			const uv = /* @__PURE__ */ new Float32Array(72);
			const faceIndex = /* @__PURE__ */ new Float32Array(36);
			for (let face = 0; face < cubeFaces; face++) {
				const x = face % 3 * 2 / 3 - 1;
				const y = face > 2 ? 0 : -1;
				const coordinates = [
					x,
					y,
					0,
					x + 2 / 3,
					y,
					0,
					x + 2 / 3,
					y + 1,
					0,
					x,
					y,
					0,
					x + 2 / 3,
					y + 1,
					0,
					x,
					y + 1,
					0
				];
				position.set(coordinates, 18 * face);
				uv.set(uv1, 12 * face);
				const fill = [
					face,
					face,
					face,
					face,
					face,
					face
				];
				faceIndex.set(fill, 6 * face);
			}
			const planes = new BufferGeometry();
			planes.setAttribute("position", new BufferAttribute(position, positionSize));
			planes.setAttribute("uv", new BufferAttribute(uv, uvSize));
			planes.setAttribute("faceIndex", new BufferAttribute(faceIndex, faceIndexSize));
			lodMeshes.push(new Mesh(planes, null));
			if (lod > LOD_MIN) lod--;
		}
		return {
			lodMeshes,
			sizeLods,
			sigmas
		};
	}
	function _createRenderTarget(width, height, params) {
		const cubeUVRenderTarget = new WebGLRenderTarget(width, height, params);
		cubeUVRenderTarget.texture.mapping = 306;
		cubeUVRenderTarget.texture.name = "PMREM.cubeUv";
		cubeUVRenderTarget.scissorTest = true;
		return cubeUVRenderTarget;
	}
	function _setViewport(target, x, y, width, height) {
		target.viewport.set(x, y, width, height);
		target.scissor.set(x, y, width, height);
	}
	function _getGGXShader(lodMax, width, height) {
		return new ShaderMaterial({
			name: "PMREMGGXConvolution",
			defines: {
				"GGX_SAMPLES": GGX_SAMPLES,
				"CUBEUV_TEXEL_WIDTH": 1 / width,
				"CUBEUV_TEXEL_HEIGHT": 1 / height,
				"CUBEUV_MAX_MIP": `${lodMax}.0`
			},
			uniforms: {
				"envMap": { value: null },
				"roughness": { value: 0 },
				"mipInt": { value: 0 }
			},
			vertexShader: _getCommonVertexShader(),
			fragmentShader: `

			precision highp float;
			precision highp int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;
			uniform float roughness;
			uniform float mipInt;

			#define ENVMAP_TYPE_CUBE_UV
			#include <cube_uv_reflection_fragment>

			#define PI 3.14159265359

			// Van der Corput radical inverse
			float radicalInverse_VdC(uint bits) {
				bits = (bits << 16u) | (bits >> 16u);
				bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
				bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
				bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
				bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
				return float(bits) * 2.3283064365386963e-10; // / 0x100000000
			}

			// Hammersley sequence
			vec2 hammersley(uint i, uint N) {
				return vec2(float(i) / float(N), radicalInverse_VdC(i));
			}

			// GGX VNDF importance sampling (Eric Heitz 2018)
			// "Sampling the GGX Distribution of Visible Normals"
			// https://jcgt.org/published/0007/04/01/
			vec3 importanceSampleGGX_VNDF(vec2 Xi, vec3 V, float roughness) {
				float alpha = roughness * roughness;

				// Section 4.1: Orthonormal basis
				vec3 T1 = vec3(1.0, 0.0, 0.0);
				vec3 T2 = cross(V, T1);

				// Section 4.2: Parameterization of projected area
				float r = sqrt(Xi.x);
				float phi = 2.0 * PI * Xi.y;
				float t1 = r * cos(phi);
				float t2 = r * sin(phi);
				float s = 0.5 * (1.0 + V.z);
				t2 = (1.0 - s) * sqrt(1.0 - t1 * t1) + s * t2;

				// Section 4.3: Reprojection onto hemisphere
				vec3 Nh = t1 * T1 + t2 * T2 + sqrt(max(0.0, 1.0 - t1 * t1 - t2 * t2)) * V;

				// Section 3.4: Transform back to ellipsoid configuration
				return normalize(vec3(alpha * Nh.x, alpha * Nh.y, max(0.0, Nh.z)));
			}

			void main() {
				vec3 N = normalize(vOutputDirection);
				vec3 V = N; // Assume view direction equals normal for pre-filtering

				vec3 prefilteredColor = vec3(0.0);
				float totalWeight = 0.0;

				// For very low roughness, just sample the environment directly
				if (roughness < 0.001) {
					gl_FragColor = vec4(bilinearCubeUV(envMap, N, mipInt), 1.0);
					return;
				}

				// Tangent space basis for VNDF sampling
				vec3 up = abs(N.z) < 0.999 ? vec3(0.0, 0.0, 1.0) : vec3(1.0, 0.0, 0.0);
				vec3 tangent = normalize(cross(up, N));
				vec3 bitangent = cross(N, tangent);

				for(uint i = 0u; i < uint(GGX_SAMPLES); i++) {
					vec2 Xi = hammersley(i, uint(GGX_SAMPLES));

					// For PMREM, V = N, so in tangent space V is always (0, 0, 1)
					vec3 H_tangent = importanceSampleGGX_VNDF(Xi, vec3(0.0, 0.0, 1.0), roughness);

					// Transform H back to world space
					vec3 H = normalize(tangent * H_tangent.x + bitangent * H_tangent.y + N * H_tangent.z);
					vec3 L = normalize(2.0 * dot(V, H) * H - V);

					float NdotL = max(dot(N, L), 0.0);

					if(NdotL > 0.0) {
						// Sample environment at fixed mip level
						// VNDF importance sampling handles the distribution filtering
						vec3 sampleColor = bilinearCubeUV(envMap, L, mipInt);

						// Weight by NdotL for the split-sum approximation
						// VNDF PDF naturally accounts for the visible microfacet distribution
						prefilteredColor += sampleColor * NdotL;
						totalWeight += NdotL;
					}
				}

				if (totalWeight > 0.0) {
					prefilteredColor = prefilteredColor / totalWeight;
				}

				gl_FragColor = vec4(prefilteredColor, 1.0);
			}
		`,
			blending: 0,
			depthTest: false,
			depthWrite: false
		});
	}
	function _getBlurShader(lodMax, width, height) {
		const weights = new Float32Array(MAX_SAMPLES);
		const poleAxis = new Vector3(0, 1, 0);
		return new ShaderMaterial({
			name: "SphericalGaussianBlur",
			defines: {
				"n": MAX_SAMPLES,
				"CUBEUV_TEXEL_WIDTH": 1 / width,
				"CUBEUV_TEXEL_HEIGHT": 1 / height,
				"CUBEUV_MAX_MIP": `${lodMax}.0`
			},
			uniforms: {
				"envMap": { value: null },
				"samples": { value: 1 },
				"weights": { value: weights },
				"latitudinal": { value: false },
				"dTheta": { value: 0 },
				"mipInt": { value: 0 },
				"poleAxis": { value: poleAxis }
			},
			vertexShader: _getCommonVertexShader(),
			fragmentShader: `

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;
			uniform int samples;
			uniform float weights[ n ];
			uniform bool latitudinal;
			uniform float dTheta;
			uniform float mipInt;
			uniform vec3 poleAxis;

			#define ENVMAP_TYPE_CUBE_UV
			#include <cube_uv_reflection_fragment>

			vec3 getSample( float theta, vec3 axis ) {

				float cosTheta = cos( theta );
				// Rodrigues' axis-angle rotation
				vec3 sampleDirection = vOutputDirection * cosTheta
					+ cross( axis, vOutputDirection ) * sin( theta )
					+ axis * dot( axis, vOutputDirection ) * ( 1.0 - cosTheta );

				return bilinearCubeUV( envMap, sampleDirection, mipInt );

			}

			void main() {

				vec3 axis = latitudinal ? poleAxis : cross( poleAxis, vOutputDirection );

				if ( all( equal( axis, vec3( 0.0 ) ) ) ) {

					axis = vec3( vOutputDirection.z, 0.0, - vOutputDirection.x );

				}

				axis = normalize( axis );

				gl_FragColor = vec4( 0.0, 0.0, 0.0, 1.0 );
				gl_FragColor.rgb += weights[ 0 ] * getSample( 0.0, axis );

				for ( int i = 1; i < n; i++ ) {

					if ( i >= samples ) {

						break;

					}

					float theta = dTheta * float( i );
					gl_FragColor.rgb += weights[ i ] * getSample( -1.0 * theta, axis );
					gl_FragColor.rgb += weights[ i ] * getSample( theta, axis );

				}

			}
		`,
			blending: 0,
			depthTest: false,
			depthWrite: false
		});
	}
	function _getEquirectMaterial() {
		return new ShaderMaterial({
			name: "EquirectangularToCubeUV",
			uniforms: { "envMap": { value: null } },
			vertexShader: _getCommonVertexShader(),
			fragmentShader: `

			precision mediump float;
			precision mediump int;

			varying vec3 vOutputDirection;

			uniform sampler2D envMap;

			#include <common>

			void main() {

				vec3 outputDirection = normalize( vOutputDirection );
				vec2 uv = equirectUv( outputDirection );

				gl_FragColor = vec4( texture2D ( envMap, uv ).rgb, 1.0 );

			}
		`,
			blending: 0,
			depthTest: false,
			depthWrite: false
		});
	}
	function _getCubemapMaterial() {
		return new ShaderMaterial({
			name: "CubemapToCubeUV",
			uniforms: {
				"envMap": { value: null },
				"flipEnvMap": { value: -1 }
			},
			vertexShader: _getCommonVertexShader(),
			fragmentShader: `

			precision mediump float;
			precision mediump int;

			uniform float flipEnvMap;

			varying vec3 vOutputDirection;

			uniform samplerCube envMap;

			void main() {

				gl_FragColor = textureCube( envMap, vec3( flipEnvMap * vOutputDirection.x, vOutputDirection.yz ) );

			}
		`,
			blending: 0,
			depthTest: false,
			depthWrite: false
		});
	}
	function _getCommonVertexShader() {
		return `

		precision mediump float;
		precision mediump int;

		attribute float faceIndex;

		varying vec3 vOutputDirection;

		// RH coordinate system; PMREM face-indexing convention
		vec3 getDirection( vec2 uv, float face ) {

			uv = 2.0 * uv - 1.0;

			vec3 direction = vec3( uv, 1.0 );

			if ( face == 0.0 ) {

				direction = direction.zyx; // ( 1, v, u ) pos x

			} else if ( face == 1.0 ) {

				direction = direction.xzy;
				direction.xz *= -1.0; // ( -u, 1, -v ) pos y

			} else if ( face == 2.0 ) {

				direction.x *= -1.0; // ( -u, v, 1 ) pos z

			} else if ( face == 3.0 ) {

				direction = direction.zyx;
				direction.xz *= -1.0; // ( -1, v, -u ) neg x

			} else if ( face == 4.0 ) {

				direction = direction.xzy;
				direction.xy *= -1.0; // ( -u, -1, v ) neg y

			} else if ( face == 5.0 ) {

				direction.z *= -1.0; // ( u, v, -1 ) neg z

			}

			return direction;

		}

		void main() {

			vOutputDirection = getDirection( uv, faceIndex );
			gl_Position = vec4( position, 1.0 );

		}
	`;
	}
	function WebGLEnvironments(renderer) {
		let cubeMaps = /* @__PURE__ */ new WeakMap();
		let pmremMaps = /* @__PURE__ */ new WeakMap();
		let pmremGenerator = null;
		function get(texture, usePMREM = false) {
			if (texture === null || texture === void 0) return null;
			if (usePMREM) return getPMREM(texture);
			return getCube(texture);
		}
		function getCube(texture) {
			if (texture && texture.isTexture) {
				const mapping = texture.mapping;
				if (mapping === 303 || mapping === 304) if (cubeMaps.has(texture)) {
					const cubemap = cubeMaps.get(texture).texture;
					return mapTextureMapping(cubemap, texture.mapping);
				} else {
					const image = texture.image;
					if (image && image.height > 0) {
						const renderTarget = new WebGLCubeRenderTarget(image.height);
						renderTarget.fromEquirectangularTexture(renderer, texture);
						cubeMaps.set(texture, renderTarget);
						texture.addEventListener("dispose", onCubemapDispose);
						return mapTextureMapping(renderTarget.texture, texture.mapping);
					} else return null;
				}
			}
			return texture;
		}
		function getPMREM(texture) {
			if (texture && texture.isTexture) {
				const mapping = texture.mapping;
				const isEquirectMap = mapping === 303 || mapping === 304;
				const isCubeMap = mapping === 301 || mapping === 302;
				if (isEquirectMap || isCubeMap) {
					let renderTarget = pmremMaps.get(texture);
					const currentPMREMVersion = renderTarget !== void 0 ? renderTarget.texture.pmremVersion : 0;
					if (texture.isRenderTargetTexture && texture.pmremVersion !== currentPMREMVersion) {
						if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer);
						renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture, renderTarget) : pmremGenerator.fromCubemap(texture, renderTarget);
						renderTarget.texture.pmremVersion = texture.pmremVersion;
						pmremMaps.set(texture, renderTarget);
						return renderTarget.texture;
					} else if (renderTarget !== void 0) return renderTarget.texture;
					else {
						const image = texture.image;
						if (isEquirectMap && image && image.height > 0 || isCubeMap && image && isCubeTextureComplete(image)) {
							if (pmremGenerator === null) pmremGenerator = new PMREMGenerator(renderer);
							renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular(texture) : pmremGenerator.fromCubemap(texture);
							renderTarget.texture.pmremVersion = texture.pmremVersion;
							pmremMaps.set(texture, renderTarget);
							texture.addEventListener("dispose", onPMREMDispose);
							return renderTarget.texture;
						} else return null;
					}
				}
			}
			return texture;
		}
		function mapTextureMapping(texture, mapping) {
			if (mapping === 303) texture.mapping = 301;
			else if (mapping === 304) texture.mapping = 302;
			return texture;
		}
		function isCubeTextureComplete(image) {
			let count = 0;
			const length = 6;
			for (let i = 0; i < length; i++) if (image[i] !== void 0) count++;
			return count === length;
		}
		function onCubemapDispose(event) {
			const texture = event.target;
			texture.removeEventListener("dispose", onCubemapDispose);
			const cubemap = cubeMaps.get(texture);
			if (cubemap !== void 0) {
				cubeMaps.delete(texture);
				cubemap.dispose();
			}
		}
		function onPMREMDispose(event) {
			const texture = event.target;
			texture.removeEventListener("dispose", onPMREMDispose);
			const pmrem = pmremMaps.get(texture);
			if (pmrem !== void 0) {
				pmremMaps.delete(texture);
				pmrem.dispose();
			}
		}
		function dispose() {
			cubeMaps = /* @__PURE__ */ new WeakMap();
			pmremMaps = /* @__PURE__ */ new WeakMap();
			if (pmremGenerator !== null) {
				pmremGenerator.dispose();
				pmremGenerator = null;
			}
		}
		return {
			get,
			dispose
		};
	}
	function WebGLExtensions(gl) {
		const extensions = {};
		function getExtension(name) {
			if (extensions[name] !== void 0) return extensions[name];
			const extension = gl.getExtension(name);
			extensions[name] = extension;
			return extension;
		}
		return {
			has: function(name) {
				return getExtension(name) !== null;
			},
			init: function() {
				getExtension("EXT_color_buffer_float");
				getExtension("WEBGL_clip_cull_distance");
				getExtension("OES_texture_float_linear");
				getExtension("EXT_color_buffer_half_float");
				getExtension("WEBGL_multisampled_render_to_texture");
				getExtension("WEBGL_render_shared_exponent");
			},
			get: function(name) {
				const extension = getExtension(name);
				if (extension === null) warnOnce("WebGLRenderer: " + name + " extension not supported.");
				return extension;
			}
		};
	}
	function WebGLGeometries(gl, attributes, info, bindingStates) {
		const geometries = {};
		const wireframeAttributes = /* @__PURE__ */ new WeakMap();
		function onGeometryDispose(event) {
			const geometry = event.target;
			if (geometry.index !== null) attributes.remove(geometry.index);
			for (const name in geometry.attributes) attributes.remove(geometry.attributes[name]);
			geometry.removeEventListener("dispose", onGeometryDispose);
			delete geometries[geometry.id];
			const attribute = wireframeAttributes.get(geometry);
			if (attribute) {
				attributes.remove(attribute);
				wireframeAttributes.delete(geometry);
			}
			bindingStates.releaseStatesOfGeometry(geometry);
			if (geometry.isInstancedBufferGeometry === true) delete geometry._maxInstanceCount;
			info.memory.geometries--;
		}
		function get(object, geometry) {
			if (geometries[geometry.id] === true) return geometry;
			geometry.addEventListener("dispose", onGeometryDispose);
			geometries[geometry.id] = true;
			info.memory.geometries++;
			return geometry;
		}
		function update(geometry) {
			const geometryAttributes = geometry.attributes;
			for (const name in geometryAttributes) attributes.update(geometryAttributes[name], gl.ARRAY_BUFFER);
		}
		function updateWireframeAttribute(geometry) {
			const indices = [];
			const geometryIndex = geometry.index;
			const geometryPosition = geometry.attributes.position;
			let version = 0;
			if (geometryPosition === void 0) return;
			if (geometryIndex !== null) {
				const array = geometryIndex.array;
				version = geometryIndex.version;
				for (let i = 0, l = array.length; i < l; i += 3) {
					const a = array[i + 0];
					const b = array[i + 1];
					const c = array[i + 2];
					indices.push(a, b, b, c, c, a);
				}
			} else {
				const array = geometryPosition.array;
				version = geometryPosition.version;
				for (let i = 0, l = array.length / 3 - 1; i < l; i += 3) {
					const a = i + 0;
					const b = i + 1;
					const c = i + 2;
					indices.push(a, b, b, c, c, a);
				}
			}
			const attribute = new (geometryPosition.count >= 65535 ? Uint32BufferAttribute : Uint16BufferAttribute)(indices, 1);
			attribute.version = version;
			const previousAttribute = wireframeAttributes.get(geometry);
			if (previousAttribute) attributes.remove(previousAttribute);
			wireframeAttributes.set(geometry, attribute);
		}
		function getWireframeAttribute(geometry) {
			const currentAttribute = wireframeAttributes.get(geometry);
			if (currentAttribute) {
				const geometryIndex = geometry.index;
				if (geometryIndex !== null) {
					if (currentAttribute.version < geometryIndex.version) updateWireframeAttribute(geometry);
				}
			} else updateWireframeAttribute(geometry);
			return wireframeAttributes.get(geometry);
		}
		return {
			get,
			update,
			getWireframeAttribute
		};
	}
	function WebGLIndexedBufferRenderer(gl, extensions, info) {
		let mode;
		function setMode(value) {
			mode = value;
		}
		let 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, 1);
		}
		function renderInstances(start, count, primcount) {
			if (primcount === 0) return;
			gl.drawElementsInstanced(mode, count, type, start * bytesPerElement, primcount);
			info.update(count, mode, primcount);
		}
		function renderMultiDraw(starts, counts, drawCount) {
			if (drawCount === 0) return;
			extensions.get("WEBGL_multi_draw").multiDrawElementsWEBGL(mode, counts, 0, type, starts, 0, drawCount);
			let elementCount = 0;
			for (let i = 0; i < drawCount; i++) elementCount += counts[i];
			info.update(elementCount, mode, 1);
		}
		this.setMode = setMode;
		this.setIndex = setIndex;
		this.render = render;
		this.renderInstances = renderInstances;
		this.renderMultiDraw = renderMultiDraw;
	}
	function WebGLInfo(gl) {
		const memory = {
			geometries: 0,
			textures: 0
		};
		const render = {
			frame: 0,
			calls: 0,
			triangles: 0,
			points: 0,
			lines: 0
		};
		function update(count, mode, instanceCount) {
			render.calls++;
			switch (mode) {
				case gl.TRIANGLES:
					render.triangles += instanceCount * (count / 3);
					break;
				case gl.LINES:
					render.lines += instanceCount * (count / 2);
					break;
				case gl.LINE_STRIP:
					render.lines += instanceCount * (count - 1);
					break;
				case gl.LINE_LOOP:
					render.lines += instanceCount * count;
					break;
				case gl.POINTS:
					render.points += instanceCount * count;
					break;
				default: error("WebGLInfo: Unknown draw mode:", mode);
			}
		}
		function reset() {
			render.calls = 0;
			render.triangles = 0;
			render.points = 0;
			render.lines = 0;
		}
		return {
			memory,
			render,
			programs: null,
			autoReset: true,
			reset,
			update
		};
	}
	function WebGLMorphtargets(gl, capabilities, textures) {
		const morphTextures = /* @__PURE__ */ new WeakMap();
		const morph = new Vector4();
		function update(object, geometry, program) {
			const objectInfluences = object.morphTargetInfluences;
			const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
			const morphTargetsCount = morphAttribute !== void 0 ? morphAttribute.length : 0;
			let entry = morphTextures.get(geometry);
			if (entry === void 0 || entry.count !== morphTargetsCount) {
				if (entry !== void 0) entry.texture.dispose();
				const hasMorphPosition = geometry.morphAttributes.position !== void 0;
				const hasMorphNormals = geometry.morphAttributes.normal !== void 0;
				const hasMorphColors = geometry.morphAttributes.color !== void 0;
				const morphTargets = geometry.morphAttributes.position || [];
				const morphNormals = geometry.morphAttributes.normal || [];
				const morphColors = geometry.morphAttributes.color || [];
				let vertexDataCount = 0;
				if (hasMorphPosition === true) vertexDataCount = 1;
				if (hasMorphNormals === true) vertexDataCount = 2;
				if (hasMorphColors === true) vertexDataCount = 3;
				let width = geometry.attributes.position.count * vertexDataCount;
				let height = 1;
				if (width > capabilities.maxTextureSize) {
					height = Math.ceil(width / capabilities.maxTextureSize);
					width = capabilities.maxTextureSize;
				}
				const buffer = new Float32Array(width * height * 4 * morphTargetsCount);
				const texture = new DataArrayTexture(buffer, width, height, morphTargetsCount);
				texture.type = FloatType;
				texture.needsUpdate = true;
				const vertexDataStride = vertexDataCount * 4;
				for (let i = 0; i < morphTargetsCount; i++) {
					const morphTarget = morphTargets[i];
					const morphNormal = morphNormals[i];
					const morphColor = morphColors[i];
					const offset = width * height * 4 * i;
					for (let j = 0; j < morphTarget.count; j++) {
						const stride = j * vertexDataStride;
						if (hasMorphPosition === true) {
							morph.fromBufferAttribute(morphTarget, j);
							buffer[offset + stride + 0] = morph.x;
							buffer[offset + stride + 1] = morph.y;
							buffer[offset + stride + 2] = morph.z;
							buffer[offset + stride + 3] = 0;
						}
						if (hasMorphNormals === true) {
							morph.fromBufferAttribute(morphNormal, j);
							buffer[offset + stride + 4] = morph.x;
							buffer[offset + stride + 5] = morph.y;
							buffer[offset + stride + 6] = morph.z;
							buffer[offset + stride + 7] = 0;
						}
						if (hasMorphColors === true) {
							morph.fromBufferAttribute(morphColor, j);
							buffer[offset + stride + 8] = morph.x;
							buffer[offset + stride + 9] = morph.y;
							buffer[offset + stride + 10] = morph.z;
							buffer[offset + stride + 11] = morphColor.itemSize === 4 ? morph.w : 1;
						}
					}
				}
				entry = {
					count: morphTargetsCount,
					texture,
					size: new Vector2(width, height)
				};
				morphTextures.set(geometry, entry);
				function disposeTexture() {
					texture.dispose();
					morphTextures.delete(geometry);
					geometry.removeEventListener("dispose", disposeTexture);
				}
				geometry.addEventListener("dispose", disposeTexture);
			}
			if (object.isInstancedMesh === true && object.morphTexture !== null) program.getUniforms().setValue(gl, "morphTexture", object.morphTexture, textures);
			else {
				let morphInfluencesSum = 0;
				for (let i = 0; i < objectInfluences.length; i++) morphInfluencesSum += objectInfluences[i];
				const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;
				program.getUniforms().setValue(gl, "morphTargetBaseInfluence", morphBaseInfluence);
				program.getUniforms().setValue(gl, "morphTargetInfluences", objectInfluences);
			}
			program.getUniforms().setValue(gl, "morphTargetsTexture", entry.texture, textures);
			program.getUniforms().setValue(gl, "morphTargetsTextureSize", entry.size);
		}
		return { update };
	}
	function WebGLObjects(gl, geometries, attributes, bindingStates, info) {
		let updateMap = /* @__PURE__ */ new WeakMap();
		function update(object) {
			const frame = info.render.frame;
			const geometry = object.geometry;
			const buffergeometry = geometries.get(object, geometry);
			if (updateMap.get(buffergeometry) !== frame) {
				geometries.update(buffergeometry);
				updateMap.set(buffergeometry, frame);
			}
			if (object.isInstancedMesh) {
				if (object.hasEventListener("dispose", onInstancedMeshDispose) === false) object.addEventListener("dispose", onInstancedMeshDispose);
				if (updateMap.get(object) !== frame) {
					attributes.update(object.instanceMatrix, gl.ARRAY_BUFFER);
					if (object.instanceColor !== null) attributes.update(object.instanceColor, gl.ARRAY_BUFFER);
					updateMap.set(object, frame);
				}
			}
			if (object.isSkinnedMesh) {
				const skeleton = object.skeleton;
				if (updateMap.get(skeleton) !== frame) {
					skeleton.update();
					updateMap.set(skeleton, frame);
				}
			}
			return buffergeometry;
		}
		function dispose() {
			updateMap = /* @__PURE__ */ new WeakMap();
		}
		function onInstancedMeshDispose(event) {
			const instancedMesh = event.target;
			instancedMesh.removeEventListener("dispose", onInstancedMeshDispose);
			bindingStates.releaseStatesOfObject(instancedMesh);
			attributes.remove(instancedMesh.instanceMatrix);
			if (instancedMesh.instanceColor !== null) attributes.remove(instancedMesh.instanceColor);
		}
		return {
			update,
			dispose
		};
	}
	function WebGLOutput(type, width, height, antialias, depth, stencil) {
		const targetA = new WebGLRenderTarget(width, height, {
			type,
			depthBuffer: depth,
			stencilBuffer: stencil,
			samples: antialias ? 4 : 0,
			depthTexture: depth ? new DepthTexture(width, height) : void 0
		});
		const targetB = new WebGLRenderTarget(width, height, {
			type: HalfFloatType,
			depthBuffer: false,
			stencilBuffer: false
		});
		const geometry = new BufferGeometry();
		geometry.setAttribute("position", new Float32BufferAttribute([
			-1,
			3,
			0,
			-1,
			-1,
			0,
			3,
			-1,
			0
		], 3));
		geometry.setAttribute("uv", new Float32BufferAttribute([
			0,
			2,
			0,
			0,
			2,
			0
		], 2));
		const material = new RawShaderMaterial({
			uniforms: { tDiffuse: { value: null } },
			vertexShader: `
			precision highp float;

			uniform mat4 modelViewMatrix;
			uniform mat4 projectionMatrix;

			attribute vec3 position;
			attribute vec2 uv;

			varying vec2 vUv;

			void main() {
				vUv = uv;
				gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
			}`,
			fragmentShader: `
			precision highp float;

			uniform sampler2D tDiffuse;

			varying vec2 vUv;

			#include <tonemapping_pars_fragment>
			#include <colorspace_pars_fragment>

			void main() {
				gl_FragColor = texture2D( tDiffuse, vUv );

				#ifdef LINEAR_TONE_MAPPING
					gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
				#elif defined( REINHARD_TONE_MAPPING )
					gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
				#elif defined( CINEON_TONE_MAPPING )
					gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
				#elif defined( ACES_FILMIC_TONE_MAPPING )
					gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
				#elif defined( AGX_TONE_MAPPING )
					gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
				#elif defined( NEUTRAL_TONE_MAPPING )
					gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
				#elif defined( CUSTOM_TONE_MAPPING )
					gl_FragColor.rgb = CustomToneMapping( gl_FragColor.rgb );
				#endif

				#ifdef SRGB_TRANSFER
					gl_FragColor = sRGBTransferOETF( gl_FragColor );
				#endif
			}`,
			depthTest: false,
			depthWrite: false
		});
		const mesh = new Mesh(geometry, material);
		const camera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
		let _outputColorSpace = null;
		let _outputToneMapping = null;
		let _isCompositing = false;
		let _savedToneMapping;
		let _savedRenderTarget = null;
		let _effects = [];
		let _hasRenderPass = false;
		this.setSize = function(width, height) {
			targetA.setSize(width, height);
			targetB.setSize(width, height);
			for (let i = 0; i < _effects.length; i++) {
				const effect = _effects[i];
				if (effect.setSize) effect.setSize(width, height);
			}
		};
		this.setEffects = function(effects) {
			_effects = effects;
			_hasRenderPass = _effects.length > 0 && _effects[0].isRenderPass === true;
			const width = targetA.width;
			const height = targetA.height;
			for (let i = 0; i < _effects.length; i++) {
				const effect = _effects[i];
				if (effect.setSize) effect.setSize(width, height);
			}
		};
		this.begin = function(renderer, renderTarget) {
			if (_isCompositing) return false;
			if (renderer.toneMapping === 0 && _effects.length === 0) return false;
			_savedRenderTarget = renderTarget;
			if (renderTarget !== null) {
				const width = renderTarget.width;
				const height = renderTarget.height;
				if (targetA.width !== width || targetA.height !== height) this.setSize(width, height);
			}
			if (_hasRenderPass === false) renderer.setRenderTarget(targetA);
			_savedToneMapping = renderer.toneMapping;
			renderer.toneMapping = 0;
			return true;
		};
		this.hasRenderPass = function() {
			return _hasRenderPass;
		};
		this.end = function(renderer, deltaTime) {
			renderer.toneMapping = _savedToneMapping;
			_isCompositing = true;
			let readBuffer = targetA;
			let writeBuffer = targetB;
			for (let i = 0; i < _effects.length; i++) {
				const effect = _effects[i];
				if (effect.enabled === false) continue;
				effect.render(renderer, writeBuffer, readBuffer, deltaTime);
				if (effect.needsSwap !== false) {
					const temp = readBuffer;
					readBuffer = writeBuffer;
					writeBuffer = temp;
				}
			}
			if (_outputColorSpace !== renderer.outputColorSpace || _outputToneMapping !== renderer.toneMapping) {
				_outputColorSpace = renderer.outputColorSpace;
				_outputToneMapping = renderer.toneMapping;
				material.defines = {};
				if (ColorManagement.getTransfer(_outputColorSpace) === "srgb") material.defines.SRGB_TRANSFER = "";
				const toneMapping = toneMappingMap[_outputToneMapping];
				if (toneMapping) material.defines[toneMapping] = "";
				material.needsUpdate = true;
			}
			material.uniforms.tDiffuse.value = readBuffer.texture;
			renderer.setRenderTarget(_savedRenderTarget);
			renderer.render(mesh, camera);
			_savedRenderTarget = null;
			_isCompositing = false;
		};
		this.isCompositing = function() {
			return _isCompositing;
		};
		this.dispose = function() {
			if (targetA.depthTexture) targetA.depthTexture.dispose();
			targetA.dispose();
			targetB.dispose();
			geometry.dispose();
			material.dispose();
		};
	}
	function flatten(array, nBlocks, blockSize) {
		const firstElem = array[0];
		if (firstElem <= 0 || firstElem > 0) return array;
		const n = nBlocks * blockSize;
		let r = arrayCacheF32[n];
		if (r === void 0) {
			r = new Float32Array(n);
			arrayCacheF32[n] = r;
		}
		if (nBlocks !== 0) {
			firstElem.toArray(r, 0);
			for (let 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 (let i = 0, l = a.length; i < l; i++) if (a[i] !== b[i]) return false;
		return true;
	}
	function copyArray(a, b) {
		for (let i = 0, l = b.length; i < l; i++) a[i] = b[i];
	}
	function allocTexUnits(textures, n) {
		let r = arrayCacheI32[n];
		if (r === void 0) {
			r = new Int32Array(n);
			arrayCacheI32[n] = r;
		}
		for (let i = 0; i !== n; ++i) r[i] = textures.allocateTextureUnit();
		return r;
	}
	function setValueV1f(gl, v) {
		const cache = this.cache;
		if (cache[0] === v) return;
		gl.uniform1f(this.addr, v);
		cache[0] = v;
	}
	function setValueV2f(gl, v) {
		const cache = this.cache;
		if (v.x !== void 0) {
			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) {
		const cache = this.cache;
		if (v.x !== void 0) {
			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 !== void 0) {
			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) {
		const cache = this.cache;
		if (v.x !== void 0) {
			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);
		}
	}
	function setValueM2(gl, v) {
		const cache = this.cache;
		const elements = v.elements;
		if (elements === void 0) {
			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) {
		const cache = this.cache;
		const elements = v.elements;
		if (elements === void 0) {
			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) {
		const cache = this.cache;
		const elements = v.elements;
		if (elements === void 0) {
			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);
		}
	}
	function setValueV1i(gl, v) {
		const cache = this.cache;
		if (cache[0] === v) return;
		gl.uniform1i(this.addr, v);
		cache[0] = v;
	}
	function setValueV2i(gl, v) {
		const cache = this.cache;
		if (v.x !== void 0) {
			if (cache[0] !== v.x || cache[1] !== v.y) {
				gl.uniform2i(this.addr, v.x, v.y);
				cache[0] = v.x;
				cache[1] = v.y;
			}
		} else {
			if (arraysEqual(cache, v)) return;
			gl.uniform2iv(this.addr, v);
			copyArray(cache, v);
		}
	}
	function setValueV3i(gl, v) {
		const cache = this.cache;
		if (v.x !== void 0) {
			if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
				gl.uniform3i(this.addr, v.x, v.y, v.z);
				cache[0] = v.x;
				cache[1] = v.y;
				cache[2] = v.z;
			}
		} else {
			if (arraysEqual(cache, v)) return;
			gl.uniform3iv(this.addr, v);
			copyArray(cache, v);
		}
	}
	function setValueV4i(gl, v) {
		const cache = this.cache;
		if (v.x !== void 0) {
			if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
				gl.uniform4i(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.uniform4iv(this.addr, v);
			copyArray(cache, v);
		}
	}
	function setValueV1ui(gl, v) {
		const cache = this.cache;
		if (cache[0] === v) return;
		gl.uniform1ui(this.addr, v);
		cache[0] = v;
	}
	function setValueV2ui(gl, v) {
		const cache = this.cache;
		if (v.x !== void 0) {
			if (cache[0] !== v.x || cache[1] !== v.y) {
				gl.uniform2ui(this.addr, v.x, v.y);
				cache[0] = v.x;
				cache[1] = v.y;
			}
		} else {
			if (arraysEqual(cache, v)) return;
			gl.uniform2uiv(this.addr, v);
			copyArray(cache, v);
		}
	}
	function setValueV3ui(gl, v) {
		const cache = this.cache;
		if (v.x !== void 0) {
			if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z) {
				gl.uniform3ui(this.addr, v.x, v.y, v.z);
				cache[0] = v.x;
				cache[1] = v.y;
				cache[2] = v.z;
			}
		} else {
			if (arraysEqual(cache, v)) return;
			gl.uniform3uiv(this.addr, v);
			copyArray(cache, v);
		}
	}
	function setValueV4ui(gl, v) {
		const cache = this.cache;
		if (v.x !== void 0) {
			if (cache[0] !== v.x || cache[1] !== v.y || cache[2] !== v.z || cache[3] !== v.w) {
				gl.uniform4ui(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.uniform4uiv(this.addr, v);
			copyArray(cache, v);
		}
	}
	function setValueT1(gl, v, textures) {
		const cache = this.cache;
		const unit = textures.allocateTextureUnit();
		if (cache[0] !== unit) {
			gl.uniform1i(this.addr, unit);
			cache[0] = unit;
		}
		let emptyTexture2D;
		if (this.type === gl.SAMPLER_2D_SHADOW) {
			emptyShadowTexture.compareFunction = textures.isReversedDepthBuffer() ? 518 : 515;
			emptyTexture2D = emptyShadowTexture;
		} else emptyTexture2D = emptyTexture;
		textures.setTexture2D(v || emptyTexture2D, unit);
	}
	function setValueT3D1(gl, v, textures) {
		const cache = this.cache;
		const unit = textures.allocateTextureUnit();
		if (cache[0] !== unit) {
			gl.uniform1i(this.addr, unit);
			cache[0] = unit;
		}
		textures.setTexture3D(v || empty3dTexture, unit);
	}
	function setValueT6(gl, v, textures) {
		const cache = this.cache;
		const unit = textures.allocateTextureUnit();
		if (cache[0] !== unit) {
			gl.uniform1i(this.addr, unit);
			cache[0] = unit;
		}
		textures.setTextureCube(v || emptyCubeTexture, unit);
	}
	function setValueT2DArray1(gl, v, textures) {
		const cache = this.cache;
		const unit = textures.allocateTextureUnit();
		if (cache[0] !== unit) {
			gl.uniform1i(this.addr, unit);
			cache[0] = unit;
		}
		textures.setTexture2DArray(v || emptyArrayTexture, unit);
	}
	function getSingularSetter(type) {
		switch (type) {
			case 5126: return setValueV1f;
			case 35664: return setValueV2f;
			case 35665: return setValueV3f;
			case 35666: return setValueV4f;
			case 35674: return setValueM2;
			case 35675: return setValueM3;
			case 35676: return setValueM4;
			case 5124:
			case 35670: return setValueV1i;
			case 35667:
			case 35671: return setValueV2i;
			case 35668:
			case 35672: return setValueV3i;
			case 35669:
			case 35673: return setValueV4i;
			case 5125: return setValueV1ui;
			case 36294: return setValueV2ui;
			case 36295: return setValueV3ui;
			case 36296: return setValueV4ui;
			case 35678:
			case 36198:
			case 36298:
			case 36306:
			case 35682: return setValueT1;
			case 35679:
			case 36299:
			case 36307: return setValueT3D1;
			case 35680:
			case 36300:
			case 36308:
			case 36293: return setValueT6;
			case 36289:
			case 36303:
			case 36311:
			case 36292: return setValueT2DArray1;
		}
	}
	function setValueV1fArray(gl, v) {
		gl.uniform1fv(this.addr, v);
	}
	function setValueV2fArray(gl, v) {
		const data = flatten(v, this.size, 2);
		gl.uniform2fv(this.addr, data);
	}
	function setValueV3fArray(gl, v) {
		const data = flatten(v, this.size, 3);
		gl.uniform3fv(this.addr, data);
	}
	function setValueV4fArray(gl, v) {
		const data = flatten(v, this.size, 4);
		gl.uniform4fv(this.addr, data);
	}
	function setValueM2Array(gl, v) {
		const data = flatten(v, this.size, 4);
		gl.uniformMatrix2fv(this.addr, false, data);
	}
	function setValueM3Array(gl, v) {
		const data = flatten(v, this.size, 9);
		gl.uniformMatrix3fv(this.addr, false, data);
	}
	function setValueM4Array(gl, v) {
		const data = flatten(v, this.size, 16);
		gl.uniformMatrix4fv(this.addr, false, data);
	}
	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);
	}
	function setValueV1uiArray(gl, v) {
		gl.uniform1uiv(this.addr, v);
	}
	function setValueV2uiArray(gl, v) {
		gl.uniform2uiv(this.addr, v);
	}
	function setValueV3uiArray(gl, v) {
		gl.uniform3uiv(this.addr, v);
	}
	function setValueV4uiArray(gl, v) {
		gl.uniform4uiv(this.addr, v);
	}
	function setValueT1Array(gl, v, textures) {
		const cache = this.cache;
		const n = v.length;
		const units = allocTexUnits(textures, n);
		if (!arraysEqual(cache, units)) {
			gl.uniform1iv(this.addr, units);
			copyArray(cache, units);
		}
		let emptyTexture2D;
		if (this.type === gl.SAMPLER_2D_SHADOW) emptyTexture2D = emptyShadowTexture;
		else emptyTexture2D = emptyTexture;
		for (let i = 0; i !== n; ++i) textures.setTexture2D(v[i] || emptyTexture2D, units[i]);
	}
	function setValueT3DArray(gl, v, textures) {
		const cache = this.cache;
		const n = v.length;
		const units = allocTexUnits(textures, n);
		if (!arraysEqual(cache, units)) {
			gl.uniform1iv(this.addr, units);
			copyArray(cache, units);
		}
		for (let i = 0; i !== n; ++i) textures.setTexture3D(v[i] || empty3dTexture, units[i]);
	}
	function setValueT6Array(gl, v, textures) {
		const cache = this.cache;
		const n = v.length;
		const units = allocTexUnits(textures, n);
		if (!arraysEqual(cache, units)) {
			gl.uniform1iv(this.addr, units);
			copyArray(cache, units);
		}
		for (let i = 0; i !== n; ++i) textures.setTextureCube(v[i] || emptyCubeTexture, units[i]);
	}
	function setValueT2DArrayArray(gl, v, textures) {
		const cache = this.cache;
		const n = v.length;
		const units = allocTexUnits(textures, n);
		if (!arraysEqual(cache, units)) {
			gl.uniform1iv(this.addr, units);
			copyArray(cache, units);
		}
		for (let i = 0; i !== n; ++i) textures.setTexture2DArray(v[i] || emptyArrayTexture, units[i]);
	}
	function getPureArraySetter(type) {
		switch (type) {
			case 5126: return setValueV1fArray;
			case 35664: return setValueV2fArray;
			case 35665: return setValueV3fArray;
			case 35666: return setValueV4fArray;
			case 35674: return setValueM2Array;
			case 35675: return setValueM3Array;
			case 35676: return setValueM4Array;
			case 5124:
			case 35670: return setValueV1iArray;
			case 35667:
			case 35671: return setValueV2iArray;
			case 35668:
			case 35672: return setValueV3iArray;
			case 35669:
			case 35673: return setValueV4iArray;
			case 5125: return setValueV1uiArray;
			case 36294: return setValueV2uiArray;
			case 36295: return setValueV3uiArray;
			case 36296: return setValueV4uiArray;
			case 35678:
			case 36198:
			case 36298:
			case 36306:
			case 35682: return setValueT1Array;
			case 35679:
			case 36299:
			case 36307: return setValueT3DArray;
			case 35680:
			case 36300:
			case 36308:
			case 36293: return setValueT6Array;
			case 36289:
			case 36303:
			case 36311:
			case 36292: return setValueT2DArrayArray;
		}
	}
	function addUniform(container, uniformObject) {
		container.seq.push(uniformObject);
		container.map[uniformObject.id] = uniformObject;
	}
	function parseUniform(activeInfo, addr, container) {
		const path = activeInfo.name, pathLength = path.length;
		RePathPart.lastIndex = 0;
		while (true) {
			const match = RePathPart.exec(path), matchEnd = RePathPart.lastIndex;
			let id = match[1];
			const idIsIndex = match[2] === "]", subscript = match[3];
			if (idIsIndex) id = id | 0;
			if (subscript === void 0 || subscript === "[" && matchEnd + 2 === pathLength) {
				addUniform(container, subscript === void 0 ? new SingleUniform(id, activeInfo, addr) : new PureArrayUniform(id, activeInfo, addr));
				break;
			} else {
				let next = container.map[id];
				if (next === void 0) {
					next = new StructuredUniform(id);
					addUniform(container, next);
				}
				container = next;
			}
		}
	}
	function WebGLShader(gl, type, string) {
		const shader = gl.createShader(type);
		gl.shaderSource(shader, string);
		gl.compileShader(shader);
		return shader;
	}
	function handleSource(string, errorLine) {
		const lines = string.split("\n");
		const lines2 = [];
		const from = Math.max(errorLine - 6, 0);
		const to = Math.min(errorLine + 6, lines.length);
		for (let i = from; i < to; i++) {
			const line = i + 1;
			lines2.push(`${line === errorLine ? ">" : " "} ${line}: ${lines[i]}`);
		}
		return lines2.join("\n");
	}
	function getEncodingComponents(colorSpace) {
		ColorManagement._getMatrix(_m0, ColorManagement.workingColorSpace, colorSpace);
		const encodingMatrix = `mat3( ${_m0.elements.map((v) => v.toFixed(4))} )`;
		switch (ColorManagement.getTransfer(colorSpace)) {
			case LinearTransfer: return [encodingMatrix, "LinearTransferOETF"];
			case SRGBTransfer: return [encodingMatrix, "sRGBTransferOETF"];
			default:
				warn("WebGLProgram: Unsupported color space: ", colorSpace);
				return [encodingMatrix, "LinearTransferOETF"];
		}
	}
	function getShaderErrors(gl, shader, type) {
		const status = gl.getShaderParameter(shader, gl.COMPILE_STATUS);
		const errors = (gl.getShaderInfoLog(shader) || "").trim();
		if (status && errors === "") return "";
		const errorMatches = /ERROR: 0:(\d+)/.exec(errors);
		if (errorMatches) {
			const errorLine = parseInt(errorMatches[1]);
			return type.toUpperCase() + "\n\n" + errors + "\n\n" + handleSource(gl.getShaderSource(shader), errorLine);
		} else return errors;
	}
	function getTexelEncodingFunction(functionName, colorSpace) {
		const components = getEncodingComponents(colorSpace);
		return [
			`vec4 ${functionName}( vec4 value ) {`,
			`	return ${components[1]}( vec4( value.rgb * ${components[0]}, value.a ) );`,
			"}"
		].join("\n");
	}
	function getToneMappingFunction(functionName, toneMapping) {
		const toneMappingName = toneMappingFunctions[toneMapping];
		if (toneMappingName === void 0) {
			warn("WebGLProgram: Unsupported toneMapping:", toneMapping);
			return "vec3 " + functionName + "( vec3 color ) { return LinearToneMapping( color ); }";
		}
		return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";
	}
	function getLuminanceFunction() {
		ColorManagement.getLuminanceCoefficients(_v0);
		return [
			"float luminance( const in vec3 rgb ) {",
			`	const vec3 weights = vec3( ${_v0.x.toFixed(4)}, ${_v0.y.toFixed(4)}, ${_v0.z.toFixed(4)} );`,
			"	return dot( weights, rgb );",
			"}"
		].join("\n");
	}
	function generateVertexExtensions(parameters) {
		return [parameters.extensionClipCullDistance ? "#extension GL_ANGLE_clip_cull_distance : require" : "", parameters.extensionMultiDraw ? "#extension GL_ANGLE_multi_draw : require" : ""].filter(filterEmptyLine).join("\n");
	}
	function generateDefines(defines) {
		const chunks = [];
		for (const name in defines) {
			const value = defines[name];
			if (value === false) continue;
			chunks.push("#define " + name + " " + value);
		}
		return chunks.join("\n");
	}
	function fetchAttributeLocations(gl, program) {
		const attributes = {};
		const n = gl.getProgramParameter(program, gl.ACTIVE_ATTRIBUTES);
		for (let i = 0; i < n; i++) {
			const info = gl.getActiveAttrib(program, i);
			const name = info.name;
			let locationSize = 1;
			if (info.type === gl.FLOAT_MAT2) locationSize = 2;
			if (info.type === gl.FLOAT_MAT3) locationSize = 3;
			if (info.type === gl.FLOAT_MAT4) locationSize = 4;
			attributes[name] = {
				type: info.type,
				location: gl.getAttribLocation(program, name),
				locationSize
			};
		}
		return attributes;
	}
	function filterEmptyLine(string) {
		return string !== "";
	}
	function replaceLightNums(string, parameters) {
		const numSpotLightCoords = parameters.numSpotLightShadows + parameters.numSpotLightMaps - parameters.numSpotLightShadowsWithMaps;
		return string.replace(/NUM_DIR_LIGHTS/g, parameters.numDirLights).replace(/NUM_SPOT_LIGHTS/g, parameters.numSpotLights).replace(/NUM_SPOT_LIGHT_MAPS/g, parameters.numSpotLightMaps).replace(/NUM_SPOT_LIGHT_COORDS/g, numSpotLightCoords).replace(/NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights).replace(/NUM_POINT_LIGHTS/g, parameters.numPointLights).replace(/NUM_HEMI_LIGHTS/g, parameters.numHemiLights).replace(/NUM_DIR_LIGHT_SHADOWS/g, parameters.numDirLightShadows).replace(/NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS/g, parameters.numSpotLightShadowsWithMaps).replace(/NUM_SPOT_LIGHT_SHADOWS/g, parameters.numSpotLightShadows).replace(/NUM_POINT_LIGHT_SHADOWS/g, parameters.numPointLightShadows);
	}
	function replaceClippingPlaneNums(string, parameters) {
		return string.replace(/NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes).replace(/UNION_CLIPPING_PLANES/g, parameters.numClippingPlanes - parameters.numClipIntersection);
	}
	function resolveIncludes(string) {
		return string.replace(includePattern, includeReplacer);
	}
	function includeReplacer(match, include) {
		let string = ShaderChunk[include];
		if (string === void 0) {
			const newInclude = shaderChunkMap.get(include);
			if (newInclude !== void 0) {
				string = ShaderChunk[newInclude];
				warn("WebGLRenderer: Shader chunk \"%s\" has been deprecated. Use \"%s\" instead.", include, newInclude);
			} else throw new Error("THREE.WebGLProgram: Can not resolve #include <" + include + ">");
		}
		return resolveIncludes(string);
	}
	function unrollLoops(string) {
		return string.replace(unrollLoopPattern, loopReplacer);
	}
	function loopReplacer(match, start, end, snippet) {
		let string = "";
		for (let i = parseInt(start); i < parseInt(end); i++) string += snippet.replace(/\[\s*i\s*\]/g, "[ " + i + " ]").replace(/UNROLLED_LOOP_INDEX/g, i);
		return string;
	}
	function generatePrecision(parameters) {
		let precisionstring = `precision ${parameters.precision} float;
	precision ${parameters.precision} int;
	precision ${parameters.precision} sampler2D;
	precision ${parameters.precision} samplerCube;
	precision ${parameters.precision} sampler3D;
	precision ${parameters.precision} sampler2DArray;
	precision ${parameters.precision} sampler2DShadow;
	precision ${parameters.precision} samplerCubeShadow;
	precision ${parameters.precision} sampler2DArrayShadow;
	precision ${parameters.precision} isampler2D;
	precision ${parameters.precision} isampler3D;
	precision ${parameters.precision} isamplerCube;
	precision ${parameters.precision} isampler2DArray;
	precision ${parameters.precision} usampler2D;
	precision ${parameters.precision} usampler3D;
	precision ${parameters.precision} usamplerCube;
	precision ${parameters.precision} usampler2DArray;
	`;
		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) {
		return shadowMapTypeDefines[parameters.shadowMapType] || "SHADOWMAP_TYPE_BASIC";
	}
	function generateEnvMapTypeDefine(parameters) {
		if (parameters.envMap === false) return "ENVMAP_TYPE_CUBE";
		return envMapTypeDefines[parameters.envMapMode] || "ENVMAP_TYPE_CUBE";
	}
	function generateEnvMapModeDefine(parameters) {
		if (parameters.envMap === false) return "ENVMAP_MODE_REFLECTION";
		return envMapModeDefines[parameters.envMapMode] || "ENVMAP_MODE_REFLECTION";
	}
	function generateEnvMapBlendingDefine(parameters) {
		if (parameters.envMap === false) return "ENVMAP_BLENDING_NONE";
		return envMapBlendingDefines[parameters.combine] || "ENVMAP_BLENDING_NONE";
	}
	function generateCubeUVSize(parameters) {
		const imageHeight = parameters.envMapCubeUVHeight;
		if (imageHeight === null) return null;
		const maxMip = Math.log2(imageHeight) - 2;
		const texelHeight = 1 / imageHeight;
		return {
			texelWidth: 1 / (3 * Math.max(Math.pow(2, maxMip), 112)),
			texelHeight,
			maxMip
		};
	}
	function WebGLProgram(renderer, cacheKey, parameters, bindingStates) {
		const gl = renderer.getContext();
		const defines = parameters.defines;
		let vertexShader = parameters.vertexShader;
		let fragmentShader = parameters.fragmentShader;
		const shadowMapTypeDefine = generateShadowMapTypeDefine(parameters);
		const envMapTypeDefine = generateEnvMapTypeDefine(parameters);
		const envMapModeDefine = generateEnvMapModeDefine(parameters);
		const envMapBlendingDefine = generateEnvMapBlendingDefine(parameters);
		const envMapCubeUVSize = generateCubeUVSize(parameters);
		const customVertexExtensions = generateVertexExtensions(parameters);
		const customDefines = generateDefines(defines);
		const program = gl.createProgram();
		let prefixVertex, prefixFragment;
		let versionString = parameters.glslVersion ? "#version " + parameters.glslVersion + "\n" : "";
		if (parameters.isRawShaderMaterial) {
			prefixVertex = [
				"#define SHADER_TYPE " + parameters.shaderType,
				"#define SHADER_NAME " + parameters.shaderName,
				customDefines
			].filter(filterEmptyLine).join("\n");
			if (prefixVertex.length > 0) prefixVertex += "\n";
			prefixFragment = [
				"#define SHADER_TYPE " + parameters.shaderType,
				"#define SHADER_NAME " + parameters.shaderName,
				customDefines
			].filter(filterEmptyLine).join("\n");
			if (prefixFragment.length > 0) prefixFragment += "\n";
		} else {
			prefixVertex = [
				generatePrecision(parameters),
				"#define SHADER_TYPE " + parameters.shaderType,
				"#define SHADER_NAME " + parameters.shaderName,
				customDefines,
				parameters.extensionClipCullDistance ? "#define USE_CLIP_DISTANCE" : "",
				parameters.batching ? "#define USE_BATCHING" : "",
				parameters.batchingColor ? "#define USE_BATCHING_COLOR" : "",
				parameters.instancing ? "#define USE_INSTANCING" : "",
				parameters.instancingColor ? "#define USE_INSTANCING_COLOR" : "",
				parameters.instancingMorph ? "#define USE_INSTANCING_MORPH" : "",
				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.bumpMap ? "#define USE_BUMPMAP" : "",
				parameters.normalMap ? "#define USE_NORMALMAP" : "",
				parameters.normalMapObjectSpace ? "#define USE_NORMALMAP_OBJECTSPACE" : "",
				parameters.normalMapTangentSpace ? "#define USE_NORMALMAP_TANGENTSPACE" : "",
				parameters.displacementMap ? "#define USE_DISPLACEMENTMAP" : "",
				parameters.emissiveMap ? "#define USE_EMISSIVEMAP" : "",
				parameters.anisotropy ? "#define USE_ANISOTROPY" : "",
				parameters.anisotropyMap ? "#define USE_ANISOTROPYMAP" : "",
				parameters.clearcoatMap ? "#define USE_CLEARCOATMAP" : "",
				parameters.clearcoatRoughnessMap ? "#define USE_CLEARCOAT_ROUGHNESSMAP" : "",
				parameters.clearcoatNormalMap ? "#define USE_CLEARCOAT_NORMALMAP" : "",
				parameters.iridescenceMap ? "#define USE_IRIDESCENCEMAP" : "",
				parameters.iridescenceThicknessMap ? "#define USE_IRIDESCENCE_THICKNESSMAP" : "",
				parameters.specularMap ? "#define USE_SPECULARMAP" : "",
				parameters.specularColorMap ? "#define USE_SPECULAR_COLORMAP" : "",
				parameters.specularIntensityMap ? "#define USE_SPECULAR_INTENSITYMAP" : "",
				parameters.roughnessMap ? "#define USE_ROUGHNESSMAP" : "",
				parameters.metalnessMap ? "#define USE_METALNESSMAP" : "",
				parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
				parameters.alphaHash ? "#define USE_ALPHAHASH" : "",
				parameters.transmission ? "#define USE_TRANSMISSION" : "",
				parameters.transmissionMap ? "#define USE_TRANSMISSIONMAP" : "",
				parameters.thicknessMap ? "#define USE_THICKNESSMAP" : "",
				parameters.sheenColorMap ? "#define USE_SHEEN_COLORMAP" : "",
				parameters.sheenRoughnessMap ? "#define USE_SHEEN_ROUGHNESSMAP" : "",
				parameters.mapUv ? "#define MAP_UV " + parameters.mapUv : "",
				parameters.alphaMapUv ? "#define ALPHAMAP_UV " + parameters.alphaMapUv : "",
				parameters.lightMapUv ? "#define LIGHTMAP_UV " + parameters.lightMapUv : "",
				parameters.aoMapUv ? "#define AOMAP_UV " + parameters.aoMapUv : "",
				parameters.emissiveMapUv ? "#define EMISSIVEMAP_UV " + parameters.emissiveMapUv : "",
				parameters.bumpMapUv ? "#define BUMPMAP_UV " + parameters.bumpMapUv : "",
				parameters.normalMapUv ? "#define NORMALMAP_UV " + parameters.normalMapUv : "",
				parameters.displacementMapUv ? "#define DISPLACEMENTMAP_UV " + parameters.displacementMapUv : "",
				parameters.metalnessMapUv ? "#define METALNESSMAP_UV " + parameters.metalnessMapUv : "",
				parameters.roughnessMapUv ? "#define ROUGHNESSMAP_UV " + parameters.roughnessMapUv : "",
				parameters.anisotropyMapUv ? "#define ANISOTROPYMAP_UV " + parameters.anisotropyMapUv : "",
				parameters.clearcoatMapUv ? "#define CLEARCOATMAP_UV " + parameters.clearcoatMapUv : "",
				parameters.clearcoatNormalMapUv ? "#define CLEARCOAT_NORMALMAP_UV " + parameters.clearcoatNormalMapUv : "",
				parameters.clearcoatRoughnessMapUv ? "#define CLEARCOAT_ROUGHNESSMAP_UV " + parameters.clearcoatRoughnessMapUv : "",
				parameters.iridescenceMapUv ? "#define IRIDESCENCEMAP_UV " + parameters.iridescenceMapUv : "",
				parameters.iridescenceThicknessMapUv ? "#define IRIDESCENCE_THICKNESSMAP_UV " + parameters.iridescenceThicknessMapUv : "",
				parameters.sheenColorMapUv ? "#define SHEEN_COLORMAP_UV " + parameters.sheenColorMapUv : "",
				parameters.sheenRoughnessMapUv ? "#define SHEEN_ROUGHNESSMAP_UV " + parameters.sheenRoughnessMapUv : "",
				parameters.specularMapUv ? "#define SPECULARMAP_UV " + parameters.specularMapUv : "",
				parameters.specularColorMapUv ? "#define SPECULAR_COLORMAP_UV " + parameters.specularColorMapUv : "",
				parameters.specularIntensityMapUv ? "#define SPECULAR_INTENSITYMAP_UV " + parameters.specularIntensityMapUv : "",
				parameters.transmissionMapUv ? "#define TRANSMISSIONMAP_UV " + parameters.transmissionMapUv : "",
				parameters.thicknessMapUv ? "#define THICKNESSMAP_UV " + parameters.thicknessMapUv : "",
				parameters.vertexTangents && parameters.flatShading === false ? "#define USE_TANGENT" : "",
				parameters.vertexNormals ? "#define HAS_NORMAL" : "",
				parameters.vertexColors ? "#define USE_COLOR" : "",
				parameters.vertexAlphas ? "#define USE_COLOR_ALPHA" : "",
				parameters.vertexUv1s ? "#define USE_UV1" : "",
				parameters.vertexUv2s ? "#define USE_UV2" : "",
				parameters.vertexUv3s ? "#define USE_UV3" : "",
				parameters.pointsUvs ? "#define USE_POINTS_UV" : "",
				parameters.flatShading ? "#define FLAT_SHADED" : "",
				parameters.skinning ? "#define USE_SKINNING" : "",
				parameters.morphTargets ? "#define USE_MORPHTARGETS" : "",
				parameters.morphNormals && parameters.flatShading === false ? "#define USE_MORPHNORMALS" : "",
				parameters.morphColors ? "#define USE_MORPHCOLORS" : "",
				parameters.morphTargetsCount > 0 ? "#define MORPHTARGETS_TEXTURE_STRIDE " + parameters.morphTextureStride : "",
				parameters.morphTargetsCount > 0 ? "#define MORPHTARGETS_COUNT " + parameters.morphTargetsCount : "",
				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.numLightProbes > 0 ? "#define USE_LIGHT_PROBES" : "",
				parameters.logarithmicDepthBuffer ? "#define USE_LOGARITHMIC_DEPTH_BUFFER" : "",
				parameters.reversedDepthBuffer ? "#define USE_REVERSED_DEPTH_BUFFER" : "",
				"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",
				"#ifdef USE_INSTANCING_COLOR",
				"	attribute vec3 instanceColor;",
				"#endif",
				"#ifdef USE_INSTANCING_MORPH",
				"	uniform sampler2D morphTexture;",
				"#endif",
				"attribute vec3 position;",
				"attribute vec3 normal;",
				"attribute vec2 uv;",
				"#ifdef USE_UV1",
				"	attribute vec2 uv1;",
				"#endif",
				"#ifdef USE_UV2",
				"	attribute vec2 uv2;",
				"#endif",
				"#ifdef USE_UV3",
				"	attribute vec2 uv3;",
				"#endif",
				"#ifdef USE_TANGENT",
				"	attribute vec4 tangent;",
				"#endif",
				"#if defined( USE_COLOR_ALPHA )",
				"	attribute vec4 color;",
				"#elif defined( USE_COLOR )",
				"	attribute vec3 color;",
				"#endif",
				"#ifdef USE_SKINNING",
				"	attribute vec4 skinIndex;",
				"	attribute vec4 skinWeight;",
				"#endif",
				"\n"
			].filter(filterEmptyLine).join("\n");
			prefixFragment = [
				generatePrecision(parameters),
				"#define SHADER_TYPE " + parameters.shaderType,
				"#define SHADER_NAME " + parameters.shaderName,
				customDefines,
				parameters.useFog && parameters.fog ? "#define USE_FOG" : "",
				parameters.useFog && parameters.fogExp2 ? "#define FOG_EXP2" : "",
				parameters.alphaToCoverage ? "#define ALPHA_TO_COVERAGE" : "",
				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 : "",
				envMapCubeUVSize ? "#define CUBEUV_TEXEL_WIDTH " + envMapCubeUVSize.texelWidth : "",
				envMapCubeUVSize ? "#define CUBEUV_TEXEL_HEIGHT " + envMapCubeUVSize.texelHeight : "",
				envMapCubeUVSize ? "#define CUBEUV_MAX_MIP " + envMapCubeUVSize.maxMip + ".0" : "",
				parameters.lightMap ? "#define USE_LIGHTMAP" : "",
				parameters.aoMap ? "#define USE_AOMAP" : "",
				parameters.bumpMap ? "#define USE_BUMPMAP" : "",
				parameters.normalMap ? "#define USE_NORMALMAP" : "",
				parameters.normalMapObjectSpace ? "#define USE_NORMALMAP_OBJECTSPACE" : "",
				parameters.normalMapTangentSpace ? "#define USE_NORMALMAP_TANGENTSPACE" : "",
				parameters.packedNormalMap ? "#define USE_PACKED_NORMALMAP" : "",
				parameters.emissiveMap ? "#define USE_EMISSIVEMAP" : "",
				parameters.anisotropy ? "#define USE_ANISOTROPY" : "",
				parameters.anisotropyMap ? "#define USE_ANISOTROPYMAP" : "",
				parameters.clearcoat ? "#define USE_CLEARCOAT" : "",
				parameters.clearcoatMap ? "#define USE_CLEARCOATMAP" : "",
				parameters.clearcoatRoughnessMap ? "#define USE_CLEARCOAT_ROUGHNESSMAP" : "",
				parameters.clearcoatNormalMap ? "#define USE_CLEARCOAT_NORMALMAP" : "",
				parameters.dispersion ? "#define USE_DISPERSION" : "",
				parameters.iridescence ? "#define USE_IRIDESCENCE" : "",
				parameters.iridescenceMap ? "#define USE_IRIDESCENCEMAP" : "",
				parameters.iridescenceThicknessMap ? "#define USE_IRIDESCENCE_THICKNESSMAP" : "",
				parameters.specularMap ? "#define USE_SPECULARMAP" : "",
				parameters.specularColorMap ? "#define USE_SPECULAR_COLORMAP" : "",
				parameters.specularIntensityMap ? "#define USE_SPECULAR_INTENSITYMAP" : "",
				parameters.roughnessMap ? "#define USE_ROUGHNESSMAP" : "",
				parameters.metalnessMap ? "#define USE_METALNESSMAP" : "",
				parameters.alphaMap ? "#define USE_ALPHAMAP" : "",
				parameters.alphaTest ? "#define USE_ALPHATEST" : "",
				parameters.alphaHash ? "#define USE_ALPHAHASH" : "",
				parameters.sheen ? "#define USE_SHEEN" : "",
				parameters.sheenColorMap ? "#define USE_SHEEN_COLORMAP" : "",
				parameters.sheenRoughnessMap ? "#define USE_SHEEN_ROUGHNESSMAP" : "",
				parameters.transmission ? "#define USE_TRANSMISSION" : "",
				parameters.transmissionMap ? "#define USE_TRANSMISSIONMAP" : "",
				parameters.thicknessMap ? "#define USE_THICKNESSMAP" : "",
				parameters.vertexTangents && parameters.flatShading === false ? "#define USE_TANGENT" : "",
				parameters.vertexColors || parameters.instancingColor ? "#define USE_COLOR" : "",
				parameters.vertexAlphas || parameters.batchingColor ? "#define USE_COLOR_ALPHA" : "",
				parameters.vertexUv1s ? "#define USE_UV1" : "",
				parameters.vertexUv2s ? "#define USE_UV2" : "",
				parameters.vertexUv3s ? "#define USE_UV3" : "",
				parameters.pointsUvs ? "#define USE_POINTS_UV" : "",
				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.numLightProbes > 0 ? "#define USE_LIGHT_PROBES" : "",
				parameters.numLightProbeGrids > 0 ? "#define USE_LIGHT_PROBES_GRID" : "",
				parameters.decodeVideoTexture ? "#define DECODE_VIDEO_TEXTURE" : "",
				parameters.decodeVideoTextureEmissive ? "#define DECODE_VIDEO_TEXTURE_EMISSIVE" : "",
				parameters.logarithmicDepthBuffer ? "#define USE_LOGARITHMIC_DEPTH_BUFFER" : "",
				parameters.reversedDepthBuffer ? "#define USE_REVERSED_DEPTH_BUFFER" : "",
				"uniform mat4 viewMatrix;",
				"uniform vec3 cameraPosition;",
				"uniform bool isOrthographic;",
				parameters.toneMapping !== 0 ? "#define TONE_MAPPING" : "",
				parameters.toneMapping !== 0 ? ShaderChunk["tonemapping_pars_fragment"] : "",
				parameters.toneMapping !== 0 ? getToneMappingFunction("toneMapping", parameters.toneMapping) : "",
				parameters.dithering ? "#define DITHERING" : "",
				parameters.opaque ? "#define OPAQUE" : "",
				ShaderChunk["colorspace_pars_fragment"],
				getTexelEncodingFunction("linearToOutputTexel", parameters.outputColorSpace),
				getLuminanceFunction(),
				parameters.useDepthPacking ? "#define DEPTH_PACKING " + parameters.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.isRawShaderMaterial !== true) {
			versionString = "#version 300 es\n";
			prefixVertex = [
				customVertexExtensions,
				"#define attribute in",
				"#define varying out",
				"#define texture2D texture"
			].join("\n") + "\n" + prefixVertex;
			prefixFragment = [
				"#define varying in",
				parameters.glslVersion === "300 es" ? "" : "layout(location = 0) out highp vec4 pc_fragColor;",
				parameters.glslVersion === "300 es" ? "" : "#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;
		}
		const vertexGlsl = versionString + prefixVertex + vertexShader;
		const fragmentGlsl = versionString + prefixFragment + fragmentShader;
		const glVertexShader = WebGLShader(gl, gl.VERTEX_SHADER, vertexGlsl);
		const glFragmentShader = WebGLShader(gl, gl.FRAGMENT_SHADER, fragmentGlsl);
		gl.attachShader(program, glVertexShader);
		gl.attachShader(program, glFragmentShader);
		if (parameters.index0AttributeName !== void 0) gl.bindAttribLocation(program, 0, parameters.index0AttributeName);
		else if (parameters.hasPositionAttribute === true) gl.bindAttribLocation(program, 0, "position");
		gl.linkProgram(program);
		function onFirstUse(self) {
			if (renderer.debug.checkShaderErrors) {
				const programInfoLog = gl.getProgramInfoLog(program) || "";
				const vertexShaderInfoLog = gl.getShaderInfoLog(glVertexShader) || "";
				const fragmentShaderInfoLog = gl.getShaderInfoLog(glFragmentShader) || "";
				const programLog = programInfoLog.trim();
				const vertexLog = vertexShaderInfoLog.trim();
				const fragmentLog = fragmentShaderInfoLog.trim();
				let runnable = true;
				let haveDiagnostics = true;
				if (gl.getProgramParameter(program, gl.LINK_STATUS) === false) {
					runnable = false;
					if (typeof renderer.debug.onShaderError === "function") renderer.debug.onShaderError(gl, program, glVertexShader, glFragmentShader);
					else {
						const vertexErrors = getShaderErrors(gl, glVertexShader, "vertex");
						const fragmentErrors = getShaderErrors(gl, glFragmentShader, "fragment");
						error("WebGLProgram: Shader Error " + gl.getError() + " - VALIDATE_STATUS " + gl.getProgramParameter(program, gl.VALIDATE_STATUS) + "\n\nMaterial Name: " + self.name + "\nMaterial Type: " + self.type + "\n\nProgram Info Log: " + programLog + "\n" + vertexErrors + "\n" + fragmentErrors);
					}
				} else if (programLog !== "") warn("WebGLProgram: Program Info Log:", programLog);
				else if (vertexLog === "" || fragmentLog === "") haveDiagnostics = false;
				if (haveDiagnostics) self.diagnostics = {
					runnable,
					programLog,
					vertexShader: {
						log: vertexLog,
						prefix: prefixVertex
					},
					fragmentShader: {
						log: fragmentLog,
						prefix: prefixFragment
					}
				};
			}
			gl.deleteShader(glVertexShader);
			gl.deleteShader(glFragmentShader);
			cachedUniforms = new WebGLUniforms(gl, program);
			cachedAttributes = fetchAttributeLocations(gl, program);
		}
		let cachedUniforms;
		this.getUniforms = function() {
			if (cachedUniforms === void 0) onFirstUse(this);
			return cachedUniforms;
		};
		let cachedAttributes;
		this.getAttributes = function() {
			if (cachedAttributes === void 0) onFirstUse(this);
			return cachedAttributes;
		};
		let programReady = parameters.rendererExtensionParallelShaderCompile === false;
		this.isReady = function() {
			if (programReady === false) programReady = gl.getProgramParameter(program, COMPLETION_STATUS_KHR);
			return programReady;
		};
		this.destroy = function() {
			bindingStates.releaseStatesOfProgram(this);
			gl.deleteProgram(program);
			this.program = void 0;
		};
		this.type = parameters.shaderType;
		this.name = parameters.shaderName;
		this.id = programIdCount++;
		this.cacheKey = cacheKey;
		this.usedTimes = 1;
		this.program = program;
		this.vertexShader = glVertexShader;
		this.fragmentShader = glFragmentShader;
		return this;
	}
	function isPackedRGFormat(format) {
		return format === 1030 || format === 37490 || format === 36285;
	}
	function WebGLPrograms(renderer, environments, extensions, capabilities, bindingStates, clipping) {
		const _programLayers = new Layers();
		const _customShaders = new WebGLShaderCache();
		const _activeChannels = /* @__PURE__ */ new Set();
		const programs = [];
		const programsMap = /* @__PURE__ */ new Map();
		const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
		let precision = capabilities.precision;
		const shaderIDs = {
			MeshDepthMaterial: "depth",
			MeshDistanceMaterial: "distance",
			MeshNormalMaterial: "normal",
			MeshBasicMaterial: "basic",
			MeshLambertMaterial: "lambert",
			MeshPhongMaterial: "phong",
			MeshToonMaterial: "toon",
			MeshStandardMaterial: "physical",
			MeshPhysicalMaterial: "physical",
			MeshMatcapMaterial: "matcap",
			LineBasicMaterial: "basic",
			LineDashedMaterial: "dashed",
			PointsMaterial: "points",
			ShadowMaterial: "shadow",
			SpriteMaterial: "sprite"
		};
		function getChannel(value) {
			_activeChannels.add(value);
			if (value === 0) return "uv";
			return `uv${value}`;
		}
		function getParameters(material, lights, shadows, scene, object, lightProbeGrids) {
			const fog = scene.fog;
			const geometry = object.geometry;
			const environment = material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ? scene.environment : null;
			const usePMREM = material.isMeshStandardMaterial || material.isMeshLambertMaterial && !material.envMap || material.isMeshPhongMaterial && !material.envMap;
			const envMap = environments.get(material.envMap || environment, usePMREM);
			const envMapCubeUVHeight = !!envMap && envMap.mapping === 306 ? envMap.image.height : null;
			const shaderID = shaderIDs[material.type];
			if (material.precision !== null) {
				precision = capabilities.getMaxPrecision(material.precision);
				if (precision !== material.precision) warn("WebGLProgram.getParameters:", material.precision, "not supported, using", precision, "instead.");
			}
			const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
			const morphTargetsCount = morphAttribute !== void 0 ? morphAttribute.length : 0;
			let morphTextureStride = 0;
			if (geometry.morphAttributes.position !== void 0) morphTextureStride = 1;
			if (geometry.morphAttributes.normal !== void 0) morphTextureStride = 2;
			if (geometry.morphAttributes.color !== void 0) morphTextureStride = 3;
			let vertexShader, fragmentShader;
			let customVertexShaderID, customFragmentShaderID;
			if (shaderID) {
				const shader = ShaderLib[shaderID];
				vertexShader = shader.vertexShader;
				fragmentShader = shader.fragmentShader;
			} else {
				vertexShader = material.vertexShader;
				fragmentShader = material.fragmentShader;
				const vertexShaderStage = _customShaders.getVertexShaderStage(material);
				const fragmentShaderStage = _customShaders.getFragmentShaderStage(material);
				_customShaders.update(material, vertexShaderStage, fragmentShaderStage);
				customVertexShaderID = vertexShaderStage.id;
				customFragmentShaderID = fragmentShaderStage.id;
			}
			const currentRenderTarget = renderer.getRenderTarget();
			const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
			const IS_INSTANCEDMESH = object.isInstancedMesh === true;
			const IS_BATCHEDMESH = object.isBatchedMesh === true;
			const HAS_MAP = !!material.map;
			const HAS_MATCAP = !!material.matcap;
			const HAS_ENVMAP = !!envMap;
			const HAS_AOMAP = !!material.aoMap;
			const HAS_LIGHTMAP = !!material.lightMap;
			const HAS_BUMPMAP = !!material.bumpMap && material.wireframe === false;
			const HAS_NORMALMAP = !!material.normalMap;
			const HAS_DISPLACEMENTMAP = !!material.displacementMap;
			const HAS_EMISSIVEMAP = !!material.emissiveMap;
			const HAS_METALNESSMAP = !!material.metalnessMap;
			const HAS_ROUGHNESSMAP = !!material.roughnessMap;
			const HAS_ANISOTROPY = material.anisotropy > 0;
			const HAS_CLEARCOAT = material.clearcoat > 0;
			const HAS_DISPERSION = material.dispersion > 0;
			const HAS_IRIDESCENCE = material.iridescence > 0;
			const HAS_SHEEN = material.sheen > 0;
			const HAS_TRANSMISSION = material.transmission > 0;
			const HAS_ANISOTROPYMAP = HAS_ANISOTROPY && !!material.anisotropyMap;
			const HAS_CLEARCOATMAP = HAS_CLEARCOAT && !!material.clearcoatMap;
			const HAS_CLEARCOAT_NORMALMAP = HAS_CLEARCOAT && !!material.clearcoatNormalMap;
			const HAS_CLEARCOAT_ROUGHNESSMAP = HAS_CLEARCOAT && !!material.clearcoatRoughnessMap;
			const HAS_IRIDESCENCEMAP = HAS_IRIDESCENCE && !!material.iridescenceMap;
			const HAS_IRIDESCENCE_THICKNESSMAP = HAS_IRIDESCENCE && !!material.iridescenceThicknessMap;
			const HAS_SHEEN_COLORMAP = HAS_SHEEN && !!material.sheenColorMap;
			const HAS_SHEEN_ROUGHNESSMAP = HAS_SHEEN && !!material.sheenRoughnessMap;
			const HAS_SPECULARMAP = !!material.specularMap;
			const HAS_SPECULAR_COLORMAP = !!material.specularColorMap;
			const HAS_SPECULAR_INTENSITYMAP = !!material.specularIntensityMap;
			const HAS_TRANSMISSIONMAP = HAS_TRANSMISSION && !!material.transmissionMap;
			const HAS_THICKNESSMAP = HAS_TRANSMISSION && !!material.thicknessMap;
			const HAS_GRADIENTMAP = !!material.gradientMap;
			const HAS_ALPHAMAP = !!material.alphaMap;
			const HAS_ALPHATEST = material.alphaTest > 0;
			const HAS_ALPHAHASH = !!material.alphaHash;
			const HAS_EXTENSIONS = !!material.extensions;
			let toneMapping = 0;
			if (material.toneMapped) {
				if (currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true) toneMapping = renderer.toneMapping;
			}
			const parameters = {
				shaderID,
				shaderType: material.type,
				shaderName: material.name,
				vertexShader,
				fragmentShader,
				defines: material.defines,
				customVertexShaderID,
				customFragmentShaderID,
				isRawShaderMaterial: material.isRawShaderMaterial === true,
				glslVersion: material.glslVersion,
				precision,
				batching: IS_BATCHEDMESH,
				batchingColor: IS_BATCHEDMESH && object._colorsTexture !== null,
				instancing: IS_INSTANCEDMESH,
				instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,
				instancingMorph: IS_INSTANCEDMESH && object.morphTexture !== null,
				outputColorSpace: currentRenderTarget === null ? renderer.outputColorSpace : currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace,
				alphaToCoverage: !!material.alphaToCoverage,
				map: HAS_MAP,
				matcap: HAS_MATCAP,
				envMap: HAS_ENVMAP,
				envMapMode: HAS_ENVMAP && envMap.mapping,
				envMapCubeUVHeight,
				aoMap: HAS_AOMAP,
				lightMap: HAS_LIGHTMAP,
				bumpMap: HAS_BUMPMAP,
				normalMap: HAS_NORMALMAP,
				displacementMap: HAS_DISPLACEMENTMAP,
				emissiveMap: HAS_EMISSIVEMAP,
				normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === 1,
				normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === 0,
				packedNormalMap: HAS_NORMALMAP && material.normalMapType === 0 && isPackedRGFormat(material.normalMap.format),
				metalnessMap: HAS_METALNESSMAP,
				roughnessMap: HAS_ROUGHNESSMAP,
				anisotropy: HAS_ANISOTROPY,
				anisotropyMap: HAS_ANISOTROPYMAP,
				clearcoat: HAS_CLEARCOAT,
				clearcoatMap: HAS_CLEARCOATMAP,
				clearcoatNormalMap: HAS_CLEARCOAT_NORMALMAP,
				clearcoatRoughnessMap: HAS_CLEARCOAT_ROUGHNESSMAP,
				dispersion: HAS_DISPERSION,
				iridescence: HAS_IRIDESCENCE,
				iridescenceMap: HAS_IRIDESCENCEMAP,
				iridescenceThicknessMap: HAS_IRIDESCENCE_THICKNESSMAP,
				sheen: HAS_SHEEN,
				sheenColorMap: HAS_SHEEN_COLORMAP,
				sheenRoughnessMap: HAS_SHEEN_ROUGHNESSMAP,
				specularMap: HAS_SPECULARMAP,
				specularColorMap: HAS_SPECULAR_COLORMAP,
				specularIntensityMap: HAS_SPECULAR_INTENSITYMAP,
				transmission: HAS_TRANSMISSION,
				transmissionMap: HAS_TRANSMISSIONMAP,
				thicknessMap: HAS_THICKNESSMAP,
				gradientMap: HAS_GRADIENTMAP,
				opaque: material.transparent === false && material.blending === 1 && material.alphaToCoverage === false,
				alphaMap: HAS_ALPHAMAP,
				alphaTest: HAS_ALPHATEST,
				alphaHash: HAS_ALPHAHASH,
				combine: material.combine,
				mapUv: HAS_MAP && getChannel(material.map.channel),
				aoMapUv: HAS_AOMAP && getChannel(material.aoMap.channel),
				lightMapUv: HAS_LIGHTMAP && getChannel(material.lightMap.channel),
				bumpMapUv: HAS_BUMPMAP && getChannel(material.bumpMap.channel),
				normalMapUv: HAS_NORMALMAP && getChannel(material.normalMap.channel),
				displacementMapUv: HAS_DISPLACEMENTMAP && getChannel(material.displacementMap.channel),
				emissiveMapUv: HAS_EMISSIVEMAP && getChannel(material.emissiveMap.channel),
				metalnessMapUv: HAS_METALNESSMAP && getChannel(material.metalnessMap.channel),
				roughnessMapUv: HAS_ROUGHNESSMAP && getChannel(material.roughnessMap.channel),
				anisotropyMapUv: HAS_ANISOTROPYMAP && getChannel(material.anisotropyMap.channel),
				clearcoatMapUv: HAS_CLEARCOATMAP && getChannel(material.clearcoatMap.channel),
				clearcoatNormalMapUv: HAS_CLEARCOAT_NORMALMAP && getChannel(material.clearcoatNormalMap.channel),
				clearcoatRoughnessMapUv: HAS_CLEARCOAT_ROUGHNESSMAP && getChannel(material.clearcoatRoughnessMap.channel),
				iridescenceMapUv: HAS_IRIDESCENCEMAP && getChannel(material.iridescenceMap.channel),
				iridescenceThicknessMapUv: HAS_IRIDESCENCE_THICKNESSMAP && getChannel(material.iridescenceThicknessMap.channel),
				sheenColorMapUv: HAS_SHEEN_COLORMAP && getChannel(material.sheenColorMap.channel),
				sheenRoughnessMapUv: HAS_SHEEN_ROUGHNESSMAP && getChannel(material.sheenRoughnessMap.channel),
				specularMapUv: HAS_SPECULARMAP && getChannel(material.specularMap.channel),
				specularColorMapUv: HAS_SPECULAR_COLORMAP && getChannel(material.specularColorMap.channel),
				specularIntensityMapUv: HAS_SPECULAR_INTENSITYMAP && getChannel(material.specularIntensityMap.channel),
				transmissionMapUv: HAS_TRANSMISSIONMAP && getChannel(material.transmissionMap.channel),
				thicknessMapUv: HAS_THICKNESSMAP && getChannel(material.thicknessMap.channel),
				alphaMapUv: HAS_ALPHAMAP && getChannel(material.alphaMap.channel),
				vertexTangents: !!geometry.attributes.tangent && (HAS_NORMALMAP || HAS_ANISOTROPY),
				vertexNormals: !!geometry.attributes.normal,
				vertexColors: material.vertexColors,
				vertexAlphas: material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4,
				pointsUvs: object.isPoints === true && !!geometry.attributes.uv && (HAS_MAP || HAS_ALPHAMAP),
				fog: !!fog,
				useFog: material.fog === true,
				fogExp2: !!fog && fog.isFogExp2,
				flatShading: material.wireframe === false && (material.flatShading === true || geometry.attributes.normal === void 0 && HAS_NORMALMAP === false && (material.isMeshLambertMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isMeshPhysicalMaterial)),
				sizeAttenuation: material.sizeAttenuation === true,
				logarithmicDepthBuffer,
				reversedDepthBuffer,
				skinning: object.isSkinnedMesh === true,
				hasPositionAttribute: geometry.attributes.position !== void 0,
				morphTargets: geometry.morphAttributes.position !== void 0,
				morphNormals: geometry.morphAttributes.normal !== void 0,
				morphColors: geometry.morphAttributes.color !== void 0,
				morphTargetsCount,
				morphTextureStride,
				numDirLights: lights.directional.length,
				numPointLights: lights.point.length,
				numSpotLights: lights.spot.length,
				numSpotLightMaps: lights.spotLightMap.length,
				numRectAreaLights: lights.rectArea.length,
				numHemiLights: lights.hemi.length,
				numDirLightShadows: lights.directionalShadowMap.length,
				numPointLightShadows: lights.pointShadowMap.length,
				numSpotLightShadows: lights.spotShadowMap.length,
				numSpotLightShadowsWithMaps: lights.numSpotLightShadowsWithMaps,
				numLightProbes: lights.numLightProbes,
				numLightProbeGrids: lightProbeGrids.length,
				numClippingPlanes: clipping.numPlanes,
				numClipIntersection: clipping.numIntersection,
				dithering: material.dithering,
				shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
				shadowMapType: renderer.shadowMap.type,
				toneMapping,
				decodeVideoTexture: HAS_MAP && material.map.isVideoTexture === true && ColorManagement.getTransfer(material.map.colorSpace) === "srgb",
				decodeVideoTextureEmissive: HAS_EMISSIVEMAP && material.emissiveMap.isVideoTexture === true && ColorManagement.getTransfer(material.emissiveMap.colorSpace) === "srgb",
				premultipliedAlpha: material.premultipliedAlpha,
				doubleSided: material.side === 2,
				flipSided: material.side === 1,
				useDepthPacking: material.depthPacking >= 0,
				depthPacking: material.depthPacking || 0,
				index0AttributeName: material.index0AttributeName,
				extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has("WEBGL_clip_cull_distance"),
				extensionMultiDraw: (HAS_EXTENSIONS && material.extensions.multiDraw === true || IS_BATCHEDMESH) && extensions.has("WEBGL_multi_draw"),
				rendererExtensionParallelShaderCompile: extensions.has("KHR_parallel_shader_compile"),
				customProgramCacheKey: material.customProgramCacheKey()
			};
			parameters.vertexUv1s = _activeChannels.has(1);
			parameters.vertexUv2s = _activeChannels.has(2);
			parameters.vertexUv3s = _activeChannels.has(3);
			_activeChannels.clear();
			return parameters;
		}
		function getProgramCacheKey(parameters) {
			const array = [];
			if (parameters.shaderID) array.push(parameters.shaderID);
			else {
				array.push(parameters.customVertexShaderID);
				array.push(parameters.customFragmentShaderID);
			}
			if (parameters.defines !== void 0) for (const name in parameters.defines) {
				array.push(name);
				array.push(parameters.defines[name]);
			}
			if (parameters.isRawShaderMaterial === false) {
				getProgramCacheKeyParameters(array, parameters);
				getProgramCacheKeyBooleans(array, parameters);
				array.push(renderer.outputColorSpace);
			}
			array.push(parameters.customProgramCacheKey);
			return array.join();
		}
		function getProgramCacheKeyParameters(array, parameters) {
			array.push(parameters.precision);
			array.push(parameters.outputColorSpace);
			array.push(parameters.envMapMode);
			array.push(parameters.envMapCubeUVHeight);
			array.push(parameters.mapUv);
			array.push(parameters.alphaMapUv);
			array.push(parameters.lightMapUv);
			array.push(parameters.aoMapUv);
			array.push(parameters.bumpMapUv);
			array.push(parameters.normalMapUv);
			array.push(parameters.displacementMapUv);
			array.push(parameters.emissiveMapUv);
			array.push(parameters.metalnessMapUv);
			array.push(parameters.roughnessMapUv);
			array.push(parameters.anisotropyMapUv);
			array.push(parameters.clearcoatMapUv);
			array.push(parameters.clearcoatNormalMapUv);
			array.push(parameters.clearcoatRoughnessMapUv);
			array.push(parameters.iridescenceMapUv);
			array.push(parameters.iridescenceThicknessMapUv);
			array.push(parameters.sheenColorMapUv);
			array.push(parameters.sheenRoughnessMapUv);
			array.push(parameters.specularMapUv);
			array.push(parameters.specularColorMapUv);
			array.push(parameters.specularIntensityMapUv);
			array.push(parameters.transmissionMapUv);
			array.push(parameters.thicknessMapUv);
			array.push(parameters.combine);
			array.push(parameters.fogExp2);
			array.push(parameters.sizeAttenuation);
			array.push(parameters.morphTargetsCount);
			array.push(parameters.morphAttributeCount);
			array.push(parameters.numDirLights);
			array.push(parameters.numPointLights);
			array.push(parameters.numSpotLights);
			array.push(parameters.numSpotLightMaps);
			array.push(parameters.numHemiLights);
			array.push(parameters.numRectAreaLights);
			array.push(parameters.numDirLightShadows);
			array.push(parameters.numPointLightShadows);
			array.push(parameters.numSpotLightShadows);
			array.push(parameters.numSpotLightShadowsWithMaps);
			array.push(parameters.numLightProbes);
			array.push(parameters.shadowMapType);
			array.push(parameters.toneMapping);
			array.push(parameters.numClippingPlanes);
			array.push(parameters.numClipIntersection);
			array.push(parameters.depthPacking);
		}
		function getProgramCacheKeyBooleans(array, parameters) {
			_programLayers.disableAll();
			if (parameters.instancing) _programLayers.enable(0);
			if (parameters.instancingColor) _programLayers.enable(1);
			if (parameters.instancingMorph) _programLayers.enable(2);
			if (parameters.matcap) _programLayers.enable(3);
			if (parameters.envMap) _programLayers.enable(4);
			if (parameters.normalMapObjectSpace) _programLayers.enable(5);
			if (parameters.normalMapTangentSpace) _programLayers.enable(6);
			if (parameters.clearcoat) _programLayers.enable(7);
			if (parameters.iridescence) _programLayers.enable(8);
			if (parameters.alphaTest) _programLayers.enable(9);
			if (parameters.vertexColors) _programLayers.enable(10);
			if (parameters.vertexAlphas) _programLayers.enable(11);
			if (parameters.vertexUv1s) _programLayers.enable(12);
			if (parameters.vertexUv2s) _programLayers.enable(13);
			if (parameters.vertexUv3s) _programLayers.enable(14);
			if (parameters.vertexTangents) _programLayers.enable(15);
			if (parameters.anisotropy) _programLayers.enable(16);
			if (parameters.alphaHash) _programLayers.enable(17);
			if (parameters.batching) _programLayers.enable(18);
			if (parameters.dispersion) _programLayers.enable(19);
			if (parameters.batchingColor) _programLayers.enable(20);
			if (parameters.gradientMap) _programLayers.enable(21);
			if (parameters.packedNormalMap) _programLayers.enable(22);
			if (parameters.vertexNormals) _programLayers.enable(23);
			array.push(_programLayers.mask);
			_programLayers.disableAll();
			if (parameters.fog) _programLayers.enable(0);
			if (parameters.useFog) _programLayers.enable(1);
			if (parameters.flatShading) _programLayers.enable(2);
			if (parameters.logarithmicDepthBuffer) _programLayers.enable(3);
			if (parameters.reversedDepthBuffer) _programLayers.enable(4);
			if (parameters.skinning) _programLayers.enable(5);
			if (parameters.morphTargets) _programLayers.enable(6);
			if (parameters.morphNormals) _programLayers.enable(7);
			if (parameters.morphColors) _programLayers.enable(8);
			if (parameters.premultipliedAlpha) _programLayers.enable(9);
			if (parameters.shadowMapEnabled) _programLayers.enable(10);
			if (parameters.doubleSided) _programLayers.enable(11);
			if (parameters.flipSided) _programLayers.enable(12);
			if (parameters.useDepthPacking) _programLayers.enable(13);
			if (parameters.dithering) _programLayers.enable(14);
			if (parameters.transmission) _programLayers.enable(15);
			if (parameters.sheen) _programLayers.enable(16);
			if (parameters.opaque) _programLayers.enable(17);
			if (parameters.pointsUvs) _programLayers.enable(18);
			if (parameters.decodeVideoTexture) _programLayers.enable(19);
			if (parameters.decodeVideoTextureEmissive) _programLayers.enable(20);
			if (parameters.alphaToCoverage) _programLayers.enable(21);
			if (parameters.numLightProbeGrids > 0) _programLayers.enable(22);
			if (parameters.hasPositionAttribute) _programLayers.enable(23);
			array.push(_programLayers.mask);
		}
		function getUniforms(material) {
			const shaderID = shaderIDs[material.type];
			let uniforms;
			if (shaderID) {
				const shader = ShaderLib[shaderID];
				uniforms = UniformsUtils.clone(shader.uniforms);
			} else uniforms = material.uniforms;
			return uniforms;
		}
		function acquireProgram(parameters, cacheKey) {
			let program = programsMap.get(cacheKey);
			if (program !== void 0) ++program.usedTimes;
			else {
				program = new WebGLProgram(renderer, cacheKey, parameters, bindingStates);
				programs.push(program);
				programsMap.set(cacheKey, program);
			}
			return program;
		}
		function releaseProgram(program) {
			if (--program.usedTimes === 0) {
				const i = programs.indexOf(program);
				programs[i] = programs[programs.length - 1];
				programs.pop();
				programsMap.delete(program.cacheKey);
				program.destroy();
			}
		}
		function releaseShaderCache(material) {
			_customShaders.remove(material);
		}
		function dispose() {
			_customShaders.dispose();
		}
		return {
			getParameters,
			getProgramCacheKey,
			getUniforms,
			acquireProgram,
			releaseProgram,
			releaseShaderCache,
			programs,
			dispose
		};
	}
	function WebGLProperties() {
		let properties = /* @__PURE__ */ new WeakMap();
		function has(object) {
			return properties.has(object);
		}
		function get(object) {
			let map = properties.get(object);
			if (map === void 0) {
				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 = /* @__PURE__ */ new WeakMap();
		}
		return {
			has,
			get,
			remove,
			update,
			dispose
		};
	}
	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.material.id !== b.material.id) return a.material.id - b.material.id;
		else if (a.materialVariant !== b.materialVariant) return a.materialVariant - b.materialVariant;
		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() {
		const renderItems = [];
		let renderItemsIndex = 0;
		const opaque = [];
		const transmissive = [];
		const transparent = [];
		function init() {
			renderItemsIndex = 0;
			opaque.length = 0;
			transmissive.length = 0;
			transparent.length = 0;
		}
		function materialVariant(object) {
			let variant = 0;
			if (object.isInstancedMesh) variant += 2;
			if (object.isSkinnedMesh) variant += 1;
			return variant;
		}
		function getNextRenderItem(object, geometry, material, groupOrder, z, group) {
			let renderItem = renderItems[renderItemsIndex];
			if (renderItem === void 0) {
				renderItem = {
					id: object.id,
					object,
					geometry,
					material,
					materialVariant: materialVariant(object),
					groupOrder,
					renderOrder: object.renderOrder,
					z,
					group
				};
				renderItems[renderItemsIndex] = renderItem;
			} else {
				renderItem.id = object.id;
				renderItem.object = object;
				renderItem.geometry = geometry;
				renderItem.material = material;
				renderItem.materialVariant = materialVariant(object);
				renderItem.groupOrder = groupOrder;
				renderItem.renderOrder = object.renderOrder;
				renderItem.z = z;
				renderItem.group = group;
			}
			renderItemsIndex++;
			return renderItem;
		}
		function push(object, geometry, material, groupOrder, z, group) {
			const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
			if (material.transmission > 0) transmissive.push(renderItem);
			else if (material.transparent === true) transparent.push(renderItem);
			else opaque.push(renderItem);
		}
		function unshift(object, geometry, material, groupOrder, z, group) {
			const renderItem = getNextRenderItem(object, geometry, material, groupOrder, z, group);
			if (material.transmission > 0) transmissive.unshift(renderItem);
			else if (material.transparent === true) transparent.unshift(renderItem);
			else opaque.unshift(renderItem);
		}
		function sort(customOpaqueSort, customTransparentSort, reversedDepth) {
			if (opaque.length > 1) opaque.sort(customOpaqueSort || painterSortStable);
			if (transmissive.length > 1) transmissive.sort(customTransparentSort || reversePainterSortStable);
			if (transparent.length > 1) transparent.sort(customTransparentSort || reversePainterSortStable);
			if (reversedDepth) {
				opaque.reverse();
				transmissive.reverse();
				transparent.reverse();
			}
		}
		function finish() {
			for (let i = renderItemsIndex, il = renderItems.length; i < il; i++) {
				const renderItem = renderItems[i];
				if (renderItem.id === null) break;
				renderItem.id = null;
				renderItem.object = null;
				renderItem.geometry = null;
				renderItem.material = null;
				renderItem.group = null;
			}
		}
		return {
			opaque,
			transmissive,
			transparent,
			init,
			push,
			unshift,
			finish,
			sort
		};
	}
	function WebGLRenderLists() {
		let lists = /* @__PURE__ */ new WeakMap();
		function get(scene, renderCallDepth) {
			const listArray = lists.get(scene);
			let list;
			if (listArray === void 0) {
				list = new WebGLRenderList();
				lists.set(scene, [list]);
			} else if (renderCallDepth >= listArray.length) {
				list = new WebGLRenderList();
				listArray.push(list);
			} else list = listArray[renderCallDepth];
			return list;
		}
		function dispose() {
			lists = /* @__PURE__ */ new WeakMap();
		}
		return {
			get,
			dispose
		};
	}
	function UniformsCache() {
		const lights = {};
		return { get: function(light) {
			if (lights[light.id] !== void 0) return lights[light.id];
			let uniforms;
			switch (light.type) {
				case "DirectionalLight":
					uniforms = {
						direction: new Vector3(),
						color: new Color()
					};
					break;
				case "SpotLight":
					uniforms = {
						position: new Vector3(),
						direction: new Vector3(),
						color: new Color(),
						distance: 0,
						coneCos: 0,
						penumbraCos: 0,
						decay: 0
					};
					break;
				case "PointLight":
					uniforms = {
						position: new Vector3(),
						color: new Color(),
						distance: 0,
						decay: 0
					};
					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()
				};
			}
			lights[light.id] = uniforms;
			return uniforms;
		} };
	}
	function ShadowUniformsCache() {
		const lights = {};
		return { get: function(light) {
			if (lights[light.id] !== void 0) return lights[light.id];
			let uniforms;
			switch (light.type) {
				case "DirectionalLight":
					uniforms = {
						shadowIntensity: 1,
						shadowBias: 0,
						shadowNormalBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2()
					};
					break;
				case "SpotLight":
					uniforms = {
						shadowIntensity: 1,
						shadowBias: 0,
						shadowNormalBias: 0,
						shadowRadius: 1,
						shadowMapSize: new Vector2()
					};
					break;
				case "PointLight": uniforms = {
					shadowIntensity: 1,
					shadowBias: 0,
					shadowNormalBias: 0,
					shadowRadius: 1,
					shadowMapSize: new Vector2(),
					shadowCameraNear: 1,
					shadowCameraFar: 1e3
				};
			}
			lights[light.id] = uniforms;
			return uniforms;
		} };
	}
	function shadowCastingAndTexturingLightsFirst(lightA, lightB) {
		return (lightB.castShadow ? 2 : 0) - (lightA.castShadow ? 2 : 0) + (lightB.map ? 1 : 0) - (lightA.map ? 1 : 0);
	}
	function WebGLLights(extensions) {
		const cache = new UniformsCache();
		const shadowCache = ShadowUniformsCache();
		const state = {
			version: 0,
			hash: {
				directionalLength: -1,
				pointLength: -1,
				spotLength: -1,
				rectAreaLength: -1,
				hemiLength: -1,
				numDirectionalShadows: -1,
				numPointShadows: -1,
				numSpotShadows: -1,
				numSpotMaps: -1,
				numLightProbes: -1
			},
			ambient: [
				0,
				0,
				0
			],
			probe: [],
			directional: [],
			directionalShadow: [],
			directionalShadowMap: [],
			directionalShadowMatrix: [],
			spot: [],
			spotLightMap: [],
			spotShadow: [],
			spotShadowMap: [],
			spotLightMatrix: [],
			rectArea: [],
			rectAreaLTC1: null,
			rectAreaLTC2: null,
			point: [],
			pointShadow: [],
			pointShadowMap: [],
			pointShadowMatrix: [],
			hemi: [],
			numSpotLightShadowsWithMaps: 0,
			numLightProbes: 0
		};
		for (let i = 0; i < 9; i++) state.probe.push(new Vector3());
		const vector3 = new Vector3();
		const matrix4 = new Matrix4();
		const matrix42 = new Matrix4();
		function setup(lights) {
			let r = 0, g = 0, b = 0;
			for (let i = 0; i < 9; i++) state.probe[i].set(0, 0, 0);
			let directionalLength = 0;
			let pointLength = 0;
			let spotLength = 0;
			let rectAreaLength = 0;
			let hemiLength = 0;
			let numDirectionalShadows = 0;
			let numPointShadows = 0;
			let numSpotShadows = 0;
			let numSpotMaps = 0;
			let numSpotShadowsWithMaps = 0;
			let numLightProbes = 0;
			lights.sort(shadowCastingAndTexturingLightsFirst);
			for (let i = 0, l = lights.length; i < l; i++) {
				const light = lights[i];
				const color = light.color;
				const intensity = light.intensity;
				const distance = light.distance;
				let shadowMap = null;
				if (light.shadow && light.shadow.map) if (light.shadow.map.texture.format === 1030) shadowMap = light.shadow.map.texture;
				else shadowMap = light.shadow.map.depthTexture || light.shadow.map.texture;
				if (light.isAmbientLight) {
					r += color.r * intensity;
					g += color.g * intensity;
					b += color.b * intensity;
				} else if (light.isLightProbe) {
					for (let j = 0; j < 9; j++) state.probe[j].addScaledVector(light.sh.coefficients[j], intensity);
					numLightProbes++;
				} else if (light.isDirectionalLight) {
					const uniforms = cache.get(light);
					uniforms.color.copy(light.color).multiplyScalar(light.intensity);
					if (light.castShadow) {
						const shadow = light.shadow;
						const shadowUniforms = shadowCache.get(light);
						shadowUniforms.shadowIntensity = shadow.intensity;
						shadowUniforms.shadowBias = shadow.bias;
						shadowUniforms.shadowNormalBias = shadow.normalBias;
						shadowUniforms.shadowRadius = shadow.radius;
						shadowUniforms.shadowMapSize = shadow.mapSize;
						state.directionalShadow[directionalLength] = shadowUniforms;
						state.directionalShadowMap[directionalLength] = shadowMap;
						state.directionalShadowMatrix[directionalLength] = light.shadow.matrix;
						numDirectionalShadows++;
					}
					state.directional[directionalLength] = uniforms;
					directionalLength++;
				} else if (light.isSpotLight) {
					const uniforms = cache.get(light);
					uniforms.position.setFromMatrixPosition(light.matrixWorld);
					uniforms.color.copy(color).multiplyScalar(intensity);
					uniforms.distance = distance;
					uniforms.coneCos = Math.cos(light.angle);
					uniforms.penumbraCos = Math.cos(light.angle * (1 - light.penumbra));
					uniforms.decay = light.decay;
					state.spot[spotLength] = uniforms;
					const shadow = light.shadow;
					if (light.map) {
						state.spotLightMap[numSpotMaps] = light.map;
						numSpotMaps++;
						shadow.updateMatrices(light);
						if (light.castShadow) numSpotShadowsWithMaps++;
					}
					state.spotLightMatrix[spotLength] = shadow.matrix;
					if (light.castShadow) {
						const shadowUniforms = shadowCache.get(light);
						shadowUniforms.shadowIntensity = shadow.intensity;
						shadowUniforms.shadowBias = shadow.bias;
						shadowUniforms.shadowNormalBias = shadow.normalBias;
						shadowUniforms.shadowRadius = shadow.radius;
						shadowUniforms.shadowMapSize = shadow.mapSize;
						state.spotShadow[spotLength] = shadowUniforms;
						state.spotShadowMap[spotLength] = shadowMap;
						numSpotShadows++;
					}
					spotLength++;
				} else if (light.isRectAreaLight) {
					const uniforms = cache.get(light);
					uniforms.color.copy(color).multiplyScalar(intensity);
					uniforms.halfWidth.set(light.width * .5, 0, 0);
					uniforms.halfHeight.set(0, light.height * .5, 0);
					state.rectArea[rectAreaLength] = uniforms;
					rectAreaLength++;
				} else if (light.isPointLight) {
					const uniforms = cache.get(light);
					uniforms.color.copy(light.color).multiplyScalar(light.intensity);
					uniforms.distance = light.distance;
					uniforms.decay = light.decay;
					if (light.castShadow) {
						const shadow = light.shadow;
						const shadowUniforms = shadowCache.get(light);
						shadowUniforms.shadowIntensity = shadow.intensity;
						shadowUniforms.shadowBias = shadow.bias;
						shadowUniforms.shadowNormalBias = shadow.normalBias;
						shadowUniforms.shadowRadius = shadow.radius;
						shadowUniforms.shadowMapSize = shadow.mapSize;
						shadowUniforms.shadowCameraNear = shadow.camera.near;
						shadowUniforms.shadowCameraFar = shadow.camera.far;
						state.pointShadow[pointLength] = shadowUniforms;
						state.pointShadowMap[pointLength] = shadowMap;
						state.pointShadowMatrix[pointLength] = light.shadow.matrix;
						numPointShadows++;
					}
					state.point[pointLength] = uniforms;
					pointLength++;
				} else if (light.isHemisphereLight) {
					const uniforms = cache.get(light);
					uniforms.skyColor.copy(light.color).multiplyScalar(intensity);
					uniforms.groundColor.copy(light.groundColor).multiplyScalar(intensity);
					state.hemi[hemiLength] = uniforms;
					hemiLength++;
				}
			}
			if (rectAreaLength > 0) if (extensions.has("OES_texture_float_linear") === true) {
				state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
				state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;
			} else {
				state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
				state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;
			}
			state.ambient[0] = r;
			state.ambient[1] = g;
			state.ambient[2] = b;
			const 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 || hash.numSpotMaps !== numSpotMaps || hash.numLightProbes !== numLightProbes) {
				state.directional.length = directionalLength;
				state.spot.length = spotLength;
				state.rectArea.length = rectAreaLength;
				state.point.length = pointLength;
				state.hemi.length = hemiLength;
				state.directionalShadow.length = numDirectionalShadows;
				state.directionalShadowMap.length = numDirectionalShadows;
				state.pointShadow.length = numPointShadows;
				state.pointShadowMap.length = numPointShadows;
				state.spotShadow.length = numSpotShadows;
				state.spotShadowMap.length = numSpotShadows;
				state.directionalShadowMatrix.length = numDirectionalShadows;
				state.pointShadowMatrix.length = numPointShadows;
				state.spotLightMatrix.length = numSpotShadows + numSpotMaps - numSpotShadowsWithMaps;
				state.spotLightMap.length = numSpotMaps;
				state.numSpotLightShadowsWithMaps = numSpotShadowsWithMaps;
				state.numLightProbes = numLightProbes;
				hash.directionalLength = directionalLength;
				hash.pointLength = pointLength;
				hash.spotLength = spotLength;
				hash.rectAreaLength = rectAreaLength;
				hash.hemiLength = hemiLength;
				hash.numDirectionalShadows = numDirectionalShadows;
				hash.numPointShadows = numPointShadows;
				hash.numSpotShadows = numSpotShadows;
				hash.numSpotMaps = numSpotMaps;
				hash.numLightProbes = numLightProbes;
				state.version = nextVersion++;
			}
		}
		function setupView(lights, camera) {
			let directionalLength = 0;
			let pointLength = 0;
			let spotLength = 0;
			let rectAreaLength = 0;
			let hemiLength = 0;
			const viewMatrix = camera.matrixWorldInverse;
			for (let i = 0, l = lights.length; i < l; i++) {
				const light = lights[i];
				if (light.isDirectionalLight) {
					const uniforms = state.directional[directionalLength];
					uniforms.direction.setFromMatrixPosition(light.matrixWorld);
					vector3.setFromMatrixPosition(light.target.matrixWorld);
					uniforms.direction.sub(vector3);
					uniforms.direction.transformDirection(viewMatrix);
					directionalLength++;
				} else if (light.isSpotLight) {
					const uniforms = state.spot[spotLength];
					uniforms.position.setFromMatrixPosition(light.matrixWorld);
					uniforms.position.applyMatrix4(viewMatrix);
					uniforms.direction.setFromMatrixPosition(light.matrixWorld);
					vector3.setFromMatrixPosition(light.target.matrixWorld);
					uniforms.direction.sub(vector3);
					uniforms.direction.transformDirection(viewMatrix);
					spotLength++;
				} else if (light.isRectAreaLight) {
					const uniforms = state.rectArea[rectAreaLength];
					uniforms.position.setFromMatrixPosition(light.matrixWorld);
					uniforms.position.applyMatrix4(viewMatrix);
					matrix42.identity();
					matrix4.copy(light.matrixWorld);
					matrix4.premultiply(viewMatrix);
					matrix42.extractRotation(matrix4);
					uniforms.halfWidth.set(light.width * .5, 0, 0);
					uniforms.halfHeight.set(0, light.height * .5, 0);
					uniforms.halfWidth.applyMatrix4(matrix42);
					uniforms.halfHeight.applyMatrix4(matrix42);
					rectAreaLength++;
				} else if (light.isPointLight) {
					const uniforms = state.point[pointLength];
					uniforms.position.setFromMatrixPosition(light.matrixWorld);
					uniforms.position.applyMatrix4(viewMatrix);
					pointLength++;
				} else if (light.isHemisphereLight) {
					const uniforms = state.hemi[hemiLength];
					uniforms.direction.setFromMatrixPosition(light.matrixWorld);
					uniforms.direction.transformDirection(viewMatrix);
					hemiLength++;
				}
			}
		}
		return {
			setup,
			setupView,
			state
		};
	}
	function WebGLRenderState(extensions) {
		const lights = new WebGLLights(extensions);
		const lightsArray = [];
		const shadowsArray = [];
		const lightProbeGridArray = [];
		function init(camera) {
			state.camera = camera;
			lightsArray.length = 0;
			shadowsArray.length = 0;
			lightProbeGridArray.length = 0;
		}
		function pushLight(light) {
			lightsArray.push(light);
		}
		function pushShadow(shadowLight) {
			shadowsArray.push(shadowLight);
		}
		function pushLightProbeGrid(volume) {
			lightProbeGridArray.push(volume);
		}
		function setupLights() {
			lights.setup(lightsArray);
		}
		function setupLightsView(camera) {
			lights.setupView(lightsArray, camera);
		}
		const state = {
			lightsArray,
			shadowsArray,
			lightProbeGridArray,
			camera: null,
			lights,
			transmissionRenderTarget: {},
			textureUnits: 0
		};
		return {
			init,
			state,
			setupLights,
			setupLightsView,
			pushLight,
			pushShadow,
			pushLightProbeGrid
		};
	}
	function WebGLRenderStates(extensions) {
		let renderStates = /* @__PURE__ */ new WeakMap();
		function get(scene, renderCallDepth = 0) {
			const renderStateArray = renderStates.get(scene);
			let renderState;
			if (renderStateArray === void 0) {
				renderState = new WebGLRenderState(extensions);
				renderStates.set(scene, [renderState]);
			} else if (renderCallDepth >= renderStateArray.length) {
				renderState = new WebGLRenderState(extensions);
				renderStateArray.push(renderState);
			} else renderState = renderStateArray[renderCallDepth];
			return renderState;
		}
		function dispose() {
			renderStates = /* @__PURE__ */ new WeakMap();
		}
		return {
			get,
			dispose
		};
	}
	function WebGLShadowMap(renderer, objects, capabilities) {
		let _frustum = new Frustum();
		const _shadowMapSize = new Vector2(), _viewportSize = new Vector2(), _viewport = new Vector4(), _depthMaterial = new MeshDepthMaterial(), _distanceMaterial = new MeshDistanceMaterial(), _materialCache = {}, _maxTextureSize = capabilities.maxTextureSize;
		const shadowSide = {
			[0]: 1,
			[1]: 0,
			[2]: 2
		};
		const shadowMaterialVertical = new ShaderMaterial({
			defines: { VSM_SAMPLES: 8 },
			uniforms: {
				shadow_pass: { value: null },
				resolution: { value: new Vector2() },
				radius: { value: 4 }
			},
			vertexShader: vertex,
			fragmentShader: fragment
		});
		const shadowMaterialHorizontal = shadowMaterialVertical.clone();
		shadowMaterialHorizontal.defines.HORIZONTAL_PASS = 1;
		const fullScreenTri = new BufferGeometry();
		fullScreenTri.setAttribute("position", new BufferAttribute(new Float32Array([
			-1,
			-1,
			.5,
			3,
			-1,
			.5,
			-1,
			3,
			.5
		]), 3));
		const fullScreenMesh = new Mesh(fullScreenTri, shadowMaterialVertical);
		const scope = this;
		this.enabled = false;
		this.autoUpdate = true;
		this.needsUpdate = false;
		this.type = 1;
		let _previousType = this.type;
		this.render = function(lights, scene, camera) {
			if (scope.enabled === false) return;
			if (scope.autoUpdate === false && scope.needsUpdate === false) return;
			if (lights.length === 0) return;
			if (this.type === 2) {
				warn("WebGLShadowMap: PCFSoftShadowMap has been deprecated. Using PCFShadowMap instead.");
				this.type = 1;
			}
			const currentRenderTarget = renderer.getRenderTarget();
			const activeCubeFace = renderer.getActiveCubeFace();
			const activeMipmapLevel = renderer.getActiveMipmapLevel();
			const _state = renderer.state;
			_state.setBlending(0);
			if (_state.buffers.depth.getReversed() === true) _state.buffers.color.setClear(0, 0, 0, 0);
			else _state.buffers.color.setClear(1, 1, 1, 1);
			_state.buffers.depth.setTest(true);
			_state.setScissorTest(false);
			const typeChanged = _previousType !== this.type;
			if (typeChanged) scene.traverse(function(object) {
				if (object.material) if (Array.isArray(object.material)) object.material.forEach((mat) => mat.needsUpdate = true);
				else object.material.needsUpdate = true;
			});
			for (let i = 0, il = lights.length; i < il; i++) {
				const light = lights[i];
				const shadow = light.shadow;
				if (shadow === void 0) {
					warn("WebGLShadowMap:", light, "has no shadow.");
					continue;
				}
				if (shadow.autoUpdate === false && shadow.needsUpdate === false) continue;
				_shadowMapSize.copy(shadow.mapSize);
				const shadowFrameExtents = shadow.getFrameExtents();
				_shadowMapSize.multiply(shadowFrameExtents);
				_viewportSize.copy(shadow.mapSize);
				if (_shadowMapSize.x > _maxTextureSize || _shadowMapSize.y > _maxTextureSize) {
					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;
					}
				}
				const reversedDepthBuffer = renderer.state.buffers.depth.getReversed();
				shadow.camera._reversedDepth = reversedDepthBuffer;
				if (shadow.map === null || typeChanged === true) {
					if (shadow.map !== null) {
						if (shadow.map.depthTexture !== null) {
							shadow.map.depthTexture.dispose();
							shadow.map.depthTexture = null;
						}
						shadow.map.dispose();
					}
					if (this.type === 3) {
						if (light.isPointLight) {
							warn("WebGLShadowMap: VSM shadow maps are not supported for PointLights. Use PCF or BasicShadowMap instead.");
							continue;
						}
						shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, {
							format: RGFormat,
							type: HalfFloatType,
							minFilter: LinearFilter,
							magFilter: LinearFilter,
							generateMipmaps: false
						});
						shadow.map.texture.name = light.name + ".shadowMap";
						shadow.map.depthTexture = new DepthTexture(_shadowMapSize.x, _shadowMapSize.y, FloatType);
						shadow.map.depthTexture.name = light.name + ".shadowMapDepth";
						shadow.map.depthTexture.format = DepthFormat;
						shadow.map.depthTexture.compareFunction = null;
						shadow.map.depthTexture.minFilter = NearestFilter;
						shadow.map.depthTexture.magFilter = NearestFilter;
					} else {
						if (light.isPointLight) {
							shadow.map = new WebGLCubeRenderTarget(_shadowMapSize.x);
							shadow.map.depthTexture = new CubeDepthTexture(_shadowMapSize.x, UnsignedIntType);
						} else {
							shadow.map = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y);
							shadow.map.depthTexture = new DepthTexture(_shadowMapSize.x, _shadowMapSize.y, UnsignedIntType);
						}
						shadow.map.depthTexture.name = light.name + ".shadowMap";
						shadow.map.depthTexture.format = DepthFormat;
						if (this.type === 1) {
							shadow.map.depthTexture.compareFunction = reversedDepthBuffer ? 518 : 515;
							shadow.map.depthTexture.minFilter = LinearFilter;
							shadow.map.depthTexture.magFilter = LinearFilter;
						} else {
							shadow.map.depthTexture.compareFunction = null;
							shadow.map.depthTexture.minFilter = NearestFilter;
							shadow.map.depthTexture.magFilter = NearestFilter;
						}
					}
					shadow.camera.updateProjectionMatrix();
				}
				const faceCount = shadow.map.isWebGLCubeRenderTarget ? 6 : 1;
				for (let face = 0; face < faceCount; face++) {
					if (shadow.map.isWebGLCubeRenderTarget) {
						renderer.setRenderTarget(shadow.map, face);
						renderer.clear();
					} else {
						if (face === 0) {
							renderer.setRenderTarget(shadow.map);
							renderer.clear();
						}
						const viewport = shadow.getViewport(face);
						_viewport.set(_viewportSize.x * viewport.x, _viewportSize.y * viewport.y, _viewportSize.x * viewport.z, _viewportSize.y * viewport.w);
						_state.viewport(_viewport);
					}
					if (light.isPointLight) {
						const camera = shadow.camera;
						const shadowMatrix = shadow.matrix;
						const far = light.distance || camera.far;
						if (far !== camera.far) {
							camera.far = far;
							camera.updateProjectionMatrix();
						}
						_lightPositionWorld.setFromMatrixPosition(light.matrixWorld);
						camera.position.copy(_lightPositionWorld);
						_lookTarget.copy(camera.position);
						_lookTarget.add(_cubeDirections[face]);
						camera.up.copy(_cubeUps[face]);
						camera.lookAt(_lookTarget);
						camera.updateMatrixWorld();
						shadowMatrix.makeTranslation(-_lightPositionWorld.x, -_lightPositionWorld.y, -_lightPositionWorld.z);
						_projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
						shadow._frustum.setFromProjectionMatrix(_projScreenMatrix, camera.coordinateSystem, camera.reversedDepth);
					} else shadow.updateMatrices(light);
					_frustum = shadow.getFrustum();
					renderObject(scene, camera, shadow.camera, light, this.type);
				}
				if (shadow.isPointLightShadow !== true && this.type === 3) VSMPass(shadow, camera);
				shadow.needsUpdate = false;
			}
			_previousType = this.type;
			scope.needsUpdate = false;
			renderer.setRenderTarget(currentRenderTarget, activeCubeFace, activeMipmapLevel);
		};
		function VSMPass(shadow, camera) {
			const geometry = objects.update(fullScreenMesh);
			if (shadowMaterialVertical.defines.VSM_SAMPLES !== shadow.blurSamples) {
				shadowMaterialVertical.defines.VSM_SAMPLES = shadow.blurSamples;
				shadowMaterialHorizontal.defines.VSM_SAMPLES = shadow.blurSamples;
				shadowMaterialVertical.needsUpdate = true;
				shadowMaterialHorizontal.needsUpdate = true;
			}
			if (shadow.mapPass === null) shadow.mapPass = new WebGLRenderTarget(_shadowMapSize.x, _shadowMapSize.y, {
				format: RGFormat,
				type: HalfFloatType
			});
			shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.depthTexture;
			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);
			shadowMaterialHorizontal.uniforms.shadow_pass.value = shadow.mapPass.texture;
			shadowMaterialHorizontal.uniforms.resolution.value = shadow.mapSize;
			shadowMaterialHorizontal.uniforms.radius.value = shadow.radius;
			renderer.setRenderTarget(shadow.map);
			renderer.clear();
			renderer.renderBufferDirect(camera, null, geometry, shadowMaterialHorizontal, fullScreenMesh, null);
		}
		function getDepthMaterial(object, material, light, type) {
			let result = null;
			const customMaterial = light.isPointLight === true ? object.customDistanceMaterial : object.customDepthMaterial;
			if (customMaterial !== void 0) result = customMaterial;
			else {
				result = light.isPointLight === true ? _distanceMaterial : _depthMaterial;
				if (renderer.localClippingEnabled && material.clipShadows === true && Array.isArray(material.clippingPlanes) && material.clippingPlanes.length !== 0 || material.displacementMap && material.displacementScale !== 0 || material.alphaMap && material.alphaTest > 0 || material.map && material.alphaTest > 0 || material.alphaToCoverage === true) {
					const keyA = result.uuid, keyB = material.uuid;
					let materialsForVariant = _materialCache[keyA];
					if (materialsForVariant === void 0) {
						materialsForVariant = {};
						_materialCache[keyA] = materialsForVariant;
					}
					let cachedMaterial = materialsForVariant[keyB];
					if (cachedMaterial === void 0) {
						cachedMaterial = result.clone();
						materialsForVariant[keyB] = cachedMaterial;
						material.addEventListener("dispose", onMaterialDispose);
					}
					result = cachedMaterial;
				}
			}
			result.visible = material.visible;
			result.wireframe = material.wireframe;
			if (type === 3) result.side = material.shadowSide !== null ? material.shadowSide : material.side;
			else result.side = material.shadowSide !== null ? material.shadowSide : shadowSide[material.side];
			result.alphaMap = material.alphaMap;
			result.alphaTest = material.alphaToCoverage === true ? .5 : material.alphaTest;
			result.map = material.map;
			result.clipShadows = material.clipShadows;
			result.clippingPlanes = material.clippingPlanes;
			result.clipIntersection = material.clipIntersection;
			result.displacementMap = material.displacementMap;
			result.displacementScale = material.displacementScale;
			result.displacementBias = material.displacementBias;
			result.wireframeLinewidth = material.wireframeLinewidth;
			result.linewidth = material.linewidth;
			if (light.isPointLight === true && result.isMeshDistanceMaterial === true) {
				const materialProperties = renderer.properties.get(result);
				materialProperties.light = light;
			}
			return result;
		}
		function renderObject(object, camera, shadowCamera, light, type) {
			if (object.visible === false) return;
			if (object.layers.test(camera.layers) && (object.isMesh || object.isLine || object.isPoints)) {
				if ((object.castShadow || object.receiveShadow && type === 3) && (!object.frustumCulled || _frustum.intersectsObject(object))) {
					object.modelViewMatrix.multiplyMatrices(shadowCamera.matrixWorldInverse, object.matrixWorld);
					const geometry = objects.update(object);
					const material = object.material;
					if (Array.isArray(material)) {
						const groups = geometry.groups;
						for (let k = 0, kl = groups.length; k < kl; k++) {
							const group = groups[k];
							const groupMaterial = material[group.materialIndex];
							if (groupMaterial && groupMaterial.visible) {
								const depthMaterial = getDepthMaterial(object, groupMaterial, light, type);
								object.onBeforeShadow(renderer, object, camera, shadowCamera, geometry, depthMaterial, group);
								renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, group);
								object.onAfterShadow(renderer, object, camera, shadowCamera, geometry, depthMaterial, group);
							}
						}
					} else if (material.visible) {
						const depthMaterial = getDepthMaterial(object, material, light, type);
						object.onBeforeShadow(renderer, object, camera, shadowCamera, geometry, depthMaterial, null);
						renderer.renderBufferDirect(shadowCamera, null, geometry, depthMaterial, object, null);
						object.onAfterShadow(renderer, object, camera, shadowCamera, geometry, depthMaterial, null);
					}
				}
			}
			const children = object.children;
			for (let i = 0, l = children.length; i < l; i++) renderObject(children[i], camera, shadowCamera, light, type);
		}
		function onMaterialDispose(event) {
			event.target.removeEventListener("dispose", onMaterialDispose);
			for (const id in _materialCache) {
				const cache = _materialCache[id];
				const uuid = event.target.uuid;
				if (uuid in cache) {
					cache[uuid].dispose();
					delete cache[uuid];
				}
			}
		}
	}
	function WebGLState(gl, extensions) {
		function ColorBuffer() {
			let locked = false;
			const color = new Vector4();
			let currentColorMask = null;
			const 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);
				}
			};
		}
		function DepthBuffer() {
			let locked = false;
			let currentReversed = false;
			let currentDepthMask = null;
			let currentDepthFunc = null;
			let currentDepthClear = null;
			return {
				setReversed: function(reversed) {
					if (currentReversed !== reversed) {
						const ext = extensions.get("EXT_clip_control");
						if (reversed) ext.clipControlEXT(ext.LOWER_LEFT_EXT, ext.ZERO_TO_ONE_EXT);
						else ext.clipControlEXT(ext.LOWER_LEFT_EXT, ext.NEGATIVE_ONE_TO_ONE_EXT);
						currentReversed = reversed;
						const oldDepth = currentDepthClear;
						currentDepthClear = null;
						this.setClear(oldDepth);
					}
				},
				getReversed: function() {
					return currentReversed;
				},
				setTest: function(depthTest) {
					if (depthTest) enable(gl.DEPTH_TEST);
					else disable(gl.DEPTH_TEST);
				},
				setMask: function(depthMask) {
					if (currentDepthMask !== depthMask && !locked) {
						gl.depthMask(depthMask);
						currentDepthMask = depthMask;
					}
				},
				setFunc: function(depthFunc) {
					if (currentReversed) depthFunc = ReversedDepthFuncs[depthFunc];
					if (currentDepthFunc !== depthFunc) {
						switch (depthFunc) {
							case 0:
								gl.depthFunc(gl.NEVER);
								break;
							case 1:
								gl.depthFunc(gl.ALWAYS);
								break;
							case 2:
								gl.depthFunc(gl.LESS);
								break;
							case 3:
								gl.depthFunc(gl.LEQUAL);
								break;
							case 4:
								gl.depthFunc(gl.EQUAL);
								break;
							case 5:
								gl.depthFunc(gl.GEQUAL);
								break;
							case 6:
								gl.depthFunc(gl.GREATER);
								break;
							case 7:
								gl.depthFunc(gl.NOTEQUAL);
								break;
							default: gl.depthFunc(gl.LEQUAL);
						}
						currentDepthFunc = depthFunc;
					}
				},
				setLocked: function(lock) {
					locked = lock;
				},
				setClear: function(depth) {
					if (currentDepthClear !== depth) {
						currentDepthClear = depth;
						if (currentReversed) depth = 1 - depth;
						gl.clearDepth(depth);
					}
				},
				reset: function() {
					locked = false;
					currentDepthMask = null;
					currentDepthFunc = null;
					currentDepthClear = null;
					currentReversed = false;
				}
			};
		}
		function StencilBuffer() {
			let locked = false;
			let currentStencilMask = null;
			let currentStencilFunc = null;
			let currentStencilRef = null;
			let currentStencilFuncMask = null;
			let currentStencilFail = null;
			let currentStencilZFail = null;
			let currentStencilZPass = null;
			let currentStencilClear = null;
			return {
				setTest: function(stencilTest) {
					if (!locked) if (stencilTest) enable(gl.STENCIL_TEST);
					else disable(gl.STENCIL_TEST);
				},
				setMask: function(stencilMask) {
					if (currentStencilMask !== stencilMask && !locked) {
						gl.stencilMask(stencilMask);
						currentStencilMask = stencilMask;
					}
				},
				setFunc: function(stencilFunc, stencilRef, stencilMask) {
					if (currentStencilFunc !== stencilFunc || currentStencilRef !== stencilRef || currentStencilFuncMask !== stencilMask) {
						gl.stencilFunc(stencilFunc, stencilRef, stencilMask);
						currentStencilFunc = stencilFunc;
						currentStencilRef = stencilRef;
						currentStencilFuncMask = stencilMask;
					}
				},
				setOp: function(stencilFail, stencilZFail, stencilZPass) {
					if (currentStencilFail !== stencilFail || currentStencilZFail !== stencilZFail || currentStencilZPass !== stencilZPass) {
						gl.stencilOp(stencilFail, stencilZFail, stencilZPass);
						currentStencilFail = stencilFail;
						currentStencilZFail = stencilZFail;
						currentStencilZPass = stencilZPass;
					}
				},
				setLocked: function(lock) {
					locked = lock;
				},
				setClear: function(stencil) {
					if (currentStencilClear !== stencil) {
						gl.clearStencil(stencil);
						currentStencilClear = stencil;
					}
				},
				reset: function() {
					locked = false;
					currentStencilMask = null;
					currentStencilFunc = null;
					currentStencilRef = null;
					currentStencilFuncMask = null;
					currentStencilFail = null;
					currentStencilZFail = null;
					currentStencilZPass = null;
					currentStencilClear = null;
				}
			};
		}
		const colorBuffer = new ColorBuffer();
		const depthBuffer = new DepthBuffer();
		const stencilBuffer = new StencilBuffer();
		const uboBindings = /* @__PURE__ */ new WeakMap();
		const uboProgramMap = /* @__PURE__ */ new WeakMap();
		let enabledCapabilities = {};
		let parameters = {};
		let currentBoundFramebuffers = {};
		let currentDrawbuffers = /* @__PURE__ */ new WeakMap();
		let defaultDrawbuffers = [];
		let currentProgram = null;
		let currentBlendingEnabled = false;
		let currentBlending = null;
		let currentBlendEquation = null;
		let currentBlendSrc = null;
		let currentBlendDst = null;
		let currentBlendEquationAlpha = null;
		let currentBlendSrcAlpha = null;
		let currentBlendDstAlpha = null;
		let currentBlendColor = new Color(0, 0, 0);
		let currentBlendAlpha = 0;
		let currentPremultipledAlpha = false;
		let currentFlipSided = null;
		let currentCullFace = null;
		let currentLineWidth = null;
		let currentPolygonOffsetFactor = null;
		let currentPolygonOffsetUnits = null;
		const maxTextures = gl.getParameter(gl.MAX_COMBINED_TEXTURE_IMAGE_UNITS);
		let lineWidthAvailable = false;
		let version = 0;
		const glVersion = gl.getParameter(gl.VERSION);
		if (glVersion.indexOf("WebGL") !== -1) {
			version = parseFloat(/^WebGL (\d)/.exec(glVersion)[1]);
			lineWidthAvailable = version >= 1;
		} else if (glVersion.indexOf("OpenGL ES") !== -1) {
			version = parseFloat(/^OpenGL ES (\d)/.exec(glVersion)[1]);
			lineWidthAvailable = version >= 2;
		}
		let currentTextureSlot = null;
		let currentBoundTextures = {};
		const scissorParam = gl.getParameter(gl.SCISSOR_BOX);
		const viewportParam = gl.getParameter(gl.VIEWPORT);
		const currentScissor = new Vector4().fromArray(scissorParam);
		const currentViewport = new Vector4().fromArray(viewportParam);
		function createTexture(type, target, count, dimensions) {
			const data = /* @__PURE__ */ new Uint8Array(4);
			const texture = gl.createTexture();
			gl.bindTexture(type, texture);
			gl.texParameteri(type, gl.TEXTURE_MIN_FILTER, gl.NEAREST);
			gl.texParameteri(type, gl.TEXTURE_MAG_FILTER, gl.NEAREST);
			for (let i = 0; i < count; i++) if (type === gl.TEXTURE_3D || type === gl.TEXTURE_2D_ARRAY) gl.texImage3D(target, 0, gl.RGBA, 1, 1, dimensions, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
			else gl.texImage2D(target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data);
			return texture;
		}
		const emptyTextures = {};
		emptyTextures[gl.TEXTURE_2D] = createTexture(gl.TEXTURE_2D, gl.TEXTURE_2D, 1);
		emptyTextures[gl.TEXTURE_CUBE_MAP] = createTexture(gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6);
		emptyTextures[gl.TEXTURE_2D_ARRAY] = createTexture(gl.TEXTURE_2D_ARRAY, gl.TEXTURE_2D_ARRAY, 1, 1);
		emptyTextures[gl.TEXTURE_3D] = createTexture(gl.TEXTURE_3D, gl.TEXTURE_3D, 1, 1);
		colorBuffer.setClear(0, 0, 0, 1);
		depthBuffer.setClear(1);
		stencilBuffer.setClear(0);
		enable(gl.DEPTH_TEST);
		depthBuffer.setFunc(3);
		setFlipSided(false);
		setCullFace(1);
		enable(gl.CULL_FACE);
		setBlending(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 bindFramebuffer(target, framebuffer) {
			if (currentBoundFramebuffers[target] !== framebuffer) {
				gl.bindFramebuffer(target, framebuffer);
				currentBoundFramebuffers[target] = framebuffer;
				if (target === gl.DRAW_FRAMEBUFFER) currentBoundFramebuffers[gl.FRAMEBUFFER] = framebuffer;
				if (target === gl.FRAMEBUFFER) currentBoundFramebuffers[gl.DRAW_FRAMEBUFFER] = framebuffer;
				return true;
			}
			return false;
		}
		function drawBuffers(renderTarget, framebuffer) {
			let drawBuffers = defaultDrawbuffers;
			let needsUpdate = false;
			if (renderTarget) {
				drawBuffers = currentDrawbuffers.get(framebuffer);
				if (drawBuffers === void 0) {
					drawBuffers = [];
					currentDrawbuffers.set(framebuffer, drawBuffers);
				}
				const textures = renderTarget.textures;
				if (drawBuffers.length !== textures.length || drawBuffers[0] !== gl.COLOR_ATTACHMENT0) {
					for (let i = 0, il = textures.length; i < il; i++) drawBuffers[i] = gl.COLOR_ATTACHMENT0 + i;
					drawBuffers.length = textures.length;
					needsUpdate = true;
				}
			} else if (drawBuffers[0] !== gl.BACK) {
				drawBuffers[0] = gl.BACK;
				needsUpdate = true;
			}
			if (needsUpdate) gl.drawBuffers(drawBuffers);
		}
		function useProgram(program) {
			if (currentProgram !== program) {
				gl.useProgram(program);
				currentProgram = program;
				return true;
			}
			return false;
		}
		const equationToGL = {
			[100]: gl.FUNC_ADD,
			[101]: gl.FUNC_SUBTRACT,
			[102]: gl.FUNC_REVERSE_SUBTRACT
		};
		equationToGL[103] = gl.MIN;
		equationToGL[104] = gl.MAX;
		const factorToGL = {
			[200]: gl.ZERO,
			[201]: gl.ONE,
			[202]: gl.SRC_COLOR,
			[204]: gl.SRC_ALPHA,
			[210]: gl.SRC_ALPHA_SATURATE,
			[208]: gl.DST_COLOR,
			[206]: gl.DST_ALPHA,
			[203]: gl.ONE_MINUS_SRC_COLOR,
			[205]: gl.ONE_MINUS_SRC_ALPHA,
			[209]: gl.ONE_MINUS_DST_COLOR,
			[207]: gl.ONE_MINUS_DST_ALPHA,
			[211]: gl.CONSTANT_COLOR,
			[212]: gl.ONE_MINUS_CONSTANT_COLOR,
			[213]: gl.CONSTANT_ALPHA,
			[214]: gl.ONE_MINUS_CONSTANT_ALPHA
		};
		function setBlending(blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha) {
			if (blending === 0) {
				if (currentBlendingEnabled === true) {
					disable(gl.BLEND);
					currentBlendingEnabled = false;
				}
				return;
			}
			if (currentBlendingEnabled === false) {
				enable(gl.BLEND);
				currentBlendingEnabled = true;
			}
			if (blending !== 5) {
				if (blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha) {
					if (currentBlendEquation !== 100 || currentBlendEquationAlpha !== 100) {
						gl.blendEquation(gl.FUNC_ADD);
						currentBlendEquation = 100;
						currentBlendEquationAlpha = 100;
					}
					if (premultipliedAlpha) switch (blending) {
						case 1:
							gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
							break;
						case 2:
							gl.blendFunc(gl.ONE, gl.ONE);
							break;
						case 3:
							gl.blendFuncSeparate(gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE);
							break;
						case 4:
							gl.blendFuncSeparate(gl.DST_COLOR, gl.ONE_MINUS_SRC_ALPHA, gl.ZERO, gl.ONE);
							break;
						default: error("WebGLState: Invalid blending: ", blending);
					}
					else switch (blending) {
						case 1:
							gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
							break;
						case 2:
							gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE, gl.ONE, gl.ONE);
							break;
						case 3:
							error("WebGLState: SubtractiveBlending requires material.premultipliedAlpha = true");
							break;
						case 4:
							error("WebGLState: MultiplyBlending requires material.premultipliedAlpha = true");
							break;
						default: error("WebGLState: Invalid blending: ", blending);
					}
					currentBlendSrc = null;
					currentBlendDst = null;
					currentBlendSrcAlpha = null;
					currentBlendDstAlpha = null;
					currentBlendColor.set(0, 0, 0);
					currentBlendAlpha = 0;
					currentBlending = blending;
					currentPremultipledAlpha = premultipliedAlpha;
				}
				return;
			}
			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;
			}
			if (blendColor.equals(currentBlendColor) === false || blendAlpha !== currentBlendAlpha) {
				gl.blendColor(blendColor.r, blendColor.g, blendColor.b, blendAlpha);
				currentBlendColor.copy(blendColor);
				currentBlendAlpha = blendAlpha;
			}
			currentBlending = blending;
			currentPremultipledAlpha = false;
		}
		function setMaterial(material, frontFaceCW) {
			material.side === 2 ? disable(gl.CULL_FACE) : enable(gl.CULL_FACE);
			let flipSided = material.side === 1;
			if (frontFaceCW) flipSided = !flipSided;
			setFlipSided(flipSided);
			material.blending === 1 && material.transparent === false ? setBlending(0) : setBlending(material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.blendColor, material.blendAlpha, material.premultipliedAlpha);
			depthBuffer.setFunc(material.depthFunc);
			depthBuffer.setTest(material.depthTest);
			depthBuffer.setMask(material.depthWrite);
			colorBuffer.setMask(material.colorWrite);
			const 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);
			material.alphaToCoverage === true ? enable(gl.SAMPLE_ALPHA_TO_COVERAGE) : disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
		}
		function setFlipSided(flipSided) {
			if (currentFlipSided !== flipSided) {
				if (flipSided) gl.frontFace(gl.CW);
				else gl.frontFace(gl.CCW);
				currentFlipSided = flipSided;
			}
		}
		function setCullFace(cullFace) {
			if (cullFace !== 0) {
				enable(gl.CULL_FACE);
				if (cullFace !== currentCullFace) if (cullFace === 1) gl.cullFace(gl.BACK);
				else if (cullFace === 2) gl.cullFace(gl.FRONT);
				else gl.cullFace(gl.FRONT_AND_BACK);
			} else disable(gl.CULL_FACE);
			currentCullFace = cullFace;
		}
		function setLineWidth(width) {
			if (width !== currentLineWidth) {
				if (lineWidthAvailable) gl.lineWidth(width);
				currentLineWidth = width;
			}
		}
		function setPolygonOffset(polygonOffset, factor, units) {
			if (polygonOffset) {
				enable(gl.POLYGON_OFFSET_FILL);
				if (currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units) {
					currentPolygonOffsetFactor = factor;
					currentPolygonOffsetUnits = units;
					if (depthBuffer.getReversed()) factor = -factor;
					gl.polygonOffset(factor, units);
				}
			} else disable(gl.POLYGON_OFFSET_FILL);
		}
		function setScissorTest(scissorTest) {
			if (scissorTest) enable(gl.SCISSOR_TEST);
			else disable(gl.SCISSOR_TEST);
		}
		function activeTexture(webglSlot) {
			if (webglSlot === void 0) webglSlot = gl.TEXTURE0 + maxTextures - 1;
			if (currentTextureSlot !== webglSlot) {
				gl.activeTexture(webglSlot);
				currentTextureSlot = webglSlot;
			}
		}
		function bindTexture(webglType, webglTexture, webglSlot) {
			if (webglSlot === void 0) if (currentTextureSlot === null) webglSlot = gl.TEXTURE0 + maxTextures - 1;
			else webglSlot = currentTextureSlot;
			let boundTexture = currentBoundTextures[webglSlot];
			if (boundTexture === void 0) {
				boundTexture = {
					type: void 0,
					texture: void 0
				};
				currentBoundTextures[webglSlot] = boundTexture;
			}
			if (boundTexture.type !== webglType || boundTexture.texture !== webglTexture) {
				if (currentTextureSlot !== webglSlot) {
					gl.activeTexture(webglSlot);
					currentTextureSlot = webglSlot;
				}
				gl.bindTexture(webglType, webglTexture || emptyTextures[webglType]);
				boundTexture.type = webglType;
				boundTexture.texture = webglTexture;
			}
		}
		function unbindTexture() {
			const boundTexture = currentBoundTextures[currentTextureSlot];
			if (boundTexture !== void 0 && boundTexture.type !== void 0) {
				gl.bindTexture(boundTexture.type, null);
				boundTexture.type = void 0;
				boundTexture.texture = void 0;
			}
		}
		function compressedTexImage2D() {
			try {
				gl.compressedTexImage2D(...arguments);
			} catch (e) {
				error("WebGLState:", e);
			}
		}
		function compressedTexImage3D() {
			try {
				gl.compressedTexImage3D(...arguments);
			} catch (e) {
				error("WebGLState:", e);
			}
		}
		function texSubImage2D() {
			try {
				gl.texSubImage2D(...arguments);
			} catch (e) {
				error("WebGLState:", e);
			}
		}
		function texSubImage3D() {
			try {
				gl.texSubImage3D(...arguments);
			} catch (e) {
				error("WebGLState:", e);
			}
		}
		function compressedTexSubImage2D() {
			try {
				gl.compressedTexSubImage2D(...arguments);
			} catch (e) {
				error("WebGLState:", e);
			}
		}
		function compressedTexSubImage3D() {
			try {
				gl.compressedTexSubImage3D(...arguments);
			} catch (e) {
				error("WebGLState:", e);
			}
		}
		function texStorage2D() {
			try {
				gl.texStorage2D(...arguments);
			} catch (e) {
				error("WebGLState:", e);
			}
		}
		function texStorage3D() {
			try {
				gl.texStorage3D(...arguments);
			} catch (e) {
				error("WebGLState:", e);
			}
		}
		function texImage2D() {
			try {
				gl.texImage2D(...arguments);
			} catch (e) {
				error("WebGLState:", e);
			}
		}
		function texImage3D() {
			try {
				gl.texImage3D(...arguments);
			} catch (e) {
				error("WebGLState:", e);
			}
		}
		function getParameter(name) {
			if (parameters[name] !== void 0) return parameters[name];
			else return gl.getParameter(name);
		}
		function pixelStorei(name, value) {
			if (parameters[name] !== value) {
				gl.pixelStorei(name, value);
				parameters[name] = value;
			}
		}
		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 updateUBOMapping(uniformsGroup, program) {
			let mapping = uboProgramMap.get(program);
			if (mapping === void 0) {
				mapping = /* @__PURE__ */ new WeakMap();
				uboProgramMap.set(program, mapping);
			}
			let blockIndex = mapping.get(uniformsGroup);
			if (blockIndex === void 0) {
				blockIndex = gl.getUniformBlockIndex(program, uniformsGroup.name);
				mapping.set(uniformsGroup, blockIndex);
			}
		}
		function uniformBlockBinding(uniformsGroup, program) {
			const blockIndex = uboProgramMap.get(program).get(uniformsGroup);
			if (uboBindings.get(program) !== blockIndex) {
				gl.uniformBlockBinding(program, blockIndex, uniformsGroup.__bindingPointIndex);
				uboBindings.set(program, blockIndex);
			}
		}
		function reset() {
			gl.disable(gl.BLEND);
			gl.disable(gl.CULL_FACE);
			gl.disable(gl.DEPTH_TEST);
			gl.disable(gl.POLYGON_OFFSET_FILL);
			gl.disable(gl.SCISSOR_TEST);
			gl.disable(gl.STENCIL_TEST);
			gl.disable(gl.SAMPLE_ALPHA_TO_COVERAGE);
			gl.blendEquation(gl.FUNC_ADD);
			gl.blendFunc(gl.ONE, gl.ZERO);
			gl.blendFuncSeparate(gl.ONE, gl.ZERO, gl.ONE, gl.ZERO);
			gl.blendColor(0, 0, 0, 0);
			gl.colorMask(true, true, true, true);
			gl.clearColor(0, 0, 0, 0);
			gl.depthMask(true);
			gl.depthFunc(gl.LESS);
			depthBuffer.setReversed(false);
			gl.clearDepth(1);
			gl.stencilMask(4294967295);
			gl.stencilFunc(gl.ALWAYS, 0, 4294967295);
			gl.stencilOp(gl.KEEP, gl.KEEP, gl.KEEP);
			gl.clearStencil(0);
			gl.cullFace(gl.BACK);
			gl.frontFace(gl.CCW);
			gl.polygonOffset(0, 0);
			gl.activeTexture(gl.TEXTURE0);
			gl.bindFramebuffer(gl.FRAMEBUFFER, null);
			gl.bindFramebuffer(gl.DRAW_FRAMEBUFFER, null);
			gl.bindFramebuffer(gl.READ_FRAMEBUFFER, null);
			gl.useProgram(null);
			gl.lineWidth(1);
			gl.scissor(0, 0, gl.canvas.width, gl.canvas.height);
			gl.viewport(0, 0, gl.canvas.width, gl.canvas.height);
			gl.pixelStorei(gl.PACK_ALIGNMENT, 4);
			gl.pixelStorei(gl.UNPACK_ALIGNMENT, 4);
			gl.pixelStorei(gl.UNPACK_FLIP_Y_WEBGL, false);
			gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, false);
			gl.pixelStorei(gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, gl.BROWSER_DEFAULT_WEBGL);
			gl.pixelStorei(gl.PACK_ROW_LENGTH, 0);
			gl.pixelStorei(gl.PACK_SKIP_PIXELS, 0);
			gl.pixelStorei(gl.PACK_SKIP_ROWS, 0);
			gl.pixelStorei(gl.UNPACK_ROW_LENGTH, 0);
			gl.pixelStorei(gl.UNPACK_IMAGE_HEIGHT, 0);
			gl.pixelStorei(gl.UNPACK_SKIP_PIXELS, 0);
			gl.pixelStorei(gl.UNPACK_SKIP_ROWS, 0);
			gl.pixelStorei(gl.UNPACK_SKIP_IMAGES, 0);
			enabledCapabilities = {};
			parameters = {};
			currentTextureSlot = null;
			currentBoundTextures = {};
			currentBoundFramebuffers = {};
			currentDrawbuffers = /* @__PURE__ */ new WeakMap();
			defaultDrawbuffers = [];
			currentProgram = null;
			currentBlendingEnabled = false;
			currentBlending = null;
			currentBlendEquation = null;
			currentBlendSrc = null;
			currentBlendDst = null;
			currentBlendEquationAlpha = null;
			currentBlendSrcAlpha = null;
			currentBlendDstAlpha = null;
			currentBlendColor = new Color(0, 0, 0);
			currentBlendAlpha = 0;
			currentPremultipledAlpha = false;
			currentFlipSided = null;
			currentCullFace = null;
			currentLineWidth = null;
			currentPolygonOffsetFactor = null;
			currentPolygonOffsetUnits = null;
			currentScissor.set(0, 0, gl.canvas.width, gl.canvas.height);
			currentViewport.set(0, 0, gl.canvas.width, gl.canvas.height);
			colorBuffer.reset();
			depthBuffer.reset();
			stencilBuffer.reset();
		}
		return {
			buffers: {
				color: colorBuffer,
				depth: depthBuffer,
				stencil: stencilBuffer
			},
			enable,
			disable,
			bindFramebuffer,
			drawBuffers,
			useProgram,
			setBlending,
			setMaterial,
			setFlipSided,
			setCullFace,
			setLineWidth,
			setPolygonOffset,
			setScissorTest,
			activeTexture,
			bindTexture,
			unbindTexture,
			compressedTexImage2D,
			compressedTexImage3D,
			texImage2D,
			texImage3D,
			pixelStorei,
			getParameter,
			updateUBOMapping,
			uniformBlockBinding,
			texStorage2D,
			texStorage3D,
			texSubImage2D,
			texSubImage3D,
			compressedTexSubImage2D,
			compressedTexSubImage3D,
			scissor,
			viewport,
			reset
		};
	}
	function WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info) {
		const multisampledRTTExt = extensions.has("WEBGL_multisampled_render_to_texture") ? extensions.get("WEBGL_multisampled_render_to_texture") : null;
		const supportsInvalidateFramebuffer = typeof navigator === "undefined" ? false : /OculusBrowser/g.test(navigator.userAgent);
		const _imageDimensions = new Vector2();
		const _videoTextures = /* @__PURE__ */ new WeakMap();
		const _htmlTextures = /* @__PURE__ */ new Set();
		let _canvas;
		const _sources = /* @__PURE__ */ new WeakMap();
		let useOffscreenCanvas = false;
		try {
			useOffscreenCanvas = typeof OffscreenCanvas !== "undefined" && new OffscreenCanvas(1, 1).getContext("2d") !== null;
		} catch (err) {}
		function createCanvas(width, height) {
			return useOffscreenCanvas ? new OffscreenCanvas(width, height) : createElementNS("canvas");
		}
		function resizeImage(image, needsNewCanvas, maxSize) {
			let scale = 1;
			const dimensions = getDimensions(image);
			if (dimensions.width > maxSize || dimensions.height > maxSize) scale = maxSize / Math.max(dimensions.width, dimensions.height);
			if (scale < 1) if (typeof HTMLImageElement !== "undefined" && image instanceof HTMLImageElement || typeof HTMLCanvasElement !== "undefined" && image instanceof HTMLCanvasElement || typeof ImageBitmap !== "undefined" && image instanceof ImageBitmap || typeof VideoFrame !== "undefined" && image instanceof VideoFrame) {
				const width = Math.floor(scale * dimensions.width);
				const height = Math.floor(scale * dimensions.height);
				if (_canvas === void 0) _canvas = createCanvas(width, height);
				const canvas = needsNewCanvas ? createCanvas(width, height) : _canvas;
				canvas.width = width;
				canvas.height = height;
				canvas.getContext("2d").drawImage(image, 0, 0, width, height);
				warn("WebGLRenderer: Texture has been resized from (" + dimensions.width + "x" + dimensions.height + ") to (" + width + "x" + height + ").");
				return canvas;
			} else {
				if ("data" in image) warn("WebGLRenderer: Image in DataTexture is too big (" + dimensions.width + "x" + dimensions.height + ").");
				return image;
			}
			return image;
		}
		function textureNeedsGenerateMipmaps(texture) {
			return texture.generateMipmaps;
		}
		function generateMipmap(target) {
			_gl.generateMipmap(target);
		}
		function getTargetType(texture) {
			if (texture.isWebGLCubeRenderTarget) return _gl.TEXTURE_CUBE_MAP;
			if (texture.isWebGL3DRenderTarget) return _gl.TEXTURE_3D;
			if (texture.isWebGLArrayRenderTarget || texture.isCompressedArrayTexture) return _gl.TEXTURE_2D_ARRAY;
			return _gl.TEXTURE_2D;
		}
		function getInternalFormat(internalFormatName, glFormat, glType, normalized, colorSpace, forceLinearTransfer = false) {
			if (internalFormatName !== null) {
				if (_gl[internalFormatName] !== void 0) return _gl[internalFormatName];
				warn("WebGLRenderer: Attempt to use non-existing WebGL internal format '" + internalFormatName + "'");
			}
			let ext_texture_norm16;
			if (normalized) {
				ext_texture_norm16 = extensions.get("EXT_texture_norm16");
				if (!ext_texture_norm16) warn("WebGLRenderer: Unable to use normalized textures without EXT_texture_norm16 extension");
			}
			let internalFormat = glFormat;
			if (glFormat === _gl.RED) {
				if (glType === _gl.FLOAT) internalFormat = _gl.R32F;
				if (glType === _gl.HALF_FLOAT) internalFormat = _gl.R16F;
				if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8;
				if (glType === _gl.UNSIGNED_SHORT && ext_texture_norm16) internalFormat = ext_texture_norm16.R16_EXT;
				if (glType === _gl.SHORT && ext_texture_norm16) internalFormat = ext_texture_norm16.R16_SNORM_EXT;
			}
			if (glFormat === _gl.RED_INTEGER) {
				if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.R8UI;
				if (glType === _gl.UNSIGNED_SHORT) internalFormat = _gl.R16UI;
				if (glType === _gl.UNSIGNED_INT) internalFormat = _gl.R32UI;
				if (glType === _gl.BYTE) internalFormat = _gl.R8I;
				if (glType === _gl.SHORT) internalFormat = _gl.R16I;
				if (glType === _gl.INT) internalFormat = _gl.R32I;
			}
			if (glFormat === _gl.RG) {
				if (glType === _gl.FLOAT) internalFormat = _gl.RG32F;
				if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RG16F;
				if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RG8;
				if (glType === _gl.UNSIGNED_SHORT && ext_texture_norm16) internalFormat = ext_texture_norm16.RG16_EXT;
				if (glType === _gl.SHORT && ext_texture_norm16) internalFormat = ext_texture_norm16.RG16_SNORM_EXT;
			}
			if (glFormat === _gl.RG_INTEGER) {
				if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RG8UI;
				if (glType === _gl.UNSIGNED_SHORT) internalFormat = _gl.RG16UI;
				if (glType === _gl.UNSIGNED_INT) internalFormat = _gl.RG32UI;
				if (glType === _gl.BYTE) internalFormat = _gl.RG8I;
				if (glType === _gl.SHORT) internalFormat = _gl.RG16I;
				if (glType === _gl.INT) internalFormat = _gl.RG32I;
			}
			if (glFormat === _gl.RGB_INTEGER) {
				if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGB8UI;
				if (glType === _gl.UNSIGNED_SHORT) internalFormat = _gl.RGB16UI;
				if (glType === _gl.UNSIGNED_INT) internalFormat = _gl.RGB32UI;
				if (glType === _gl.BYTE) internalFormat = _gl.RGB8I;
				if (glType === _gl.SHORT) internalFormat = _gl.RGB16I;
				if (glType === _gl.INT) internalFormat = _gl.RGB32I;
			}
			if (glFormat === _gl.RGBA_INTEGER) {
				if (glType === _gl.UNSIGNED_BYTE) internalFormat = _gl.RGBA8UI;
				if (glType === _gl.UNSIGNED_SHORT) internalFormat = _gl.RGBA16UI;
				if (glType === _gl.UNSIGNED_INT) internalFormat = _gl.RGBA32UI;
				if (glType === _gl.BYTE) internalFormat = _gl.RGBA8I;
				if (glType === _gl.SHORT) internalFormat = _gl.RGBA16I;
				if (glType === _gl.INT) internalFormat = _gl.RGBA32I;
			}
			if (glFormat === _gl.RGB) {
				if (glType === _gl.UNSIGNED_SHORT && ext_texture_norm16) internalFormat = ext_texture_norm16.RGB16_EXT;
				if (glType === _gl.SHORT && ext_texture_norm16) internalFormat = ext_texture_norm16.RGB16_SNORM_EXT;
				if (glType === _gl.UNSIGNED_INT_5_9_9_9_REV) internalFormat = _gl.RGB9_E5;
				if (glType === _gl.UNSIGNED_INT_10F_11F_11F_REV) internalFormat = _gl.R11F_G11F_B10F;
			}
			if (glFormat === _gl.RGBA) {
				const transfer = forceLinearTransfer ? LinearTransfer : ColorManagement.getTransfer(colorSpace);
				if (glType === _gl.FLOAT) internalFormat = _gl.RGBA32F;
				if (glType === _gl.HALF_FLOAT) internalFormat = _gl.RGBA16F;
				if (glType === _gl.UNSIGNED_BYTE) internalFormat = transfer === "srgb" ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
				if (glType === _gl.UNSIGNED_SHORT && ext_texture_norm16) internalFormat = ext_texture_norm16.RGBA16_EXT;
				if (glType === _gl.SHORT && ext_texture_norm16) internalFormat = ext_texture_norm16.RGBA16_SNORM_EXT;
				if (glType === _gl.UNSIGNED_SHORT_4_4_4_4) internalFormat = _gl.RGBA4;
				if (glType === _gl.UNSIGNED_SHORT_5_5_5_1) internalFormat = _gl.RGB5_A1;
			}
			if (internalFormat === _gl.R16F || internalFormat === _gl.R32F || internalFormat === _gl.RG16F || internalFormat === _gl.RG32F || internalFormat === _gl.RGBA16F || internalFormat === _gl.RGBA32F) extensions.get("EXT_color_buffer_float");
			return internalFormat;
		}
		function getInternalDepthFormat(useStencil, depthType) {
			let glInternalFormat;
			if (useStencil) {
				if (depthType === null || depthType === 1014 || depthType === 1020) glInternalFormat = _gl.DEPTH24_STENCIL8;
				else if (depthType === 1015) glInternalFormat = _gl.DEPTH32F_STENCIL8;
				else if (depthType === 1012) {
					glInternalFormat = _gl.DEPTH24_STENCIL8;
					warn("DepthTexture: 16 bit depth attachment is not supported with stencil. Using 24-bit attachment.");
				}
			} else if (depthType === null || depthType === 1014 || depthType === 1020) glInternalFormat = _gl.DEPTH_COMPONENT24;
			else if (depthType === 1015) glInternalFormat = _gl.DEPTH_COMPONENT32F;
			else if (depthType === 1012) glInternalFormat = _gl.DEPTH_COMPONENT16;
			return glInternalFormat;
		}
		function getMipLevels(texture, image) {
			if (textureNeedsGenerateMipmaps(texture) === true || texture.isFramebufferTexture && texture.minFilter !== 1003 && texture.minFilter !== 1006) return Math.log2(Math.max(image.width, image.height)) + 1;
			else if (texture.mipmaps !== void 0 && texture.mipmaps.length > 0) return texture.mipmaps.length;
			else if (texture.isCompressedTexture && Array.isArray(texture.image)) return image.mipmaps.length;
			else return 1;
		}
		function onTextureDispose(event) {
			const texture = event.target;
			texture.removeEventListener("dispose", onTextureDispose);
			deallocateTexture(texture);
			if (texture.isVideoTexture) _videoTextures.delete(texture);
			if (texture.isHTMLTexture) _htmlTextures.delete(texture);
		}
		function onRenderTargetDispose(event) {
			const renderTarget = event.target;
			renderTarget.removeEventListener("dispose", onRenderTargetDispose);
			deallocateRenderTarget(renderTarget);
		}
		function deallocateTexture(texture) {
			const textureProperties = properties.get(texture);
			if (textureProperties.__webglInit === void 0) return;
			const source = texture.source;
			const webglTextures = _sources.get(source);
			if (webglTextures) {
				const webglTexture = webglTextures[textureProperties.__cacheKey];
				webglTexture.usedTimes--;
				if (webglTexture.usedTimes === 0) deleteTexture(texture);
				if (Object.keys(webglTextures).length === 0) _sources.delete(source);
			}
			properties.remove(texture);
		}
		function deleteTexture(texture) {
			const textureProperties = properties.get(texture);
			_gl.deleteTexture(textureProperties.__webglTexture);
			const source = texture.source;
			const webglTextures = _sources.get(source);
			delete webglTextures[textureProperties.__cacheKey];
			info.memory.textures--;
		}
		function deallocateRenderTarget(renderTarget) {
			const renderTargetProperties = properties.get(renderTarget);
			if (renderTarget.depthTexture) {
				renderTarget.depthTexture.dispose();
				properties.remove(renderTarget.depthTexture);
			}
			if (renderTarget.isWebGLCubeRenderTarget) for (let i = 0; i < 6; i++) {
				if (Array.isArray(renderTargetProperties.__webglFramebuffer[i])) for (let level = 0; level < renderTargetProperties.__webglFramebuffer[i].length; level++) _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i][level]);
				else _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[i]);
				if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer[i]);
			}
			else {
				if (Array.isArray(renderTargetProperties.__webglFramebuffer)) for (let level = 0; level < renderTargetProperties.__webglFramebuffer.length; level++) _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer[level]);
				else _gl.deleteFramebuffer(renderTargetProperties.__webglFramebuffer);
				if (renderTargetProperties.__webglDepthbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthbuffer);
				if (renderTargetProperties.__webglMultisampledFramebuffer) _gl.deleteFramebuffer(renderTargetProperties.__webglMultisampledFramebuffer);
				if (renderTargetProperties.__webglColorRenderbuffer) {
					for (let i = 0; i < renderTargetProperties.__webglColorRenderbuffer.length; i++) if (renderTargetProperties.__webglColorRenderbuffer[i]) _gl.deleteRenderbuffer(renderTargetProperties.__webglColorRenderbuffer[i]);
				}
				if (renderTargetProperties.__webglDepthRenderbuffer) _gl.deleteRenderbuffer(renderTargetProperties.__webglDepthRenderbuffer);
			}
			const textures = renderTarget.textures;
			for (let i = 0, il = textures.length; i < il; i++) {
				const attachmentProperties = properties.get(textures[i]);
				if (attachmentProperties.__webglTexture) {
					_gl.deleteTexture(attachmentProperties.__webglTexture);
					info.memory.textures--;
				}
				properties.remove(textures[i]);
			}
			properties.remove(renderTarget);
		}
		let textureUnits = 0;
		function resetTextureUnits() {
			textureUnits = 0;
		}
		function getTextureUnits() {
			return textureUnits;
		}
		function setTextureUnits(value) {
			textureUnits = value;
		}
		function allocateTextureUnit() {
			const textureUnit = textureUnits;
			if (textureUnit >= capabilities.maxTextures) warn("WebGLTextures: Trying to use " + textureUnit + " texture units while this GPU supports only " + capabilities.maxTextures);
			textureUnits += 1;
			return textureUnit;
		}
		function getTextureCacheKey(texture) {
			const array = [];
			array.push(texture.wrapS);
			array.push(texture.wrapT);
			array.push(texture.wrapR || 0);
			array.push(texture.magFilter);
			array.push(texture.minFilter);
			array.push(texture.anisotropy);
			array.push(texture.internalFormat);
			array.push(texture.format);
			array.push(texture.type);
			array.push(texture.generateMipmaps);
			array.push(texture.premultiplyAlpha);
			array.push(texture.flipY);
			array.push(texture.unpackAlignment);
			array.push(texture.colorSpace);
			return array.join();
		}
		function setTexture2D(texture, slot) {
			const textureProperties = properties.get(texture);
			if (texture.isVideoTexture) updateVideoTexture(texture);
			if (texture.isRenderTargetTexture === false && texture.isExternalTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version) {
				const image = texture.image;
				if (image === null) warn("WebGLRenderer: Texture marked for update but no image data found.");
				else if (image.complete === false) warn("WebGLRenderer: Texture marked for update but image is incomplete");
				else {
					uploadTexture(textureProperties, texture, slot);
					return;
				}
			} else if (texture.isExternalTexture) textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null;
			state.bindTexture(_gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
		}
		function setTexture2DArray(texture, slot) {
			const textureProperties = properties.get(texture);
			if (texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version) {
				uploadTexture(textureProperties, texture, slot);
				return;
			} else if (texture.isExternalTexture) textureProperties.__webglTexture = texture.sourceTexture ? texture.sourceTexture : null;
			state.bindTexture(_gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
		}
		function setTexture3D(texture, slot) {
			const textureProperties = properties.get(texture);
			if (texture.isRenderTargetTexture === false && texture.version > 0 && textureProperties.__version !== texture.version) {
				uploadTexture(textureProperties, texture, slot);
				return;
			}
			state.bindTexture(_gl.TEXTURE_3D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
		}
		function setTextureCube(texture, slot) {
			const textureProperties = properties.get(texture);
			if (texture.isCubeDepthTexture !== true && texture.version > 0 && textureProperties.__version !== texture.version) {
				uploadCubeTexture(textureProperties, texture, slot);
				return;
			}
			state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
		}
		const wrappingToGL = {
			[RepeatWrapping]: _gl.REPEAT,
			[ClampToEdgeWrapping]: _gl.CLAMP_TO_EDGE,
			[MirroredRepeatWrapping]: _gl.MIRRORED_REPEAT
		};
		const filterToGL = {
			[NearestFilter]: _gl.NEAREST,
			[NearestMipmapNearestFilter]: _gl.NEAREST_MIPMAP_NEAREST,
			[NearestMipmapLinearFilter]: _gl.NEAREST_MIPMAP_LINEAR,
			[LinearFilter]: _gl.LINEAR,
			[LinearMipmapNearestFilter]: _gl.LINEAR_MIPMAP_NEAREST,
			[LinearMipmapLinearFilter]: _gl.LINEAR_MIPMAP_LINEAR
		};
		const compareToGL = {
			[512]: _gl.NEVER,
			[519]: _gl.ALWAYS,
			[513]: _gl.LESS,
			[515]: _gl.LEQUAL,
			[514]: _gl.EQUAL,
			[518]: _gl.GEQUAL,
			[516]: _gl.GREATER,
			[517]: _gl.NOTEQUAL
		};
		function setTextureParameters(textureType, texture) {
			if (texture.type === 1015 && extensions.has("OES_texture_float_linear") === false && (texture.magFilter === 1006 || texture.magFilter === 1007 || texture.magFilter === 1005 || texture.magFilter === 1008 || texture.minFilter === 1006 || texture.minFilter === 1007 || texture.minFilter === 1005 || texture.minFilter === 1008)) warn("WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.");
			_gl.texParameteri(textureType, _gl.TEXTURE_WRAP_S, wrappingToGL[texture.wrapS]);
			_gl.texParameteri(textureType, _gl.TEXTURE_WRAP_T, wrappingToGL[texture.wrapT]);
			if (textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY) _gl.texParameteri(textureType, _gl.TEXTURE_WRAP_R, wrappingToGL[texture.wrapR]);
			_gl.texParameteri(textureType, _gl.TEXTURE_MAG_FILTER, filterToGL[texture.magFilter]);
			_gl.texParameteri(textureType, _gl.TEXTURE_MIN_FILTER, filterToGL[texture.minFilter]);
			if (texture.compareFunction) {
				_gl.texParameteri(textureType, _gl.TEXTURE_COMPARE_MODE, _gl.COMPARE_REF_TO_TEXTURE);
				_gl.texParameteri(textureType, _gl.TEXTURE_COMPARE_FUNC, compareToGL[texture.compareFunction]);
			}
			if (extensions.has("EXT_texture_filter_anisotropic") === true) {
				if (texture.magFilter === 1003) return;
				if (texture.minFilter !== 1005 && texture.minFilter !== 1008) return;
				if (texture.type === 1015 && extensions.has("OES_texture_float_linear") === false) return;
				if (texture.anisotropy > 1 || properties.get(texture).__currentAnisotropy) {
					const extension = extensions.get("EXT_texture_filter_anisotropic");
					_gl.texParameterf(textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min(texture.anisotropy, capabilities.getMaxAnisotropy()));
					properties.get(texture).__currentAnisotropy = texture.anisotropy;
				}
			}
		}
		function initTexture(textureProperties, texture) {
			let forceUpload = false;
			if (textureProperties.__webglInit === void 0) {
				textureProperties.__webglInit = true;
				texture.addEventListener("dispose", onTextureDispose);
			}
			const source = texture.source;
			let webglTextures = _sources.get(source);
			if (webglTextures === void 0) {
				webglTextures = {};
				_sources.set(source, webglTextures);
			}
			const textureCacheKey = getTextureCacheKey(texture);
			if (textureCacheKey !== textureProperties.__cacheKey) {
				if (webglTextures[textureCacheKey] === void 0) {
					webglTextures[textureCacheKey] = {
						texture: _gl.createTexture(),
						usedTimes: 0
					};
					info.memory.textures++;
					forceUpload = true;
				}
				webglTextures[textureCacheKey].usedTimes++;
				const webglTexture = webglTextures[textureProperties.__cacheKey];
				if (webglTexture !== void 0) {
					webglTextures[textureProperties.__cacheKey].usedTimes--;
					if (webglTexture.usedTimes === 0) deleteTexture(texture);
				}
				textureProperties.__cacheKey = textureCacheKey;
				textureProperties.__webglTexture = webglTextures[textureCacheKey].texture;
			}
			return forceUpload;
		}
		function getRow(index, rowLength, componentStride) {
			return Math.floor(Math.floor(index / componentStride) / rowLength);
		}
		function updateTexture(texture, image, glFormat, glType) {
			const componentStride = 4;
			const updateRanges = texture.updateRanges;
			if (updateRanges.length === 0) state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data);
			else {
				updateRanges.sort((a, b) => a.start - b.start);
				let mergeIndex = 0;
				for (let i = 1; i < updateRanges.length; i++) {
					const previousRange = updateRanges[mergeIndex];
					const range = updateRanges[i];
					const previousEnd = previousRange.start + previousRange.count;
					const currentRow = getRow(range.start, image.width, componentStride);
					const previousRow = getRow(previousRange.start, image.width, componentStride);
					if (range.start <= previousEnd + 1 && currentRow === previousRow && getRow(range.start + range.count - 1, image.width, componentStride) === currentRow) previousRange.count = Math.max(previousRange.count, range.start + range.count - previousRange.start);
					else {
						++mergeIndex;
						updateRanges[mergeIndex] = range;
					}
				}
				updateRanges.length = mergeIndex + 1;
				const currentUnpackRowLen = state.getParameter(_gl.UNPACK_ROW_LENGTH);
				const currentUnpackSkipPixels = state.getParameter(_gl.UNPACK_SKIP_PIXELS);
				const currentUnpackSkipRows = state.getParameter(_gl.UNPACK_SKIP_ROWS);
				state.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width);
				for (let i = 0, l = updateRanges.length; i < l; i++) {
					const range = updateRanges[i];
					const pixelStart = Math.floor(range.start / componentStride);
					const pixelCount = Math.ceil(range.count / componentStride);
					const x = pixelStart % image.width;
					const y = Math.floor(pixelStart / image.width);
					const width = pixelCount;
					const height = 1;
					state.pixelStorei(_gl.UNPACK_SKIP_PIXELS, x);
					state.pixelStorei(_gl.UNPACK_SKIP_ROWS, y);
					state.texSubImage2D(_gl.TEXTURE_2D, 0, x, y, width, height, glFormat, glType, image.data);
				}
				texture.clearUpdateRanges();
				state.pixelStorei(_gl.UNPACK_ROW_LENGTH, currentUnpackRowLen);
				state.pixelStorei(_gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels);
				state.pixelStorei(_gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows);
			}
		}
		function uploadTexture(textureProperties, texture, slot) {
			let textureType = _gl.TEXTURE_2D;
			if (texture.isDataArrayTexture || texture.isCompressedArrayTexture) textureType = _gl.TEXTURE_2D_ARRAY;
			if (texture.isData3DTexture) textureType = _gl.TEXTURE_3D;
			const forceUpload = initTexture(textureProperties, texture);
			const source = texture.source;
			state.bindTexture(textureType, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
			const sourceProperties = properties.get(source);
			if (source.version !== sourceProperties.__version || forceUpload === true) {
				state.activeTexture(_gl.TEXTURE0 + slot);
				if ((typeof ImageBitmap !== "undefined" && texture.image instanceof ImageBitmap) === false) {
					const workingPrimaries = ColorManagement.getPrimaries(ColorManagement.workingColorSpace);
					const texturePrimaries = texture.colorSpace === "" ? null : ColorManagement.getPrimaries(texture.colorSpace);
					const unpackConversion = texture.colorSpace === "" || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
					state.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
					state.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
					state.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion);
				}
				state.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
				let image = resizeImage(texture.image, false, capabilities.maxTextureSize);
				image = verifyColorSpace(texture, image);
				const glFormat = utils.convert(texture.format, texture.colorSpace);
				const glType = utils.convert(texture.type);
				let glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace, texture.isVideoTexture);
				setTextureParameters(textureType, texture);
				let mipmap;
				const mipmaps = texture.mipmaps;
				const useTexStorage = texture.isVideoTexture !== true;
				const allocateMemory = sourceProperties.__version === void 0 || forceUpload === true;
				const dataReady = source.dataReady;
				const levels = getMipLevels(texture, image);
				if (texture.isDepthTexture) {
					glInternalFormat = getInternalDepthFormat(texture.format === DepthStencilFormat, texture.type);
					if (allocateMemory) if (useTexStorage) state.texStorage2D(_gl.TEXTURE_2D, 1, glInternalFormat, image.width, image.height);
					else state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null);
				} else if (texture.isDataTexture) if (mipmaps.length > 0) {
					if (useTexStorage && allocateMemory) state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);
					for (let i = 0, il = mipmaps.length; i < il; i++) {
						mipmap = mipmaps[i];
						if (useTexStorage) {
							if (dataReady) state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);
						} else state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
					}
					texture.generateMipmaps = false;
				} else if (useTexStorage) {
					if (allocateMemory) state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height);
					if (dataReady) updateTexture(texture, image, glFormat, glType);
				} else state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data);
				else if (texture.isCompressedTexture) if (texture.isCompressedArrayTexture) {
					if (useTexStorage && allocateMemory) state.texStorage3D(_gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height, image.depth);
					for (let i = 0, il = mipmaps.length; i < il; i++) {
						mipmap = mipmaps[i];
						if (texture.format !== 1023) if (glFormat !== null) if (useTexStorage) {
							if (dataReady) if (texture.layerUpdates.size > 0) {
								const layerByteLength = getByteLength(mipmap.width, mipmap.height, texture.format, texture.type);
								for (const layerIndex of texture.layerUpdates) {
									const layerData = mipmap.data.subarray(layerIndex * layerByteLength / mipmap.data.BYTES_PER_ELEMENT, (layerIndex + 1) * layerByteLength / mipmap.data.BYTES_PER_ELEMENT);
									state.compressedTexSubImage3D(_gl.TEXTURE_2D_ARRAY, i, 0, 0, layerIndex, mipmap.width, mipmap.height, 1, glFormat, layerData);
								}
								texture.clearLayerUpdates();
							} else state.compressedTexSubImage3D(_gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data);
						} else state.compressedTexImage3D(_gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0);
						else warn("WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()");
						else if (useTexStorage) {
							if (dataReady) state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, glType, mipmap.data);
						} else state.texImage3D(_gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, glFormat, glType, mipmap.data);
					}
				} else {
					if (useTexStorage && allocateMemory) state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, mipmaps[0].width, mipmaps[0].height);
					for (let i = 0, il = mipmaps.length; i < il; i++) {
						mipmap = mipmaps[i];
						if (texture.format !== 1023) if (glFormat !== null) if (useTexStorage) {
							if (dataReady) state.compressedTexSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data);
						} else state.compressedTexImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
						else warn("WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()");
						else if (useTexStorage) {
							if (dataReady) state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);
						} else state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
					}
				}
				else if (texture.isDataArrayTexture) if (useTexStorage) {
					if (allocateMemory) state.texStorage3D(_gl.TEXTURE_2D_ARRAY, levels, glInternalFormat, image.width, image.height, image.depth);
					if (dataReady) if (texture.layerUpdates.size > 0) {
						const layerByteLength = getByteLength(image.width, image.height, texture.format, texture.type);
						for (const layerIndex of texture.layerUpdates) {
							const layerData = image.data.subarray(layerIndex * layerByteLength / image.data.BYTES_PER_ELEMENT, (layerIndex + 1) * layerByteLength / image.data.BYTES_PER_ELEMENT);
							state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, 0, 0, 0, layerIndex, image.width, image.height, 1, glFormat, glType, layerData);
						}
						texture.clearLayerUpdates();
					} else state.texSubImage3D(_gl.TEXTURE_2D_ARRAY, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data);
				} else state.texImage3D(_gl.TEXTURE_2D_ARRAY, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
				else if (texture.isData3DTexture) if (useTexStorage) {
					if (allocateMemory) state.texStorage3D(_gl.TEXTURE_3D, levels, glInternalFormat, image.width, image.height, image.depth);
					if (dataReady) state.texSubImage3D(_gl.TEXTURE_3D, 0, 0, 0, 0, image.width, image.height, image.depth, glFormat, glType, image.data);
				} else state.texImage3D(_gl.TEXTURE_3D, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data);
				else if (texture.isFramebufferTexture) {
					if (allocateMemory) if (useTexStorage) state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.height);
					else {
						let width = image.width, height = image.height;
						for (let i = 0; i < levels; i++) {
							state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, width, height, 0, glFormat, glType, null);
							width >>= 1;
							height >>= 1;
						}
					}
				} else if (texture.isHTMLTexture) {
					if ("texElementImage2D" in _gl) {
						const canvas = _gl.canvas;
						if (!canvas.hasAttribute("layoutsubtree")) canvas.setAttribute("layoutsubtree", "true");
						if (image.parentNode !== canvas) {
							canvas.appendChild(image);
							_htmlTextures.add(texture);
							canvas.onpaint = (event) => {
								const changed = event.changedElements;
								for (const t of _htmlTextures) if (changed.includes(t.image)) t.needsUpdate = true;
							};
							canvas.requestPaint();
							return;
						}
						if (_gl.texElementImage2D.length === 3) _gl.texElementImage2D(_gl.TEXTURE_2D, _gl.RGBA8, image);
						else {
							const level = 0;
							const internalFormat = _gl.RGBA;
							const srcFormat = _gl.RGBA;
							const srcType = _gl.UNSIGNED_BYTE;
							_gl.texElementImage2D(_gl.TEXTURE_2D, level, internalFormat, srcFormat, srcType, image);
						}
						_gl.texParameteri(_gl.TEXTURE_2D, _gl.TEXTURE_MIN_FILTER, _gl.LINEAR);
						_gl.texParameteri(_gl.TEXTURE_2D, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE);
						_gl.texParameteri(_gl.TEXTURE_2D, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE);
					}
				} else if (mipmaps.length > 0) {
					if (useTexStorage && allocateMemory) {
						const dimensions = getDimensions(mipmaps[0]);
						state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height);
					}
					for (let i = 0, il = mipmaps.length; i < il; i++) {
						mipmap = mipmaps[i];
						if (useTexStorage) {
							if (dataReady) state.texSubImage2D(_gl.TEXTURE_2D, i, 0, 0, glFormat, glType, mipmap);
						} else state.texImage2D(_gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap);
					}
					texture.generateMipmaps = false;
				} else if (useTexStorage) {
					if (allocateMemory) {
						const dimensions = getDimensions(image);
						state.texStorage2D(_gl.TEXTURE_2D, levels, glInternalFormat, dimensions.width, dimensions.height);
					}
					if (dataReady) state.texSubImage2D(_gl.TEXTURE_2D, 0, 0, 0, glFormat, glType, image);
				} else state.texImage2D(_gl.TEXTURE_2D, 0, glInternalFormat, glFormat, glType, image);
				if (textureNeedsGenerateMipmaps(texture)) generateMipmap(textureType);
				sourceProperties.__version = source.version;
				if (texture.onUpdate) texture.onUpdate(texture);
			}
			textureProperties.__version = texture.version;
		}
		function uploadCubeTexture(textureProperties, texture, slot) {
			if (texture.image.length !== 6) return;
			const forceUpload = initTexture(textureProperties, texture);
			const source = texture.source;
			state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture, _gl.TEXTURE0 + slot);
			const sourceProperties = properties.get(source);
			if (source.version !== sourceProperties.__version || forceUpload === true) {
				state.activeTexture(_gl.TEXTURE0 + slot);
				const workingPrimaries = ColorManagement.getPrimaries(ColorManagement.workingColorSpace);
				const texturePrimaries = texture.colorSpace === "" ? null : ColorManagement.getPrimaries(texture.colorSpace);
				const unpackConversion = texture.colorSpace === "" || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;
				state.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, texture.flipY);
				state.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha);
				state.pixelStorei(_gl.UNPACK_ALIGNMENT, texture.unpackAlignment);
				state.pixelStorei(_gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion);
				const isCompressed = texture.isCompressedTexture || texture.image[0].isCompressedTexture;
				const isDataTexture = texture.image[0] && texture.image[0].isDataTexture;
				const cubeImage = [];
				for (let i = 0; i < 6; i++) {
					if (!isCompressed && !isDataTexture) cubeImage[i] = resizeImage(texture.image[i], true, capabilities.maxCubemapSize);
					else cubeImage[i] = isDataTexture ? texture.image[i].image : texture.image[i];
					cubeImage[i] = verifyColorSpace(texture, cubeImage[i]);
				}
				const image = cubeImage[0], glFormat = utils.convert(texture.format, texture.colorSpace), glType = utils.convert(texture.type), glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace);
				const useTexStorage = texture.isVideoTexture !== true;
				const allocateMemory = sourceProperties.__version === void 0 || forceUpload === true;
				const dataReady = source.dataReady;
				let levels = getMipLevels(texture, image);
				setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture);
				let mipmaps;
				if (isCompressed) {
					if (useTexStorage && allocateMemory) state.texStorage2D(_gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, image.width, image.height);
					for (let i = 0; i < 6; i++) {
						mipmaps = cubeImage[i].mipmaps;
						for (let j = 0; j < mipmaps.length; j++) {
							const mipmap = mipmaps[j];
							if (texture.format !== 1023) if (glFormat !== null) if (useTexStorage) {
								if (dataReady) state.compressedTexSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, mipmap.data);
							} else state.compressedTexImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data);
							else warn("WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()");
							else if (useTexStorage) {
								if (dataReady) state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, 0, 0, mipmap.width, mipmap.height, glFormat, glType, mipmap.data);
							} else state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data);
						}
					}
				} else {
					mipmaps = texture.mipmaps;
					if (useTexStorage && allocateMemory) {
						if (mipmaps.length > 0) levels++;
						const dimensions = getDimensions(cubeImage[0]);
						state.texStorage2D(_gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, dimensions.width, dimensions.height);
					}
					for (let i = 0; i < 6; i++) if (isDataTexture) {
						if (useTexStorage) {
							if (dataReady) state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, cubeImage[i].width, cubeImage[i].height, glFormat, glType, cubeImage[i].data);
						} else state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, cubeImage[i].width, cubeImage[i].height, 0, glFormat, glType, cubeImage[i].data);
						for (let j = 0; j < mipmaps.length; j++) {
							const mipmapImage = mipmaps[j].image[i].image;
							if (useTexStorage) {
								if (dataReady) state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, mipmapImage.width, mipmapImage.height, glFormat, glType, mipmapImage.data);
							} else state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, mipmapImage.width, mipmapImage.height, 0, glFormat, glType, mipmapImage.data);
						}
					} else {
						if (useTexStorage) {
							if (dataReady) state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, 0, 0, glFormat, glType, cubeImage[i]);
						} else state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, glFormat, glType, cubeImage[i]);
						for (let j = 0; j < mipmaps.length; j++) {
							const mipmap = mipmaps[j];
							if (useTexStorage) {
								if (dataReady) state.texSubImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, 0, 0, glFormat, glType, mipmap.image[i]);
							} else state.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j + 1, glInternalFormat, glFormat, glType, mipmap.image[i]);
						}
					}
				}
				if (textureNeedsGenerateMipmaps(texture)) generateMipmap(_gl.TEXTURE_CUBE_MAP);
				sourceProperties.__version = source.version;
				if (texture.onUpdate) texture.onUpdate(texture);
			}
			textureProperties.__version = texture.version;
		}
		function setupFrameBufferTexture(framebuffer, renderTarget, texture, attachment, textureTarget, level) {
			const glFormat = utils.convert(texture.format, texture.colorSpace);
			const glType = utils.convert(texture.type);
			const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace);
			const renderTargetProperties = properties.get(renderTarget);
			const textureProperties = properties.get(texture);
			textureProperties.__renderTarget = renderTarget;
			if (!renderTargetProperties.__hasExternalTextures) {
				const width = Math.max(1, renderTarget.width >> level);
				const height = Math.max(1, renderTarget.height >> level);
				if (textureTarget === _gl.TEXTURE_3D || textureTarget === _gl.TEXTURE_2D_ARRAY) state.texImage3D(textureTarget, level, glInternalFormat, width, height, renderTarget.depth, 0, glFormat, glType, null);
				else state.texImage2D(textureTarget, level, glInternalFormat, width, height, 0, glFormat, glType, null);
			}
			state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
			if (useMultisampledRTT(renderTarget)) multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, 0, getRenderTargetSamples(renderTarget));
			else if (textureTarget === _gl.TEXTURE_2D || textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z) _gl.framebufferTexture2D(_gl.FRAMEBUFFER, attachment, textureTarget, textureProperties.__webglTexture, level);
			state.bindFramebuffer(_gl.FRAMEBUFFER, null);
		}
		function setupRenderBufferStorage(renderbuffer, renderTarget, useMultisample) {
			_gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
			if (renderTarget.depthBuffer) {
				const depthTexture = renderTarget.depthTexture;
				const depthType = depthTexture && depthTexture.isDepthTexture ? depthTexture.type : null;
				const glInternalFormat = getInternalDepthFormat(renderTarget.stencilBuffer, depthType);
				const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
				if (useMultisampledRTT(renderTarget)) multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, getRenderTargetSamples(renderTarget), glInternalFormat, renderTarget.width, renderTarget.height);
				else if (useMultisample) _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, getRenderTargetSamples(renderTarget), glInternalFormat, renderTarget.width, renderTarget.height);
				else _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
				_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer);
			} else {
				const textures = renderTarget.textures;
				for (let i = 0; i < textures.length; i++) {
					const texture = textures[i];
					const glFormat = utils.convert(texture.format, texture.colorSpace);
					const glType = utils.convert(texture.type);
					const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace);
					if (useMultisampledRTT(renderTarget)) multisampledRTTExt.renderbufferStorageMultisampleEXT(_gl.RENDERBUFFER, getRenderTargetSamples(renderTarget), glInternalFormat, renderTarget.width, renderTarget.height);
					else if (useMultisample) _gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, getRenderTargetSamples(renderTarget), glInternalFormat, renderTarget.width, renderTarget.height);
					else _gl.renderbufferStorage(_gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height);
				}
			}
			_gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
		}
		function setupDepthTexture(framebuffer, renderTarget, cubeFace) {
			const isCube = renderTarget.isWebGLCubeRenderTarget === true;
			state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
			if (!(renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture)) throw new Error("THREE.WebGLTextures: renderTarget.depthTexture must be an instance of THREE.DepthTexture.");
			const textureProperties = properties.get(renderTarget.depthTexture);
			textureProperties.__renderTarget = renderTarget;
			if (!textureProperties.__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;
			}
			if (isCube) {
				if (textureProperties.__webglInit === void 0) {
					textureProperties.__webglInit = true;
					renderTarget.depthTexture.addEventListener("dispose", onTextureDispose);
				}
				if (textureProperties.__webglTexture === void 0) {
					textureProperties.__webglTexture = _gl.createTexture();
					state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
					setTextureParameters(_gl.TEXTURE_CUBE_MAP, renderTarget.depthTexture);
					const glFormat = utils.convert(renderTarget.depthTexture.format);
					const glType = utils.convert(renderTarget.depthTexture.type);
					let glInternalFormat;
					if (renderTarget.depthTexture.format === 1026) glInternalFormat = _gl.DEPTH_COMPONENT24;
					else if (renderTarget.depthTexture.format === 1027) glInternalFormat = _gl.DEPTH24_STENCIL8;
					for (let i = 0; i < 6; i++) _gl.texImage2D(_gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null);
				}
			} else setTexture2D(renderTarget.depthTexture, 0);
			const webglDepthTexture = textureProperties.__webglTexture;
			const samples = getRenderTargetSamples(renderTarget);
			const glTextureType = isCube ? _gl.TEXTURE_CUBE_MAP_POSITIVE_X + cubeFace : _gl.TEXTURE_2D;
			const glAttachmentType = renderTarget.depthTexture.format === 1027 ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
			if (renderTarget.depthTexture.format === 1026) if (useMultisampledRTT(renderTarget)) multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples);
			else _gl.framebufferTexture2D(_gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0);
			else if (renderTarget.depthTexture.format === 1027) if (useMultisampledRTT(renderTarget)) multisampledRTTExt.framebufferTexture2DMultisampleEXT(_gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0, samples);
			else _gl.framebufferTexture2D(_gl.FRAMEBUFFER, glAttachmentType, glTextureType, webglDepthTexture, 0);
			else throw new Error("THREE.WebGLTextures: Unknown depthTexture format.");
		}
		function setupDepthRenderbuffer(renderTarget) {
			const renderTargetProperties = properties.get(renderTarget);
			const isCube = renderTarget.isWebGLCubeRenderTarget === true;
			if (renderTargetProperties.__boundDepthTexture !== renderTarget.depthTexture) {
				const depthTexture = renderTarget.depthTexture;
				if (renderTargetProperties.__depthDisposeCallback) renderTargetProperties.__depthDisposeCallback();
				if (depthTexture) {
					const disposeEvent = () => {
						delete renderTargetProperties.__boundDepthTexture;
						delete renderTargetProperties.__depthDisposeCallback;
						depthTexture.removeEventListener("dispose", disposeEvent);
					};
					depthTexture.addEventListener("dispose", disposeEvent);
					renderTargetProperties.__depthDisposeCallback = disposeEvent;
				}
				renderTargetProperties.__boundDepthTexture = depthTexture;
			}
			if (renderTarget.depthTexture && !renderTargetProperties.__autoAllocateDepthBuffer) if (isCube) for (let i = 0; i < 6; i++) setupDepthTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, i);
			else {
				const mipmaps = renderTarget.texture.mipmaps;
				if (mipmaps && mipmaps.length > 0) setupDepthTexture(renderTargetProperties.__webglFramebuffer[0], renderTarget, 0);
				else setupDepthTexture(renderTargetProperties.__webglFramebuffer, renderTarget, 0);
			}
			else if (isCube) {
				renderTargetProperties.__webglDepthbuffer = [];
				for (let i = 0; i < 6; i++) {
					state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[i]);
					if (renderTargetProperties.__webglDepthbuffer[i] === void 0) {
						renderTargetProperties.__webglDepthbuffer[i] = _gl.createRenderbuffer();
						setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer[i], renderTarget, false);
					} else {
						const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
						const renderbuffer = renderTargetProperties.__webglDepthbuffer[i];
						_gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
						_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer);
					}
				}
			} else {
				const mipmaps = renderTarget.texture.mipmaps;
				if (mipmaps && mipmaps.length > 0) state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[0]);
				else state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
				if (renderTargetProperties.__webglDepthbuffer === void 0) {
					renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
					setupRenderBufferStorage(renderTargetProperties.__webglDepthbuffer, renderTarget, false);
				} else {
					const glAttachmentType = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
					const renderbuffer = renderTargetProperties.__webglDepthbuffer;
					_gl.bindRenderbuffer(_gl.RENDERBUFFER, renderbuffer);
					_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, glAttachmentType, _gl.RENDERBUFFER, renderbuffer);
				}
			}
			state.bindFramebuffer(_gl.FRAMEBUFFER, null);
		}
		function rebindTextures(renderTarget, colorTexture, depthTexture) {
			const renderTargetProperties = properties.get(renderTarget);
			if (colorTexture !== void 0) setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0);
			if (depthTexture !== void 0) setupDepthRenderbuffer(renderTarget);
		}
		function setupRenderTarget(renderTarget) {
			const texture = renderTarget.texture;
			const renderTargetProperties = properties.get(renderTarget);
			const textureProperties = properties.get(texture);
			renderTarget.addEventListener("dispose", onRenderTargetDispose);
			const textures = renderTarget.textures;
			const isCube = renderTarget.isWebGLCubeRenderTarget === true;
			const isMultipleRenderTargets = textures.length > 1;
			if (!isMultipleRenderTargets) {
				if (textureProperties.__webglTexture === void 0) textureProperties.__webglTexture = _gl.createTexture();
				textureProperties.__version = texture.version;
				info.memory.textures++;
			}
			if (isCube) {
				renderTargetProperties.__webglFramebuffer = [];
				for (let i = 0; i < 6; i++) if (texture.mipmaps && texture.mipmaps.length > 0) {
					renderTargetProperties.__webglFramebuffer[i] = [];
					for (let level = 0; level < texture.mipmaps.length; level++) renderTargetProperties.__webglFramebuffer[i][level] = _gl.createFramebuffer();
				} else renderTargetProperties.__webglFramebuffer[i] = _gl.createFramebuffer();
			} else {
				if (texture.mipmaps && texture.mipmaps.length > 0) {
					renderTargetProperties.__webglFramebuffer = [];
					for (let level = 0; level < texture.mipmaps.length; level++) renderTargetProperties.__webglFramebuffer[level] = _gl.createFramebuffer();
				} else renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
				if (isMultipleRenderTargets) for (let i = 0, il = textures.length; i < il; i++) {
					const attachmentProperties = properties.get(textures[i]);
					if (attachmentProperties.__webglTexture === void 0) {
						attachmentProperties.__webglTexture = _gl.createTexture();
						info.memory.textures++;
					}
				}
				if (renderTarget.samples > 0 && useMultisampledRTT(renderTarget) === false) {
					renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
					renderTargetProperties.__webglColorRenderbuffer = [];
					state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
					for (let i = 0; i < textures.length; i++) {
						const texture = textures[i];
						renderTargetProperties.__webglColorRenderbuffer[i] = _gl.createRenderbuffer();
						_gl.bindRenderbuffer(_gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]);
						const glFormat = utils.convert(texture.format, texture.colorSpace);
						const glType = utils.convert(texture.type);
						const glInternalFormat = getInternalFormat(texture.internalFormat, glFormat, glType, texture.normalized, texture.colorSpace, renderTarget.isXRRenderTarget === true);
						const samples = getRenderTargetSamples(renderTarget);
						_gl.renderbufferStorageMultisample(_gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height);
						_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]);
					}
					_gl.bindRenderbuffer(_gl.RENDERBUFFER, null);
					if (renderTarget.depthBuffer) {
						renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
						setupRenderBufferStorage(renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true);
					}
					state.bindFramebuffer(_gl.FRAMEBUFFER, null);
				}
			}
			if (isCube) {
				state.bindTexture(_gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture);
				setTextureParameters(_gl.TEXTURE_CUBE_MAP, texture);
				for (let i = 0; i < 6; i++) if (texture.mipmaps && texture.mipmaps.length > 0) for (let level = 0; level < texture.mipmaps.length; level++) setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i][level], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, level);
				else setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[i], renderTarget, texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0);
				if (textureNeedsGenerateMipmaps(texture)) generateMipmap(_gl.TEXTURE_CUBE_MAP);
				state.unbindTexture();
			} else if (isMultipleRenderTargets) {
				for (let i = 0, il = textures.length; i < il; i++) {
					const attachment = textures[i];
					const attachmentProperties = properties.get(attachment);
					let glTextureType = _gl.TEXTURE_2D;
					if (renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget) glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
					state.bindTexture(glTextureType, attachmentProperties.__webglTexture);
					setTextureParameters(glTextureType, attachment);
					setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, glTextureType, 0);
					if (textureNeedsGenerateMipmaps(attachment)) generateMipmap(glTextureType);
				}
				state.unbindTexture();
			} else {
				let glTextureType = _gl.TEXTURE_2D;
				if (renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget) glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;
				state.bindTexture(glTextureType, textureProperties.__webglTexture);
				setTextureParameters(glTextureType, texture);
				if (texture.mipmaps && texture.mipmaps.length > 0) for (let level = 0; level < texture.mipmaps.length; level++) setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer[level], renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, level);
				else setupFrameBufferTexture(renderTargetProperties.__webglFramebuffer, renderTarget, texture, _gl.COLOR_ATTACHMENT0, glTextureType, 0);
				if (textureNeedsGenerateMipmaps(texture)) generateMipmap(glTextureType);
				state.unbindTexture();
			}
			if (renderTarget.depthBuffer) setupDepthRenderbuffer(renderTarget);
		}
		function updateRenderTargetMipmap(renderTarget) {
			const textures = renderTarget.textures;
			for (let i = 0, il = textures.length; i < il; i++) {
				const texture = textures[i];
				if (textureNeedsGenerateMipmaps(texture)) {
					const targetType = getTargetType(renderTarget);
					const webglTexture = properties.get(texture).__webglTexture;
					state.bindTexture(targetType, webglTexture);
					generateMipmap(targetType);
					state.unbindTexture();
				}
			}
		}
		const invalidationArrayRead = [];
		const invalidationArrayDraw = [];
		function updateMultisampleRenderTarget(renderTarget) {
			if (renderTarget.samples > 0) {
				if (useMultisampledRTT(renderTarget) === false) {
					const textures = renderTarget.textures;
					const width = renderTarget.width;
					const height = renderTarget.height;
					let mask = _gl.COLOR_BUFFER_BIT;
					const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
					const renderTargetProperties = properties.get(renderTarget);
					const isMultipleRenderTargets = textures.length > 1;
					if (isMultipleRenderTargets) for (let i = 0; i < textures.length; i++) {
						state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
						_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, null);
						state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
						_gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, null, 0);
					}
					state.bindFramebuffer(_gl.READ_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
					const mipmaps = renderTarget.texture.mipmaps;
					if (mipmaps && mipmaps.length > 0) state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[0]);
					else state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
					for (let i = 0; i < textures.length; i++) {
						if (renderTarget.resolveDepthBuffer) {
							if (renderTarget.depthBuffer) mask |= _gl.DEPTH_BUFFER_BIT;
							if (renderTarget.stencilBuffer && renderTarget.resolveStencilBuffer) mask |= _gl.STENCIL_BUFFER_BIT;
						}
						if (isMultipleRenderTargets) {
							_gl.framebufferRenderbuffer(_gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]);
							const webglTexture = properties.get(textures[i]).__webglTexture;
							_gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, webglTexture, 0);
						}
						_gl.blitFramebuffer(0, 0, width, height, 0, 0, width, height, mask, _gl.NEAREST);
						if (supportsInvalidateFramebuffer === true) {
							invalidationArrayRead.length = 0;
							invalidationArrayDraw.length = 0;
							invalidationArrayRead.push(_gl.COLOR_ATTACHMENT0 + i);
							if (renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false) {
								invalidationArrayRead.push(depthStyle);
								invalidationArrayDraw.push(depthStyle);
								_gl.invalidateFramebuffer(_gl.DRAW_FRAMEBUFFER, invalidationArrayDraw);
							}
							_gl.invalidateFramebuffer(_gl.READ_FRAMEBUFFER, invalidationArrayRead);
						}
					}
					state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
					state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, null);
					if (isMultipleRenderTargets) for (let i = 0; i < textures.length; i++) {
						state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
						_gl.framebufferRenderbuffer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[i]);
						const webglTexture = properties.get(textures[i]).__webglTexture;
						state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
						_gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, webglTexture, 0);
					}
					state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglMultisampledFramebuffer);
				} else if (renderTarget.depthBuffer && renderTarget.resolveDepthBuffer === false && supportsInvalidateFramebuffer) {
					const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
					_gl.invalidateFramebuffer(_gl.DRAW_FRAMEBUFFER, [depthStyle]);
				}
			}
		}
		function getRenderTargetSamples(renderTarget) {
			return Math.min(capabilities.maxSamples, renderTarget.samples);
		}
		function useMultisampledRTT(renderTarget) {
			const renderTargetProperties = properties.get(renderTarget);
			return renderTarget.samples > 0 && extensions.has("WEBGL_multisampled_render_to_texture") === true && renderTargetProperties.__useRenderToTexture !== false;
		}
		function updateVideoTexture(texture) {
			const frame = info.render.frame;
			if (_videoTextures.get(texture) !== frame) {
				_videoTextures.set(texture, frame);
				texture.update();
			}
		}
		function verifyColorSpace(texture, image) {
			const colorSpace = texture.colorSpace;
			const format = texture.format;
			const type = texture.type;
			if (texture.isCompressedTexture === true || texture.isVideoTexture === true) return image;
			if (colorSpace !== "srgb-linear" && colorSpace !== "") if (ColorManagement.getTransfer(colorSpace) === "srgb") {
				if (format !== 1023 || type !== 1009) warn("WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.");
			} else error("WebGLTextures: Unsupported texture color space:", colorSpace);
			return image;
		}
		function getDimensions(image) {
			if (typeof HTMLImageElement !== "undefined" && image instanceof HTMLImageElement) {
				_imageDimensions.width = image.naturalWidth || image.width;
				_imageDimensions.height = image.naturalHeight || image.height;
			} else if (typeof VideoFrame !== "undefined" && image instanceof VideoFrame) {
				_imageDimensions.width = image.displayWidth;
				_imageDimensions.height = image.displayHeight;
			} else {
				_imageDimensions.width = image.width;
				_imageDimensions.height = image.height;
			}
			return _imageDimensions;
		}
		this.allocateTextureUnit = allocateTextureUnit;
		this.resetTextureUnits = resetTextureUnits;
		this.getTextureUnits = getTextureUnits;
		this.setTextureUnits = setTextureUnits;
		this.setTexture2D = setTexture2D;
		this.setTexture2DArray = setTexture2DArray;
		this.setTexture3D = setTexture3D;
		this.setTextureCube = setTextureCube;
		this.rebindTextures = rebindTextures;
		this.setupRenderTarget = setupRenderTarget;
		this.updateRenderTargetMipmap = updateRenderTargetMipmap;
		this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
		this.setupDepthRenderbuffer = setupDepthRenderbuffer;
		this.setupFrameBufferTexture = setupFrameBufferTexture;
		this.useMultisampledRTT = useMultisampledRTT;
		this.isReversedDepthBuffer = function() {
			return state.buffers.depth.getReversed();
		};
	}
	function WebGLUtils(gl, extensions) {
		function convert(p, colorSpace = "") {
			let extension;
			const transfer = ColorManagement.getTransfer(colorSpace);
			if (p === 1009) return gl.UNSIGNED_BYTE;
			if (p === 1017) return gl.UNSIGNED_SHORT_4_4_4_4;
			if (p === 1018) return gl.UNSIGNED_SHORT_5_5_5_1;
			if (p === 35902) return gl.UNSIGNED_INT_5_9_9_9_REV;
			if (p === 35899) return gl.UNSIGNED_INT_10F_11F_11F_REV;
			if (p === 1010) return gl.BYTE;
			if (p === 1011) return gl.SHORT;
			if (p === 1012) return gl.UNSIGNED_SHORT;
			if (p === 1013) return gl.INT;
			if (p === 1014) return gl.UNSIGNED_INT;
			if (p === 1015) return gl.FLOAT;
			if (p === 1016) return gl.HALF_FLOAT;
			if (p === 1021) return gl.ALPHA;
			if (p === 1022) return gl.RGB;
			if (p === 1023) return gl.RGBA;
			if (p === 1026) return gl.DEPTH_COMPONENT;
			if (p === 1027) return gl.DEPTH_STENCIL;
			if (p === 1028) return gl.RED;
			if (p === 1029) return gl.RED_INTEGER;
			if (p === 1030) return gl.RG;
			if (p === 1031) return gl.RG_INTEGER;
			if (p === 1033) return gl.RGBA_INTEGER;
			if (p === 33776 || p === 33777 || p === 33778 || p === 33779) if (transfer === "srgb") {
				extension = extensions.get("WEBGL_compressed_texture_s3tc_srgb");
				if (extension !== null) {
					if (p === 33776) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
					if (p === 33777) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
					if (p === 33778) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
					if (p === 33779) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
				} else return null;
			} else {
				extension = extensions.get("WEBGL_compressed_texture_s3tc");
				if (extension !== null) {
					if (p === 33776) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
					if (p === 33777) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
					if (p === 33778) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
					if (p === 33779) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;
				} else return null;
			}
			if (p === 35840 || p === 35841 || p === 35842 || p === 35843) {
				extension = extensions.get("WEBGL_compressed_texture_pvrtc");
				if (extension !== null) {
					if (p === 35840) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
					if (p === 35841) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
					if (p === 35842) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
					if (p === 35843) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;
				} else return null;
			}
			if (p === 36196 || p === 37492 || p === 37496 || p === 37488 || p === 37489 || p === 37490 || p === 37491) {
				extension = extensions.get("WEBGL_compressed_texture_etc");
				if (extension !== null) {
					if (p === 36196 || p === 37492) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
					if (p === 37496) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;
					if (p === 37488) return extension.COMPRESSED_R11_EAC;
					if (p === 37489) return extension.COMPRESSED_SIGNED_R11_EAC;
					if (p === 37490) return extension.COMPRESSED_RG11_EAC;
					if (p === 37491) return extension.COMPRESSED_SIGNED_RG11_EAC;
				} else return null;
			}
			if (p === 37808 || p === 37809 || p === 37810 || p === 37811 || p === 37812 || p === 37813 || p === 37814 || p === 37815 || p === 37816 || p === 37817 || p === 37818 || p === 37819 || p === 37820 || p === 37821) {
				extension = extensions.get("WEBGL_compressed_texture_astc");
				if (extension !== null) {
					if (p === 37808) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
					if (p === 37809) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
					if (p === 37810) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
					if (p === 37811) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
					if (p === 37812) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
					if (p === 37813) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
					if (p === 37814) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
					if (p === 37815) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
					if (p === 37816) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
					if (p === 37817) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
					if (p === 37818) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
					if (p === 37819) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
					if (p === 37820) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
					if (p === 37821) return transfer === "srgb" ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;
				} else return null;
			}
			if (p === 36492 || p === 36494 || p === 36495) {
				extension = extensions.get("EXT_texture_compression_bptc");
				if (extension !== null) {
					if (p === 36492) return transfer === "srgb" ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
					if (p === 36494) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
					if (p === 36495) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;
				} else return null;
			}
			if (p === 36283 || p === 36284 || p === 36285 || p === 36286) {
				extension = extensions.get("EXT_texture_compression_rgtc");
				if (extension !== null) {
					if (p === 36283) return extension.COMPRESSED_RED_RGTC1_EXT;
					if (p === 36284) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
					if (p === 36285) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
					if (p === 36286) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;
				} else return null;
			}
			if (p === 1020) return gl.UNSIGNED_INT_24_8;
			return gl[p] !== void 0 ? gl[p] : null;
		}
		return { convert };
	}
	function WebGLMaterials(renderer, properties) {
		function refreshTransformUniform(map, uniform) {
			if (map.matrixAutoUpdate === true) map.updateMatrix();
			uniform.value.copy(map.matrix);
		}
		function refreshFogUniforms(uniforms, fog) {
			fog.color.getRGB(uniforms.fogColor.value, getUnlitUniformColorSpace(renderer));
			if (fog.isFog) {
				uniforms.fogNear.value = fog.near;
				uniforms.fogFar.value = fog.far;
			} else if (fog.isFogExp2) uniforms.fogDensity.value = fog.density;
		}
		function refreshMaterialUniforms(uniforms, material, pixelRatio, height, transmissionRenderTarget) {
			if (material.isNodeMaterial) material.uniformsNeedUpdate = false;
			else if (material.isMeshBasicMaterial) refreshUniformsCommon(uniforms, material);
			else if (material.isMeshLambertMaterial) {
				refreshUniformsCommon(uniforms, material);
				if (material.envMap) uniforms.envMapIntensity.value = material.envMapIntensity;
			} else if (material.isMeshToonMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsToon(uniforms, material);
			} else if (material.isMeshPhongMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsPhong(uniforms, material);
				if (material.envMap) uniforms.envMapIntensity.value = material.envMapIntensity;
			} else if (material.isMeshStandardMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsStandard(uniforms, material);
				if (material.isMeshPhysicalMaterial) refreshUniformsPhysical(uniforms, material, transmissionRenderTarget);
			} else if (material.isMeshMatcapMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsMatcap(uniforms, material);
			} else if (material.isMeshDepthMaterial) refreshUniformsCommon(uniforms, material);
			else if (material.isMeshDistanceMaterial) {
				refreshUniformsCommon(uniforms, material);
				refreshUniformsDistance(uniforms, material);
			} else if (material.isMeshNormalMaterial) refreshUniformsCommon(uniforms, material);
			else if (material.isLineBasicMaterial) {
				refreshUniformsLine(uniforms, material);
				if (material.isLineDashedMaterial) refreshUniformsDash(uniforms, material);
			} else if (material.isPointsMaterial) refreshUniformsPoints(uniforms, material, pixelRatio, height);
			else if (material.isSpriteMaterial) refreshUniformsSprites(uniforms, material);
			else if (material.isShadowMaterial) {
				uniforms.color.value.copy(material.color);
				uniforms.opacity.value = material.opacity;
			} else if (material.isShaderMaterial) material.uniformsNeedUpdate = false;
		}
		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;
				refreshTransformUniform(material.map, uniforms.mapTransform);
			}
			if (material.alphaMap) {
				uniforms.alphaMap.value = material.alphaMap;
				refreshTransformUniform(material.alphaMap, uniforms.alphaMapTransform);
			}
			if (material.bumpMap) {
				uniforms.bumpMap.value = material.bumpMap;
				refreshTransformUniform(material.bumpMap, uniforms.bumpMapTransform);
				uniforms.bumpScale.value = material.bumpScale;
				if (material.side === 1) uniforms.bumpScale.value *= -1;
			}
			if (material.normalMap) {
				uniforms.normalMap.value = material.normalMap;
				refreshTransformUniform(material.normalMap, uniforms.normalMapTransform);
				uniforms.normalScale.value.copy(material.normalScale);
				if (material.side === 1) uniforms.normalScale.value.negate();
			}
			if (material.displacementMap) {
				uniforms.displacementMap.value = material.displacementMap;
				refreshTransformUniform(material.displacementMap, uniforms.displacementMapTransform);
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;
			}
			if (material.emissiveMap) {
				uniforms.emissiveMap.value = material.emissiveMap;
				refreshTransformUniform(material.emissiveMap, uniforms.emissiveMapTransform);
			}
			if (material.specularMap) {
				uniforms.specularMap.value = material.specularMap;
				refreshTransformUniform(material.specularMap, uniforms.specularMapTransform);
			}
			if (material.alphaTest > 0) uniforms.alphaTest.value = material.alphaTest;
			const materialProperties = properties.get(material);
			const envMap = materialProperties.envMap;
			const envMapRotation = materialProperties.envMapRotation;
			if (envMap) {
				uniforms.envMap.value = envMap;
				uniforms.envMapRotation.value.setFromMatrix4(_m1.makeRotationFromEuler(envMapRotation)).transpose();
				if (envMap.isCubeTexture && envMap.isRenderTargetTexture === false) uniforms.envMapRotation.value.premultiply(_m);
				uniforms.reflectivity.value = material.reflectivity;
				uniforms.ior.value = material.ior;
				uniforms.refractionRatio.value = material.refractionRatio;
			}
			if (material.lightMap) {
				uniforms.lightMap.value = material.lightMap;
				uniforms.lightMapIntensity.value = material.lightMapIntensity;
				refreshTransformUniform(material.lightMap, uniforms.lightMapTransform);
			}
			if (material.aoMap) {
				uniforms.aoMap.value = material.aoMap;
				uniforms.aoMapIntensity.value = material.aoMapIntensity;
				refreshTransformUniform(material.aoMap, uniforms.aoMapTransform);
			}
		}
		function refreshUniformsLine(uniforms, material) {
			uniforms.diffuse.value.copy(material.color);
			uniforms.opacity.value = material.opacity;
			if (material.map) {
				uniforms.map.value = material.map;
				refreshTransformUniform(material.map, uniforms.mapTransform);
			}
		}
		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, pixelRatio, height) {
			uniforms.diffuse.value.copy(material.color);
			uniforms.opacity.value = material.opacity;
			uniforms.size.value = material.size * pixelRatio;
			uniforms.scale.value = height * .5;
			if (material.map) {
				uniforms.map.value = material.map;
				refreshTransformUniform(material.map, uniforms.uvTransform);
			}
			if (material.alphaMap) {
				uniforms.alphaMap.value = material.alphaMap;
				refreshTransformUniform(material.alphaMap, uniforms.alphaMapTransform);
			}
			if (material.alphaTest > 0) uniforms.alphaTest.value = material.alphaTest;
		}
		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;
				refreshTransformUniform(material.map, uniforms.mapTransform);
			}
			if (material.alphaMap) {
				uniforms.alphaMap.value = material.alphaMap;
				refreshTransformUniform(material.alphaMap, uniforms.alphaMapTransform);
			}
			if (material.alphaTest > 0) uniforms.alphaTest.value = material.alphaTest;
		}
		function refreshUniformsPhong(uniforms, material) {
			uniforms.specular.value.copy(material.specular);
			uniforms.shininess.value = Math.max(material.shininess, 1e-4);
		}
		function refreshUniformsToon(uniforms, material) {
			if (material.gradientMap) uniforms.gradientMap.value = material.gradientMap;
		}
		function refreshUniformsStandard(uniforms, material) {
			uniforms.metalness.value = material.metalness;
			if (material.metalnessMap) {
				uniforms.metalnessMap.value = material.metalnessMap;
				refreshTransformUniform(material.metalnessMap, uniforms.metalnessMapTransform);
			}
			uniforms.roughness.value = material.roughness;
			if (material.roughnessMap) {
				uniforms.roughnessMap.value = material.roughnessMap;
				refreshTransformUniform(material.roughnessMap, uniforms.roughnessMapTransform);
			}
			if (material.envMap) uniforms.envMapIntensity.value = material.envMapIntensity;
		}
		function refreshUniformsPhysical(uniforms, material, transmissionRenderTarget) {
			uniforms.ior.value = material.ior;
			if (material.sheen > 0) {
				uniforms.sheenColor.value.copy(material.sheenColor).multiplyScalar(material.sheen);
				uniforms.sheenRoughness.value = material.sheenRoughness;
				if (material.sheenColorMap) {
					uniforms.sheenColorMap.value = material.sheenColorMap;
					refreshTransformUniform(material.sheenColorMap, uniforms.sheenColorMapTransform);
				}
				if (material.sheenRoughnessMap) {
					uniforms.sheenRoughnessMap.value = material.sheenRoughnessMap;
					refreshTransformUniform(material.sheenRoughnessMap, uniforms.sheenRoughnessMapTransform);
				}
			}
			if (material.clearcoat > 0) {
				uniforms.clearcoat.value = material.clearcoat;
				uniforms.clearcoatRoughness.value = material.clearcoatRoughness;
				if (material.clearcoatMap) {
					uniforms.clearcoatMap.value = material.clearcoatMap;
					refreshTransformUniform(material.clearcoatMap, uniforms.clearcoatMapTransform);
				}
				if (material.clearcoatRoughnessMap) {
					uniforms.clearcoatRoughnessMap.value = material.clearcoatRoughnessMap;
					refreshTransformUniform(material.clearcoatRoughnessMap, uniforms.clearcoatRoughnessMapTransform);
				}
				if (material.clearcoatNormalMap) {
					uniforms.clearcoatNormalMap.value = material.clearcoatNormalMap;
					refreshTransformUniform(material.clearcoatNormalMap, uniforms.clearcoatNormalMapTransform);
					uniforms.clearcoatNormalScale.value.copy(material.clearcoatNormalScale);
					if (material.side === 1) uniforms.clearcoatNormalScale.value.negate();
				}
			}
			if (material.dispersion > 0) uniforms.dispersion.value = material.dispersion;
			if (material.iridescence > 0) {
				uniforms.iridescence.value = material.iridescence;
				uniforms.iridescenceIOR.value = material.iridescenceIOR;
				uniforms.iridescenceThicknessMinimum.value = material.iridescenceThicknessRange[0];
				uniforms.iridescenceThicknessMaximum.value = material.iridescenceThicknessRange[1];
				if (material.iridescenceMap) {
					uniforms.iridescenceMap.value = material.iridescenceMap;
					refreshTransformUniform(material.iridescenceMap, uniforms.iridescenceMapTransform);
				}
				if (material.iridescenceThicknessMap) {
					uniforms.iridescenceThicknessMap.value = material.iridescenceThicknessMap;
					refreshTransformUniform(material.iridescenceThicknessMap, uniforms.iridescenceThicknessMapTransform);
				}
			}
			if (material.transmission > 0) {
				uniforms.transmission.value = material.transmission;
				uniforms.transmissionSamplerMap.value = transmissionRenderTarget.texture;
				uniforms.transmissionSamplerSize.value.set(transmissionRenderTarget.width, transmissionRenderTarget.height);
				if (material.transmissionMap) {
					uniforms.transmissionMap.value = material.transmissionMap;
					refreshTransformUniform(material.transmissionMap, uniforms.transmissionMapTransform);
				}
				uniforms.thickness.value = material.thickness;
				if (material.thicknessMap) {
					uniforms.thicknessMap.value = material.thicknessMap;
					refreshTransformUniform(material.thicknessMap, uniforms.thicknessMapTransform);
				}
				uniforms.attenuationDistance.value = material.attenuationDistance;
				uniforms.attenuationColor.value.copy(material.attenuationColor);
			}
			if (material.anisotropy > 0) {
				uniforms.anisotropyVector.value.set(material.anisotropy * Math.cos(material.anisotropyRotation), material.anisotropy * Math.sin(material.anisotropyRotation));
				if (material.anisotropyMap) {
					uniforms.anisotropyMap.value = material.anisotropyMap;
					refreshTransformUniform(material.anisotropyMap, uniforms.anisotropyMapTransform);
				}
			}
			uniforms.specularIntensity.value = material.specularIntensity;
			uniforms.specularColor.value.copy(material.specularColor);
			if (material.specularColorMap) {
				uniforms.specularColorMap.value = material.specularColorMap;
				refreshTransformUniform(material.specularColorMap, uniforms.specularColorMapTransform);
			}
			if (material.specularIntensityMap) {
				uniforms.specularIntensityMap.value = material.specularIntensityMap;
				refreshTransformUniform(material.specularIntensityMap, uniforms.specularIntensityMapTransform);
			}
		}
		function refreshUniformsMatcap(uniforms, material) {
			if (material.matcap) uniforms.matcap.value = material.matcap;
		}
		function refreshUniformsDistance(uniforms, material) {
			const light = properties.get(material).light;
			uniforms.referencePosition.value.setFromMatrixPosition(light.matrixWorld);
			uniforms.nearDistance.value = light.shadow.camera.near;
			uniforms.farDistance.value = light.shadow.camera.far;
		}
		return {
			refreshFogUniforms,
			refreshMaterialUniforms
		};
	}
	function WebGLUniformsGroups(gl, info, capabilities, state) {
		let buffers = {};
		let updateList = {};
		let allocatedBindingPoints = [];
		const maxBindingPoints = gl.getParameter(gl.MAX_UNIFORM_BUFFER_BINDINGS);
		function bind(uniformsGroup, program) {
			const webglProgram = program.program;
			state.uniformBlockBinding(uniformsGroup, webglProgram);
		}
		function update(uniformsGroup, program) {
			let buffer = buffers[uniformsGroup.id];
			if (buffer === void 0) {
				prepareUniformsGroup(uniformsGroup);
				buffer = createBuffer(uniformsGroup);
				buffers[uniformsGroup.id] = buffer;
				uniformsGroup.addEventListener("dispose", onUniformsGroupsDispose);
			}
			const webglProgram = program.program;
			state.updateUBOMapping(uniformsGroup, webglProgram);
			const frame = info.render.frame;
			if (updateList[uniformsGroup.id] !== frame) {
				updateBufferData(uniformsGroup);
				updateList[uniformsGroup.id] = frame;
			}
		}
		function createBuffer(uniformsGroup) {
			const bindingPointIndex = allocateBindingPointIndex();
			uniformsGroup.__bindingPointIndex = bindingPointIndex;
			const buffer = gl.createBuffer();
			const size = uniformsGroup.__size;
			const usage = uniformsGroup.usage;
			gl.bindBuffer(gl.UNIFORM_BUFFER, buffer);
			gl.bufferData(gl.UNIFORM_BUFFER, size, usage);
			gl.bindBuffer(gl.UNIFORM_BUFFER, null);
			gl.bindBufferBase(gl.UNIFORM_BUFFER, bindingPointIndex, buffer);
			return buffer;
		}
		function allocateBindingPointIndex() {
			for (let i = 0; i < maxBindingPoints; i++) if (allocatedBindingPoints.indexOf(i) === -1) {
				allocatedBindingPoints.push(i);
				return i;
			}
			error("WebGLRenderer: Maximum number of simultaneously usable uniforms groups reached.");
			return 0;
		}
		function updateBufferData(uniformsGroup) {
			const buffer = buffers[uniformsGroup.id];
			const uniforms = uniformsGroup.uniforms;
			const cache = uniformsGroup.__cache;
			gl.bindBuffer(gl.UNIFORM_BUFFER, buffer);
			for (let i = 0, il = uniforms.length; i < il; i++) {
				const uniformItem = uniforms[i];
				if (Array.isArray(uniformItem)) for (let j = 0, jl = uniformItem.length; j < jl; j++) updateUniform(uniformItem[j], i, j, cache);
				else updateUniform(uniformItem, i, 0, cache);
			}
			gl.bindBuffer(gl.UNIFORM_BUFFER, null);
		}
		function updateUniform(uniform, index, indexArray, cache) {
			if (hasUniformChanged(uniform, index, indexArray, cache) === true) {
				const offset = uniform.__offset;
				const value = uniform.value;
				if (Array.isArray(value)) {
					let arrayOffset = 0;
					for (let k = 0; k < value.length; k++) {
						const val = value[k];
						const info = getUniformSize(val);
						writeUniformValue(val, uniform.__data, arrayOffset);
						if (typeof val !== "number" && typeof val !== "boolean" && !val.isMatrix3 && !ArrayBuffer.isView(val)) arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;
					}
				} else writeUniformValue(value, uniform.__data, 0);
				gl.bufferSubData(gl.UNIFORM_BUFFER, offset, uniform.__data);
			}
		}
		function writeUniformValue(value, data, offset) {
			if (typeof value === "number" || typeof value === "boolean") data[0] = value;
			else if (value.isMatrix3) {
				data[0] = value.elements[0];
				data[1] = value.elements[1];
				data[2] = value.elements[2];
				data[3] = 0;
				data[4] = value.elements[3];
				data[5] = value.elements[4];
				data[6] = value.elements[5];
				data[7] = 0;
				data[8] = value.elements[6];
				data[9] = value.elements[7];
				data[10] = value.elements[8];
				data[11] = 0;
			} else if (ArrayBuffer.isView(value)) data.set(new value.constructor(value.buffer, value.byteOffset, data.length));
			else value.toArray(data, offset);
		}
		function hasUniformChanged(uniform, index, indexArray, cache) {
			const value = uniform.value;
			const indexString = index + "_" + indexArray;
			if (cache[indexString] === void 0) {
				if (typeof value === "number" || typeof value === "boolean") cache[indexString] = value;
				else if (ArrayBuffer.isView(value)) cache[indexString] = value.slice();
				else cache[indexString] = value.clone();
				return true;
			} else {
				const cachedObject = cache[indexString];
				if (typeof value === "number" || typeof value === "boolean") {
					if (cachedObject !== value) {
						cache[indexString] = value;
						return true;
					}
				} else if (ArrayBuffer.isView(value)) return true;
				else if (cachedObject.equals(value) === false) {
					cachedObject.copy(value);
					return true;
				}
			}
			return false;
		}
		function prepareUniformsGroup(uniformsGroup) {
			const uniforms = uniformsGroup.uniforms;
			let offset = 0;
			const chunkSize = 16;
			for (let i = 0, l = uniforms.length; i < l; i++) {
				const uniformArray = Array.isArray(uniforms[i]) ? uniforms[i] : [uniforms[i]];
				for (let j = 0, jl = uniformArray.length; j < jl; j++) {
					const uniform = uniformArray[j];
					const values = Array.isArray(uniform.value) ? uniform.value : [uniform.value];
					for (let k = 0, kl = values.length; k < kl; k++) {
						const value = values[k];
						const info = getUniformSize(value);
						const chunkOffset = offset % chunkSize;
						const chunkPadding = chunkOffset % info.boundary;
						const chunkStart = chunkOffset + chunkPadding;
						offset += chunkPadding;
						if (chunkStart !== 0 && chunkSize - chunkStart < info.storage) offset += chunkSize - chunkStart;
						uniform.__data = new Float32Array(info.storage / Float32Array.BYTES_PER_ELEMENT);
						uniform.__offset = offset;
						offset += info.storage;
					}
				}
			}
			const chunkOffset = offset % chunkSize;
			if (chunkOffset > 0) offset += chunkSize - chunkOffset;
			uniformsGroup.__size = offset;
			uniformsGroup.__cache = {};
			return this;
		}
		function getUniformSize(value) {
			const info = {
				boundary: 0,
				storage: 0
			};
			if (typeof value === "number" || typeof value === "boolean") {
				info.boundary = 4;
				info.storage = 4;
			} else if (value.isVector2) {
				info.boundary = 8;
				info.storage = 8;
			} else if (value.isVector3 || value.isColor) {
				info.boundary = 16;
				info.storage = 12;
			} else if (value.isVector4) {
				info.boundary = 16;
				info.storage = 16;
			} else if (value.isMatrix3) {
				info.boundary = 48;
				info.storage = 48;
			} else if (value.isMatrix4) {
				info.boundary = 64;
				info.storage = 64;
			} else if (value.isTexture) warn("WebGLRenderer: Texture samplers can not be part of an uniforms group.");
			else if (ArrayBuffer.isView(value)) {
				info.boundary = 16;
				info.storage = value.byteLength;
			} else warn("WebGLRenderer: Unsupported uniform value type.", value);
			return info;
		}
		function onUniformsGroupsDispose(event) {
			const uniformsGroup = event.target;
			uniformsGroup.removeEventListener("dispose", onUniformsGroupsDispose);
			const index = allocatedBindingPoints.indexOf(uniformsGroup.__bindingPointIndex);
			allocatedBindingPoints.splice(index, 1);
			gl.deleteBuffer(buffers[uniformsGroup.id]);
			delete buffers[uniformsGroup.id];
			delete updateList[uniformsGroup.id];
		}
		function dispose() {
			for (const id in buffers) gl.deleteBuffer(buffers[id]);
			allocatedBindingPoints = [];
			buffers = {};
			updateList = {};
		}
		return {
			bind,
			update,
			dispose
		};
	}
	function getDFGLUT() {
		if (lut === null) {
			lut = new DataTexture(DATA, 16, 16, RGFormat, HalfFloatType);
			lut.name = "DFG_LUT";
			lut.minFilter = LinearFilter;
			lut.magFilter = LinearFilter;
			lut.wrapS = ClampToEdgeWrapping;
			lut.wrapT = ClampToEdgeWrapping;
			lut.generateMipmaps = false;
			lut.needsUpdate = true;
		}
		return lut;
	}
	var ShaderChunk, UniformsLib, ShaderLib, _rgb, _m1$1, _m$1, LOD_MIN, EXTRA_LOD_SIGMA, MAX_SAMPLES, GGX_SAMPLES, _flatCamera, _clearColor, _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel, _oldXrEnabled, _origin, PMREMGenerator, WebGLCubeRenderTarget, toneMappingMap, emptyTexture, emptyShadowTexture, emptyArrayTexture, empty3dTexture, emptyCubeTexture, arrayCacheF32, arrayCacheI32, mat4array, mat3array, mat2array, SingleUniform, PureArrayUniform, StructuredUniform, RePathPart, WebGLUniforms, COMPLETION_STATUS_KHR, programIdCount, _m0, toneMappingFunctions, _v0, includePattern, shaderChunkMap, unrollLoopPattern, shadowMapTypeDefines, envMapTypeDefines, envMapModeDefines, envMapBlendingDefines, _id, WebGLShaderCache, WebGLShaderStage, nextVersion, vertex, fragment, _cubeDirections, _cubeUps, _projScreenMatrix, _lightPositionWorld, _lookTarget, _occlusion_vertex, _occlusion_fragment, WebXRDepthSensing, WebXRManager, _m1, _m, DATA, lut, WebGLRenderer;
	var init_three_module = __esmMin((() => {
		init_three_core();
		ShaderChunk = {
			alphahash_fragment: "#ifdef USE_ALPHAHASH\n	if ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif",
			alphahash_pars_fragment: "#ifdef USE_ALPHAHASH\n	const float ALPHA_HASH_SCALE = 0.05;\n	float hash2D( vec2 value ) {\n		return fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n	}\n	float hash3D( vec3 value ) {\n		return hash2D( vec2( hash2D( value.xy ), value.z ) );\n	}\n	float getAlphaHashThreshold( vec3 position ) {\n		float maxDeriv = max(\n			length( dFdx( position.xyz ) ),\n			length( dFdy( position.xyz ) )\n		);\n		float pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n		vec2 pixScales = vec2(\n			exp2( floor( log2( pixScale ) ) ),\n			exp2( ceil( log2( pixScale ) ) )\n		);\n		vec2 alpha = vec2(\n			hash3D( floor( pixScales.x * position.xyz ) ),\n			hash3D( floor( pixScales.y * position.xyz ) )\n		);\n		float lerpFactor = fract( log2( pixScale ) );\n		float x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n		float a = min( lerpFactor, 1.0 - lerpFactor );\n		vec3 cases = vec3(\n			x * x / ( 2.0 * a * ( 1.0 - a ) ),\n			( x - 0.5 * a ) / ( 1.0 - a ),\n			1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n		);\n		float threshold = ( x < ( 1.0 - a ) )\n			? ( ( x < a ) ? cases.x : cases.y )\n			: cases.z;\n		return clamp( threshold , 1.0e-6, 1.0 );\n	}\n#endif",
			alphamap_fragment: "#ifdef USE_ALPHAMAP\n	diffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif",
			alphamap_pars_fragment: "#ifdef USE_ALPHAMAP\n	uniform sampler2D alphaMap;\n#endif",
			alphatest_fragment: "#ifdef USE_ALPHATEST\n	#ifdef ALPHA_TO_COVERAGE\n	diffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n	if ( diffuseColor.a == 0.0 ) discard;\n	#else\n	if ( diffuseColor.a < alphaTest ) discard;\n	#endif\n#endif",
			alphatest_pars_fragment: "#ifdef USE_ALPHATEST\n	uniform float alphaTest;\n#endif",
			aomap_fragment: "#ifdef USE_AOMAP\n	float ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n	reflectedLight.indirectDiffuse *= ambientOcclusion;\n	#if defined( USE_CLEARCOAT ) \n		clearcoatSpecularIndirect *= ambientOcclusion;\n	#endif\n	#if defined( USE_SHEEN ) \n		sheenSpecularIndirect *= ambientOcclusion;\n	#endif\n	#if defined( USE_ENVMAP ) && defined( STANDARD )\n		float dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n		reflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n	#endif\n#endif",
			aomap_pars_fragment: "#ifdef USE_AOMAP\n	uniform sampler2D aoMap;\n	uniform float aoMapIntensity;\n#endif",
			batching_pars_vertex: "#ifdef USE_BATCHING\n	#if ! defined( GL_ANGLE_multi_draw )\n	#define gl_DrawID _gl_DrawID\n	uniform int _gl_DrawID;\n	#endif\n	uniform highp sampler2D batchingTexture;\n	uniform highp usampler2D batchingIdTexture;\n	mat4 getBatchingMatrix( const in float i ) {\n		int size = textureSize( batchingTexture, 0 ).x;\n		int j = int( i ) * 4;\n		int x = j % size;\n		int y = j / size;\n		vec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n		vec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n		vec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n		vec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n		return mat4( v1, v2, v3, v4 );\n	}\n	float getIndirectIndex( const in int i ) {\n		int size = textureSize( batchingIdTexture, 0 ).x;\n		int x = i % size;\n		int y = i / size;\n		return float( texelFetch( batchingIdTexture, ivec2( x, y ), 0 ).r );\n	}\n#endif\n#ifdef USE_BATCHING_COLOR\n	uniform sampler2D batchingColorTexture;\n	vec4 getBatchingColor( const in float i ) {\n		int size = textureSize( batchingColorTexture, 0 ).x;\n		int j = int( i );\n		int x = j % size;\n		int y = j / size;\n		return texelFetch( batchingColorTexture, ivec2( x, y ), 0 );\n	}\n#endif",
			batching_vertex: "#ifdef USE_BATCHING\n	mat4 batchingMatrix = getBatchingMatrix( getIndirectIndex( gl_DrawID ) );\n#endif",
			begin_vertex: "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n	vPosition = vec3( position );\n#endif",
			beginnormal_vertex: "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n	vec3 objectTangent = vec3( tangent.xyz );\n#endif",
			bsdfs: "float G_BlinnPhong_Implicit( ) {\n	return 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n	return RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n	vec3 halfDir = normalize( lightDir + viewDir );\n	float dotNH = saturate( dot( normal, halfDir ) );\n	float dotVH = saturate( dot( viewDir, halfDir ) );\n	vec3 F = F_Schlick( specularColor, 1.0, dotVH );\n	float G = G_BlinnPhong_Implicit( );\n	float D = D_BlinnPhong( shininess, dotNH );\n	return F * ( G * D );\n} // validated",
			iridescence_fragment: "#ifdef USE_IRIDESCENCE\n	const mat3 XYZ_TO_REC709 = mat3(\n		 3.2404542, -0.9692660,  0.0556434,\n		-1.5371385,  1.8760108, -0.2040259,\n		-0.4985314,  0.0415560,  1.0572252\n	);\n	vec3 Fresnel0ToIor( vec3 fresnel0 ) {\n		vec3 sqrtF0 = sqrt( fresnel0 );\n		return ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n	}\n	vec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n		return pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n	}\n	float IorToFresnel0( float transmittedIor, float incidentIor ) {\n		return pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n	}\n	vec3 evalSensitivity( float OPD, vec3 shift ) {\n		float phase = 2.0 * PI * OPD * 1.0e-9;\n		vec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n		vec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n		vec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n		vec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n		xyz.x += 9.7470e-14 * sqrt( 2.0 * PI * 4.5282e+09 ) * cos( 2.2399e+06 * phase + shift[ 0 ] ) * exp( - 4.5282e+09 * pow2( phase ) );\n		xyz /= 1.0685e-7;\n		vec3 rgb = XYZ_TO_REC709 * xyz;\n		return rgb;\n	}\n	vec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n		vec3 I;\n		float iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n		float sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n		float cosTheta2Sq = 1.0 - sinTheta2Sq;\n		if ( cosTheta2Sq < 0.0 ) {\n			return vec3( 1.0 );\n		}\n		float cosTheta2 = sqrt( cosTheta2Sq );\n		float R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n		float R12 = F_Schlick( R0, 1.0, cosTheta1 );\n		float T121 = 1.0 - R12;\n		float phi12 = 0.0;\n		if ( iridescenceIOR < outsideIOR ) phi12 = PI;\n		float phi21 = PI - phi12;\n		vec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );		vec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n		vec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n		vec3 phi23 = vec3( 0.0 );\n		if ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n		if ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n		if ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n		float OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n		vec3 phi = vec3( phi21 ) + phi23;\n		vec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n		vec3 r123 = sqrt( R123 );\n		vec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n		vec3 C0 = R12 + Rs;\n		I = C0;\n		vec3 Cm = Rs - T121;\n		for ( int m = 1; m <= 2; ++ m ) {\n			Cm *= r123;\n			vec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n			I += Cm * Sm;\n		}\n		return max( I, vec3( 0.0 ) );\n	}\n#endif",
			bumpmap_pars_fragment: "#ifdef USE_BUMPMAP\n	uniform sampler2D bumpMap;\n	uniform float bumpScale;\n	vec2 dHdxy_fwd() {\n		vec2 dSTdx = dFdx( vBumpMapUv );\n		vec2 dSTdy = dFdy( vBumpMapUv );\n		float Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n		float dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n		float dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n		return vec2( dBx, dBy );\n	}\n	vec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n		vec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n		vec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n		vec3 vN = surf_norm;\n		vec3 R1 = cross( vSigmaY, vN );\n		vec3 R2 = cross( vN, vSigmaX );\n		float fDet = dot( vSigmaX, R1 ) * faceDirection;\n		vec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n		return normalize( abs( fDet ) * surf_norm - vGrad );\n	}\n#endif",
			clipping_planes_fragment: "#if NUM_CLIPPING_PLANES > 0\n	vec4 plane;\n	#ifdef ALPHA_TO_COVERAGE\n		float distanceToPlane, distanceGradient;\n		float clipOpacity = 1.0;\n		#pragma unroll_loop_start\n		for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n			plane = clippingPlanes[ i ];\n			distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n			distanceGradient = fwidth( distanceToPlane ) / 2.0;\n			clipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n			if ( clipOpacity == 0.0 ) discard;\n		}\n		#pragma unroll_loop_end\n		#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n			float unionClipOpacity = 1.0;\n			#pragma unroll_loop_start\n			for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n				plane = clippingPlanes[ i ];\n				distanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n				distanceGradient = fwidth( distanceToPlane ) / 2.0;\n				unionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n			}\n			#pragma unroll_loop_end\n			clipOpacity *= 1.0 - unionClipOpacity;\n		#endif\n		diffuseColor.a *= clipOpacity;\n		if ( diffuseColor.a == 0.0 ) discard;\n	#else\n		#pragma unroll_loop_start\n		for ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n			plane = clippingPlanes[ i ];\n			if ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n		}\n		#pragma unroll_loop_end\n		#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n			bool clipped = true;\n			#pragma unroll_loop_start\n			for ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n				plane = clippingPlanes[ i ];\n				clipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n			}\n			#pragma unroll_loop_end\n			if ( clipped ) discard;\n		#endif\n	#endif\n#endif",
			clipping_planes_pars_fragment: "#if NUM_CLIPPING_PLANES > 0\n	varying vec3 vClipPosition;\n	uniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif",
			clipping_planes_pars_vertex: "#if NUM_CLIPPING_PLANES > 0\n	varying vec3 vClipPosition;\n#endif",
			clipping_planes_vertex: "#if NUM_CLIPPING_PLANES > 0\n	vClipPosition = - mvPosition.xyz;\n#endif",
			color_fragment: "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n	diffuseColor *= vColor;\n#endif",
			color_pars_fragment: "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA )\n	varying vec4 vColor;\n#endif",
			color_pars_vertex: "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n	varying vec4 vColor;\n#endif",
			color_vertex: "#if defined( USE_COLOR ) || defined( USE_COLOR_ALPHA ) || defined( USE_INSTANCING_COLOR ) || defined( USE_BATCHING_COLOR )\n	vColor = vec4( 1.0 );\n#endif\n#ifdef USE_COLOR_ALPHA\n	vColor *= color;\n#elif defined( USE_COLOR )\n	vColor.rgb *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n	vColor.rgb *= instanceColor.rgb;\n#endif\n#ifdef USE_BATCHING_COLOR\n	vColor *= getBatchingColor( getIndirectIndex( gl_DrawID ) );\n#endif",
			common: "#define PI 3.141592653589793\n#define PI2 6.283185307179586\n#define PI_HALF 1.5707963267948966\n#define RECIPROCAL_PI 0.3183098861837907\n#define RECIPROCAL_PI2 0.15915494309189535\n#define EPSILON 1e-6\n#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\n#define whiteComplement( a ) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nvec3 pow2( const in vec3 x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat max3( const in vec3 v ) { return max( max( v.x, v.y ), v.z ); }\nfloat average( const in vec3 v ) { return dot( v, vec3( 0.3333333 ) ); }\nhighp float rand( const in vec2 uv ) {\n	const highp float a = 12.9898, b = 78.233, c = 43758.5453;\n	highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n	return fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n	float precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n	float precisionSafeLength( vec3 v ) {\n		float maxComponent = max3( abs( v ) );\n		return length( v / maxComponent ) * maxComponent;\n	}\n#endif\nstruct IncidentLight {\n	vec3 color;\n	vec3 direction;\n	bool visible;\n};\nstruct ReflectedLight {\n	vec3 directDiffuse;\n	vec3 directSpecular;\n	vec3 indirectDiffuse;\n	vec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n	varying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n	return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\n#define inverseTransformDirection transformDirectionByInverseViewMatrix\nvec3 transformNormalByInverseViewMatrix( in vec3 normal, in mat4 viewMatrix ) {\n	return normalize( ( vec4( normal, 0.0 ) * viewMatrix ).xyz );\n}\nvec3 transformDirectionByInverseViewMatrix( in vec3 dir, in mat4 viewMatrix ) {\n	return normalize( ( vec4( dir, 0.0 ) * viewMatrix ).xyz );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n	return m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n	float u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n	float v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n	return vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n	return RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n	float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n	return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n	float fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n	return f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated",
			cube_uv_reflection_fragment: "#ifdef ENVMAP_TYPE_CUBE_UV\n	#define cubeUV_minMipLevel 4.0\n	#define cubeUV_minTileSize 16.0\n	float getFace( vec3 direction ) {\n		vec3 absDirection = abs( direction );\n		float face = - 1.0;\n		if ( absDirection.x > absDirection.z ) {\n			if ( absDirection.x > absDirection.y )\n				face = direction.x > 0.0 ? 0.0 : 3.0;\n			else\n				face = direction.y > 0.0 ? 1.0 : 4.0;\n		} else {\n			if ( absDirection.z > absDirection.y )\n				face = direction.z > 0.0 ? 2.0 : 5.0;\n			else\n				face = direction.y > 0.0 ? 1.0 : 4.0;\n		}\n		return face;\n	}\n	vec2 getUV( vec3 direction, float face ) {\n		vec2 uv;\n		if ( face == 0.0 ) {\n			uv = vec2( direction.z, direction.y ) / abs( direction.x );\n		} else if ( face == 1.0 ) {\n			uv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n		} else if ( face == 2.0 ) {\n			uv = vec2( - direction.x, direction.y ) / abs( direction.z );\n		} else if ( face == 3.0 ) {\n			uv = vec2( - direction.z, direction.y ) / abs( direction.x );\n		} else if ( face == 4.0 ) {\n			uv = vec2( - direction.x, direction.z ) / abs( direction.y );\n		} else {\n			uv = vec2( direction.x, direction.y ) / abs( direction.z );\n		}\n		return 0.5 * ( uv + 1.0 );\n	}\n	vec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n		float face = getFace( direction );\n		float filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n		mipInt = max( mipInt, cubeUV_minMipLevel );\n		float faceSize = exp2( mipInt );\n		highp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n		if ( face > 2.0 ) {\n			uv.y += faceSize;\n			face -= 3.0;\n		}\n		uv.x += face * faceSize;\n		uv.x += filterInt * 3.0 * cubeUV_minTileSize;\n		uv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n		uv.x *= CUBEUV_TEXEL_WIDTH;\n		uv.y *= CUBEUV_TEXEL_HEIGHT;\n		#ifdef texture2DGradEXT\n			return texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n		#else\n			return texture2D( envMap, uv ).rgb;\n		#endif\n	}\n	#define cubeUV_r0 1.0\n	#define cubeUV_m0 - 2.0\n	#define cubeUV_r1 0.8\n	#define cubeUV_m1 - 1.0\n	#define cubeUV_r4 0.4\n	#define cubeUV_m4 2.0\n	#define cubeUV_r5 0.305\n	#define cubeUV_m5 3.0\n	#define cubeUV_r6 0.21\n	#define cubeUV_m6 4.0\n	float roughnessToMip( float roughness ) {\n		float mip = 0.0;\n		if ( roughness >= cubeUV_r1 ) {\n			mip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n		} else if ( roughness >= cubeUV_r4 ) {\n			mip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n		} else if ( roughness >= cubeUV_r5 ) {\n			mip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n		} else if ( roughness >= cubeUV_r6 ) {\n			mip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n		} else {\n			mip = - 2.0 * log2( 1.16 * roughness );		}\n		return mip;\n	}\n	vec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n		float mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n		float mipF = fract( mip );\n		float mipInt = floor( mip );\n		vec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n		if ( mipF == 0.0 ) {\n			return vec4( color0, 1.0 );\n		} else {\n			vec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n			return vec4( mix( color0, color1, mipF ), 1.0 );\n		}\n	}\n#endif",
			defaultnormal_vertex: "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n	vec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n	mat3 bm = mat3( batchingMatrix );\n	transformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n	transformedNormal = bm * transformedNormal;\n	#ifdef USE_TANGENT\n		transformedTangent = bm * transformedTangent;\n	#endif\n#endif\n#ifdef USE_INSTANCING\n	mat3 im = mat3( instanceMatrix );\n	transformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n	transformedNormal = im * transformedNormal;\n	#ifdef USE_TANGENT\n		transformedTangent = im * transformedTangent;\n	#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n	transformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n	transformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n#endif",
			displacementmap_pars_vertex: "#ifdef USE_DISPLACEMENTMAP\n	uniform sampler2D displacementMap;\n	uniform float displacementScale;\n	uniform float displacementBias;\n#endif",
			displacementmap_vertex: "#ifdef USE_DISPLACEMENTMAP\n	transformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif",
			emissivemap_fragment: "#ifdef USE_EMISSIVEMAP\n	vec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n	#ifdef DECODE_VIDEO_TEXTURE_EMISSIVE\n		emissiveColor = sRGBTransferEOTF( emissiveColor );\n	#endif\n	totalEmissiveRadiance *= emissiveColor.rgb;\n#endif",
			emissivemap_pars_fragment: "#ifdef USE_EMISSIVEMAP\n	uniform sampler2D emissiveMap;\n#endif",
			colorspace_fragment: "gl_FragColor = linearToOutputTexel( gl_FragColor );",
			colorspace_pars_fragment: "vec4 LinearTransferOETF( in vec4 value ) {\n	return value;\n}\nvec4 sRGBTransferEOTF( in vec4 value ) {\n	return 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 sRGBTransferOETF( in vec4 value ) {\n	return 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}",
			envmap_fragment: "#ifdef USE_ENVMAP\n	#ifdef ENV_WORLDPOS\n		vec3 cameraToFrag;\n		if ( isOrthographic ) {\n			cameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n		} else {\n			cameraToFrag = normalize( vWorldPosition - cameraPosition );\n		}\n		vec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n		#ifdef ENVMAP_MODE_REFLECTION\n			vec3 reflectVec = reflect( cameraToFrag, worldNormal );\n		#else\n			vec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n		#endif\n	#else\n		vec3 reflectVec = vReflect;\n	#endif\n	#ifdef ENVMAP_TYPE_CUBE\n		vec4 envColor = textureCube( envMap, envMapRotation * reflectVec );\n		#ifdef ENVMAP_BLENDING_MULTIPLY\n			outgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n		#elif defined( ENVMAP_BLENDING_MIX )\n			outgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n		#elif defined( ENVMAP_BLENDING_ADD )\n			outgoingLight += envColor.xyz * specularStrength * reflectivity;\n		#endif\n	#endif\n#endif",
			envmap_common_pars_fragment: "#ifdef USE_ENVMAP\n	uniform float envMapIntensity;\n	uniform mat3 envMapRotation;\n	#ifdef ENVMAP_TYPE_CUBE\n		uniform samplerCube envMap;\n	#else\n		uniform sampler2D envMap;\n	#endif\n#endif",
			envmap_pars_fragment: "#ifdef USE_ENVMAP\n	uniform float reflectivity;\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n		#define ENV_WORLDPOS\n	#endif\n	#ifdef ENV_WORLDPOS\n		varying vec3 vWorldPosition;\n		uniform float refractionRatio;\n	#else\n		varying vec3 vReflect;\n	#endif\n#endif",
			envmap_pars_vertex: "#ifdef USE_ENVMAP\n	#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n		#define ENV_WORLDPOS\n	#endif\n	#ifdef ENV_WORLDPOS\n		\n		varying vec3 vWorldPosition;\n	#else\n		varying vec3 vReflect;\n		uniform float refractionRatio;\n	#endif\n#endif",
			envmap_physical_pars_fragment: "#ifdef USE_ENVMAP\n	vec3 getIBLIrradiance( const in vec3 normal ) {\n		#ifdef ENVMAP_TYPE_CUBE_UV\n			vec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n			vec4 envMapColor = textureCubeUV( envMap, envMapRotation * worldNormal, 1.0 );\n			return PI * envMapColor.rgb * envMapIntensity;\n		#else\n			return vec3( 0.0 );\n		#endif\n	}\n	vec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n		#ifdef ENVMAP_TYPE_CUBE_UV\n			vec3 reflectVec = reflect( - viewDir, normal );\n			reflectVec = normalize( mix( reflectVec, normal, pow4( roughness ) ) );\n			reflectVec = transformDirectionByInverseViewMatrix( reflectVec, viewMatrix );\n			vec4 envMapColor = textureCubeUV( envMap, envMapRotation * reflectVec, roughness );\n			return envMapColor.rgb * envMapIntensity;\n		#else\n			return vec3( 0.0 );\n		#endif\n	}\n	#ifdef USE_ANISOTROPY\n		vec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n			#ifdef ENVMAP_TYPE_CUBE_UV\n				vec3 bentNormal = cross( bitangent, viewDir );\n				bentNormal = normalize( cross( bentNormal, bitangent ) );\n				bentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n				return getIBLRadiance( viewDir, bentNormal, roughness );\n			#else\n				return vec3( 0.0 );\n			#endif\n		}\n	#endif\n#endif",
			envmap_vertex: "#ifdef USE_ENVMAP\n	#ifdef ENV_WORLDPOS\n		vWorldPosition = worldPosition.xyz;\n	#else\n		vec3 cameraToVertex;\n		if ( isOrthographic ) {\n			cameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n		} else {\n			cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n		}\n		vec3 worldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n		#ifdef ENVMAP_MODE_REFLECTION\n			vReflect = reflect( cameraToVertex, worldNormal );\n		#else\n			vReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n		#endif\n	#endif\n#endif",
			fog_vertex: "#ifdef USE_FOG\n	vFogDepth = - mvPosition.z;\n#endif",
			fog_pars_vertex: "#ifdef USE_FOG\n	varying float vFogDepth;\n#endif",
			fog_fragment: "#ifdef USE_FOG\n	#ifdef FOG_EXP2\n		float fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n	#else\n		float fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n	#endif\n	gl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif",
			fog_pars_fragment: "#ifdef USE_FOG\n	uniform vec3 fogColor;\n	varying float vFogDepth;\n	#ifdef FOG_EXP2\n		uniform float fogDensity;\n	#else\n		uniform float fogNear;\n		uniform float fogFar;\n	#endif\n#endif",
			gradientmap_pars_fragment: "#ifdef USE_GRADIENTMAP\n	uniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n	float dotNL = dot( normal, lightDirection );\n	vec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n	#ifdef USE_GRADIENTMAP\n		return vec3( texture2D( gradientMap, coord ).r );\n	#else\n		vec2 fw = fwidth( coord ) * 0.5;\n		return mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n	#endif\n}",
			lightmap_pars_fragment: "#ifdef USE_LIGHTMAP\n	uniform sampler2D lightMap;\n	uniform float lightMapIntensity;\n#endif",
			lights_lambert_fragment: "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;",
			lights_lambert_pars_fragment: "varying vec3 vViewPosition;\nstruct LambertMaterial {\n	vec3 diffuseColor;\n	float specularStrength;\n};\nvoid RE_Direct_Lambert( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n	float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n	vec3 irradiance = dotNL * directLight.color;\n	reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Lambert( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in LambertMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct				RE_Direct_Lambert\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_Lambert",
			lights_pars_begin: "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n	uniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n	float x = normal.x, y = normal.y, z = normal.z;\n	vec3 result = shCoefficients[ 0 ] * 0.886227;\n	result += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n	result += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n	result += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n	result += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n	result += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n	result += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n	result += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n	result += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n	return result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n	vec3 worldNormal = transformNormalByInverseViewMatrix( normal, viewMatrix );\n	vec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n	return irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n	vec3 irradiance = ambientLightColor;\n	return irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n	float distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n	if ( cutoffDistance > 0.0 ) {\n		distanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n	}\n	return distanceFalloff;\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n	return smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n	struct DirectionalLight {\n		vec3 direction;\n		vec3 color;\n	};\n	uniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n	void getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n		light.color = directionalLight.color;\n		light.direction = directionalLight.direction;\n		light.visible = true;\n	}\n#endif\n#if NUM_POINT_LIGHTS > 0\n	struct PointLight {\n		vec3 position;\n		vec3 color;\n		float distance;\n		float decay;\n	};\n	uniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n	void getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n		vec3 lVector = pointLight.position - geometryPosition;\n		light.direction = normalize( lVector );\n		float lightDistance = length( lVector );\n		light.color = pointLight.color;\n		light.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n		light.visible = ( light.color != vec3( 0.0 ) );\n	}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n	struct SpotLight {\n		vec3 position;\n		vec3 direction;\n		vec3 color;\n		float distance;\n		float decay;\n		float coneCos;\n		float penumbraCos;\n	};\n	uniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n	void getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n		vec3 lVector = spotLight.position - geometryPosition;\n		light.direction = normalize( lVector );\n		float angleCos = dot( light.direction, spotLight.direction );\n		float spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n		if ( spotAttenuation > 0.0 ) {\n			float lightDistance = length( lVector );\n			light.color = spotLight.color * spotAttenuation;\n			light.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n			light.visible = ( light.color != vec3( 0.0 ) );\n		} else {\n			light.color = vec3( 0.0 );\n			light.visible = false;\n		}\n	}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n	struct RectAreaLight {\n		vec3 color;\n		vec3 position;\n		vec3 halfWidth;\n		vec3 halfHeight;\n	};\n	uniform sampler2D ltc_1;	uniform sampler2D ltc_2;\n	uniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n	struct HemisphereLight {\n		vec3 direction;\n		vec3 skyColor;\n		vec3 groundColor;\n	};\n	uniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n	vec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n		float dotNL = dot( normal, hemiLight.direction );\n		float hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n		vec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n		return irradiance;\n	}\n#endif\n#include <lightprobes_pars_fragment>",
			lights_toon_fragment: "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;",
			lights_toon_pars_fragment: "varying vec3 vViewPosition;\nstruct ToonMaterial {\n	vec3 diffuseColor;\n};\nvoid RE_Direct_Toon( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n	vec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n	reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectDiffuse_Toon( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in ToonMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct				RE_Direct_Toon\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_Toon",
			lights_phong_fragment: "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;",
			lights_phong_pars_fragment: "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n	vec3 diffuseColor;\n	vec3 specularColor;\n	float specularShininess;\n	float specularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n	float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n	vec3 irradiance = dotNL * directLight.color;\n	reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n	reflectedLight.directSpecular += irradiance * BRDF_BlinnPhong( directLight.direction, geometryViewDir, geometryNormal, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n	reflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct				RE_Direct_BlinnPhong\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_BlinnPhong",
			lights_physical_fragment: "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.diffuseContribution = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.metalness = metalnessFactor;\nvec3 dxy = max( abs( dFdx( nonPerturbedNormal ) ), abs( dFdy( nonPerturbedNormal ) ) );\nfloat geometryRoughness = max( max( dxy.x, dxy.y ), dxy.z );\nmaterial.roughness = max( roughnessFactor, 0.0525 );material.roughness += geometryRoughness;\nmaterial.roughness = min( material.roughness, 1.0 );\n#ifdef IOR\n	material.ior = ior;\n	#ifdef USE_SPECULAR\n		float specularIntensityFactor = specularIntensity;\n		vec3 specularColorFactor = specularColor;\n		#ifdef USE_SPECULAR_COLORMAP\n			specularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n		#endif\n		#ifdef USE_SPECULAR_INTENSITYMAP\n			specularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n		#endif\n		material.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n	#else\n		float specularIntensityFactor = 1.0;\n		vec3 specularColorFactor = vec3( 1.0 );\n		material.specularF90 = 1.0;\n	#endif\n	material.specularColor = min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor;\n	material.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n#else\n	material.specularColor = vec3( 0.04 );\n	material.specularColorBlended = mix( material.specularColor, diffuseColor.rgb, metalnessFactor );\n	material.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n	material.clearcoat = clearcoat;\n	material.clearcoatRoughness = clearcoatRoughness;\n	material.clearcoatF0 = vec3( 0.04 );\n	material.clearcoatF90 = 1.0;\n	#ifdef USE_CLEARCOATMAP\n		material.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n	#endif\n	#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n		material.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n	#endif\n	material.clearcoat = saturate( material.clearcoat );	material.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n	material.clearcoatRoughness += geometryRoughness;\n	material.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_DISPERSION\n	material.dispersion = dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n	material.iridescence = iridescence;\n	material.iridescenceIOR = iridescenceIOR;\n	#ifdef USE_IRIDESCENCEMAP\n		material.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n	#endif\n	#ifdef USE_IRIDESCENCE_THICKNESSMAP\n		material.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n	#else\n		material.iridescenceThickness = iridescenceThicknessMaximum;\n	#endif\n#endif\n#ifdef USE_SHEEN\n	material.sheenColor = sheenColor;\n	#ifdef USE_SHEEN_COLORMAP\n		material.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n	#endif\n	material.sheenRoughness = clamp( sheenRoughness, 0.0001, 1.0 );\n	#ifdef USE_SHEEN_ROUGHNESSMAP\n		material.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n	#endif\n#endif\n#ifdef USE_ANISOTROPY\n	#ifdef USE_ANISOTROPYMAP\n		mat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n		vec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n		vec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n	#else\n		vec2 anisotropyV = anisotropyVector;\n	#endif\n	material.anisotropy = length( anisotropyV );\n	if( material.anisotropy == 0.0 ) {\n		anisotropyV = vec2( 1.0, 0.0 );\n	} else {\n		anisotropyV /= material.anisotropy;\n		material.anisotropy = saturate( material.anisotropy );\n	}\n	material.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n	material.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n	material.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif",
			lights_physical_pars_fragment: "uniform sampler2D dfgLUT;\nstruct PhysicalMaterial {\n	vec3 diffuseColor;\n	vec3 diffuseContribution;\n	vec3 specularColor;\n	vec3 specularColorBlended;\n	float roughness;\n	float metalness;\n	float specularF90;\n	float dispersion;\n	#ifdef USE_CLEARCOAT\n		float clearcoat;\n		float clearcoatRoughness;\n		vec3 clearcoatF0;\n		float clearcoatF90;\n	#endif\n	#ifdef USE_IRIDESCENCE\n		float iridescence;\n		float iridescenceIOR;\n		float iridescenceThickness;\n		vec3 iridescenceFresnel;\n		vec3 iridescenceF0;\n		vec3 iridescenceFresnelDielectric;\n		vec3 iridescenceFresnelMetallic;\n	#endif\n	#ifdef USE_SHEEN\n		vec3 sheenColor;\n		float sheenRoughness;\n	#endif\n	#ifdef IOR\n		float ior;\n	#endif\n	#ifdef USE_TRANSMISSION\n		float transmission;\n		float transmissionAlpha;\n		float thickness;\n		float attenuationDistance;\n		vec3 attenuationColor;\n	#endif\n	#ifdef USE_ANISOTROPY\n		float anisotropy;\n		float alphaT;\n		vec3 anisotropyT;\n		vec3 anisotropyB;\n	#endif\n};\nvec3 clearcoatSpecularDirect = vec3( 0.0 );\nvec3 clearcoatSpecularIndirect = vec3( 0.0 );\nvec3 sheenSpecularDirect = vec3( 0.0 );\nvec3 sheenSpecularIndirect = vec3(0.0 );\nvec3 Schlick_to_F0( const in vec3 f, const in float f90, const in float dotVH ) {\n    float x = clamp( 1.0 - dotVH, 0.0, 1.0 );\n    float x2 = x * x;\n    float x5 = clamp( x * x2 * x2, 0.0, 0.9999 );\n    return ( f - vec3( f90 ) * x5 ) / ( 1.0 - x5 );\n}\nfloat V_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n	float a2 = pow2( alpha );\n	float gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n	float gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n	return 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n	float a2 = pow2( alpha );\n	float denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n	return RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n	float V_GGX_SmithCorrelated_Anisotropic( const in float alphaT, const in float alphaB, const in float dotTV, const in float dotBV, const in float dotTL, const in float dotBL, const in float dotNV, const in float dotNL ) {\n		float gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n		float gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n		return 0.5 / max( gv + gl, EPSILON );\n	}\n	float D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n		float a2 = alphaT * alphaB;\n		highp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n		highp float v2 = dot( v, v );\n		float w2 = a2 / v2;\n		return RECIPROCAL_PI * a2 * pow2 ( w2 );\n	}\n#endif\n#ifdef USE_CLEARCOAT\n	vec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n		vec3 f0 = material.clearcoatF0;\n		float f90 = material.clearcoatF90;\n		float roughness = material.clearcoatRoughness;\n		float alpha = pow2( roughness );\n		vec3 halfDir = normalize( lightDir + viewDir );\n		float dotNL = saturate( dot( normal, lightDir ) );\n		float dotNV = saturate( dot( normal, viewDir ) );\n		float dotNH = saturate( dot( normal, halfDir ) );\n		float dotVH = saturate( dot( viewDir, halfDir ) );\n		vec3 F = F_Schlick( f0, f90, dotVH );\n		float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n		float D = D_GGX( alpha, dotNH );\n		return F * ( V * D );\n	}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n	vec3 f0 = material.specularColorBlended;\n	float f90 = material.specularF90;\n	float roughness = material.roughness;\n	float alpha = pow2( roughness );\n	vec3 halfDir = normalize( lightDir + viewDir );\n	float dotNL = saturate( dot( normal, lightDir ) );\n	float dotNV = saturate( dot( normal, viewDir ) );\n	float dotNH = saturate( dot( normal, halfDir ) );\n	float dotVH = saturate( dot( viewDir, halfDir ) );\n	vec3 F = F_Schlick( f0, f90, dotVH );\n	#ifdef USE_IRIDESCENCE\n		F = mix( F, material.iridescenceFresnel, material.iridescence );\n	#endif\n	#ifdef USE_ANISOTROPY\n		float dotTL = dot( material.anisotropyT, lightDir );\n		float dotTV = dot( material.anisotropyT, viewDir );\n		float dotTH = dot( material.anisotropyT, halfDir );\n		float dotBL = dot( material.anisotropyB, lightDir );\n		float dotBV = dot( material.anisotropyB, viewDir );\n		float dotBH = dot( material.anisotropyB, halfDir );\n		float V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n		float D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n	#else\n		float V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n		float D = D_GGX( alpha, dotNH );\n	#endif\n	return F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n	const float LUT_SIZE = 64.0;\n	const float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n	const float LUT_BIAS = 0.5 / LUT_SIZE;\n	float dotNV = saturate( dot( N, V ) );\n	vec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n	uv = uv * LUT_SCALE + LUT_BIAS;\n	return uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n	float l = length( f );\n	return max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n	float x = dot( v1, v2 );\n	float y = abs( x );\n	float a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n	float b = 3.4175940 + ( 4.1616724 + y ) * y;\n	float v = a / b;\n	float theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n	return 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	vec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n	vec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n	vec3 lightNormal = cross( v1, v2 );\n	if( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n	vec3 T1, T2;\n	T1 = normalize( V - N * dot( V, N ) );\n	T2 = - cross( N, T1 );\n	mat3 mat = mInv * transpose( mat3( T1, T2, N ) );\n	vec3 coords[ 4 ];\n	coords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n	coords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n	coords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n	coords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n	coords[ 0 ] = normalize( coords[ 0 ] );\n	coords[ 1 ] = normalize( coords[ 1 ] );\n	coords[ 2 ] = normalize( coords[ 2 ] );\n	coords[ 3 ] = normalize( coords[ 3 ] );\n	vec3 vectorFormFactor = vec3( 0.0 );\n	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n	vectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n	float result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n	return vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n	float alpha = pow2( roughness );\n	float invAlpha = 1.0 / alpha;\n	float cos2h = dotNH * dotNH;\n	float sin2h = max( 1.0 - cos2h, 0.0078125 );\n	return ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n	return saturate( 1.0 / ( 4.0 * ( dotNL + dotNV - dotNL * dotNV ) ) );\n}\nvec3 BRDF_Sheen( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, vec3 sheenColor, const in float sheenRoughness ) {\n	vec3 halfDir = normalize( lightDir + viewDir );\n	float dotNL = saturate( dot( normal, lightDir ) );\n	float dotNV = saturate( dot( normal, viewDir ) );\n	float dotNH = saturate( dot( normal, halfDir ) );\n	float D = D_Charlie( sheenRoughness, dotNH );\n	float V = V_Neubelt( dotNV, dotNL );\n	return sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n	float dotNV = saturate( dot( normal, viewDir ) );\n	float r2 = roughness * roughness;\n	float rInv = 1.0 / ( roughness + 0.1 );\n	float a = -1.9362 + 1.0678 * roughness + 0.4573 * r2 - 0.8469 * rInv;\n	float b = -0.6014 + 0.5538 * roughness - 0.4670 * r2 - 0.1255 * rInv;\n	float DG = exp( a * dotNV + b );\n	return saturate( DG );\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n	float dotNV = saturate( dot( normal, viewDir ) );\n	vec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n	return specularColor * fab.x + specularF90 * fab.y;\n}\n#ifdef USE_IRIDESCENCE\nvoid computeMultiscatteringIridescence( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float iridescence, const in vec3 iridescenceF0, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#else\nvoid computeMultiscattering( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n#endif\n	float dotNV = saturate( dot( normal, viewDir ) );\n	vec2 fab = texture2D( dfgLUT, vec2( roughness, dotNV ) ).rg;\n	#ifdef USE_IRIDESCENCE\n		vec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n	#else\n		vec3 Fr = specularColor;\n	#endif\n	vec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n	float Ess = fab.x + fab.y;\n	float Ems = 1.0 - Ess;\n	vec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;	vec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n	singleScatter += FssEss;\n	multiScatter += Fms * Ems;\n}\nvec3 BRDF_GGX_Multiscatter( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n	vec3 singleScatter = BRDF_GGX( lightDir, viewDir, normal, material );\n	float dotNL = saturate( dot( normal, lightDir ) );\n	float dotNV = saturate( dot( normal, viewDir ) );\n	vec2 dfgV = texture2D( dfgLUT, vec2( material.roughness, dotNV ) ).rg;\n	vec2 dfgL = texture2D( dfgLUT, vec2( material.roughness, dotNL ) ).rg;\n	vec3 FssEss_V = material.specularColorBlended * dfgV.x + material.specularF90 * dfgV.y;\n	vec3 FssEss_L = material.specularColorBlended * dfgL.x + material.specularF90 * dfgL.y;\n	float Ess_V = dfgV.x + dfgV.y;\n	float Ess_L = dfgL.x + dfgL.y;\n	float Ems_V = 1.0 - Ess_V;\n	float Ems_L = 1.0 - Ess_L;\n	vec3 Favg = material.specularColorBlended + ( 1.0 - material.specularColorBlended ) * 0.047619;\n	vec3 Fms = FssEss_V * FssEss_L * Favg / ( 1.0 - Ems_V * Ems_L * Favg + EPSILON );\n	float compensationFactor = Ems_V * Ems_L;\n	vec3 multiScatter = Fms * compensationFactor;\n	return singleScatter + multiScatter;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n	void RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n		vec3 normal = geometryNormal;\n		vec3 viewDir = geometryViewDir;\n		vec3 position = geometryPosition;\n		vec3 lightPos = rectAreaLight.position;\n		vec3 halfWidth = rectAreaLight.halfWidth;\n		vec3 halfHeight = rectAreaLight.halfHeight;\n		vec3 lightColor = rectAreaLight.color;\n		float roughness = material.roughness;\n		vec3 rectCoords[ 4 ];\n		rectCoords[ 0 ] = lightPos + halfWidth - halfHeight;		rectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n		rectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n		rectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n		vec2 uv = LTC_Uv( normal, viewDir, roughness );\n		vec4 t1 = texture2D( ltc_1, uv );\n		vec4 t2 = texture2D( ltc_2, uv );\n		mat3 mInv = mat3(\n			vec3( t1.x, 0, t1.y ),\n			vec3(    0, 1,    0 ),\n			vec3( t1.z, 0, t1.w )\n		);\n		vec3 fresnel = ( material.specularColorBlended * t2.x + ( material.specularF90 - material.specularColorBlended ) * t2.y );\n		reflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n		reflectedLight.directDiffuse += lightColor * material.diffuseContribution * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n		#ifdef USE_CLEARCOAT\n			vec3 Ncc = geometryClearcoatNormal;\n			vec2 uvClearcoat = LTC_Uv( Ncc, viewDir, material.clearcoatRoughness );\n			vec4 t1Clearcoat = texture2D( ltc_1, uvClearcoat );\n			vec4 t2Clearcoat = texture2D( ltc_2, uvClearcoat );\n			mat3 mInvClearcoat = mat3(\n				vec3( t1Clearcoat.x, 0, t1Clearcoat.y ),\n				vec3(             0, 1,             0 ),\n				vec3( t1Clearcoat.z, 0, t1Clearcoat.w )\n			);\n			vec3 fresnelClearcoat = material.clearcoatF0 * t2Clearcoat.x + ( material.clearcoatF90 - material.clearcoatF0 ) * t2Clearcoat.y;\n			clearcoatSpecularDirect += lightColor * fresnelClearcoat * LTC_Evaluate( Ncc, viewDir, position, mInvClearcoat, rectCoords );\n		#endif\n	}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n	float dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n	vec3 irradiance = dotNL * directLight.color;\n	#ifdef USE_CLEARCOAT\n		float dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n		vec3 ccIrradiance = dotNLcc * directLight.color;\n		clearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n	#endif\n	#ifdef USE_SHEEN\n \n 		sheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n \n 		float sheenAlbedoV = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n 		float sheenAlbedoL = IBLSheenBRDF( geometryNormal, directLight.direction, material.sheenRoughness );\n \n 		float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * max( sheenAlbedoV, sheenAlbedoL );\n \n 		irradiance *= sheenEnergyComp;\n \n 	#endif\n	reflectedLight.directSpecular += irradiance * BRDF_GGX_Multiscatter( directLight.direction, geometryViewDir, geometryNormal, material );\n	reflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseContribution );\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n	vec3 diffuse = irradiance * BRDF_Lambert( material.diffuseContribution );\n	#ifdef USE_SHEEN\n		float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n		float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n		diffuse *= sheenEnergyComp;\n	#endif\n	reflectedLight.indirectDiffuse += diffuse;\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearcoatRadiance, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n	#ifdef USE_CLEARCOAT\n		clearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n	#endif\n	#ifdef USE_SHEEN\n		sheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness ) * RECIPROCAL_PI;\n 	#endif\n	vec3 singleScatteringDielectric = vec3( 0.0 );\n	vec3 multiScatteringDielectric = vec3( 0.0 );\n	vec3 singleScatteringMetallic = vec3( 0.0 );\n	vec3 multiScatteringMetallic = vec3( 0.0 );\n	#ifdef USE_IRIDESCENCE\n		computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnelDielectric, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n		computeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.iridescence, material.iridescenceFresnelMetallic, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n	#else\n		computeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScatteringDielectric, multiScatteringDielectric );\n		computeMultiscattering( geometryNormal, geometryViewDir, material.diffuseColor, material.specularF90, material.roughness, singleScatteringMetallic, multiScatteringMetallic );\n	#endif\n	vec3 singleScattering = mix( singleScatteringDielectric, singleScatteringMetallic, material.metalness );\n	vec3 multiScattering = mix( multiScatteringDielectric, multiScatteringMetallic, material.metalness );\n	vec3 totalScatteringDielectric = singleScatteringDielectric + multiScatteringDielectric;\n	vec3 diffuse = material.diffuseContribution * ( 1.0 - totalScatteringDielectric );\n	vec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n	vec3 indirectSpecular = radiance * singleScattering;\n	indirectSpecular += multiScattering * cosineWeightedIrradiance;\n	vec3 indirectDiffuse = diffuse * cosineWeightedIrradiance;\n	#ifdef USE_SHEEN\n		float sheenAlbedo = IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n		float sheenEnergyComp = 1.0 - max3( material.sheenColor ) * sheenAlbedo;\n		indirectSpecular *= sheenEnergyComp;\n		indirectDiffuse *= sheenEnergyComp;\n	#endif\n	reflectedLight.indirectSpecular += indirectSpecular;\n	reflectedLight.indirectDiffuse += indirectDiffuse;\n}\n#define RE_Direct				RE_Direct_Physical\n#define RE_Direct_RectArea		RE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse		RE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular		RE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n	return saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}",
			lights_fragment_begin: "\nvec3 geometryPosition = - vViewPosition;\nvec3 geometryNormal = normal;\nvec3 geometryViewDir = ( isOrthographic ) ? vec3( 0, 0, 1 ) : normalize( vViewPosition );\nvec3 geometryClearcoatNormal = vec3( 0.0 );\n#ifdef USE_CLEARCOAT\n	geometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n	float dotNVi = saturate( dot( normal, geometryViewDir ) );\n	if ( material.iridescenceThickness == 0.0 ) {\n		material.iridescence = 0.0;\n	} else {\n		material.iridescence = saturate( material.iridescence );\n	}\n	if ( material.iridescence > 0.0 ) {\n		material.iridescenceFresnelDielectric = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n		material.iridescenceFresnelMetallic = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.diffuseColor );\n		material.iridescenceFresnel = mix( material.iridescenceFresnelDielectric, material.iridescenceFresnelMetallic, material.metalness );\n		material.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n	}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n	PointLight pointLight;\n	#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n	PointLightShadow pointLightShadow;\n	#endif\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n		pointLight = pointLights[ i ];\n		getPointLightInfo( pointLight, geometryPosition, directLight );\n		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS ) && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n		pointLightShadow = pointLightShadows[ i ];\n		directLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowIntensity, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n		#endif\n		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n	}\n	#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n	SpotLight spotLight;\n	vec4 spotColor;\n	vec3 spotLightCoord;\n	bool inSpotLightMap;\n	#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n	SpotLightShadow spotLightShadow;\n	#endif\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n		spotLight = spotLights[ i ];\n		getSpotLightInfo( spotLight, geometryPosition, directLight );\n		#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n		#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n		#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n		#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n		#else\n		#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n		#endif\n		#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n			spotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n			inSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n			spotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n			directLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n		#endif\n		#undef SPOT_LIGHT_MAP_INDEX\n		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n		spotLightShadow = spotLightShadows[ i ];\n		directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowIntensity, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n		#endif\n		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n	}\n	#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n	DirectionalLight directionalLight;\n	#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n	DirectionalLightShadow directionalLightShadow;\n	#endif\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n		directionalLight = directionalLights[ i ];\n		getDirectionalLightInfo( directionalLight, directLight );\n		#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n		directionalLightShadow = directionalLightShadows[ i ];\n		directLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowIntensity, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n		#endif\n		RE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n	}\n	#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n	RectAreaLight rectAreaLight;\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n		rectAreaLight = rectAreaLights[ i ];\n		RE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n	}\n	#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n	vec3 iblIrradiance = vec3( 0.0 );\n	vec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n	#if defined( USE_LIGHT_PROBES )\n		irradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n	#endif\n	#if ( NUM_HEMI_LIGHTS > 0 )\n		#pragma unroll_loop_start\n		for ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n			irradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n		}\n		#pragma unroll_loop_end\n	#endif\n	#ifdef USE_LIGHT_PROBES_GRID\n		vec3 probeWorldPos = ( ( vec4( geometryPosition, 1.0 ) - viewMatrix[ 3 ] ) * viewMatrix ).xyz;\n		vec3 probeWorldNormal = transformNormalByInverseViewMatrix( geometryNormal, viewMatrix );\n		irradiance += getLightProbeGridIrradiance( probeWorldPos, probeWorldNormal );\n	#endif\n#endif\n#if defined( RE_IndirectSpecular )\n	vec3 radiance = vec3( 0.0 );\n	vec3 clearcoatRadiance = vec3( 0.0 );\n#endif",
			lights_fragment_maps: "#if defined( RE_IndirectDiffuse )\n	#ifdef USE_LIGHTMAP\n		vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n		vec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n		irradiance += lightMapIrradiance;\n	#endif\n	#if defined( USE_ENVMAP ) && defined( ENVMAP_TYPE_CUBE_UV )\n		#if defined( STANDARD ) || defined( LAMBERT ) || defined( PHONG )\n			iblIrradiance += getIBLIrradiance( geometryNormal );\n		#endif\n	#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n	#ifdef USE_ANISOTROPY\n		radiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n	#else\n		radiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n	#endif\n	#ifdef USE_CLEARCOAT\n		clearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n	#endif\n#endif",
			lights_fragment_end: "#if defined( RE_IndirectDiffuse )\n	#if defined( LAMBERT ) || defined( PHONG )\n		irradiance += iblIrradiance;\n	#endif\n	RE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n	RE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif",
			lightprobes_pars_fragment: "#ifdef USE_LIGHT_PROBES_GRID\nuniform highp sampler3D probesSH;\nuniform vec3 probesMin;\nuniform vec3 probesMax;\nuniform vec3 probesResolution;\nvec3 getLightProbeGridIrradiance( vec3 worldPos, vec3 worldNormal ) {\n	vec3 res = probesResolution;\n	vec3 gridRange = probesMax - probesMin;\n	vec3 resMinusOne = res - 1.0;\n	vec3 probeSpacing = gridRange / resMinusOne;\n	vec3 samplePos = worldPos + worldNormal * probeSpacing * 0.5;\n	vec3 uvw = clamp( ( samplePos - probesMin ) / gridRange, 0.0, 1.0 );\n	uvw = uvw * resMinusOne / res + 0.5 / res;\n	float nz          = res.z;\n	float paddedSlices = nz + 2.0;\n	float atlasDepth  = 7.0 * paddedSlices;\n	float uvZBase     = uvw.z * nz + 1.0;\n	vec4 s0 = texture( probesSH, vec3( uvw.xy, ( uvZBase                       ) / atlasDepth ) );\n	vec4 s1 = texture( probesSH, vec3( uvw.xy, ( uvZBase +       paddedSlices   ) / atlasDepth ) );\n	vec4 s2 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 2.0 * paddedSlices   ) / atlasDepth ) );\n	vec4 s3 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 3.0 * paddedSlices   ) / atlasDepth ) );\n	vec4 s4 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 4.0 * paddedSlices   ) / atlasDepth ) );\n	vec4 s5 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 5.0 * paddedSlices   ) / atlasDepth ) );\n	vec4 s6 = texture( probesSH, vec3( uvw.xy, ( uvZBase + 6.0 * paddedSlices   ) / atlasDepth ) );\n	vec3 c0 = s0.xyz;\n	vec3 c1 = vec3( s0.w, s1.xy );\n	vec3 c2 = vec3( s1.zw, s2.x );\n	vec3 c3 = s2.yzw;\n	vec3 c4 = s3.xyz;\n	vec3 c5 = vec3( s3.w, s4.xy );\n	vec3 c6 = vec3( s4.zw, s5.x );\n	vec3 c7 = s5.yzw;\n	vec3 c8 = s6.xyz;\n	float x = worldNormal.x, y = worldNormal.y, z = worldNormal.z;\n	vec3 result = c0 * 0.886227;\n	result += c1 * 2.0 * 0.511664 * y;\n	result += c2 * 2.0 * 0.511664 * z;\n	result += c3 * 2.0 * 0.511664 * x;\n	result += c4 * 2.0 * 0.429043 * x * y;\n	result += c5 * 2.0 * 0.429043 * y * z;\n	result += c6 * ( 0.743125 * z * z - 0.247708 );\n	result += c7 * 2.0 * 0.429043 * x * z;\n	result += c8 * 0.429043 * ( x * x - y * y );\n	return max( result, vec3( 0.0 ) );\n}\n#endif",
			logdepthbuf_fragment: "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n	gl_FragDepth = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif",
			logdepthbuf_pars_fragment: "#if defined( USE_LOGARITHMIC_DEPTH_BUFFER )\n	uniform float logDepthBufFC;\n	varying float vFragDepth;\n	varying float vIsPerspective;\n#endif",
			logdepthbuf_pars_vertex: "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n	varying float vFragDepth;\n	varying float vIsPerspective;\n#endif",
			logdepthbuf_vertex: "#ifdef USE_LOGARITHMIC_DEPTH_BUFFER\n	vFragDepth = 1.0 + gl_Position.w;\n	vIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n#endif",
			map_fragment: "#ifdef USE_MAP\n	vec4 sampledDiffuseColor = texture2D( map, vMapUv );\n	#ifdef DECODE_VIDEO_TEXTURE\n		sampledDiffuseColor = sRGBTransferEOTF( sampledDiffuseColor );\n	#endif\n	diffuseColor *= sampledDiffuseColor;\n#endif",
			map_pars_fragment: "#ifdef USE_MAP\n	uniform sampler2D map;\n#endif",
			map_particle_fragment: "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n	#if defined( USE_POINTS_UV )\n		vec2 uv = vUv;\n	#else\n		vec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n	#endif\n#endif\n#ifdef USE_MAP\n	diffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n	diffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif",
			map_particle_pars_fragment: "#if defined( USE_POINTS_UV )\n	varying vec2 vUv;\n#else\n	#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n		uniform mat3 uvTransform;\n	#endif\n#endif\n#ifdef USE_MAP\n	uniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n	uniform sampler2D alphaMap;\n#endif",
			metalnessmap_fragment: "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n	vec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n	metalnessFactor *= texelMetalness.b;\n#endif",
			metalnessmap_pars_fragment: "#ifdef USE_METALNESSMAP\n	uniform sampler2D metalnessMap;\n#endif",
			morphinstance_vertex: "#ifdef USE_INSTANCING_MORPH\n	float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n	float morphTargetBaseInfluence = texelFetch( morphTexture, ivec2( 0, gl_InstanceID ), 0 ).r;\n	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n		morphTargetInfluences[i] =  texelFetch( morphTexture, ivec2( i + 1, gl_InstanceID ), 0 ).r;\n	}\n#endif",
			morphcolor_vertex: "#if defined( USE_MORPHCOLORS )\n	vColor *= morphTargetBaseInfluence;\n	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n		#if defined( USE_COLOR_ALPHA )\n			if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n		#elif defined( USE_COLOR )\n			if ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n		#endif\n	}\n#endif",
			morphnormal_vertex: "#ifdef USE_MORPHNORMALS\n	objectNormal *= morphTargetBaseInfluence;\n	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n		if ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n	}\n#endif",
			morphtarget_pars_vertex: "#ifdef USE_MORPHTARGETS\n	#ifndef USE_INSTANCING_MORPH\n		uniform float morphTargetBaseInfluence;\n		uniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n	#endif\n	uniform sampler2DArray morphTargetsTexture;\n	uniform ivec2 morphTargetsTextureSize;\n	vec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n		int texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n		int y = texelIndex / morphTargetsTextureSize.x;\n		int x = texelIndex - y * morphTargetsTextureSize.x;\n		ivec3 morphUV = ivec3( x, y, morphTargetIndex );\n		return texelFetch( morphTargetsTexture, morphUV, 0 );\n	}\n#endif",
			morphtarget_vertex: "#ifdef USE_MORPHTARGETS\n	transformed *= morphTargetBaseInfluence;\n	for ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n		if ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n	}\n#endif",
			normal_fragment_begin: "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n	vec3 fdx = dFdx( vViewPosition );\n	vec3 fdy = dFdy( vViewPosition );\n	vec3 normal = normalize( cross( fdx, fdy ) );\n#else\n	vec3 normal = normalize( vNormal );\n	#ifdef DOUBLE_SIDED\n		normal *= faceDirection;\n	#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n	#ifdef USE_TANGENT\n		mat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n	#else\n		mat3 tbn = getTangentFrame( - vViewPosition, normal,\n		#if defined( USE_NORMALMAP )\n			vNormalMapUv\n		#elif defined( USE_CLEARCOAT_NORMALMAP )\n			vClearcoatNormalMapUv\n		#else\n			vUv\n		#endif\n		);\n	#endif\n	#ifdef DOUBLE_SIDED\n		tbn[0] *= faceDirection;\n		tbn[1] *= faceDirection;\n	#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n	#ifdef USE_TANGENT\n		mat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n	#else\n		mat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n	#endif\n	#ifdef DOUBLE_SIDED\n		tbn2[0] *= faceDirection;\n		tbn2[1] *= faceDirection;\n	#endif\n#endif\nvec3 nonPerturbedNormal = normal;",
			normal_fragment_maps: "#ifdef USE_NORMALMAP_OBJECTSPACE\n	normal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n	#ifdef FLIP_SIDED\n		normal = - normal;\n	#endif\n	#ifdef DOUBLE_SIDED\n		normal = normal * faceDirection;\n	#endif\n	normal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n	vec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n	#if defined( USE_PACKED_NORMALMAP )\n		mapN = vec3( mapN.xy, sqrt( saturate( 1.0 - dot( mapN.xy, mapN.xy ) ) ) );\n	#endif\n	mapN.xy *= normalScale;\n	normal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n	normal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif",
			normal_pars_fragment: "#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n	#ifdef USE_TANGENT\n		varying vec3 vTangent;\n		varying vec3 vBitangent;\n	#endif\n#endif",
			normal_pars_vertex: "#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n	#ifdef USE_TANGENT\n		varying vec3 vTangent;\n		varying vec3 vBitangent;\n	#endif\n#endif",
			normal_vertex: "#ifndef FLAT_SHADED\n	vNormal = normalize( transformedNormal );\n	#ifdef USE_TANGENT\n		vTangent = normalize( transformedTangent );\n		vBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n		#ifdef FLIP_SIDED\n			vBitangent = - vBitangent;\n		#endif\n	#endif\n#endif",
			normalmap_pars_fragment: "#ifdef USE_NORMALMAP\n	uniform sampler2D normalMap;\n	uniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n	uniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n	mat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n		vec3 q0 = dFdx( eye_pos.xyz );\n		vec3 q1 = dFdy( eye_pos.xyz );\n		vec2 st0 = dFdx( uv.st );\n		vec2 st1 = dFdy( uv.st );\n		vec3 N = surf_norm;\n		vec3 q1perp = cross( q1, N );\n		vec3 q0perp = cross( N, q0 );\n		vec3 T = q1perp * st0.x + q0perp * st1.x;\n		vec3 B = q1perp * st0.y + q0perp * st1.y;\n		float det = max( dot( T, T ), dot( B, B ) );\n		float scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n		return mat3( T * scale, B * scale, N );\n	}\n#endif",
			clearcoat_normal_fragment_begin: "#ifdef USE_CLEARCOAT\n	vec3 clearcoatNormal = nonPerturbedNormal;\n#endif",
			clearcoat_normal_fragment_maps: "#ifdef USE_CLEARCOAT_NORMALMAP\n	vec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n	clearcoatMapN.xy *= clearcoatNormalScale;\n	clearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif",
			clearcoat_pars_fragment: "#ifdef USE_CLEARCOATMAP\n	uniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n	uniform sampler2D clearcoatNormalMap;\n	uniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n	uniform sampler2D clearcoatRoughnessMap;\n#endif",
			iridescence_pars_fragment: "#ifdef USE_IRIDESCENCEMAP\n	uniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n	uniform sampler2D iridescenceThicknessMap;\n#endif",
			opaque_fragment: "#ifdef OPAQUE\ndiffuseColor.a = 1.0;\n#endif\n#ifdef USE_TRANSMISSION\ndiffuseColor.a *= material.transmissionAlpha;\n#endif\ngl_FragColor = vec4( outgoingLight, diffuseColor.a );",
			packing: "vec3 packNormalToRGB( const in vec3 normal ) {\n	return normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n	return 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;const float ShiftRight8 = 1. / 256.;\nconst float Inv255 = 1. / 255.;\nconst vec4 PackFactors = vec4( 1.0, 256.0, 256.0 * 256.0, 256.0 * 256.0 * 256.0 );\nconst vec2 UnpackFactors2 = vec2( UnpackDownscale, 1.0 / PackFactors.g );\nconst vec3 UnpackFactors3 = vec3( UnpackDownscale / PackFactors.rg, 1.0 / PackFactors.b );\nconst vec4 UnpackFactors4 = vec4( UnpackDownscale / PackFactors.rgb, 1.0 / PackFactors.a );\nvec4 packDepthToRGBA( const in float v ) {\n	if( v <= 0.0 )\n		return vec4( 0., 0., 0., 0. );\n	if( v >= 1.0 )\n		return vec4( 1., 1., 1., 1. );\n	float vuf;\n	float af = modf( v * PackFactors.a, vuf );\n	float bf = modf( vuf * ShiftRight8, vuf );\n	float gf = modf( vuf * ShiftRight8, vuf );\n	return vec4( vuf * Inv255, gf * PackUpscale, bf * PackUpscale, af );\n}\nvec3 packDepthToRGB( const in float v ) {\n	if( v <= 0.0 )\n		return vec3( 0., 0., 0. );\n	if( v >= 1.0 )\n		return vec3( 1., 1., 1. );\n	float vuf;\n	float bf = modf( v * PackFactors.b, vuf );\n	float gf = modf( vuf * ShiftRight8, vuf );\n	return vec3( vuf * Inv255, gf * PackUpscale, bf );\n}\nvec2 packDepthToRG( const in float v ) {\n	if( v <= 0.0 )\n		return vec2( 0., 0. );\n	if( v >= 1.0 )\n		return vec2( 1., 1. );\n	float vuf;\n	float gf = modf( v * 256., vuf );\n	return vec2( vuf * Inv255, gf );\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n	return dot( v, UnpackFactors4 );\n}\nfloat unpackRGBToDepth( const in vec3 v ) {\n	return dot( v, UnpackFactors3 );\n}\nfloat unpackRGToDepth( const in vec2 v ) {\n	return v.r * UnpackFactors2.r + v.g * UnpackFactors2.g;\n}\nvec4 pack2HalfToRGBA( const in vec2 v ) {\n	vec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n	return vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( const in vec4 v ) {\n	return 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	return ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n	#ifdef USE_REVERSED_DEPTH_BUFFER\n	\n		return depth * ( far - near ) - far;\n	#else\n		return depth * ( near - far ) - near;\n	#endif\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n	return ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n	\n	#ifdef USE_REVERSED_DEPTH_BUFFER\n		return ( near * far ) / ( ( near - far ) * depth - near );\n	#else\n		return ( near * far ) / ( ( far - near ) * depth - far );\n	#endif\n}",
			premultiplied_alpha_fragment: "#ifdef PREMULTIPLIED_ALPHA\n	gl_FragColor.rgb *= gl_FragColor.a;\n#endif",
			project_vertex: "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n	mvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n	mvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;",
			dithering_fragment: "#ifdef DITHERING\n	gl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif",
			dithering_pars_fragment: "#ifdef DITHERING\n	vec3 dithering( vec3 color ) {\n		float grid_position = rand( gl_FragCoord.xy );\n		vec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n		dither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n		return color + dither_shift_RGB;\n	}\n#endif",
			roughnessmap_fragment: "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n	vec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n	roughnessFactor *= texelRoughness.g;\n#endif",
			roughnessmap_pars_fragment: "#ifdef USE_ROUGHNESSMAP\n	uniform sampler2D roughnessMap;\n#endif",
			shadowmap_pars_fragment: "#if NUM_SPOT_LIGHT_COORDS > 0\n	varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n	uniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHT_SHADOWS > 0\n		#if defined( SHADOWMAP_TYPE_PCF )\n			uniform sampler2DShadow directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n		#else\n			uniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n		#endif\n		varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n		struct DirectionalLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n		};\n		uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n	#endif\n	#if NUM_SPOT_LIGHT_SHADOWS > 0\n		#if defined( SHADOWMAP_TYPE_PCF )\n			uniform sampler2DShadow spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n		#else\n			uniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n		#endif\n		struct SpotLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n		};\n		uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n	#endif\n	#if NUM_POINT_LIGHT_SHADOWS > 0\n		#if defined( SHADOWMAP_TYPE_PCF )\n			uniform samplerCubeShadow pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n		#elif defined( SHADOWMAP_TYPE_BASIC )\n			uniform samplerCube pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n		#endif\n		varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n		struct PointLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n			float shadowCameraNear;\n			float shadowCameraFar;\n		};\n		uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n	#endif\n	#if defined( SHADOWMAP_TYPE_PCF )\n		float interleavedGradientNoise( vec2 position ) {\n			return fract( 52.9829189 * fract( dot( position, vec2( 0.06711056, 0.00583715 ) ) ) );\n		}\n		vec2 vogelDiskSample( int sampleIndex, int samplesCount, float phi ) {\n			const float goldenAngle = 2.399963229728653;\n			float r = sqrt( ( float( sampleIndex ) + 0.5 ) / float( samplesCount ) );\n			float theta = float( sampleIndex ) * goldenAngle + phi;\n			return vec2( cos( theta ), sin( theta ) ) * r;\n		}\n	#endif\n	#if defined( SHADOWMAP_TYPE_PCF )\n		float getShadow( sampler2DShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n			float shadow = 1.0;\n			shadowCoord.xyz /= shadowCoord.w;\n			shadowCoord.z += shadowBias;\n			bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n			bool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n			if ( frustumTest ) {\n				vec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n				float radius = shadowRadius * texelSize.x;\n				float phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n				shadow = (\n					texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 0, 5, phi ) * radius, shadowCoord.z ) ) +\n					texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 1, 5, phi ) * radius, shadowCoord.z ) ) +\n					texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 2, 5, phi ) * radius, shadowCoord.z ) ) +\n					texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 3, 5, phi ) * radius, shadowCoord.z ) ) +\n					texture( shadowMap, vec3( shadowCoord.xy + vogelDiskSample( 4, 5, phi ) * radius, shadowCoord.z ) )\n				) * 0.2;\n			}\n			return mix( 1.0, shadow, shadowIntensity );\n		}\n	#elif defined( SHADOWMAP_TYPE_VSM )\n		float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n			float shadow = 1.0;\n			shadowCoord.xyz /= shadowCoord.w;\n			#ifdef USE_REVERSED_DEPTH_BUFFER\n				shadowCoord.z -= shadowBias;\n			#else\n				shadowCoord.z += shadowBias;\n			#endif\n			bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n			bool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n			if ( frustumTest ) {\n				vec2 distribution = texture2D( shadowMap, shadowCoord.xy ).rg;\n				float mean = distribution.x;\n				float variance = distribution.y * distribution.y;\n				#ifdef USE_REVERSED_DEPTH_BUFFER\n					float hard_shadow = step( mean, shadowCoord.z );\n				#else\n					float hard_shadow = step( shadowCoord.z, mean );\n				#endif\n				\n				if ( hard_shadow == 1.0 ) {\n					shadow = 1.0;\n				} else {\n					variance = max( variance, 0.0000001 );\n					float d = shadowCoord.z - mean;\n					float p_max = variance / ( variance + d * d );\n					p_max = clamp( ( p_max - 0.3 ) / 0.65, 0.0, 1.0 );\n					shadow = max( hard_shadow, p_max );\n				}\n			}\n			return mix( 1.0, shadow, shadowIntensity );\n		}\n	#else\n		float getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n			float shadow = 1.0;\n			shadowCoord.xyz /= shadowCoord.w;\n			#ifdef USE_REVERSED_DEPTH_BUFFER\n				shadowCoord.z -= shadowBias;\n			#else\n				shadowCoord.z += shadowBias;\n			#endif\n			bool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n			bool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n			if ( frustumTest ) {\n				float depth = texture2D( shadowMap, shadowCoord.xy ).r;\n				#ifdef USE_REVERSED_DEPTH_BUFFER\n					shadow = step( depth, shadowCoord.z );\n				#else\n					shadow = step( shadowCoord.z, depth );\n				#endif\n			}\n			return mix( 1.0, shadow, shadowIntensity );\n		}\n	#endif\n	#if NUM_POINT_LIGHT_SHADOWS > 0\n	#if defined( SHADOWMAP_TYPE_PCF )\n	float getPointShadow( samplerCubeShadow shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n		float shadow = 1.0;\n		vec3 lightToPosition = shadowCoord.xyz;\n		vec3 bd3D = normalize( lightToPosition );\n		vec3 absVec = abs( lightToPosition );\n		float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n		if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n			#ifdef USE_REVERSED_DEPTH_BUFFER\n				float dp = ( shadowCameraNear * ( shadowCameraFar - viewSpaceZ ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n				dp -= shadowBias;\n			#else\n				float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n				dp += shadowBias;\n			#endif\n			float texelSize = shadowRadius / shadowMapSize.x;\n			vec3 absDir = abs( bd3D );\n			vec3 tangent = absDir.x > absDir.z ? vec3( 0.0, 1.0, 0.0 ) : vec3( 1.0, 0.0, 0.0 );\n			tangent = normalize( cross( bd3D, tangent ) );\n			vec3 bitangent = cross( bd3D, tangent );\n			float phi = interleavedGradientNoise( gl_FragCoord.xy ) * PI2;\n			vec2 sample0 = vogelDiskSample( 0, 5, phi );\n			vec2 sample1 = vogelDiskSample( 1, 5, phi );\n			vec2 sample2 = vogelDiskSample( 2, 5, phi );\n			vec2 sample3 = vogelDiskSample( 3, 5, phi );\n			vec2 sample4 = vogelDiskSample( 4, 5, phi );\n			shadow = (\n				texture( shadowMap, vec4( bd3D + ( tangent * sample0.x + bitangent * sample0.y ) * texelSize, dp ) ) +\n				texture( shadowMap, vec4( bd3D + ( tangent * sample1.x + bitangent * sample1.y ) * texelSize, dp ) ) +\n				texture( shadowMap, vec4( bd3D + ( tangent * sample2.x + bitangent * sample2.y ) * texelSize, dp ) ) +\n				texture( shadowMap, vec4( bd3D + ( tangent * sample3.x + bitangent * sample3.y ) * texelSize, dp ) ) +\n				texture( shadowMap, vec4( bd3D + ( tangent * sample4.x + bitangent * sample4.y ) * texelSize, dp ) )\n			) * 0.2;\n		}\n		return mix( 1.0, shadow, shadowIntensity );\n	}\n	#elif defined( SHADOWMAP_TYPE_BASIC )\n	float getPointShadow( samplerCube shadowMap, vec2 shadowMapSize, float shadowIntensity, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n		float shadow = 1.0;\n		vec3 lightToPosition = shadowCoord.xyz;\n		vec3 absVec = abs( lightToPosition );\n		float viewSpaceZ = max( max( absVec.x, absVec.y ), absVec.z );\n		if ( viewSpaceZ - shadowCameraFar <= 0.0 && viewSpaceZ - shadowCameraNear >= 0.0 ) {\n			float dp = ( shadowCameraFar * ( viewSpaceZ - shadowCameraNear ) ) / ( viewSpaceZ * ( shadowCameraFar - shadowCameraNear ) );\n			dp += shadowBias;\n			vec3 bd3D = normalize( lightToPosition );\n			float depth = textureCube( shadowMap, bd3D ).r;\n			#ifdef USE_REVERSED_DEPTH_BUFFER\n				depth = 1.0 - depth;\n			#endif\n			shadow = step( dp, depth );\n		}\n		return mix( 1.0, shadow, shadowIntensity );\n	}\n	#endif\n	#endif\n#endif",
			shadowmap_pars_vertex: "#if NUM_SPOT_LIGHT_COORDS > 0\n	uniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n	varying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHT_SHADOWS > 0\n		uniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n		varying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n		struct DirectionalLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n		};\n		uniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n	#endif\n	#if NUM_SPOT_LIGHT_SHADOWS > 0\n		struct SpotLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n		};\n		uniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n	#endif\n	#if NUM_POINT_LIGHT_SHADOWS > 0\n		uniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n		varying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n		struct PointLightShadow {\n			float shadowIntensity;\n			float shadowBias;\n			float shadowNormalBias;\n			float shadowRadius;\n			vec2 shadowMapSize;\n			float shadowCameraNear;\n			float shadowCameraFar;\n		};\n		uniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n	#endif\n#endif",
			shadowmap_vertex: "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n	#ifdef HAS_NORMAL\n		vec3 shadowWorldNormal = transformNormalByInverseViewMatrix( transformedNormal, viewMatrix );\n	#else\n		vec3 shadowWorldNormal = vec3( 0.0 );\n	#endif\n	vec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n	#if NUM_DIR_LIGHT_SHADOWS > 0\n		#pragma unroll_loop_start\n		for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n			shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n			vDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n		}\n		#pragma unroll_loop_end\n	#endif\n	#if NUM_POINT_LIGHT_SHADOWS > 0\n		#pragma unroll_loop_start\n		for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n			shadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n			vPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n		}\n		#pragma unroll_loop_end\n	#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n		shadowWorldPosition = worldPosition;\n		#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n			shadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n		#endif\n		vSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n	}\n	#pragma unroll_loop_end\n#endif",
			shadowmask_pars_fragment: "float getShadowMask() {\n	float shadow = 1.0;\n	#ifdef USE_SHADOWMAP\n	#if NUM_DIR_LIGHT_SHADOWS > 0\n	DirectionalLightShadow directionalLight;\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n		directionalLight = directionalLightShadows[ i ];\n		shadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowIntensity, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n	}\n	#pragma unroll_loop_end\n	#endif\n	#if NUM_SPOT_LIGHT_SHADOWS > 0\n	SpotLightShadow spotLight;\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n		spotLight = spotLightShadows[ i ];\n		shadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowIntensity, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n	}\n	#pragma unroll_loop_end\n	#endif\n	#if NUM_POINT_LIGHT_SHADOWS > 0 && ( defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_BASIC ) )\n	PointLightShadow pointLight;\n	#pragma unroll_loop_start\n	for ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n		pointLight = pointLightShadows[ i ];\n		shadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowIntensity, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n	}\n	#pragma unroll_loop_end\n	#endif\n	#endif\n	return shadow;\n}",
			skinbase_vertex: "#ifdef USE_SKINNING\n	mat4 boneMatX = getBoneMatrix( skinIndex.x );\n	mat4 boneMatY = getBoneMatrix( skinIndex.y );\n	mat4 boneMatZ = getBoneMatrix( skinIndex.z );\n	mat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif",
			skinning_pars_vertex: "#ifdef USE_SKINNING\n	uniform mat4 bindMatrix;\n	uniform mat4 bindMatrixInverse;\n	uniform highp sampler2D boneTexture;\n	mat4 getBoneMatrix( const in float i ) {\n		int size = textureSize( boneTexture, 0 ).x;\n		int j = int( i ) * 4;\n		int x = j % size;\n		int y = j / size;\n		vec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n		vec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n		vec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n		vec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n		return mat4( v1, v2, v3, v4 );\n	}\n#endif",
			skinning_vertex: "#ifdef USE_SKINNING\n	vec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n	vec4 skinned = vec4( 0.0 );\n	skinned += boneMatX * skinVertex * skinWeight.x;\n	skinned += boneMatY * skinVertex * skinWeight.y;\n	skinned += boneMatZ * skinVertex * skinWeight.z;\n	skinned += boneMatW * skinVertex * skinWeight.w;\n	transformed = ( bindMatrixInverse * skinned ).xyz;\n#endif",
			skinnormal_vertex: "#ifdef USE_SKINNING\n	mat4 skinMatrix = mat4( 0.0 );\n	skinMatrix += skinWeight.x * boneMatX;\n	skinMatrix += skinWeight.y * boneMatY;\n	skinMatrix += skinWeight.z * boneMatZ;\n	skinMatrix += skinWeight.w * boneMatW;\n	skinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n	objectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n	#ifdef USE_TANGENT\n		objectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n	#endif\n#endif",
			specularmap_fragment: "float specularStrength;\n#ifdef USE_SPECULARMAP\n	vec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n	specularStrength = texelSpecular.r;\n#else\n	specularStrength = 1.0;\n#endif",
			specularmap_pars_fragment: "#ifdef USE_SPECULARMAP\n	uniform sampler2D specularMap;\n#endif",
			tonemapping_fragment: "#if defined( TONE_MAPPING )\n	gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif",
			tonemapping_pars_fragment: "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n	return saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n	color *= toneMappingExposure;\n	return saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 CineonToneMapping( vec3 color ) {\n	color *= toneMappingExposure;\n	color = max( vec3( 0.0 ), color - 0.004 );\n	return pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n	vec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n	vec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n	return a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n	const mat3 ACESInputMat = mat3(\n		vec3( 0.59719, 0.07600, 0.02840 ),		vec3( 0.35458, 0.90834, 0.13383 ),\n		vec3( 0.04823, 0.01566, 0.83777 )\n	);\n	const mat3 ACESOutputMat = mat3(\n		vec3(  1.60475, -0.10208, -0.00327 ),		vec3( -0.53108,  1.10813, -0.07276 ),\n		vec3( -0.07367, -0.00605,  1.07602 )\n	);\n	color *= toneMappingExposure / 0.6;\n	color = ACESInputMat * color;\n	color = RRTAndODTFit( color );\n	color = ACESOutputMat * color;\n	return saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n	vec3( 1.6605, - 0.1246, - 0.0182 ),\n	vec3( - 0.5876, 1.1329, - 0.1006 ),\n	vec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n	vec3( 0.6274, 0.0691, 0.0164 ),\n	vec3( 0.3293, 0.9195, 0.0880 ),\n	vec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n	vec3 x2 = x * x;\n	vec3 x4 = x2 * x2;\n	return + 15.5 * x4 * x2\n		- 40.14 * x4 * x\n		+ 31.96 * x4\n		- 6.868 * x2 * x\n		+ 0.4298 * x2\n		+ 0.1191 * x\n		- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n	const mat3 AgXInsetMatrix = mat3(\n		vec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n		vec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n		vec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n	);\n	const mat3 AgXOutsetMatrix = mat3(\n		vec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n		vec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n		vec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n	);\n	const float AgxMinEv = - 12.47393;	const float AgxMaxEv = 4.026069;\n	color *= toneMappingExposure;\n	color = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n	color = AgXInsetMatrix * color;\n	color = max( color, 1e-10 );	color = log2( color );\n	color = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n	color = clamp( color, 0.0, 1.0 );\n	color = agxDefaultContrastApprox( color );\n	color = AgXOutsetMatrix * color;\n	color = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n	color = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n	color = clamp( color, 0.0, 1.0 );\n	return color;\n}\nvec3 NeutralToneMapping( vec3 color ) {\n	const float StartCompression = 0.8 - 0.04;\n	const float Desaturation = 0.15;\n	color *= toneMappingExposure;\n	float x = min( color.r, min( color.g, color.b ) );\n	float offset = x < 0.08 ? x - 6.25 * x * x : 0.04;\n	color -= offset;\n	float peak = max( color.r, max( color.g, color.b ) );\n	if ( peak < StartCompression ) return color;\n	float d = 1. - StartCompression;\n	float newPeak = 1. - d * d / ( peak + d - StartCompression );\n	color *= newPeak / peak;\n	float g = 1. - 1. / ( Desaturation * ( peak - newPeak ) + 1. );\n	return mix( color, vec3( newPeak ), g );\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }",
			transmission_fragment: "#ifdef USE_TRANSMISSION\n	material.transmission = transmission;\n	material.transmissionAlpha = 1.0;\n	material.thickness = thickness;\n	material.attenuationDistance = attenuationDistance;\n	material.attenuationColor = attenuationColor;\n	#ifdef USE_TRANSMISSIONMAP\n		material.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n	#endif\n	#ifdef USE_THICKNESSMAP\n		material.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n	#endif\n	vec3 pos = vWorldPosition;\n	vec3 v = normalize( cameraPosition - pos );\n	vec3 n = transformNormalByInverseViewMatrix( normal, viewMatrix );\n	vec4 transmitted = getIBLVolumeRefraction(\n		n, v, material.roughness, material.diffuseContribution, material.specularColorBlended, material.specularF90,\n		pos, modelMatrix, viewMatrix, projectionMatrix, material.dispersion, material.ior, material.thickness,\n		material.attenuationColor, material.attenuationDistance );\n	material.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n	totalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif",
			transmission_pars_fragment: "#ifdef USE_TRANSMISSION\n	uniform float transmission;\n	uniform float thickness;\n	uniform float attenuationDistance;\n	uniform vec3 attenuationColor;\n	#ifdef USE_TRANSMISSIONMAP\n		uniform sampler2D transmissionMap;\n	#endif\n	#ifdef USE_THICKNESSMAP\n		uniform sampler2D thicknessMap;\n	#endif\n	uniform vec2 transmissionSamplerSize;\n	uniform sampler2D transmissionSamplerMap;\n	uniform mat4 modelMatrix;\n	uniform mat4 projectionMatrix;\n	varying vec3 vWorldPosition;\n	float w0( float a ) {\n		return ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n	}\n	float w1( float a ) {\n		return ( 1.0 / 6.0 ) * ( a *  a * ( 3.0 * a - 6.0 ) + 4.0 );\n	}\n	float w2( float a ){\n		return ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n	}\n	float w3( float a ) {\n		return ( 1.0 / 6.0 ) * ( a * a * a );\n	}\n	float g0( float a ) {\n		return w0( a ) + w1( a );\n	}\n	float g1( float a ) {\n		return w2( a ) + w3( a );\n	}\n	float h0( float a ) {\n		return - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n	}\n	float h1( float a ) {\n		return 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n	}\n	vec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n		uv = uv * texelSize.zw + 0.5;\n		vec2 iuv = floor( uv );\n		vec2 fuv = fract( uv );\n		float g0x = g0( fuv.x );\n		float g1x = g1( fuv.x );\n		float h0x = h0( fuv.x );\n		float h1x = h1( fuv.x );\n		float h0y = h0( fuv.y );\n		float h1y = h1( fuv.y );\n		vec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n		vec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n		vec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n		vec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n		return g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n			g1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n	}\n	vec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n		vec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n		vec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n		vec2 fLodSizeInv = 1.0 / fLodSize;\n		vec2 cLodSizeInv = 1.0 / cLodSize;\n		vec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n		vec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n		return mix( fSample, cSample, fract( lod ) );\n	}\n	vec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n		vec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n		vec3 modelScale;\n		modelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n		modelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n		modelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n		return normalize( refractionVector ) * thickness * modelScale;\n	}\n	float applyIorToRoughness( const in float roughness, const in float ior ) {\n		return roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n	}\n	vec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n		float lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n		return textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n	}\n	vec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n		if ( isinf( attenuationDistance ) ) {\n			return vec3( 1.0 );\n		} else {\n			vec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n			vec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );			return transmittance;\n		}\n	}\n	vec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n		const in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n		const in mat4 viewMatrix, const in mat4 projMatrix, const in float dispersion, const in float ior, const in float thickness,\n		const in vec3 attenuationColor, const in float attenuationDistance ) {\n		vec4 transmittedLight;\n		vec3 transmittance;\n		#ifdef USE_DISPERSION\n			float halfSpread = ( ior - 1.0 ) * 0.025 * dispersion;\n			vec3 iors = vec3( ior - halfSpread, ior, ior + halfSpread );\n			for ( int i = 0; i < 3; i ++ ) {\n				vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, iors[ i ], modelMatrix );\n				vec3 refractedRayExit = position + transmissionRay;\n				vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n				vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n				refractionCoords += 1.0;\n				refractionCoords /= 2.0;\n				vec4 transmissionSample = getTransmissionSample( refractionCoords, roughness, iors[ i ] );\n				transmittedLight[ i ] = transmissionSample[ i ];\n				transmittedLight.a += transmissionSample.a;\n				transmittance[ i ] = diffuseColor[ i ] * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance )[ i ];\n			}\n			transmittedLight.a /= 3.0;\n		#else\n			vec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n			vec3 refractedRayExit = position + transmissionRay;\n			vec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n			vec2 refractionCoords = ndcPos.xy / ndcPos.w;\n			refractionCoords += 1.0;\n			refractionCoords /= 2.0;\n			transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n			transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n		#endif\n		vec3 attenuatedColor = transmittance * transmittedLight.rgb;\n		vec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n		float transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n		return vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n	}\n#endif",
			uv_pars_fragment: "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n	varying vec2 vUv;\n#endif\n#ifdef USE_MAP\n	varying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n	varying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n	varying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n	varying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n	varying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n	varying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n	varying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n	varying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n	varying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n	varying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n	varying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n	varying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n	varying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n	varying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n	varying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n	varying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n	varying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n	varying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n	varying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n	varying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n	uniform mat3 transmissionMapTransform;\n	varying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n	uniform mat3 thicknessMapTransform;\n	varying vec2 vThicknessMapUv;\n#endif",
			uv_pars_vertex: "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n	varying vec2 vUv;\n#endif\n#ifdef USE_MAP\n	uniform mat3 mapTransform;\n	varying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n	uniform mat3 alphaMapTransform;\n	varying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n	uniform mat3 lightMapTransform;\n	varying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n	uniform mat3 aoMapTransform;\n	varying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n	uniform mat3 bumpMapTransform;\n	varying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n	uniform mat3 normalMapTransform;\n	varying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n	uniform mat3 displacementMapTransform;\n	varying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n	uniform mat3 emissiveMapTransform;\n	varying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n	uniform mat3 metalnessMapTransform;\n	varying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n	uniform mat3 roughnessMapTransform;\n	varying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n	uniform mat3 anisotropyMapTransform;\n	varying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n	uniform mat3 clearcoatMapTransform;\n	varying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n	uniform mat3 clearcoatNormalMapTransform;\n	varying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n	uniform mat3 clearcoatRoughnessMapTransform;\n	varying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n	uniform mat3 sheenColorMapTransform;\n	varying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n	uniform mat3 sheenRoughnessMapTransform;\n	varying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n	uniform mat3 iridescenceMapTransform;\n	varying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n	uniform mat3 iridescenceThicknessMapTransform;\n	varying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n	uniform mat3 specularMapTransform;\n	varying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n	uniform mat3 specularColorMapTransform;\n	varying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n	uniform mat3 specularIntensityMapTransform;\n	varying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n	uniform mat3 transmissionMapTransform;\n	varying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n	uniform mat3 thicknessMapTransform;\n	varying vec2 vThicknessMapUv;\n#endif",
			uv_vertex: "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n	vUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n	vMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n	vAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n	vLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n	vAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n	vBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n	vNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n	vDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n	vEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n	vMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n	vRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n	vAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n	vClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n	vClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n	vClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n	vIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n	vIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n	vSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n	vSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n	vSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n	vSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n	vSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n	vTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n	vThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif",
			worldpos_vertex: "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n	vec4 worldPosition = vec4( transformed, 1.0 );\n	#ifdef USE_BATCHING\n		worldPosition = batchingMatrix * worldPosition;\n	#endif\n	#ifdef USE_INSTANCING\n		worldPosition = instanceMatrix * worldPosition;\n	#endif\n	worldPosition = modelMatrix * worldPosition;\n#endif",
			background_vert: "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n	vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n	gl_Position = vec4( position.xy, 1.0, 1.0 );\n}",
			background_frag: "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n	vec4 texColor = texture2D( t2D, vUv );\n	#ifdef DECODE_VIDEO_TEXTURE\n		texColor = vec4( mix( pow( texColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), texColor.rgb * 0.0773993808, vec3( lessThanEqual( texColor.rgb, vec3( 0.04045 ) ) ) ), texColor.w );\n	#endif\n	texColor.rgb *= backgroundIntensity;\n	gl_FragColor = texColor;\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n}",
			backgroundCube_vert: "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n	vWorldDirection = transformDirection( position, modelMatrix );\n	#include <begin_vertex>\n	#include <project_vertex>\n	gl_Position.z = gl_Position.w;\n}",
			backgroundCube_frag: "#ifdef ENVMAP_TYPE_CUBE\n	uniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n	uniform sampler2D envMap;\n#endif\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nuniform mat3 backgroundRotation;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n	#ifdef ENVMAP_TYPE_CUBE\n		vec4 texColor = textureCube( envMap, backgroundRotation * vWorldDirection );\n	#elif defined( ENVMAP_TYPE_CUBE_UV )\n		vec4 texColor = textureCubeUV( envMap, backgroundRotation * vWorldDirection, backgroundBlurriness );\n	#else\n		vec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n	#endif\n	texColor.rgb *= backgroundIntensity;\n	gl_FragColor = texColor;\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n}",
			cube_vert: "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n	vWorldDirection = transformDirection( position, modelMatrix );\n	#include <begin_vertex>\n	#include <project_vertex>\n	gl_Position.z = gl_Position.w;\n}",
			cube_frag: "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n	vec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n	gl_FragColor = texColor;\n	gl_FragColor.a *= opacity;\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n}",
			depth_vert: "#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n	#include <uv_vertex>\n	#include <batching_vertex>\n	#include <skinbase_vertex>\n	#include <morphinstance_vertex>\n	#ifdef USE_DISPLACEMENTMAP\n		#include <beginnormal_vertex>\n		#include <morphnormal_vertex>\n		#include <skinnormal_vertex>\n	#endif\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vHighPrecisionZW = gl_Position.zw;\n}",
			depth_frag: "#if DEPTH_PACKING == 3200\n	uniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvarying vec2 vHighPrecisionZW;\nvoid main() {\n	vec4 diffuseColor = vec4( 1.0 );\n	#include <clipping_planes_fragment>\n	#if DEPTH_PACKING == 3200\n		diffuseColor.a = opacity;\n	#endif\n	#include <map_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <logdepthbuf_fragment>\n	#ifdef USE_REVERSED_DEPTH_BUFFER\n		float fragCoordZ = vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ];\n	#else\n		float fragCoordZ = 0.5 * vHighPrecisionZW[ 0 ] / vHighPrecisionZW[ 1 ] + 0.5;\n	#endif\n	#if DEPTH_PACKING == 3200\n		gl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n	#elif DEPTH_PACKING == 3201\n		gl_FragColor = packDepthToRGBA( fragCoordZ );\n	#elif DEPTH_PACKING == 3202\n		gl_FragColor = vec4( packDepthToRGB( fragCoordZ ), 1.0 );\n	#elif DEPTH_PACKING == 3203\n		gl_FragColor = vec4( packDepthToRG( fragCoordZ ), 0.0, 1.0 );\n	#endif\n}",
			distance_vert: "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <batching_pars_vertex>\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	#include <uv_vertex>\n	#include <batching_vertex>\n	#include <skinbase_vertex>\n	#include <morphinstance_vertex>\n	#ifdef USE_DISPLACEMENTMAP\n		#include <beginnormal_vertex>\n		#include <morphnormal_vertex>\n		#include <skinnormal_vertex>\n	#endif\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <worldpos_vertex>\n	#include <clipping_planes_vertex>\n	vWorldPosition = worldPosition.xyz;\n}",
			distance_frag: "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( 1.0 );\n	#include <clipping_planes_fragment>\n	#include <map_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	float dist = length( vWorldPosition - referencePosition );\n	dist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n	dist = saturate( dist );\n	gl_FragColor = vec4( dist, 0.0, 0.0, 1.0 );\n}",
			equirect_vert: "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n	vWorldDirection = transformDirection( position, modelMatrix );\n	#include <begin_vertex>\n	#include <project_vertex>\n}",
			equirect_frag: "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n	vec3 direction = normalize( vWorldDirection );\n	vec2 sampleUV = equirectUv( direction );\n	gl_FragColor = texture2D( tEquirect, sampleUV );\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n}",
			linedashed_vert: "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <uv_pars_vertex>\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	vLineDistance = scale * lineDistance;\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <fog_vertex>\n}",
			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 <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	if ( mod( vLineDistance, totalSize ) > dashSize ) {\n		discard;\n	}\n	vec3 outgoingLight = vec3( 0.0 );\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	outgoingLight = diffuseColor.rgb;\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n}",
			meshbasic_vert: "#include <common>\n#include <batching_pars_vertex>\n#include <uv_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	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n		#include <beginnormal_vertex>\n		#include <morphnormal_vertex>\n		#include <skinbase_vertex>\n		#include <skinnormal_vertex>\n		#include <defaultnormal_vertex>\n	#endif\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <worldpos_vertex>\n	#include <envmap_vertex>\n	#include <fog_vertex>\n}",
			meshbasic_frag: "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n	varying vec3 vNormal;\n#endif\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_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	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <specularmap_fragment>\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	#ifdef USE_LIGHTMAP\n		vec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n		reflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n	#else\n		reflectedLight.indirectDiffuse += vec3( 1.0 );\n	#endif\n	#include <aomap_fragment>\n	reflectedLight.indirectDiffuse *= diffuseColor.rgb;\n	vec3 outgoingLight = reflectedLight.indirectDiffuse;\n	#include <envmap_fragment>\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}",
			meshlambert_vert: "#define LAMBERT\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vViewPosition = - mvPosition.xyz;\n	#include <worldpos_vertex>\n	#include <envmap_vertex>\n	#include <shadowmap_vertex>\n	#include <fog_vertex>\n}",
			meshlambert_frag: "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_lambert_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <specularmap_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	#include <emissivemap_fragment>\n	#include <lights_lambert_fragment>\n	#include <lights_fragment_begin>\n	#include <lights_fragment_maps>\n	#include <lights_fragment_end>\n	#include <aomap_fragment>\n	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n	#include <envmap_fragment>\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}",
			meshmatcap_vert: "#define MATCAP\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <color_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <fog_vertex>\n	vViewPosition = - mvPosition.xyz;\n}",
			meshmatcap_frag: "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	vec3 viewDir = normalize( vViewPosition );\n	vec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n	vec3 y = cross( viewDir, x );\n	vec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n	#ifdef USE_MATCAP\n		vec4 matcapColor = texture2D( matcap, uv );\n	#else\n		vec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n	#endif\n	vec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}",
			meshnormal_vert: "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n	varying vec3 vViewPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphinstance_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n	vViewPosition = - mvPosition.xyz;\n#endif\n}",
			meshnormal_frag: "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n	varying vec3 vViewPosition;\n#endif\n#include <uv_pars_fragment>\n#include <normal_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n	#include <clipping_planes_fragment>\n	#include <logdepthbuf_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	gl_FragColor = vec4( normalize( normal ) * 0.5 + 0.5, diffuseColor.a );\n	#ifdef OPAQUE\n		gl_FragColor.a = 1.0;\n	#endif\n}",
			meshphong_vert: "#define PHONG\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphinstance_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vViewPosition = - mvPosition.xyz;\n	#include <worldpos_vertex>\n	#include <envmap_vertex>\n	#include <shadowmap_vertex>\n	#include <fog_vertex>\n}",
			meshphong_frag: "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <specularmap_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	#include <emissivemap_fragment>\n	#include <lights_phong_fragment>\n	#include <lights_fragment_begin>\n	#include <lights_fragment_maps>\n	#include <lights_fragment_end>\n	#include <aomap_fragment>\n	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n	#include <envmap_fragment>\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}",
			meshphysical_vert: "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n	varying vec3 vWorldPosition;\n#endif\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vViewPosition = - mvPosition.xyz;\n	#include <worldpos_vertex>\n	#include <shadowmap_vertex>\n	#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n	vWorldPosition = worldPosition.xyz;\n#endif\n}",
			meshphysical_frag: "#define STANDARD\n#ifdef PHYSICAL\n	#define IOR\n	#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n	uniform float ior;\n#endif\n#ifdef USE_SPECULAR\n	uniform float specularIntensity;\n	uniform vec3 specularColor;\n	#ifdef USE_SPECULAR_COLORMAP\n		uniform sampler2D specularColorMap;\n	#endif\n	#ifdef USE_SPECULAR_INTENSITYMAP\n		uniform sampler2D specularIntensityMap;\n	#endif\n#endif\n#ifdef USE_CLEARCOAT\n	uniform float clearcoat;\n	uniform float clearcoatRoughness;\n#endif\n#ifdef USE_DISPERSION\n	uniform float dispersion;\n#endif\n#ifdef USE_IRIDESCENCE\n	uniform float iridescence;\n	uniform float iridescenceIOR;\n	uniform float iridescenceThicknessMinimum;\n	uniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n	uniform vec3 sheenColor;\n	uniform float sheenRoughness;\n	#ifdef USE_SHEEN_COLORMAP\n		uniform sampler2D sheenColorMap;\n	#endif\n	#ifdef USE_SHEEN_ROUGHNESSMAP\n		uniform sampler2D sheenRoughnessMap;\n	#endif\n#endif\n#ifdef USE_ANISOTROPY\n	uniform vec2 anisotropyVector;\n	#ifdef USE_ANISOTROPYMAP\n		uniform sampler2D anisotropyMap;\n	#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <iridescence_fragment>\n#include <cube_uv_reflection_fragment>\n#include <envmap_common_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_physical_pars_fragment>\n#include <transmission_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <clearcoat_pars_fragment>\n#include <iridescence_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <roughnessmap_fragment>\n	#include <metalnessmap_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	#include <clearcoat_normal_fragment_begin>\n	#include <clearcoat_normal_fragment_maps>\n	#include <emissivemap_fragment>\n	#include <lights_physical_fragment>\n	#include <lights_fragment_begin>\n	#include <lights_fragment_maps>\n	#include <lights_fragment_end>\n	#include <aomap_fragment>\n	vec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n	vec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n	#include <transmission_fragment>\n	vec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n	#ifdef USE_SHEEN\n \n		outgoingLight = outgoingLight + sheenSpecularDirect + sheenSpecularIndirect;\n \n 	#endif\n	#ifdef USE_CLEARCOAT\n		float dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n		vec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n		outgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n	#endif\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}",
			meshtoon_vert: "#define TOON\nvarying vec3 vViewPosition;\n#include <common>\n#include <batching_pars_vertex>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <normal_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n	#include <uv_vertex>\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <normal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <displacementmap_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	vViewPosition = - mvPosition.xyz;\n	#include <worldpos_vertex>\n	#include <shadowmap_vertex>\n	#include <fog_vertex>\n}",
			meshtoon_frag: "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <normal_pars_fragment>\n#include <lights_toon_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	ReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n	vec3 totalEmissiveRadiance = emissive;\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <color_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	#include <normal_fragment_begin>\n	#include <normal_fragment_maps>\n	#include <emissivemap_fragment>\n	#include <lights_toon_fragment>\n	#include <lights_fragment_begin>\n	#include <lights_fragment_maps>\n	#include <lights_fragment_end>\n	#include <aomap_fragment>\n	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n	#include <dithering_fragment>\n}",
			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>\n#ifdef USE_POINTS_UV\n	varying vec2 vUv;\n	uniform mat3 uvTransform;\n#endif\nvoid main() {\n	#ifdef USE_POINTS_UV\n		vUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n	#endif\n	#include <color_vertex>\n	#include <morphinstance_vertex>\n	#include <morphcolor_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <project_vertex>\n	gl_PointSize = size;\n	#ifdef USE_SIZEATTENUATION\n		bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n		if ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n	#endif\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <worldpos_vertex>\n	#include <fog_vertex>\n}",
			points_frag: "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	vec3 outgoingLight = vec3( 0.0 );\n	#include <logdepthbuf_fragment>\n	#include <map_particle_fragment>\n	#include <color_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	outgoingLight = diffuseColor.rgb;\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n}",
			shadow_vert: "#include <common>\n#include <batching_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n	#include <batching_vertex>\n	#include <beginnormal_vertex>\n	#include <morphinstance_vertex>\n	#include <morphnormal_vertex>\n	#include <skinbase_vertex>\n	#include <skinnormal_vertex>\n	#include <defaultnormal_vertex>\n	#include <begin_vertex>\n	#include <morphtarget_vertex>\n	#include <skinning_vertex>\n	#include <project_vertex>\n	#include <logdepthbuf_vertex>\n	#include <worldpos_vertex>\n	#include <shadowmap_vertex>\n	#include <fog_vertex>\n}",
			shadow_frag: "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <logdepthbuf_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n	#include <logdepthbuf_fragment>\n	gl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n	#include <premultiplied_alpha_fragment>\n}",
			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	#include <uv_vertex>\n	vec4 mvPosition = modelViewMatrix[ 3 ];\n	vec2 scale = vec2( length( modelMatrix[ 0 ].xyz ), length( modelMatrix[ 1 ].xyz ) );\n	#ifndef USE_SIZEATTENUATION\n		bool isPerspective = isPerspectiveMatrix( projectionMatrix );\n		if ( isPerspective ) scale *= - mvPosition.z;\n	#endif\n	vec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n	vec2 rotatedPosition;\n	rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n	rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n	mvPosition.xy += rotatedPosition;\n	gl_Position = projectionMatrix * mvPosition;\n	#include <logdepthbuf_vertex>\n	#include <clipping_planes_vertex>\n	#include <fog_vertex>\n}",
			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 <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n	vec4 diffuseColor = vec4( diffuse, opacity );\n	#include <clipping_planes_fragment>\n	vec3 outgoingLight = vec3( 0.0 );\n	#include <logdepthbuf_fragment>\n	#include <map_fragment>\n	#include <alphamap_fragment>\n	#include <alphatest_fragment>\n	#include <alphahash_fragment>\n	outgoingLight = diffuseColor.rgb;\n	#include <opaque_fragment>\n	#include <tonemapping_fragment>\n	#include <colorspace_fragment>\n	#include <fog_fragment>\n}"
		};
		UniformsLib = {
			common: {
				diffuse: { value: /*@__PURE__*/ new Color(16777215) },
				opacity: { value: 1 },
				map: { value: null },
				mapTransform: { value: /*@__PURE__*/ new Matrix3() },
				alphaMap: { value: null },
				alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				alphaTest: { value: 0 }
			},
			specularmap: {
				specularMap: { value: null },
				specularMapTransform: { value: /*@__PURE__*/ new Matrix3() }
			},
			envmap: {
				envMap: { value: null },
				envMapRotation: { value: /*@__PURE__*/ new Matrix3() },
				reflectivity: { value: 1 },
				ior: { value: 1.5 },
				refractionRatio: { value: .98 },
				dfgLUT: { value: null }
			},
			aomap: {
				aoMap: { value: null },
				aoMapIntensity: { value: 1 },
				aoMapTransform: { value: /*@__PURE__*/ new Matrix3() }
			},
			lightmap: {
				lightMap: { value: null },
				lightMapIntensity: { value: 1 },
				lightMapTransform: { value: /*@__PURE__*/ new Matrix3() }
			},
			bumpmap: {
				bumpMap: { value: null },
				bumpMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				bumpScale: { value: 1 }
			},
			normalmap: {
				normalMap: { value: null },
				normalMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				normalScale: { value: /*@__PURE__*/ new Vector2(1, 1) }
			},
			displacementmap: {
				displacementMap: { value: null },
				displacementMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				displacementScale: { value: 1 },
				displacementBias: { value: 0 }
			},
			emissivemap: {
				emissiveMap: { value: null },
				emissiveMapTransform: { value: /*@__PURE__*/ new Matrix3() }
			},
			metalnessmap: {
				metalnessMap: { value: null },
				metalnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }
			},
			roughnessmap: {
				roughnessMap: { value: null },
				roughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() }
			},
			gradientmap: { gradientMap: { value: null } },
			fog: {
				fogDensity: { value: 25e-5 },
				fogNear: { value: 1 },
				fogFar: { value: 2e3 },
				fogColor: { value: /*@__PURE__*/ new Color(16777215) }
			},
			lights: {
				ambientLightColor: { value: [] },
				lightProbe: { value: [] },
				directionalLights: {
					value: [],
					properties: {
						direction: {},
						color: {}
					}
				},
				directionalLightShadows: {
					value: [],
					properties: {
						shadowIntensity: 1,
						shadowBias: {},
						shadowNormalBias: {},
						shadowRadius: {},
						shadowMapSize: {}
					}
				},
				directionalShadowMatrix: { value: [] },
				spotLights: {
					value: [],
					properties: {
						color: {},
						position: {},
						direction: {},
						distance: {},
						coneCos: {},
						penumbraCos: {},
						decay: {}
					}
				},
				spotLightShadows: {
					value: [],
					properties: {
						shadowIntensity: 1,
						shadowBias: {},
						shadowNormalBias: {},
						shadowRadius: {},
						shadowMapSize: {}
					}
				},
				spotLightMap: { value: [] },
				spotLightMatrix: { value: [] },
				pointLights: {
					value: [],
					properties: {
						color: {},
						position: {},
						decay: {},
						distance: {}
					}
				},
				pointLightShadows: {
					value: [],
					properties: {
						shadowIntensity: 1,
						shadowBias: {},
						shadowNormalBias: {},
						shadowRadius: {},
						shadowMapSize: {},
						shadowCameraNear: {},
						shadowCameraFar: {}
					}
				},
				pointShadowMatrix: { value: [] },
				hemisphereLights: {
					value: [],
					properties: {
						direction: {},
						skyColor: {},
						groundColor: {}
					}
				},
				rectAreaLights: {
					value: [],
					properties: {
						color: {},
						position: {},
						width: {},
						height: {}
					}
				},
				ltc_1: { value: null },
				ltc_2: { value: null },
				probesSH: { value: null },
				probesMin: { value: /*@__PURE__*/ new Vector3() },
				probesMax: { value: /*@__PURE__*/ new Vector3() },
				probesResolution: { value: /*@__PURE__*/ new Vector3() }
			},
			points: {
				diffuse: { value: /*@__PURE__*/ new Color(16777215) },
				opacity: { value: 1 },
				size: { value: 1 },
				scale: { value: 1 },
				map: { value: null },
				alphaMap: { value: null },
				alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				alphaTest: { value: 0 },
				uvTransform: { value: /*@__PURE__*/ new Matrix3() }
			},
			sprite: {
				diffuse: { value: /*@__PURE__*/ new Color(16777215) },
				opacity: { value: 1 },
				center: { value: /*@__PURE__*/ new Vector2(.5, .5) },
				rotation: { value: 0 },
				map: { value: null },
				mapTransform: { value: /*@__PURE__*/ new Matrix3() },
				alphaMap: { value: null },
				alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				alphaTest: { value: 0 }
			}
		};
		ShaderLib = {
			basic: {
				uniforms: /*@__PURE__*/ mergeUniforms([
					UniformsLib.common,
					UniformsLib.specularmap,
					UniformsLib.envmap,
					UniformsLib.aomap,
					UniformsLib.lightmap,
					UniformsLib.fog
				]),
				vertexShader: ShaderChunk.meshbasic_vert,
				fragmentShader: ShaderChunk.meshbasic_frag
			},
			lambert: {
				uniforms: /*@__PURE__*/ mergeUniforms([
					UniformsLib.common,
					UniformsLib.specularmap,
					UniformsLib.envmap,
					UniformsLib.aomap,
					UniformsLib.lightmap,
					UniformsLib.emissivemap,
					UniformsLib.bumpmap,
					UniformsLib.normalmap,
					UniformsLib.displacementmap,
					UniformsLib.fog,
					UniformsLib.lights,
					{
						emissive: { value: /*@__PURE__*/ new Color(0) },
						envMapIntensity: { value: 1 }
					}
				]),
				vertexShader: ShaderChunk.meshlambert_vert,
				fragmentShader: ShaderChunk.meshlambert_frag
			},
			phong: {
				uniforms: /*@__PURE__*/ mergeUniforms([
					UniformsLib.common,
					UniformsLib.specularmap,
					UniformsLib.envmap,
					UniformsLib.aomap,
					UniformsLib.lightmap,
					UniformsLib.emissivemap,
					UniformsLib.bumpmap,
					UniformsLib.normalmap,
					UniformsLib.displacementmap,
					UniformsLib.fog,
					UniformsLib.lights,
					{
						emissive: { value: /*@__PURE__*/ new Color(0) },
						specular: { value: /*@__PURE__*/ new Color(1118481) },
						shininess: { value: 30 },
						envMapIntensity: { value: 1 }
					}
				]),
				vertexShader: ShaderChunk.meshphong_vert,
				fragmentShader: ShaderChunk.meshphong_frag
			},
			standard: {
				uniforms: /*@__PURE__*/ 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: /*@__PURE__*/ new Color(0) },
						roughness: { value: 1 },
						metalness: { value: 0 },
						envMapIntensity: { value: 1 }
					}
				]),
				vertexShader: ShaderChunk.meshphysical_vert,
				fragmentShader: ShaderChunk.meshphysical_frag
			},
			toon: {
				uniforms: /*@__PURE__*/ mergeUniforms([
					UniformsLib.common,
					UniformsLib.aomap,
					UniformsLib.lightmap,
					UniformsLib.emissivemap,
					UniformsLib.bumpmap,
					UniformsLib.normalmap,
					UniformsLib.displacementmap,
					UniformsLib.gradientmap,
					UniformsLib.fog,
					UniformsLib.lights,
					{ emissive: { value: /*@__PURE__*/ new Color(0) } }
				]),
				vertexShader: ShaderChunk.meshtoon_vert,
				fragmentShader: ShaderChunk.meshtoon_frag
			},
			matcap: {
				uniforms: /*@__PURE__*/ mergeUniforms([
					UniformsLib.common,
					UniformsLib.bumpmap,
					UniformsLib.normalmap,
					UniformsLib.displacementmap,
					UniformsLib.fog,
					{ matcap: { value: null } }
				]),
				vertexShader: ShaderChunk.meshmatcap_vert,
				fragmentShader: ShaderChunk.meshmatcap_frag
			},
			points: {
				uniforms: /*@__PURE__*/ mergeUniforms([UniformsLib.points, UniformsLib.fog]),
				vertexShader: ShaderChunk.points_vert,
				fragmentShader: ShaderChunk.points_frag
			},
			dashed: {
				uniforms: /*@__PURE__*/ mergeUniforms([
					UniformsLib.common,
					UniformsLib.fog,
					{
						scale: { value: 1 },
						dashSize: { value: 1 },
						totalSize: { value: 2 }
					}
				]),
				vertexShader: ShaderChunk.linedashed_vert,
				fragmentShader: ShaderChunk.linedashed_frag
			},
			depth: {
				uniforms: /*@__PURE__*/ mergeUniforms([UniformsLib.common, UniformsLib.displacementmap]),
				vertexShader: ShaderChunk.depth_vert,
				fragmentShader: ShaderChunk.depth_frag
			},
			normal: {
				uniforms: /*@__PURE__*/ mergeUniforms([
					UniformsLib.common,
					UniformsLib.bumpmap,
					UniformsLib.normalmap,
					UniformsLib.displacementmap,
					{ opacity: { value: 1 } }
				]),
				vertexShader: ShaderChunk.meshnormal_vert,
				fragmentShader: ShaderChunk.meshnormal_frag
			},
			sprite: {
				uniforms: /*@__PURE__*/ mergeUniforms([UniformsLib.sprite, UniformsLib.fog]),
				vertexShader: ShaderChunk.sprite_vert,
				fragmentShader: ShaderChunk.sprite_frag
			},
			background: {
				uniforms: {
					uvTransform: { value: /*@__PURE__*/ new Matrix3() },
					t2D: { value: null },
					backgroundIntensity: { value: 1 }
				},
				vertexShader: ShaderChunk.background_vert,
				fragmentShader: ShaderChunk.background_frag
			},
			backgroundCube: {
				uniforms: {
					envMap: { value: null },
					backgroundBlurriness: { value: 0 },
					backgroundIntensity: { value: 1 },
					backgroundRotation: { value: /*@__PURE__*/ new Matrix3() }
				},
				vertexShader: ShaderChunk.backgroundCube_vert,
				fragmentShader: ShaderChunk.backgroundCube_frag
			},
			cube: {
				uniforms: {
					tCube: { value: null },
					tFlip: { value: -1 },
					opacity: { value: 1 }
				},
				vertexShader: ShaderChunk.cube_vert,
				fragmentShader: ShaderChunk.cube_frag
			},
			equirect: {
				uniforms: { tEquirect: { value: null } },
				vertexShader: ShaderChunk.equirect_vert,
				fragmentShader: ShaderChunk.equirect_frag
			},
			distance: {
				uniforms: /*@__PURE__*/ mergeUniforms([
					UniformsLib.common,
					UniformsLib.displacementmap,
					{
						referencePosition: { value: /*@__PURE__*/ new Vector3() },
						nearDistance: { value: 1 },
						farDistance: { value: 1e3 }
					}
				]),
				vertexShader: ShaderChunk.distance_vert,
				fragmentShader: ShaderChunk.distance_frag
			},
			shadow: {
				uniforms: /*@__PURE__*/ mergeUniforms([
					UniformsLib.lights,
					UniformsLib.fog,
					{
						color: { value: /*@__PURE__*/ new Color(0) },
						opacity: { value: 1 }
					}
				]),
				vertexShader: ShaderChunk.shadow_vert,
				fragmentShader: ShaderChunk.shadow_frag
			}
		};
		ShaderLib.physical = {
			uniforms: /*@__PURE__*/ mergeUniforms([ShaderLib.standard.uniforms, {
				clearcoat: { value: 0 },
				clearcoatMap: { value: null },
				clearcoatMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				clearcoatNormalMap: { value: null },
				clearcoatNormalMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				clearcoatNormalScale: { value: /*@__PURE__*/ new Vector2(1, 1) },
				clearcoatRoughness: { value: 0 },
				clearcoatRoughnessMap: { value: null },
				clearcoatRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				dispersion: { value: 0 },
				iridescence: { value: 0 },
				iridescenceMap: { value: null },
				iridescenceMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				iridescenceIOR: { value: 1.3 },
				iridescenceThicknessMinimum: { value: 100 },
				iridescenceThicknessMaximum: { value: 400 },
				iridescenceThicknessMap: { value: null },
				iridescenceThicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				sheen: { value: 0 },
				sheenColor: { value: /*@__PURE__*/ new Color(0) },
				sheenColorMap: { value: null },
				sheenColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				sheenRoughness: { value: 1 },
				sheenRoughnessMap: { value: null },
				sheenRoughnessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				transmission: { value: 0 },
				transmissionMap: { value: null },
				transmissionMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				transmissionSamplerSize: { value: /*@__PURE__*/ new Vector2() },
				transmissionSamplerMap: { value: null },
				thickness: { value: 0 },
				thicknessMap: { value: null },
				thicknessMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				attenuationDistance: { value: 0 },
				attenuationColor: { value: /*@__PURE__*/ new Color(0) },
				specularColor: { value: /*@__PURE__*/ new Color(1, 1, 1) },
				specularColorMap: { value: null },
				specularColorMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				specularIntensity: { value: 1 },
				specularIntensityMap: { value: null },
				specularIntensityMapTransform: { value: /*@__PURE__*/ new Matrix3() },
				anisotropyVector: { value: /*@__PURE__*/ new Vector2() },
				anisotropyMap: { value: null },
				anisotropyMapTransform: { value: /*@__PURE__*/ new Matrix3() }
			}]),
			vertexShader: ShaderChunk.meshphysical_vert,
			fragmentShader: ShaderChunk.meshphysical_frag
		};
		_rgb = {
			r: 0,
			b: 0,
			g: 0
		};
		_m1$1 = /*@__PURE__*/ new Matrix4();
		_m$1 = /*@__PURE__*/ new Matrix3();
		_m$1.set(-1, 0, 0, 0, 1, 0, 0, 0, 1);
		LOD_MIN = 4;
		EXTRA_LOD_SIGMA = [
			.125,
			.215,
			.35,
			.446,
			.526,
			.582
		];
		MAX_SAMPLES = 20;
		GGX_SAMPLES = 256;
		_flatCamera = /*@__PURE__*/ new OrthographicCamera();
		_clearColor = /*@__PURE__*/ new Color();
		_oldTarget = null;
		_oldActiveCubeFace = 0;
		_oldActiveMipmapLevel = 0;
		_oldXrEnabled = false;
		_origin = /*@__PURE__*/ new Vector3();
		PMREMGenerator = class {
			/**
			* Constructs a new PMREM generator.
			*
			* @param {WebGLRenderer} renderer - The renderer.
			*/
			constructor(renderer) {
				this._renderer = renderer;
				this._pingPongRenderTarget = null;
				this._lodMax = 0;
				this._cubeSize = 0;
				this._sizeLods = [];
				this._sigmas = [];
				this._lodMeshes = [];
				this._backgroundBox = null;
				this._cubemapMaterial = null;
				this._equirectMaterial = null;
				this._blurMaterial = null;
				this._ggxMaterial = null;
			}
			/**
			* Generates a PMREM from a supplied Scene, which can be faster than using an
			* image if networking bandwidth is low. Optional sigma specifies a blur radius
			* in radians to be applied to the scene before PMREM generation. Optional near
			* and far planes ensure the scene is rendered in its entirety.
			*
			* @param {Scene} scene - The scene to be captured.
			* @param {number} [sigma=0] - The blur radius in radians.
			* @param {number} [near=0.1] - The near plane distance.
			* @param {number} [far=100] - The far plane distance.
			* @param {Object} [options={}] - The configuration options.
			* @param {number} [options.size=256] - The texture size of the PMREM.
			* @param {Vector3} [options.position=origin] - The position of the internal cube camera that renders the scene.
			* @return {WebGLRenderTarget} The resulting PMREM.
			*/
			fromScene(scene, sigma = 0, near = .1, far = 100, options = {}) {
				const { size = 256, position = _origin } = options;
				_oldTarget = this._renderer.getRenderTarget();
				_oldActiveCubeFace = this._renderer.getActiveCubeFace();
				_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
				_oldXrEnabled = this._renderer.xr.enabled;
				this._renderer.xr.enabled = false;
				this._setSize(size);
				const cubeUVRenderTarget = this._allocateTargets();
				cubeUVRenderTarget.depthBuffer = true;
				this._sceneToCubeUV(scene, near, far, cubeUVRenderTarget, position);
				if (sigma > 0) this._blur(cubeUVRenderTarget, 0, 0, sigma);
				this._applyPMREM(cubeUVRenderTarget);
				this._cleanup(cubeUVRenderTarget);
				return cubeUVRenderTarget;
			}
			/**
			* Generates a PMREM from an equirectangular texture, which can be either LDR
			* or HDR. The ideal input image size is 1k (1024 x 512), as this matches best
			* with the 256 x 256 cubemap output. The minimum supported input image size
			* is 64 x 32.
			*
			* @param {Texture} equirectangular - The equirectangular texture to be converted.
			* @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
			* @return {WebGLRenderTarget} The resulting PMREM.
			*/
			fromEquirectangular(equirectangular, renderTarget = null) {
				return this._fromTexture(equirectangular, renderTarget);
			}
			/**
			* Generates a PMREM from an cubemap texture, which can be either LDR
			* or HDR. The ideal input cube size is 256 x 256, as this matches best
			* with the 256 x 256 cubemap output. The minimum supported input cube
			* size is 16 x 16 per face.
			*
			* @param {Texture} cubemap - The cubemap texture to be converted.
			* @param {?WebGLRenderTarget} [renderTarget=null] - The render target to use.
			* @return {WebGLRenderTarget} The resulting PMREM.
			*/
			fromCubemap(cubemap, renderTarget = null) {
				return this._fromTexture(cubemap, renderTarget);
			}
			/**
			* Pre-compiles the cubemap shader. You can get faster start-up by invoking this method during
			* your texture's network fetch for increased concurrency.
			*/
			compileCubemapShader() {
				if (this._cubemapMaterial === null) {
					this._cubemapMaterial = _getCubemapMaterial();
					this._compileMaterial(this._cubemapMaterial);
				}
			}
			/**
			* Pre-compiles the equirectangular shader. You can get faster start-up by invoking this method during
			* your texture's network fetch for increased concurrency.
			*/
			compileEquirectangularShader() {
				if (this._equirectMaterial === null) {
					this._equirectMaterial = _getEquirectMaterial();
					this._compileMaterial(this._equirectMaterial);
				}
			}
			/**
			* Disposes of the PMREMGenerator's internal memory. Note that PMREMGenerator is a static class,
			* so you should not need more than one PMREMGenerator object. If you do, calling dispose() on
			* one of them will cause any others to also become unusable.
			*/
			dispose() {
				this._dispose();
				if (this._cubemapMaterial !== null) this._cubemapMaterial.dispose();
				if (this._equirectMaterial !== null) this._equirectMaterial.dispose();
				if (this._backgroundBox !== null) {
					this._backgroundBox.geometry.dispose();
					this._backgroundBox.material.dispose();
				}
			}
			_setSize(cubeSize) {
				this._lodMax = Math.floor(Math.log2(cubeSize));
				this._cubeSize = Math.pow(2, this._lodMax);
			}
			_dispose() {
				if (this._blurMaterial !== null) this._blurMaterial.dispose();
				if (this._ggxMaterial !== null) this._ggxMaterial.dispose();
				if (this._pingPongRenderTarget !== null) this._pingPongRenderTarget.dispose();
				for (let i = 0; i < this._lodMeshes.length; i++) this._lodMeshes[i].geometry.dispose();
			}
			_cleanup(outputTarget) {
				this._renderer.setRenderTarget(_oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel);
				this._renderer.xr.enabled = _oldXrEnabled;
				outputTarget.scissorTest = false;
				_setViewport(outputTarget, 0, 0, outputTarget.width, outputTarget.height);
			}
			_fromTexture(texture, renderTarget) {
				if (texture.mapping === 301 || texture.mapping === 302) this._setSize(texture.image.length === 0 ? 16 : texture.image[0].width || texture.image[0].image.width);
				else this._setSize(texture.image.width / 4);
				_oldTarget = this._renderer.getRenderTarget();
				_oldActiveCubeFace = this._renderer.getActiveCubeFace();
				_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();
				_oldXrEnabled = this._renderer.xr.enabled;
				this._renderer.xr.enabled = false;
				const cubeUVRenderTarget = renderTarget || this._allocateTargets();
				this._textureToCubeUV(texture, cubeUVRenderTarget);
				this._applyPMREM(cubeUVRenderTarget);
				this._cleanup(cubeUVRenderTarget);
				return cubeUVRenderTarget;
			}
			_allocateTargets() {
				const width = 3 * Math.max(this._cubeSize, 112);
				const height = 4 * this._cubeSize;
				const params = {
					magFilter: LinearFilter,
					minFilter: LinearFilter,
					generateMipmaps: false,
					type: HalfFloatType,
					format: RGBAFormat,
					colorSpace: LinearSRGBColorSpace,
					depthBuffer: false
				};
				const cubeUVRenderTarget = _createRenderTarget(width, height, params);
				if (this._pingPongRenderTarget === null || this._pingPongRenderTarget.width !== width || this._pingPongRenderTarget.height !== height) {
					if (this._pingPongRenderTarget !== null) this._dispose();
					this._pingPongRenderTarget = _createRenderTarget(width, height, params);
					const { _lodMax } = this;
					({lodMeshes: this._lodMeshes, sizeLods: this._sizeLods, sigmas: this._sigmas} = _createPlanes(_lodMax));
					this._blurMaterial = _getBlurShader(_lodMax, width, height);
					this._ggxMaterial = _getGGXShader(_lodMax, width, height);
				}
				return cubeUVRenderTarget;
			}
			_compileMaterial(material) {
				const mesh = new Mesh(new BufferGeometry(), material);
				this._renderer.compile(mesh, _flatCamera);
			}
			_sceneToCubeUV(scene, near, far, cubeUVRenderTarget, position) {
				const cubeCamera = new PerspectiveCamera(90, 1, near, far);
				const upSign = [
					1,
					-1,
					1,
					1,
					1,
					1
				];
				const forwardSign = [
					1,
					1,
					1,
					-1,
					-1,
					-1
				];
				const renderer = this._renderer;
				const originalAutoClear = renderer.autoClear;
				const toneMapping = renderer.toneMapping;
				renderer.getClearColor(_clearColor);
				renderer.toneMapping = 0;
				renderer.autoClear = false;
				if (renderer.state.buffers.depth.getReversed()) {
					renderer.setRenderTarget(cubeUVRenderTarget);
					renderer.clearDepth();
					renderer.setRenderTarget(null);
				}
				if (this._backgroundBox === null) this._backgroundBox = new Mesh(new BoxGeometry(), new MeshBasicMaterial({
					name: "PMREM.Background",
					side: 1,
					depthWrite: false,
					depthTest: false
				}));
				const backgroundBox = this._backgroundBox;
				const backgroundMaterial = backgroundBox.material;
				let useSolidColor = false;
				const background = scene.background;
				if (background) {
					if (background.isColor) {
						backgroundMaterial.color.copy(background);
						scene.background = null;
						useSolidColor = true;
					}
				} else {
					backgroundMaterial.color.copy(_clearColor);
					useSolidColor = true;
				}
				for (let i = 0; i < 6; i++) {
					const col = i % 3;
					if (col === 0) {
						cubeCamera.up.set(0, upSign[i], 0);
						cubeCamera.position.set(position.x, position.y, position.z);
						cubeCamera.lookAt(position.x + forwardSign[i], position.y, position.z);
					} else if (col === 1) {
						cubeCamera.up.set(0, 0, upSign[i]);
						cubeCamera.position.set(position.x, position.y, position.z);
						cubeCamera.lookAt(position.x, position.y + forwardSign[i], position.z);
					} else {
						cubeCamera.up.set(0, upSign[i], 0);
						cubeCamera.position.set(position.x, position.y, position.z);
						cubeCamera.lookAt(position.x, position.y, position.z + forwardSign[i]);
					}
					const size = this._cubeSize;
					_setViewport(cubeUVRenderTarget, col * size, i > 2 ? size : 0, size, size);
					renderer.setRenderTarget(cubeUVRenderTarget);
					if (useSolidColor) renderer.render(backgroundBox, cubeCamera);
					renderer.render(scene, cubeCamera);
				}
				renderer.toneMapping = toneMapping;
				renderer.autoClear = originalAutoClear;
				scene.background = background;
			}
			_textureToCubeUV(texture, cubeUVRenderTarget) {
				const renderer = this._renderer;
				const isCubeTexture = texture.mapping === 301 || texture.mapping === 302;
				if (isCubeTexture) {
					if (this._cubemapMaterial === null) this._cubemapMaterial = _getCubemapMaterial();
					this._cubemapMaterial.uniforms.flipEnvMap.value = texture.isRenderTargetTexture === false ? -1 : 1;
				} else if (this._equirectMaterial === null) this._equirectMaterial = _getEquirectMaterial();
				const material = isCubeTexture ? this._cubemapMaterial : this._equirectMaterial;
				const mesh = this._lodMeshes[0];
				mesh.material = material;
				const uniforms = material.uniforms;
				uniforms["envMap"].value = texture;
				const size = this._cubeSize;
				_setViewport(cubeUVRenderTarget, 0, 0, 3 * size, 2 * size);
				renderer.setRenderTarget(cubeUVRenderTarget);
				renderer.render(mesh, _flatCamera);
			}
			_applyPMREM(cubeUVRenderTarget) {
				const renderer = this._renderer;
				const autoClear = renderer.autoClear;
				renderer.autoClear = false;
				const n = this._lodMeshes.length;
				for (let i = 1; i < n; i++) this._applyGGXFilter(cubeUVRenderTarget, i - 1, i);
				renderer.autoClear = autoClear;
			}
			/**
			* Applies GGX VNDF importance sampling filter to generate a prefiltered environment map.
			* Uses Monte Carlo integration with VNDF importance sampling to accurately represent the
			* GGX BRDF for physically-based rendering. Reads from the previous LOD level and
			* applies incremental roughness filtering to avoid over-blurring.
			*
			* @private
			* @param {WebGLRenderTarget} cubeUVRenderTarget
			* @param {number} lodIn - Source LOD level to read from
			* @param {number} lodOut - Target LOD level to write to
			*/
			_applyGGXFilter(cubeUVRenderTarget, lodIn, lodOut) {
				const renderer = this._renderer;
				const pingPongRenderTarget = this._pingPongRenderTarget;
				const ggxMaterial = this._ggxMaterial;
				const ggxMesh = this._lodMeshes[lodOut];
				ggxMesh.material = ggxMaterial;
				const ggxUniforms = ggxMaterial.uniforms;
				const targetRoughness = lodOut / (this._lodMeshes.length - 1);
				const sourceRoughness = lodIn / (this._lodMeshes.length - 1);
				const adjustedRoughness = Math.sqrt(targetRoughness * targetRoughness - sourceRoughness * sourceRoughness) * (0 + targetRoughness * 1.25);
				const { _lodMax } = this;
				const outputSize = this._sizeLods[lodOut];
				const x = 3 * outputSize * (lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0);
				const y = 4 * (this._cubeSize - outputSize);
				ggxUniforms["envMap"].value = cubeUVRenderTarget.texture;
				ggxUniforms["roughness"].value = adjustedRoughness;
				ggxUniforms["mipInt"].value = _lodMax - lodIn;
				_setViewport(pingPongRenderTarget, x, y, 3 * outputSize, 2 * outputSize);
				renderer.setRenderTarget(pingPongRenderTarget);
				renderer.render(ggxMesh, _flatCamera);
				ggxUniforms["envMap"].value = pingPongRenderTarget.texture;
				ggxUniforms["roughness"].value = 0;
				ggxUniforms["mipInt"].value = _lodMax - lodOut;
				_setViewport(cubeUVRenderTarget, x, y, 3 * outputSize, 2 * outputSize);
				renderer.setRenderTarget(cubeUVRenderTarget);
				renderer.render(ggxMesh, _flatCamera);
			}
			/**
			* This is a two-pass Gaussian blur for a cubemap. Normally this is done
			* vertically and horizontally, but this breaks down on a cube. Here we apply
			* the blur latitudinally (around the poles), and then longitudinally (towards
			* the poles) to approximate the orthogonally-separable blur. It is least
			* accurate at the poles, but still does a decent job.
			*
			* Used for initial scene blur in fromScene() method when sigma > 0.
			*
			* @private
			* @param {WebGLRenderTarget} cubeUVRenderTarget
			* @param {number} lodIn
			* @param {number} lodOut
			* @param {number} sigma
			* @param {Vector3} [poleAxis]
			*/
			_blur(cubeUVRenderTarget, lodIn, lodOut, sigma, poleAxis) {
				const pingPongRenderTarget = this._pingPongRenderTarget;
				this._halfBlur(cubeUVRenderTarget, pingPongRenderTarget, lodIn, lodOut, sigma, "latitudinal", poleAxis);
				this._halfBlur(pingPongRenderTarget, cubeUVRenderTarget, lodOut, lodOut, sigma, "longitudinal", poleAxis);
			}
			_halfBlur(targetIn, targetOut, lodIn, lodOut, sigmaRadians, direction, poleAxis) {
				const renderer = this._renderer;
				const blurMaterial = this._blurMaterial;
				if (direction !== "latitudinal" && direction !== "longitudinal") error("blur direction must be either latitudinal or longitudinal!");
				const STANDARD_DEVIATIONS = 3;
				const blurMesh = this._lodMeshes[lodOut];
				blurMesh.material = blurMaterial;
				const blurUniforms = blurMaterial.uniforms;
				const pixels = this._sizeLods[lodIn] - 1;
				const radiansPerPixel = isFinite(sigmaRadians) ? Math.PI / (2 * pixels) : 2 * Math.PI / 39;
				const sigmaPixels = sigmaRadians / radiansPerPixel;
				const samples = isFinite(sigmaRadians) ? 1 + Math.floor(STANDARD_DEVIATIONS * sigmaPixels) : MAX_SAMPLES;
				if (samples > MAX_SAMPLES) warn(`sigmaRadians, ${sigmaRadians}, is too large and will clip, as it requested ${samples} samples when the maximum is set to ${MAX_SAMPLES}`);
				const weights = [];
				let sum = 0;
				for (let i = 0; i < MAX_SAMPLES; ++i) {
					const x = i / sigmaPixels;
					const weight = Math.exp(-x * x / 2);
					weights.push(weight);
					if (i === 0) sum += weight;
					else if (i < samples) sum += 2 * weight;
				}
				for (let i = 0; i < weights.length; i++) weights[i] = weights[i] / sum;
				blurUniforms["envMap"].value = targetIn.texture;
				blurUniforms["samples"].value = samples;
				blurUniforms["weights"].value = weights;
				blurUniforms["latitudinal"].value = direction === "latitudinal";
				if (poleAxis) blurUniforms["poleAxis"].value = poleAxis;
				const { _lodMax } = this;
				blurUniforms["dTheta"].value = radiansPerPixel;
				blurUniforms["mipInt"].value = _lodMax - lodIn;
				const outputSize = this._sizeLods[lodOut];
				_setViewport(targetOut, 3 * outputSize * (lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0), 4 * (this._cubeSize - outputSize), 3 * outputSize, 2 * outputSize);
				renderer.setRenderTarget(targetOut);
				renderer.render(blurMesh, _flatCamera);
			}
		};
		WebGLCubeRenderTarget = class extends WebGLRenderTarget {
			/**
			* Constructs a new cube render target.
			*
			* @param {number} [size=1] - The size of the render target.
			* @param {RenderTarget~Options} [options] - The configuration object.
			*/
			constructor(size = 1, options = {}) {
				super(size, size, options);
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isWebGLCubeRenderTarget = true;
				const image = {
					width: size,
					height: size,
					depth: 1
				};
				const images = [
					image,
					image,
					image,
					image,
					image,
					image
				];
				/**
				* Overwritten with a different texture type.
				*
				* @type {DataArrayTexture}
				*/
				this.texture = new CubeTexture(images);
				this._setTextureOptions(options);
				this.texture.isRenderTargetTexture = true;
			}
			/**
			* Converts the given equirectangular texture to a cube map.
			*
			* @param {WebGLRenderer} renderer - The renderer.
			* @param {Texture} texture - The equirectangular texture.
			* @return {WebGLCubeRenderTarget} A reference to this cube render target.
			*/
			fromEquirectangularTexture(renderer, texture) {
				this.texture.type = texture.type;
				this.texture.colorSpace = texture.colorSpace;
				this.texture.generateMipmaps = texture.generateMipmaps;
				this.texture.minFilter = texture.minFilter;
				this.texture.magFilter = texture.magFilter;
				const 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>

				}
			`,
					fragmentShader: `

				uniform sampler2D tEquirect;

				varying vec3 vWorldDirection;

				#include <common>

				void main() {

					vec3 direction = normalize( vWorldDirection );

					vec2 sampleUV = equirectUv( direction );

					gl_FragColor = texture2D( tEquirect, sampleUV );

				}
			`
				};
				const geometry = new BoxGeometry(5, 5, 5);
				const material = new ShaderMaterial({
					name: "CubemapFromEquirect",
					uniforms: cloneUniforms(shader.uniforms),
					vertexShader: shader.vertexShader,
					fragmentShader: shader.fragmentShader,
					side: 1,
					blending: 0
				});
				material.uniforms.tEquirect.value = texture;
				const mesh = new Mesh(geometry, material);
				const currentMinFilter = texture.minFilter;
				if (texture.minFilter === 1008) texture.minFilter = LinearFilter;
				new CubeCamera(1, 10, this).update(renderer, mesh);
				texture.minFilter = currentMinFilter;
				mesh.geometry.dispose();
				mesh.material.dispose();
				return this;
			}
			/**
			* Clears this cube render target.
			*
			* @param {WebGLRenderer} renderer - The renderer.
			* @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
			* @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
			* @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
			*/
			clear(renderer, color = true, depth = true, stencil = true) {
				const currentRenderTarget = renderer.getRenderTarget();
				for (let i = 0; i < 6; i++) {
					renderer.setRenderTarget(this, i);
					renderer.clear(color, depth, stencil);
				}
				renderer.setRenderTarget(currentRenderTarget);
			}
		};
		toneMappingMap = {
			[1]: "LINEAR_TONE_MAPPING",
			[2]: "REINHARD_TONE_MAPPING",
			[3]: "CINEON_TONE_MAPPING",
			[4]: "ACES_FILMIC_TONE_MAPPING",
			[6]: "AGX_TONE_MAPPING",
			[7]: "NEUTRAL_TONE_MAPPING",
			[5]: "CUSTOM_TONE_MAPPING"
		};
		emptyTexture = /*@__PURE__*/ new Texture();
		emptyShadowTexture = /*@__PURE__*/ new DepthTexture(1, 1);
		emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();
		empty3dTexture = /*@__PURE__*/ new Data3DTexture();
		emptyCubeTexture = /*@__PURE__*/ new CubeTexture();
		arrayCacheF32 = [];
		arrayCacheI32 = [];
		mat4array = /* @__PURE__ */ new Float32Array(16);
		mat3array = /* @__PURE__ */ new Float32Array(9);
		mat2array = /* @__PURE__ */ new Float32Array(4);
		SingleUniform = class {
			constructor(id, activeInfo, addr) {
				this.id = id;
				this.addr = addr;
				this.cache = [];
				this.type = activeInfo.type;
				this.setValue = getSingularSetter(activeInfo.type);
			}
		};
		PureArrayUniform = class {
			constructor(id, activeInfo, addr) {
				this.id = id;
				this.addr = addr;
				this.cache = [];
				this.type = activeInfo.type;
				this.size = activeInfo.size;
				this.setValue = getPureArraySetter(activeInfo.type);
			}
		};
		StructuredUniform = class {
			constructor(id) {
				this.id = id;
				this.seq = [];
				this.map = {};
			}
			setValue(gl, value, textures) {
				const seq = this.seq;
				for (let i = 0, n = seq.length; i !== n; ++i) {
					const u = seq[i];
					u.setValue(gl, value[u.id], textures);
				}
			}
		};
		RePathPart = /(\w+)(\])?(\[|\.)?/g;
		WebGLUniforms = class {
			constructor(gl, program) {
				this.seq = [];
				this.map = {};
				const n = gl.getProgramParameter(program, gl.ACTIVE_UNIFORMS);
				for (let i = 0; i < n; ++i) {
					const info = gl.getActiveUniform(program, i);
					parseUniform(info, gl.getUniformLocation(program, info.name), this);
				}
				const shadowSamplers = [];
				const otherUniforms = [];
				for (const u of this.seq) if (u.type === gl.SAMPLER_2D_SHADOW || u.type === gl.SAMPLER_CUBE_SHADOW || u.type === gl.SAMPLER_2D_ARRAY_SHADOW) shadowSamplers.push(u);
				else otherUniforms.push(u);
				if (shadowSamplers.length > 0) this.seq = shadowSamplers.concat(otherUniforms);
			}
			setValue(gl, name, value, textures) {
				const u = this.map[name];
				if (u !== void 0) u.setValue(gl, value, textures);
			}
			setOptional(gl, object, name) {
				const v = object[name];
				if (v !== void 0) this.setValue(gl, name, v);
			}
			static upload(gl, seq, values, textures) {
				for (let i = 0, n = seq.length; i !== n; ++i) {
					const u = seq[i], v = values[u.id];
					if (v.needsUpdate !== false) u.setValue(gl, v.value, textures);
				}
			}
			static seqWithValue(seq, values) {
				const r = [];
				for (let i = 0, n = seq.length; i !== n; ++i) {
					const u = seq[i];
					if (u.id in values) r.push(u);
				}
				return r;
			}
		};
		COMPLETION_STATUS_KHR = 37297;
		programIdCount = 0;
		_m0 = /*@__PURE__*/ new Matrix3();
		toneMappingFunctions = {
			[1]: "Linear",
			[2]: "Reinhard",
			[3]: "Cineon",
			[4]: "ACESFilmic",
			[6]: "AgX",
			[7]: "Neutral",
			[5]: "Custom"
		};
		_v0 = /*@__PURE__*/ new Vector3();
		includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
		shaderChunkMap = /* @__PURE__ */ new Map();
		unrollLoopPattern = /#pragma unroll_loop_start\s+for\s*\(\s*int\s+i\s*=\s*(\d+)\s*;\s*i\s*<\s*(\d+)\s*;\s*i\s*\+\+\s*\)\s*{([\s\S]+?)}\s+#pragma unroll_loop_end/g;
		shadowMapTypeDefines = {
			[1]: "SHADOWMAP_TYPE_PCF",
			[3]: "SHADOWMAP_TYPE_VSM"
		};
		envMapTypeDefines = {
			[301]: "ENVMAP_TYPE_CUBE",
			[302]: "ENVMAP_TYPE_CUBE",
			[306]: "ENVMAP_TYPE_CUBE_UV"
		};
		envMapModeDefines = { [302]: "ENVMAP_MODE_REFRACTION" };
		envMapBlendingDefines = {
			[0]: "ENVMAP_BLENDING_MULTIPLY",
			[1]: "ENVMAP_BLENDING_MIX",
			[2]: "ENVMAP_BLENDING_ADD"
		};
		_id = 0;
		WebGLShaderCache = class {
			constructor() {
				this.shaderCache = /* @__PURE__ */ new Map();
				this.materialCache = /* @__PURE__ */ new Map();
			}
			update(material, vertexShaderStage, fragmentShaderStage) {
				const materialShaders = this._getShaderCacheForMaterial(material);
				if (materialShaders.has(vertexShaderStage) === false) {
					materialShaders.add(vertexShaderStage);
					vertexShaderStage.usedTimes++;
				}
				if (materialShaders.has(fragmentShaderStage) === false) {
					materialShaders.add(fragmentShaderStage);
					fragmentShaderStage.usedTimes++;
				}
				return this;
			}
			remove(material) {
				const materialShaders = this.materialCache.get(material);
				for (const shaderStage of materialShaders) {
					shaderStage.usedTimes--;
					if (shaderStage.usedTimes === 0) this.shaderCache.delete(shaderStage.code);
				}
				this.materialCache.delete(material);
				return this;
			}
			getVertexShaderStage(material) {
				return this._getShaderStage(material.vertexShader);
			}
			getFragmentShaderStage(material) {
				return this._getShaderStage(material.fragmentShader);
			}
			dispose() {
				this.shaderCache.clear();
				this.materialCache.clear();
			}
			_getShaderCacheForMaterial(material) {
				const cache = this.materialCache;
				let set = cache.get(material);
				if (set === void 0) {
					set = /* @__PURE__ */ new Set();
					cache.set(material, set);
				}
				return set;
			}
			_getShaderStage(code) {
				const cache = this.shaderCache;
				let stage = cache.get(code);
				if (stage === void 0) {
					stage = new WebGLShaderStage(code);
					cache.set(code, stage);
				}
				return stage;
			}
		};
		WebGLShaderStage = class {
			constructor(code) {
				this.id = _id++;
				this.code = code;
				this.usedTimes = 0;
			}
		};
		nextVersion = 0;
		vertex = "void main() {\n	gl_Position = vec4( position, 1.0 );\n}";
		fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\nvoid main() {\n	const float samples = float( VSM_SAMPLES );\n	float mean = 0.0;\n	float squared_mean = 0.0;\n	float uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n	float uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n	for ( float i = 0.0; i < samples; i ++ ) {\n		float uvOffset = uvStart + i * uvStride;\n		#ifdef HORIZONTAL_PASS\n			vec2 distribution = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ).rg;\n			mean += distribution.x;\n			squared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n		#else\n			float depth = texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ).r;\n			mean += depth;\n			squared_mean += depth * depth;\n		#endif\n	}\n	mean = mean / samples;\n	squared_mean = squared_mean / samples;\n	float std_dev = sqrt( max( 0.0, squared_mean - mean * mean ) );\n	gl_FragColor = vec4( mean, std_dev, 0.0, 1.0 );\n}";
		_cubeDirections = [
			/*@__PURE__*/ new Vector3(1, 0, 0),
			/*@__PURE__*/ new Vector3(-1, 0, 0),
			/*@__PURE__*/ new Vector3(0, 1, 0),
			/*@__PURE__*/ new Vector3(0, -1, 0),
			/*@__PURE__*/ new Vector3(0, 0, 1),
			/*@__PURE__*/ new Vector3(0, 0, -1)
		];
		_cubeUps = [
			/*@__PURE__*/ new Vector3(0, -1, 0),
			/*@__PURE__*/ new Vector3(0, -1, 0),
			/*@__PURE__*/ new Vector3(0, 0, 1),
			/*@__PURE__*/ new Vector3(0, 0, -1),
			/*@__PURE__*/ new Vector3(0, -1, 0),
			/*@__PURE__*/ new Vector3(0, -1, 0)
		];
		_projScreenMatrix = /*@__PURE__*/ new Matrix4();
		_lightPositionWorld = /*@__PURE__*/ new Vector3();
		_lookTarget = /*@__PURE__*/ new Vector3();
		_occlusion_vertex = `
void main() {

	gl_Position = vec4( position, 1.0 );

}`;
		_occlusion_fragment = `
uniform sampler2DArray depthColor;
uniform float depthWidth;
uniform float depthHeight;

void main() {

	vec2 coord = vec2( gl_FragCoord.x / depthWidth, gl_FragCoord.y / depthHeight );

	if ( coord.x >= 1.0 ) {

		gl_FragDepth = texture( depthColor, vec3( coord.x - 1.0, coord.y, 1 ) ).r;

	} else {

		gl_FragDepth = texture( depthColor, vec3( coord.x, coord.y, 0 ) ).r;

	}

}`;
		WebXRDepthSensing = class {
			/**
			* Constructs a new depth sensing module.
			*/
			constructor() {
				/**
				* An opaque texture representing the depth of the user's environment.
				*
				* @type {?ExternalTexture}
				*/
				this.texture = null;
				/**
				* A plane mesh for visualizing the depth texture.
				*
				* @type {?Mesh}
				*/
				this.mesh = null;
				/**
				* The depth near value.
				*
				* @type {number}
				*/
				this.depthNear = 0;
				/**
				* The depth near far.
				*
				* @type {number}
				*/
				this.depthFar = 0;
			}
			/**
			* Inits the depth sensing module
			*
			* @param {XRWebGLDepthInformation} depthData - The XR depth data.
			* @param {XRRenderState} renderState - The XR render state.
			*/
			init(depthData, renderState) {
				if (this.texture === null) {
					const texture = new ExternalTexture(depthData.texture);
					if (depthData.depthNear !== renderState.depthNear || depthData.depthFar !== renderState.depthFar) {
						this.depthNear = depthData.depthNear;
						this.depthFar = depthData.depthFar;
					}
					this.texture = texture;
				}
			}
			/**
			* Returns a plane mesh that visualizes the depth texture.
			*
			* @param {ArrayCamera} cameraXR - The XR camera.
			* @return {?Mesh} The plane mesh.
			*/
			getMesh(cameraXR) {
				if (this.texture !== null) {
					if (this.mesh === null) {
						const viewport = cameraXR.cameras[0].viewport;
						const material = new ShaderMaterial({
							vertexShader: _occlusion_vertex,
							fragmentShader: _occlusion_fragment,
							uniforms: {
								depthColor: { value: this.texture },
								depthWidth: { value: viewport.z },
								depthHeight: { value: viewport.w }
							}
						});
						this.mesh = new Mesh(new PlaneGeometry(20, 20), material);
					}
				}
				return this.mesh;
			}
			/**
			* Resets the module
			*/
			reset() {
				this.texture = null;
				this.mesh = null;
			}
			/**
			* Returns a texture representing the depth of the user's environment.
			*
			* @return {?ExternalTexture} The depth texture.
			*/
			getDepthTexture() {
				return this.texture;
			}
		};
		WebXRManager = class extends EventDispatcher {
			/**
			* Constructs a new WebGL renderer.
			*
			* @param {WebGLRenderer} renderer - The renderer.
			* @param {WebGL2RenderingContext} gl - The rendering context.
			*/
			constructor(renderer, gl) {
				super();
				const scope = this;
				let session = null;
				let framebufferScaleFactor = 1;
				let referenceSpace = null;
				let referenceSpaceType = "local-floor";
				let foveation = 1;
				let customReferenceSpace = null;
				let pose = null;
				let glBinding = null;
				let glProjLayer = null;
				let glBaseLayer = null;
				let xrFrame = null;
				const supportsGlBinding = typeof XRWebGLBinding !== "undefined";
				const depthSensing = new WebXRDepthSensing();
				const cameraAccessTextures = {};
				const attributes = gl.getContextAttributes();
				let initialRenderTarget = null;
				let newRenderTarget = null;
				const controllers = [];
				const controllerInputSources = [];
				const currentSize = new Vector2();
				let currentPixelRatio = null;
				const cameraL = new PerspectiveCamera();
				cameraL.viewport = new Vector4();
				const cameraR = new PerspectiveCamera();
				cameraR.viewport = new Vector4();
				const cameras = [cameraL, cameraR];
				const cameraXR = new ArrayCamera();
				let _currentDepthNear = null;
				let _currentDepthFar = null;
				/**
				* Whether the manager's XR camera should be automatically updated or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.cameraAutoUpdate = true;
				/**
				* This flag notifies the renderer to be ready for XR rendering. Set it to `true`
				* if you are going to use XR in your app.
				*
				* @type {boolean}
				* @default false
				*/
				this.enabled = false;
				/**
				* Whether XR presentation is active or not.
				*
				* @type {boolean}
				* @readonly
				* @default false
				*/
				this.isPresenting = false;
				/**
				* Returns a group representing the `target ray` space of the XR controller.
				* Use this space for visualizing 3D objects that support the user in pointing
				* tasks like UI interaction.
				*
				* @param {number} index - The index of the controller.
				* @return {Group} A group representing the `target ray` space.
				*/
				this.getController = function(index) {
					let controller = controllers[index];
					if (controller === void 0) {
						controller = new WebXRController();
						controllers[index] = controller;
					}
					return controller.getTargetRaySpace();
				};
				/**
				* Returns a group representing the `grip` space of the XR controller.
				* Use this space for visualizing 3D objects that support the user in pointing
				* tasks like UI interaction.
				*
				* Note: If you want to show something in the user's hand AND offer a
				* pointing ray at the same time, you'll want to attached the handheld object
				* to the group returned by `getControllerGrip()` and the ray to the
				* group returned by `getController()`. The idea is to have two
				* different groups in two different coordinate spaces for the same WebXR
				* controller.
				*
				* @param {number} index - The index of the controller.
				* @return {Group} A group representing the `grip` space.
				*/
				this.getControllerGrip = function(index) {
					let controller = controllers[index];
					if (controller === void 0) {
						controller = new WebXRController();
						controllers[index] = controller;
					}
					return controller.getGripSpace();
				};
				/**
				* Returns a group representing the `hand` space of the XR controller.
				* Use this space for visualizing 3D objects that support the user in pointing
				* tasks like UI interaction.
				*
				* @param {number} index - The index of the controller.
				* @return {Group} A group representing the `hand` space.
				*/
				this.getHand = function(index) {
					let controller = controllers[index];
					if (controller === void 0) {
						controller = new WebXRController();
						controllers[index] = controller;
					}
					return controller.getHandSpace();
				};
				function onSessionEvent(event) {
					const controllerIndex = controllerInputSources.indexOf(event.inputSource);
					if (controllerIndex === -1) return;
					const controller = controllers[controllerIndex];
					if (controller !== void 0) {
						controller.update(event.inputSource, event.frame, customReferenceSpace || referenceSpace);
						controller.dispatchEvent({
							type: event.type,
							data: event.inputSource
						});
					}
				}
				function onSessionEnd() {
					session.removeEventListener("select", onSessionEvent);
					session.removeEventListener("selectstart", onSessionEvent);
					session.removeEventListener("selectend", onSessionEvent);
					session.removeEventListener("squeeze", onSessionEvent);
					session.removeEventListener("squeezestart", onSessionEvent);
					session.removeEventListener("squeezeend", onSessionEvent);
					session.removeEventListener("end", onSessionEnd);
					session.removeEventListener("inputsourceschange", onInputSourcesChange);
					for (let i = 0; i < controllers.length; i++) {
						const inputSource = controllerInputSources[i];
						if (inputSource === null) continue;
						controllerInputSources[i] = null;
						controllers[i].disconnect(inputSource);
					}
					_currentDepthNear = null;
					_currentDepthFar = null;
					depthSensing.reset();
					for (const key in cameraAccessTextures) delete cameraAccessTextures[key];
					renderer.setRenderTarget(initialRenderTarget);
					glBaseLayer = null;
					glProjLayer = null;
					glBinding = null;
					session = null;
					newRenderTarget = null;
					animation.stop();
					scope.isPresenting = false;
					renderer.setPixelRatio(currentPixelRatio);
					renderer.setSize(currentSize.width, currentSize.height, false);
					scope.dispatchEvent({ type: "sessionend" });
				}
				/**
				* Sets the framebuffer scale factor.
				*
				* This method can not be used during a XR session.
				*
				* @param {number} value - The framebuffer scale factor.
				*/
				this.setFramebufferScaleFactor = function(value) {
					framebufferScaleFactor = value;
					if (scope.isPresenting === true) warn("WebXRManager: Cannot change framebuffer scale while presenting.");
				};
				/**
				* Sets the reference space type. Can be used to configure a spatial relationship with the user's physical
				* environment. Depending on how the user moves in 3D space, setting an appropriate reference space can
				* improve tracking. Default is `local-floor`. Valid values can be found here
				* https://developer.mozilla.org/en-US/docs/Web/API/XRReferenceSpace#reference_space_types.
				*
				* This method can not be used during a XR session.
				*
				* @param {string} value - The reference space type.
				*/
				this.setReferenceSpaceType = function(value) {
					referenceSpaceType = value;
					if (scope.isPresenting === true) warn("WebXRManager: Cannot change reference space type while presenting.");
				};
				/**
				* Returns the XR reference space.
				*
				* @return {XRReferenceSpace} The XR reference space.
				*/
				this.getReferenceSpace = function() {
					return customReferenceSpace || referenceSpace;
				};
				/**
				* Sets a custom XR reference space.
				*
				* @param {XRReferenceSpace} space - The XR reference space.
				*/
				this.setReferenceSpace = function(space) {
					customReferenceSpace = space;
				};
				/**
				* Returns the current base layer.
				*
				* This is an `XRProjectionLayer` when the targeted XR device supports the
				* WebXR Layers API, or an `XRWebGLLayer` otherwise.
				*
				* @return {?(XRWebGLLayer|XRProjectionLayer)} The XR base layer.
				*/
				this.getBaseLayer = function() {
					return glProjLayer !== null ? glProjLayer : glBaseLayer;
				};
				/**
				* Returns the current XR binding.
				*
				* Creates a new binding if needed and the browser is
				* capable of doing so.
				*
				* @return {?XRWebGLBinding} The XR binding. Returns `null` if one cannot be created.
				*/
				this.getBinding = function() {
					if (glBinding === null && supportsGlBinding) glBinding = new XRWebGLBinding(session, gl);
					return glBinding;
				};
				/**
				* Returns the current XR frame.
				*
				* @return {?XRFrame} The XR frame. Returns `null` when used outside a XR session.
				*/
				this.getFrame = function() {
					return xrFrame;
				};
				/**
				* Returns the current XR session.
				*
				* @return {?XRSession} The XR session. Returns `null` when used outside a XR session.
				*/
				this.getSession = function() {
					return session;
				};
				/**
				* After a XR session has been requested usually with one of the `*Button` modules, it
				* is injected into the renderer with this method. This method triggers the start of
				* the actual XR rendering.
				*
				* @async
				* @param {XRSession} value - The XR session to set.
				* @return {Promise} A Promise that resolves when the session has been set.
				*/
				this.setSession = async function(value) {
					session = value;
					if (session !== null) {
						initialRenderTarget = renderer.getRenderTarget();
						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);
						session.addEventListener("inputsourceschange", onInputSourcesChange);
						if (attributes.xrCompatible !== true) await gl.makeXRCompatible();
						currentPixelRatio = renderer.getPixelRatio();
						renderer.getSize(currentSize);
						if (!(supportsGlBinding && "createProjectionLayer" in XRWebGLBinding.prototype)) {
							const layerInit = {
								antialias: attributes.antialias,
								alpha: true,
								depth: attributes.depth,
								stencil: attributes.stencil,
								framebufferScaleFactor
							};
							glBaseLayer = new XRWebGLLayer(session, gl, layerInit);
							session.updateRenderState({ baseLayer: glBaseLayer });
							renderer.setPixelRatio(1);
							renderer.setSize(glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, false);
							newRenderTarget = new WebGLRenderTarget(glBaseLayer.framebufferWidth, glBaseLayer.framebufferHeight, {
								format: RGBAFormat,
								type: UnsignedByteType,
								colorSpace: renderer.outputColorSpace,
								stencilBuffer: attributes.stencil,
								resolveDepthBuffer: glBaseLayer.ignoreDepthValues === false,
								resolveStencilBuffer: glBaseLayer.ignoreDepthValues === false
							});
						} else {
							let depthFormat = null;
							let depthType = null;
							let glDepthFormat = null;
							if (attributes.depth) {
								glDepthFormat = attributes.stencil ? gl.DEPTH24_STENCIL8 : gl.DEPTH_COMPONENT24;
								depthFormat = attributes.stencil ? DepthStencilFormat : DepthFormat;
								depthType = attributes.stencil ? UnsignedInt248Type : UnsignedIntType;
							}
							const projectionlayerInit = {
								colorFormat: gl.RGBA8,
								depthFormat: glDepthFormat,
								scaleFactor: framebufferScaleFactor
							};
							glBinding = this.getBinding();
							glProjLayer = glBinding.createProjectionLayer(projectionlayerInit);
							session.updateRenderState({ layers: [glProjLayer] });
							renderer.setPixelRatio(1);
							renderer.setSize(glProjLayer.textureWidth, glProjLayer.textureHeight, false);
							newRenderTarget = new WebGLRenderTarget(glProjLayer.textureWidth, glProjLayer.textureHeight, {
								format: RGBAFormat,
								type: UnsignedByteType,
								depthTexture: new DepthTexture(glProjLayer.textureWidth, glProjLayer.textureHeight, depthType, void 0, void 0, void 0, void 0, void 0, void 0, depthFormat),
								stencilBuffer: attributes.stencil,
								colorSpace: renderer.outputColorSpace,
								samples: attributes.antialias ? 4 : 0,
								resolveDepthBuffer: glProjLayer.ignoreDepthValues === false,
								resolveStencilBuffer: glProjLayer.ignoreDepthValues === false
							});
						}
						newRenderTarget.isXRRenderTarget = true;
						this.setFoveation(foveation);
						customReferenceSpace = null;
						referenceSpace = await session.requestReferenceSpace(referenceSpaceType);
						animation.setContext(session);
						animation.start();
						scope.isPresenting = true;
						scope.dispatchEvent({ type: "sessionstart" });
					}
				};
				/**
				* Returns the environment blend mode from the current XR session.
				*
				* @return {'opaque'|'additive'|'alpha-blend'|undefined} The environment blend mode. Returns `undefined` when used outside of a XR session.
				*/
				this.getEnvironmentBlendMode = function() {
					if (session !== null) return session.environmentBlendMode;
				};
				/**
				* Returns the current depth texture computed via depth sensing.
				*
				* See {@link WebXRDepthSensing#getDepthTexture}.
				*
				* @return {?Texture} The depth texture.
				*/
				this.getDepthTexture = function() {
					return depthSensing.getDepthTexture();
				};
				function onInputSourcesChange(event) {
					for (let i = 0; i < event.removed.length; i++) {
						const inputSource = event.removed[i];
						const index = controllerInputSources.indexOf(inputSource);
						if (index >= 0) {
							controllerInputSources[index] = null;
							controllers[index].disconnect(inputSource);
						}
					}
					for (let i = 0; i < event.added.length; i++) {
						const inputSource = event.added[i];
						let controllerIndex = controllerInputSources.indexOf(inputSource);
						if (controllerIndex === -1) {
							for (let i = 0; i < controllers.length; i++) if (i >= controllerInputSources.length) {
								controllerInputSources.push(inputSource);
								controllerIndex = i;
								break;
							} else if (controllerInputSources[i] === null) {
								controllerInputSources[i] = inputSource;
								controllerIndex = i;
								break;
							}
							if (controllerIndex === -1) break;
						}
						const controller = controllers[controllerIndex];
						if (controller) controller.connect(inputSource);
					}
				}
				const cameraLPos = new Vector3();
				const 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
				*
				* @param {ArrayCamera} camera - The camera to update.
				* @param {PerspectiveCamera} cameraL - The left camera.
				* @param {PerspectiveCamera} cameraR - The right camera.
				*/
				function setProjectionFromUnion(camera, cameraL, cameraR) {
					cameraLPos.setFromMatrixPosition(cameraL.matrixWorld);
					cameraRPos.setFromMatrixPosition(cameraR.matrixWorld);
					const ipd = cameraLPos.distanceTo(cameraRPos);
					const projL = cameraL.projectionMatrix.elements;
					const projR = cameraR.projectionMatrix.elements;
					const near = projL[14] / (projL[10] - 1);
					const far = projL[14] / (projL[10] + 1);
					const topFov = (projL[9] + 1) / projL[5];
					const bottomFov = (projL[9] - 1) / projL[5];
					const leftFov = (projL[8] - 1) / projL[0];
					const rightFov = (projR[8] + 1) / projR[0];
					const left = near * leftFov;
					const right = near * rightFov;
					const zOffset = ipd / (-leftFov + rightFov);
					const xOffset = zOffset * -leftFov;
					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.copy(camera.matrixWorld).invert();
					if (projL[10] === -1) {
						camera.projectionMatrix.copy(cameraL.projectionMatrix);
						camera.projectionMatrixInverse.copy(cameraL.projectionMatrixInverse);
					} else {
						const near2 = near + zOffset;
						const far2 = far + zOffset;
						const left2 = left - xOffset;
						const right2 = right + (ipd - xOffset);
						const top2 = topFov * far / far2 * near2;
						const bottom2 = bottomFov * far / far2 * near2;
						camera.projectionMatrix.makePerspective(left2, right2, top2, bottom2, near2, far2);
						camera.projectionMatrixInverse.copy(camera.projectionMatrix).invert();
					}
				}
				function updateCamera(camera, parent) {
					if (parent === null) camera.matrixWorld.copy(camera.matrix);
					else camera.matrixWorld.multiplyMatrices(parent.matrixWorld, camera.matrix);
					camera.matrixWorldInverse.copy(camera.matrixWorld).invert();
				}
				/**
				* Updates the state of the XR camera. Use this method on app level if you
				* set `cameraAutoUpdate` to `false`. The method requires the non-XR
				* camera of the scene as a parameter. The passed in camera's transformation
				* is automatically adjusted to the position of the XR camera when calling
				* this method.
				*
				* @param {Camera} camera - The camera.
				*/
				this.updateCamera = function(camera) {
					if (session === null) return;
					let depthNear = camera.near;
					let depthFar = camera.far;
					if (depthSensing.texture !== null) {
						if (depthSensing.depthNear > 0) depthNear = depthSensing.depthNear;
						if (depthSensing.depthFar > 0) depthFar = depthSensing.depthFar;
					}
					cameraXR.near = cameraR.near = cameraL.near = depthNear;
					cameraXR.far = cameraR.far = cameraL.far = depthFar;
					if (_currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far) {
						session.updateRenderState({
							depthNear: cameraXR.near,
							depthFar: cameraXR.far
						});
						_currentDepthNear = cameraXR.near;
						_currentDepthFar = cameraXR.far;
					}
					cameraXR.layers.mask = camera.layers.mask | 6;
					cameraL.layers.mask = cameraXR.layers.mask & -5;
					cameraR.layers.mask = cameraXR.layers.mask & -3;
					const parent = camera.parent;
					const cameras = cameraXR.cameras;
					updateCamera(cameraXR, parent);
					for (let i = 0; i < cameras.length; i++) updateCamera(cameras[i], parent);
					if (cameras.length === 2) setProjectionFromUnion(cameraXR, cameraL, cameraR);
					else cameraXR.projectionMatrix.copy(cameraL.projectionMatrix);
					updateUserCamera(camera, cameraXR, parent);
				};
				function updateUserCamera(camera, cameraXR, parent) {
					if (parent === null) camera.matrix.copy(cameraXR.matrixWorld);
					else {
						camera.matrix.copy(parent.matrixWorld);
						camera.matrix.invert();
						camera.matrix.multiply(cameraXR.matrixWorld);
					}
					camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);
					camera.updateMatrixWorld(true);
					camera.projectionMatrix.copy(cameraXR.projectionMatrix);
					camera.projectionMatrixInverse.copy(cameraXR.projectionMatrixInverse);
					if (camera.isPerspectiveCamera) {
						camera.fov = RAD2DEG * 2 * Math.atan(1 / camera.projectionMatrix.elements[5]);
						camera.zoom = 1;
					}
				}
				/**
				* Returns an instance of {@link ArrayCamera} which represents the XR camera
				* of the active XR session. For each view it holds a separate camera object.
				*
				* The camera's `fov` is currently not used and does not reflect the fov of
				* the XR camera. If you need the fov on app level, you have to compute in
				* manually from the XR camera's projection matrices.
				*
				* @return {ArrayCamera} The XR camera.
				*/
				this.getCamera = function() {
					return cameraXR;
				};
				/**
				* Returns the amount of foveation used by the XR compositor for the projection layer.
				*
				* @return {number|undefined} The amount of foveation.
				*/
				this.getFoveation = function() {
					if (glProjLayer === null && glBaseLayer === null) return;
					return foveation;
				};
				/**
				* Sets the foveation value.
				*
				* @param {number} value - A number in the range `[0,1]` where `0` means no foveation (full resolution)
				* and `1` means maximum foveation (the edges render at lower resolution).
				*/
				this.setFoveation = function(value) {
					foveation = value;
					if (glProjLayer !== null) glProjLayer.fixedFoveation = value;
					if (glBaseLayer !== null && glBaseLayer.fixedFoveation !== void 0) glBaseLayer.fixedFoveation = value;
				};
				/**
				* Returns `true` if depth sensing is supported.
				*
				* @return {boolean} Whether depth sensing is supported or not.
				*/
				this.hasDepthSensing = function() {
					return depthSensing.texture !== null;
				};
				/**
				* Returns the depth sensing mesh.
				*
				* See {@link WebXRDepthSensing#getMesh}.
				*
				* @return {Mesh} The depth sensing mesh.
				*/
				this.getDepthSensingMesh = function() {
					return depthSensing.getMesh(cameraXR);
				};
				/**
				* Retrieves an opaque texture from the view-aligned {@link XRCamera}.
				* Only available during the current animation loop.
				*
				* @param {XRCamera} xrCamera - The camera to query.
				* @return {?Texture} An opaque texture representing the current raw camera frame.
				*/
				this.getCameraTexture = function(xrCamera) {
					return cameraAccessTextures[xrCamera];
				};
				let onAnimationFrameCallback = null;
				function onAnimationFrame(time, frame) {
					pose = frame.getViewerPose(customReferenceSpace || referenceSpace);
					xrFrame = frame;
					if (pose !== null) {
						const views = pose.views;
						if (glBaseLayer !== null) {
							renderer.setRenderTargetFramebuffer(newRenderTarget, glBaseLayer.framebuffer);
							renderer.setRenderTarget(newRenderTarget);
						}
						let cameraXRNeedsUpdate = false;
						if (views.length !== cameraXR.cameras.length) {
							cameraXR.cameras.length = 0;
							cameraXRNeedsUpdate = true;
						}
						for (let i = 0; i < views.length; i++) {
							const view = views[i];
							let viewport = null;
							if (glBaseLayer !== null) viewport = glBaseLayer.getViewport(view);
							else {
								const glSubImage = glBinding.getViewSubImage(glProjLayer, view);
								viewport = glSubImage.viewport;
								if (i === 0) {
									renderer.setRenderTargetTextures(newRenderTarget, glSubImage.colorTexture, glSubImage.depthStencilTexture);
									renderer.setRenderTarget(newRenderTarget);
								}
							}
							let camera = cameras[i];
							if (camera === void 0) {
								camera = new PerspectiveCamera();
								camera.layers.enable(i);
								camera.viewport = new Vector4();
								cameras[i] = camera;
							}
							camera.matrix.fromArray(view.transform.matrix);
							camera.matrix.decompose(camera.position, camera.quaternion, camera.scale);
							camera.projectionMatrix.fromArray(view.projectionMatrix);
							camera.projectionMatrixInverse.copy(camera.projectionMatrix).invert();
							camera.viewport.set(viewport.x, viewport.y, viewport.width, viewport.height);
							if (i === 0) {
								cameraXR.matrix.copy(camera.matrix);
								cameraXR.matrix.decompose(cameraXR.position, cameraXR.quaternion, cameraXR.scale);
							}
							if (cameraXRNeedsUpdate === true) cameraXR.cameras.push(camera);
						}
						const enabledFeatures = session.enabledFeatures;
						if (enabledFeatures && enabledFeatures.includes("depth-sensing") && session.depthUsage == "gpu-optimized" && supportsGlBinding) {
							glBinding = scope.getBinding();
							const depthData = glBinding.getDepthInformation(views[0]);
							if (depthData && depthData.isValid && depthData.texture) depthSensing.init(depthData, session.renderState);
						}
						if (enabledFeatures && enabledFeatures.includes("camera-access") && supportsGlBinding) {
							renderer.state.unbindTexture();
							glBinding = scope.getBinding();
							for (let i = 0; i < views.length; i++) {
								const camera = views[i].camera;
								if (camera) {
									let cameraTex = cameraAccessTextures[camera];
									if (!cameraTex) {
										cameraTex = new ExternalTexture();
										cameraAccessTextures[camera] = cameraTex;
									}
									const glTexture = glBinding.getCameraImage(camera);
									cameraTex.sourceTexture = glTexture;
								}
							}
						}
					}
					for (let i = 0; i < controllers.length; i++) {
						const inputSource = controllerInputSources[i];
						const controller = controllers[i];
						if (inputSource !== null && controller !== void 0) controller.update(inputSource, frame, customReferenceSpace || referenceSpace);
					}
					if (onAnimationFrameCallback) onAnimationFrameCallback(time, frame);
					if (frame.detectedPlanes) scope.dispatchEvent({
						type: "planesdetected",
						data: frame
					});
					xrFrame = null;
				}
				const animation = new WebGLAnimation();
				animation.setAnimationLoop(onAnimationFrame);
				this.setAnimationLoop = function(callback) {
					onAnimationFrameCallback = callback;
				};
				this.dispose = function() {};
			}
		};
		_m1 = /*@__PURE__*/ new Matrix4();
		_m = /*@__PURE__*/ new Matrix3();
		_m.set(-1, 0, 0, 0, 1, 0, 0, 0, 1);
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		]);
		lut = null;
		WebGLRenderer = class {
			/**
			* Constructs a new WebGL renderer.
			*
			* @param {WebGLRenderer~Options} [parameters] - The configuration parameter.
			*/
			constructor(parameters = {}) {
				const { canvas = createCanvasElement(), context = null, depth = true, stencil = false, alpha = false, antialias = false, premultipliedAlpha = true, preserveDrawingBuffer = false, powerPreference = "default", failIfMajorPerformanceCaveat = false, reversedDepthBuffer = false, outputBufferType = UnsignedByteType } = parameters;
				/**
				* This flag can be used for type testing.
				*
				* @type {boolean}
				* @readonly
				* @default true
				*/
				this.isWebGLRenderer = true;
				let _alpha;
				if (context !== null) {
					if (typeof WebGLRenderingContext !== "undefined" && context instanceof WebGLRenderingContext) throw new Error("THREE.WebGLRenderer: WebGL 1 is not supported since r163.");
					_alpha = context.getContextAttributes().alpha;
				} else _alpha = alpha;
				const _outputBufferType = outputBufferType;
				const INTEGER_FORMATS = /* @__PURE__ */ new Set([
					RGBAIntegerFormat,
					RGIntegerFormat,
					RedIntegerFormat
				]);
				const UNSIGNED_TYPES = /* @__PURE__ */ new Set([
					UnsignedByteType,
					UnsignedIntType,
					UnsignedShortType,
					UnsignedInt248Type,
					UnsignedShort4444Type,
					UnsignedShort5551Type
				]);
				const uintClearColor = /* @__PURE__ */ new Uint32Array(4);
				const intClearColor = /* @__PURE__ */ new Int32Array(4);
				const objectPosition = new Vector3();
				let currentRenderList = null;
				let currentRenderState = null;
				const renderListStack = [];
				const renderStateStack = [];
				let output = null;
				/**
				* A canvas where the renderer draws its output. This is automatically created by the renderer
				* in the constructor (if not provided already); you just need to add it to your page like so:
				* ```js
				* document.body.appendChild( renderer.domElement );
				* ```
				*
				* @type {HTMLCanvasElement|OffscreenCanvas}
				*/
				this.domElement = canvas;
				/**
				* A object with debug configuration settings.
				*
				* - `checkShaderErrors`: If it is `true`, defines whether material shader programs are
				* checked for errors during compilation and linkage process. It may be useful to disable
				* this check in production for performance gain. It is strongly recommended to keep these
				* checks enabled during development. If the shader does not compile and link, it will not
				* work and associated material will not render.
				* - `onShaderError(gl, program, glVertexShader,glFragmentShader)`: A callback function that
				* can be used for custom error reporting. The callback receives the WebGL context, an instance
				* of WebGLProgram as well two instances of WebGLShader representing the vertex and fragment shader.
				* Assigning a custom function disables the default error reporting.
				*
				* @type {Object}
				*/
				this.debug = {
					/**
					* Enables error checking and reporting when shader programs are being compiled.
					* @type {boolean}
					*/
					checkShaderErrors: true,
					/**
					* Callback for custom error reporting.
					* @type {?Function}
					*/
					onShaderError: null
				};
				/**
				* Whether the renderer should automatically clear its output before rendering a frame or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.autoClear = true;
				/**
				* If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
				* the color buffer or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.autoClearColor = true;
				/**
				* If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
				* the depth buffer or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.autoClearDepth = true;
				/**
				* If {@link WebGLRenderer#autoClear} set to `true`, whether the renderer should clear
				* the stencil buffer or not.
				*
				* @type {boolean}
				* @default true
				*/
				this.autoClearStencil = true;
				/**
				* Whether the renderer should sort objects or not.
				*
				* Note: Sorting is used to attempt to properly render objects that have some
				* degree of transparency. By definition, sorting objects may not work in all
				* cases. Depending on the needs of application, it may be necessary to turn
				* off sorting and use other methods to deal with transparency rendering e.g.
				* manually determining each object's rendering order.
				*
				* @type {boolean}
				* @default true
				*/
				this.sortObjects = true;
				/**
				* User-defined clipping planes specified in world space. These planes apply globally.
				* Points in space whose dot product with the plane is negative are cut away.
				*
				* @type {Array<Plane>}
				*/
				this.clippingPlanes = [];
				/**
				* Whether the renderer respects object-level clipping planes or not.
				*
				* @type {boolean}
				* @default false
				*/
				this.localClippingEnabled = false;
				/**
				* The tone mapping technique of the renderer.
				*
				* @type {(NoToneMapping|LinearToneMapping|ReinhardToneMapping|CineonToneMapping|ACESFilmicToneMapping|CustomToneMapping|AgXToneMapping|NeutralToneMapping)}
				* @default NoToneMapping
				*/
				this.toneMapping = 0;
				/**
				* Exposure level of tone mapping.
				*
				* @type {number}
				* @default 1
				*/
				this.toneMappingExposure = 1;
				/**
				* The normalized resolution scale for the transmission render target, measured in percentage
				* of viewport dimensions. Lowering this value can result in significant performance improvements
				* when using {@link MeshPhysicalMaterial#transmission}.
				*
				* @type {number}
				* @default 1
				*/
				this.transmissionResolutionScale = 1;
				const _this = this;
				let _isContextLost = false;
				let _nodesHandler = null;
				let _scratchFramebuffer = null;
				let _srcFramebuffer = null;
				let _dstFramebuffer = null;
				this._outputColorSpace = SRGBColorSpace;
				let _currentActiveCubeFace = 0;
				let _currentActiveMipmapLevel = 0;
				let _currentRenderTarget = null;
				let _currentMaterialId = -1;
				let _currentCamera = null;
				const _currentViewport = new Vector4();
				const _currentScissor = new Vector4();
				let _currentScissorTest = null;
				const _currentClearColor = new Color(0);
				let _currentClearAlpha = 0;
				let _width = canvas.width;
				let _height = canvas.height;
				let _pixelRatio = 1;
				let _opaqueSort = null;
				let _transparentSort = null;
				const _viewport = new Vector4(0, 0, _width, _height);
				const _scissor = new Vector4(0, 0, _width, _height);
				let _scissorTest = false;
				const _frustum = new Frustum();
				let _clippingEnabled = false;
				let _localClippingEnabled = false;
				const _projScreenMatrix = new Matrix4();
				const _vector3 = new Vector3();
				const _vector4 = new Vector4();
				const _emptyScene = {
					background: null,
					fog: null,
					environment: null,
					overrideMaterial: null,
					isScene: true
				};
				let _renderBackground = false;
				function getTargetPixelRatio() {
					return _currentRenderTarget === null ? _pixelRatio : 1;
				}
				let _gl = context;
				function getContext(contextName, contextAttributes) {
					return canvas.getContext(contextName, contextAttributes);
				}
				try {
					const contextAttributes = {
						alpha: true,
						depth,
						stencil,
						antialias,
						premultipliedAlpha,
						preserveDrawingBuffer,
						powerPreference,
						failIfMajorPerformanceCaveat
					};
					if ("setAttribute" in canvas) canvas.setAttribute("data-engine", `three.js r185`);
					canvas.addEventListener("webglcontextlost", onContextLost, false);
					canvas.addEventListener("webglcontextrestored", onContextRestore, false);
					canvas.addEventListener("webglcontextcreationerror", onContextCreationError, false);
					if (_gl === null) {
						const contextName = "webgl2";
						_gl = getContext(contextName, contextAttributes);
						if (_gl === null) if (getContext(contextName)) throw new Error("THREE.WebGLRenderer: Error creating WebGL context with your selected attributes.");
						else throw new Error("THREE.WebGLRenderer: Error creating WebGL context.");
					}
				} catch (e) {
					error("WebGLRenderer: " + e.message);
					throw e;
				}
				let extensions, capabilities, state, info;
				let properties, textures, environments, attributes, geometries, objects;
				let programCache, materials, renderLists, renderStates, clipping, shadowMap;
				let background, morphtargets, bufferRenderer, indexedBufferRenderer;
				let utils, bindingStates, uniformsGroups;
				function initGLContext() {
					extensions = new WebGLExtensions(_gl);
					extensions.init();
					utils = new WebGLUtils(_gl, extensions);
					capabilities = new WebGLCapabilities(_gl, extensions, parameters, utils);
					state = new WebGLState(_gl, extensions);
					if (capabilities.reversedDepthBuffer && reversedDepthBuffer) state.buffers.depth.setReversed(true);
					_scratchFramebuffer = _gl.createFramebuffer();
					_srcFramebuffer = _gl.createFramebuffer();
					_dstFramebuffer = _gl.createFramebuffer();
					info = new WebGLInfo(_gl);
					properties = new WebGLProperties();
					textures = new WebGLTextures(_gl, extensions, state, properties, capabilities, utils, info);
					environments = new WebGLEnvironments(_this);
					attributes = new WebGLAttributes(_gl);
					bindingStates = new WebGLBindingStates(_gl, attributes);
					geometries = new WebGLGeometries(_gl, attributes, info, bindingStates);
					objects = new WebGLObjects(_gl, geometries, attributes, bindingStates, info);
					morphtargets = new WebGLMorphtargets(_gl, capabilities, textures);
					clipping = new WebGLClipping(properties);
					programCache = new WebGLPrograms(_this, environments, extensions, capabilities, bindingStates, clipping);
					materials = new WebGLMaterials(_this, properties);
					renderLists = new WebGLRenderLists();
					renderStates = new WebGLRenderStates(extensions);
					background = new WebGLBackground(_this, environments, state, objects, _alpha, premultipliedAlpha);
					shadowMap = new WebGLShadowMap(_this, objects, capabilities);
					uniformsGroups = new WebGLUniformsGroups(_gl, info, capabilities, state);
					bufferRenderer = new WebGLBufferRenderer(_gl, extensions, info);
					indexedBufferRenderer = new WebGLIndexedBufferRenderer(_gl, extensions, info);
					info.programs = programCache.programs;
					/**
					* Holds details about the capabilities of the current rendering context.
					*
					* @name WebGLRenderer#capabilities
					* @type {WebGLRenderer~Capabilities}
					*/
					_this.capabilities = capabilities;
					/**
					* Provides methods for retrieving and testing WebGL extensions.
					*
					* - `get(extensionName:string)`: Used to check whether a WebGL extension is supported
					* and return the extension object if available.
					* - `has(extensionName:string)`: returns `true` if the extension is supported.
					*
					* @name WebGLRenderer#extensions
					* @type {Object}
					*/
					_this.extensions = extensions;
					/**
					* Used to track properties of other objects like native WebGL objects.
					*
					* @name WebGLRenderer#properties
					* @type {Object}
					*/
					_this.properties = properties;
					/**
					* Manages the render lists of the renderer.
					*
					* @name WebGLRenderer#renderLists
					* @type {Object}
					*/
					_this.renderLists = renderLists;
					/**
					* Interface for managing shadows.
					*
					* @name WebGLRenderer#shadowMap
					* @type {WebGLRenderer~ShadowMap}
					*/
					_this.shadowMap = shadowMap;
					/**
					* Interface for managing the WebGL state.
					*
					* @name WebGLRenderer#state
					* @type {Object}
					*/
					_this.state = state;
					/**
					* Holds a series of statistical information about the GPU memory
					* and the rendering process. Useful for debugging and monitoring.
					*
					* By default these data are reset at each render call but when having
					* multiple render passes per frame (e.g. when using post processing) it can
					* be preferred to reset with a custom pattern. First, set `autoReset` to
					* `false`.
					* ```js
					* renderer.info.autoReset = false;
					* ```
					* Call `reset()` whenever you have finished to render a single frame.
					* ```js
					* renderer.info.reset();
					* ```
					*
					* @name WebGLRenderer#info
					* @type {WebGLRenderer~Info}
					*/
					_this.info = info;
				}
				initGLContext();
				if (_outputBufferType !== 1009) output = new WebGLOutput(_outputBufferType, canvas.width, canvas.height, antialias, depth, stencil);
				const xr = new WebXRManager(_this, _gl);
				/**
				* A reference to the XR manager.
				*
				* @type {WebXRManager}
				*/
				this.xr = xr;
				/**
				* Returns the rendering context.
				*
				* @return {WebGL2RenderingContext} The rendering context.
				*/
				this.getContext = function() {
					return _gl;
				};
				/**
				* Returns the rendering context attributes.
				*
				* @return {WebGLContextAttributes} The rendering context attributes.
				*/
				this.getContextAttributes = function() {
					return _gl.getContextAttributes();
				};
				/**
				* Simulates a loss of the WebGL context. This requires support for the `WEBGL_lose_context` extension.
				*/
				this.forceContextLoss = function() {
					const extension = extensions.get("WEBGL_lose_context");
					if (extension) extension.loseContext();
				};
				/**
				* Simulates a restore of the WebGL context. This requires support for the `WEBGL_lose_context` extension.
				*/
				this.forceContextRestore = function() {
					const extension = extensions.get("WEBGL_lose_context");
					if (extension) extension.restoreContext();
				};
				/**
				* Returns the pixel ratio.
				*
				* @return {number} The pixel ratio.
				*/
				this.getPixelRatio = function() {
					return _pixelRatio;
				};
				/**
				* Sets the given pixel ratio and resizes the canvas if necessary.
				*
				* @param {number} value - The pixel ratio.
				*/
				this.setPixelRatio = function(value) {
					if (value === void 0) return;
					_pixelRatio = value;
					this.setSize(_width, _height, false);
				};
				/**
				* Returns the renderer's size in logical pixels. This method does not honor the pixel ratio.
				*
				* @param {Vector2} target - The method writes the result in this target object.
				* @return {Vector2} The renderer's size in logical pixels.
				*/
				this.getSize = function(target) {
					return target.set(_width, _height);
				};
				/**
				* Resizes the output canvas to (width, height) with device pixel ratio taken
				* into account, and also sets the viewport to fit that size, starting in (0,
				* 0). Setting `updateStyle` to false prevents any style changes to the output canvas.
				*
				* @param {number} width - The width in logical pixels.
				* @param {number} height - The height in logical pixels.
				* @param {boolean} [updateStyle=true] - Whether to update the `style` attribute of the canvas or not.
				*/
				this.setSize = function(width, height, updateStyle = true) {
					if (xr.isPresenting) {
						warn("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 === true) {
						canvas.style.width = width + "px";
						canvas.style.height = height + "px";
					}
					if (output !== null) output.setSize(canvas.width, canvas.height);
					this.setViewport(0, 0, width, height);
				};
				/**
				* Returns the drawing buffer size in physical pixels. This method honors the pixel ratio.
				*
				* @param {Vector2} target - The method writes the result in this target object.
				* @return {Vector2} The drawing buffer size.
				*/
				this.getDrawingBufferSize = function(target) {
					return target.set(_width * _pixelRatio, _height * _pixelRatio).floor();
				};
				/**
				* This method allows to define the drawing buffer size by specifying
				* width, height and pixel ratio all at once. The size of the drawing
				* buffer is computed with this formula:
				* ```js
				* size.x = width * pixelRatio;
				* size.y = height * pixelRatio;
				* ```
				*
				* @param {number} width - The width in logical pixels.
				* @param {number} height - The height in logical pixels.
				* @param {number} pixelRatio - The pixel ratio.
				*/
				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);
				};
				/**
				* Sets the post-processing effects to be applied after rendering.
				*
				* @param {Array} effects - An array of post-processing effects.
				*/
				this.setEffects = function(effects) {
					if (_outputBufferType === 1009) {
						error("WebGLRenderer: setEffects() requires outputBufferType set to HalfFloatType or FloatType.");
						return;
					}
					if (effects) {
						for (let i = 0; i < effects.length; i++) if (effects[i].isOutputPass === true) {
							warn("WebGLRenderer: OutputPass is not needed in setEffects(). Tone mapping and color space conversion are applied automatically.");
							break;
						}
					}
					output.setEffects(effects || []);
				};
				/**
				* Returns the current viewport definition.
				*
				* @param {Vector2} target - The method writes the result in this target object.
				* @return {Vector2} The current viewport definition.
				*/
				this.getCurrentViewport = function(target) {
					return target.copy(_currentViewport);
				};
				/**
				* Returns the viewport definition.
				*
				* @param {Vector4} target - The method writes the result in this target object.
				* @return {Vector4} The viewport definition.
				*/
				this.getViewport = function(target) {
					return target.copy(_viewport);
				};
				/**
				* Sets the viewport to render from `(x, y)` to `(x + width, y + height)`.
				*
				* @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the viewport origin in logical pixel unit.
				* Or alternatively a four-component vector specifying all the parameters of the viewport.
				* @param {number} y - The vertical coordinate for the lower left corner of the viewport origin  in logical pixel unit.
				* @param {number} width - The width of the viewport in logical pixel unit.
				* @param {number} height - The height of the viewport in logical pixel unit.
				*/
				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).round());
				};
				/**
				* Returns the scissor region.
				*
				* @param {Vector4} target - The method writes the result in this target object.
				* @return {Vector4} The scissor region.
				*/
				this.getScissor = function(target) {
					return target.copy(_scissor);
				};
				/**
				* Sets the scissor region to render from `(x, y)` to `(x + width, y + height)`.
				*
				* @param {number | Vector4} x - The horizontal coordinate for the lower left corner of the scissor region origin in logical pixel unit.
				* Or alternatively a four-component vector specifying all the parameters of the scissor region.
				* @param {number} y - The vertical coordinate for the lower left corner of the scissor region origin  in logical pixel unit.
				* @param {number} width - The width of the scissor region in logical pixel unit.
				* @param {number} height - The height of the scissor region in logical pixel unit.
				*/
				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).round());
				};
				/**
				* Returns `true` if the scissor test is enabled.
				*
				* @return {boolean} Whether the scissor test is enabled or not.
				*/
				this.getScissorTest = function() {
					return _scissorTest;
				};
				/**
				* Enable or disable the scissor test. When this is enabled, only the pixels
				* within the defined scissor area will be affected by further renderer
				* actions.
				*
				* @param {boolean} boolean - Whether the scissor test is enabled or not.
				*/
				this.setScissorTest = function(boolean) {
					state.setScissorTest(_scissorTest = boolean);
				};
				/**
				* Sets a custom opaque sort function for the render lists. Pass `null`
				* to use the default `painterSortStable` function.
				*
				* @param {?Function} method - The opaque sort function.
				*/
				this.setOpaqueSort = function(method) {
					_opaqueSort = method;
				};
				/**
				* Sets a custom transparent sort function for the render lists. Pass `null`
				* to use the default `reversePainterSortStable` function.
				*
				* @param {?Function} method - The opaque sort function.
				*/
				this.setTransparentSort = function(method) {
					_transparentSort = method;
				};
				/**
				* Returns the clear color.
				*
				* @param {Color} target - The method writes the result in this target object.
				* @return {Color} The clear color.
				*/
				this.getClearColor = function(target) {
					return target.copy(background.getClearColor());
				};
				/**
				* Sets the clear color and alpha.
				*
				* @param {Color} color - The clear color.
				* @param {number} [alpha=1] - The clear alpha.
				*/
				this.setClearColor = function() {
					background.setClearColor(...arguments);
				};
				/**
				* Returns the clear alpha. Ranges within `[0,1]`.
				*
				* @return {number} The clear alpha.
				*/
				this.getClearAlpha = function() {
					return background.getClearAlpha();
				};
				/**
				* Sets the clear alpha.
				*
				* @param {number} alpha - The clear alpha.
				*/
				this.setClearAlpha = function() {
					background.setClearAlpha(...arguments);
				};
				/**
				* Tells the renderer to clear its color, depth or stencil drawing buffer(s).
				* This method initializes the buffers to the current clear color values.
				*
				* @param {boolean} [color=true] - Whether the color buffer should be cleared or not.
				* @param {boolean} [depth=true] - Whether the depth buffer should be cleared or not.
				* @param {boolean} [stencil=true] - Whether the stencil buffer should be cleared or not.
				*/
				this.clear = function(color = true, depth = true, stencil = true) {
					let bits = 0;
					if (color) {
						let isIntegerFormat = false;
						if (_currentRenderTarget !== null) {
							const targetFormat = _currentRenderTarget.texture.format;
							isIntegerFormat = INTEGER_FORMATS.has(targetFormat);
						}
						if (isIntegerFormat) {
							const targetType = _currentRenderTarget.texture.type;
							const isUnsignedType = UNSIGNED_TYPES.has(targetType);
							const clearColor = background.getClearColor();
							const a = background.getClearAlpha();
							const r = clearColor.r;
							const g = clearColor.g;
							const b = clearColor.b;
							if (isUnsignedType) {
								uintClearColor[0] = r;
								uintClearColor[1] = g;
								uintClearColor[2] = b;
								uintClearColor[3] = a;
								_gl.clearBufferuiv(_gl.COLOR, 0, uintClearColor);
							} else {
								intClearColor[0] = r;
								intClearColor[1] = g;
								intClearColor[2] = b;
								intClearColor[3] = a;
								_gl.clearBufferiv(_gl.COLOR, 0, intClearColor);
							}
						} else bits |= _gl.COLOR_BUFFER_BIT;
					}
					if (depth) {
						bits |= _gl.DEPTH_BUFFER_BIT;
						this.state.buffers.depth.setMask(true);
					}
					if (stencil) {
						bits |= _gl.STENCIL_BUFFER_BIT;
						this.state.buffers.stencil.setMask(4294967295);
					}
					if (bits !== 0) _gl.clear(bits);
				};
				/**
				* Clears the color buffer. Equivalent to calling `renderer.clear( true, false, false )`.
				*/
				this.clearColor = function() {
					this.clear(true, false, false);
				};
				/**
				* Clears the depth buffer. Equivalent to calling `renderer.clear( false, true, false )`.
				*/
				this.clearDepth = function() {
					this.clear(false, true, false);
				};
				/**
				* Clears the stencil buffer. Equivalent to calling `renderer.clear( false, false, true )`.
				*/
				this.clearStencil = function() {
					this.clear(false, false, true);
				};
				/**
				* Sets a compatibility node builder for rendering node materials with WebGLRenderer.
				* This enables using TSL (Three.js Shading Language) node materials to prepare
				* for migration to WebGPURenderer.
				*
				* @param {WebGLNodesHandler} nodesHandler - The node builder instance.
				*/
				this.setNodesHandler = function(nodesHandler) {
					nodesHandler.setRenderer(this);
					_nodesHandler = nodesHandler;
				};
				/**
				* Frees the GPU-related resources allocated by this instance. Call this
				* method whenever this instance is no longer used in your app.
				*/
				this.dispose = function() {
					canvas.removeEventListener("webglcontextlost", onContextLost, false);
					canvas.removeEventListener("webglcontextrestored", onContextRestore, false);
					canvas.removeEventListener("webglcontextcreationerror", onContextCreationError, false);
					background.dispose();
					renderLists.dispose();
					renderStates.dispose();
					properties.dispose();
					environments.dispose();
					objects.dispose();
					bindingStates.dispose();
					uniformsGroups.dispose();
					programCache.dispose();
					xr.dispose();
					xr.removeEventListener("sessionstart", onXRSessionStart);
					xr.removeEventListener("sessionend", onXRSessionEnd);
					animation.stop();
				};
				function onContextLost(event) {
					event.preventDefault();
					log("WebGLRenderer: Context Lost.");
					_isContextLost = true;
				}
				function onContextRestore() {
					log("WebGLRenderer: Context Restored.");
					_isContextLost = false;
					const infoAutoReset = info.autoReset;
					const shadowMapEnabled = shadowMap.enabled;
					const shadowMapAutoUpdate = shadowMap.autoUpdate;
					const shadowMapNeedsUpdate = shadowMap.needsUpdate;
					const shadowMapType = shadowMap.type;
					initGLContext();
					info.autoReset = infoAutoReset;
					shadowMap.enabled = shadowMapEnabled;
					shadowMap.autoUpdate = shadowMapAutoUpdate;
					shadowMap.needsUpdate = shadowMapNeedsUpdate;
					shadowMap.type = shadowMapType;
				}
				function onContextCreationError(event) {
					error("WebGLRenderer: A WebGL context could not be created. Reason: ", event.statusMessage);
				}
				function onMaterialDispose(event) {
					const material = event.target;
					material.removeEventListener("dispose", onMaterialDispose);
					deallocateMaterial(material);
				}
				function deallocateMaterial(material) {
					releaseMaterialProgramReferences(material);
					properties.remove(material);
				}
				function releaseMaterialProgramReferences(material) {
					const programs = properties.get(material).programs;
					if (programs !== void 0) {
						programs.forEach(function(program) {
							programCache.releaseProgram(program);
						});
						if (material.isShaderMaterial) programCache.releaseShaderCache(material);
					}
				}
				this.renderBufferDirect = function(camera, scene, geometry, material, object, group) {
					if (scene === null) scene = _emptyScene;
					const frontFaceCW = object.isMesh && object.matrixWorld.determinantAffine() < 0;
					const program = setProgram(camera, scene, geometry, material, object);
					state.setMaterial(material, frontFaceCW);
					let index = geometry.index;
					let rangeFactor = 1;
					if (material.wireframe === true) {
						index = geometries.getWireframeAttribute(geometry);
						if (index === void 0) return;
						rangeFactor = 2;
					}
					const drawRange = geometry.drawRange;
					const position = geometry.attributes.position;
					let drawStart = drawRange.start * rangeFactor;
					let drawEnd = (drawRange.start + drawRange.count) * rangeFactor;
					if (group !== null) {
						drawStart = Math.max(drawStart, group.start * rangeFactor);
						drawEnd = Math.min(drawEnd, (group.start + group.count) * rangeFactor);
					}
					if (index !== null) {
						drawStart = Math.max(drawStart, 0);
						drawEnd = Math.min(drawEnd, index.count);
					} else if (position !== void 0 && position !== null) {
						drawStart = Math.max(drawStart, 0);
						drawEnd = Math.min(drawEnd, position.count);
					}
					const drawCount = drawEnd - drawStart;
					if (drawCount < 0 || drawCount === Infinity) return;
					bindingStates.setup(object, material, program, geometry, index);
					let attribute;
					let renderer = bufferRenderer;
					if (index !== null) {
						attribute = attributes.get(index);
						renderer = indexedBufferRenderer;
						renderer.setIndex(attribute);
					}
					if (object.isMesh) if (material.wireframe === true) {
						state.setLineWidth(material.wireframeLinewidth * getTargetPixelRatio());
						renderer.setMode(_gl.LINES);
					} else renderer.setMode(_gl.TRIANGLES);
					else if (object.isLine) {
						let lineWidth = material.linewidth;
						if (lineWidth === void 0) lineWidth = 1;
						state.setLineWidth(lineWidth * getTargetPixelRatio());
						if (object.isLineSegments) renderer.setMode(_gl.LINES);
						else if (object.isLineLoop) renderer.setMode(_gl.LINE_LOOP);
						else renderer.setMode(_gl.LINE_STRIP);
					} else if (object.isPoints) renderer.setMode(_gl.POINTS);
					else if (object.isSprite) renderer.setMode(_gl.TRIANGLES);
					if (object.isBatchedMesh) if (!extensions.get("WEBGL_multi_draw")) {
						const starts = object._multiDrawStarts;
						const counts = object._multiDrawCounts;
						const drawCount = object._multiDrawCount;
						const bytesPerElement = index ? attributes.get(index).bytesPerElement : 1;
						const uniforms = properties.get(material).currentProgram.getUniforms();
						for (let i = 0; i < drawCount; i++) {
							uniforms.setValue(_gl, "_gl_DrawID", i);
							renderer.render(starts[i] / bytesPerElement, counts[i]);
						}
					} else renderer.renderMultiDraw(object._multiDrawStarts, object._multiDrawCounts, object._multiDrawCount);
					else if (object.isInstancedMesh) renderer.renderInstances(drawStart, drawCount, object.count);
					else if (geometry.isInstancedBufferGeometry) {
						const maxInstanceCount = geometry._maxInstanceCount !== void 0 ? geometry._maxInstanceCount : Infinity;
						const instanceCount = Math.min(geometry.instanceCount, maxInstanceCount);
						renderer.renderInstances(drawStart, drawCount, instanceCount);
					} else renderer.render(drawStart, drawCount);
				};
				function prepareMaterial(material, scene, object) {
					if (material.transparent === true && material.side === 2 && material.forceSinglePass === false) {
						material.side = 1;
						material.needsUpdate = true;
						getProgram(material, scene, object);
						material.side = 0;
						material.needsUpdate = true;
						getProgram(material, scene, object);
						material.side = 2;
					} else getProgram(material, scene, object);
				}
				/**
				* Compiles all materials in the scene with the camera. This is useful to precompile shaders
				* before the first rendering. If you want to add a 3D object to an existing scene, use the third
				* optional parameter for applying the target scene.
				*
				* Note that the (target) scene's lighting and environment must be configured before calling this method.
				*
				* @param {Object3D} scene - The scene or another type of 3D object to precompile.
				* @param {Camera} camera - The camera.
				* @param {?Scene} [targetScene=null] - The target scene.
				* @return {Set<Material>} The precompiled materials.
				*/
				this.compile = function(scene, camera, targetScene = null) {
					if (targetScene === null) targetScene = scene;
					currentRenderState = renderStates.get(targetScene);
					currentRenderState.init(camera);
					renderStateStack.push(currentRenderState);
					targetScene.traverseVisible(function(object) {
						if (object.isLight && object.layers.test(camera.layers)) {
							currentRenderState.pushLight(object);
							if (object.castShadow) currentRenderState.pushShadow(object);
						}
					});
					if (scene !== targetScene) scene.traverseVisible(function(object) {
						if (object.isLight && object.layers.test(camera.layers)) {
							currentRenderState.pushLight(object);
							if (object.castShadow) currentRenderState.pushShadow(object);
						}
					});
					currentRenderState.setupLights();
					const materials = /* @__PURE__ */ new Set();
					scene.traverse(function(object) {
						if (!(object.isMesh || object.isPoints || object.isLine || object.isSprite)) return;
						const material = object.material;
						if (material) if (Array.isArray(material)) for (let i = 0; i < material.length; i++) {
							const material2 = material[i];
							prepareMaterial(material2, targetScene, object);
							materials.add(material2);
						}
						else {
							prepareMaterial(material, targetScene, object);
							materials.add(material);
						}
					});
					currentRenderState = renderStateStack.pop();
					return materials;
				};
				/**
				* Asynchronous version of {@link WebGLRenderer#compile}.
				*
				* This method makes use of the `KHR_parallel_shader_compile` WebGL extension. Hence,
				* it is recommended to use this version of `compile()` whenever possible.
				*
				* @async
				* @param {Object3D} scene - The scene or another type of 3D object to precompile.
				* @param {Camera} camera - The camera.
				* @param {?Scene} [targetScene=null] - The target scene.
				* @return {Promise} A Promise that resolves when the given scene can be rendered without unnecessary stalling due to shader compilation.
				*/
				this.compileAsync = function(scene, camera, targetScene = null) {
					const materials = this.compile(scene, camera, targetScene);
					return new Promise((resolve) => {
						function checkMaterialsReady() {
							materials.forEach(function(material) {
								if (properties.get(material).currentProgram.isReady()) materials.delete(material);
							});
							if (materials.size === 0) {
								resolve(scene);
								return;
							}
							setTimeout(checkMaterialsReady, 10);
						}
						if (extensions.get("KHR_parallel_shader_compile") !== null) checkMaterialsReady();
						else setTimeout(checkMaterialsReady, 10);
					});
				};
				let onAnimationFrameCallback = null;
				function onAnimationFrame(time) {
					if (onAnimationFrameCallback) onAnimationFrameCallback(time);
				}
				function onXRSessionStart() {
					animation.stop();
				}
				function onXRSessionEnd() {
					animation.start();
				}
				const animation = new WebGLAnimation();
				animation.setAnimationLoop(onAnimationFrame);
				if (typeof self !== "undefined") animation.setContext(self);
				/**
				* Applications are advised to always define the animation loop
				* with this method and not manually with `requestAnimationFrame()`
				* for best compatibility.
				*
				* @param {?onAnimationCallback} callback - The application's animation loop.
				*/
				this.setAnimationLoop = function(callback) {
					onAnimationFrameCallback = callback;
					xr.setAnimationLoop(callback);
					callback === null ? animation.stop() : animation.start();
				};
				xr.addEventListener("sessionstart", onXRSessionStart);
				xr.addEventListener("sessionend", onXRSessionEnd);
				/**
				* Renders the given scene (or other type of 3D object) using the given camera.
				*
				* The render is done to a previously specified render target set by calling {@link WebGLRenderer#setRenderTarget}
				* or to the canvas as usual.
				*
				* By default render buffers are cleared before rendering but you can prevent
				* this by setting the property `autoClear` to `false`. If you want to prevent
				* only certain buffers being cleared you can `autoClearColor`, `autoClearDepth`
				* or `autoClearStencil` to `false`. To force a clear, use {@link WebGLRenderer#clear}.
				*
				* @param {Object3D} scene - The scene to render.
				* @param {Camera} camera - The camera.
				*/
				this.render = function(scene, camera) {
					if (camera !== void 0 && camera.isCamera !== true) {
						error("WebGLRenderer.render: camera is not an instance of THREE.Camera.");
						return;
					}
					if (_isContextLost === true) return;
					if (_nodesHandler !== null) _nodesHandler.renderStart(scene, camera);
					const isXRPresenting = xr.enabled === true && xr.isPresenting === true;
					const useOutput = output !== null && (_currentRenderTarget === null || isXRPresenting) && output.begin(_this, _currentRenderTarget);
					if (scene.matrixWorldAutoUpdate === true) scene.updateMatrixWorld();
					if (camera.parent === null && camera.matrixWorldAutoUpdate === true) camera.updateMatrixWorld();
					if (xr.enabled === true && xr.isPresenting === true && (output === null || output.isCompositing() === false)) {
						if (xr.cameraAutoUpdate === true) xr.updateCamera(camera);
						camera = xr.getCamera();
					}
					if (scene.isScene === true) scene.onBeforeRender(_this, scene, camera, _currentRenderTarget);
					currentRenderState = renderStates.get(scene, renderStateStack.length);
					currentRenderState.init(camera);
					currentRenderState.state.textureUnits = textures.getTextureUnits();
					renderStateStack.push(currentRenderState);
					_projScreenMatrix.multiplyMatrices(camera.projectionMatrix, camera.matrixWorldInverse);
					_frustum.setFromProjectionMatrix(_projScreenMatrix, WebGLCoordinateSystem, camera.reversedDepth);
					_localClippingEnabled = this.localClippingEnabled;
					_clippingEnabled = clipping.init(this.clippingPlanes, _localClippingEnabled);
					currentRenderList = renderLists.get(scene, renderListStack.length);
					currentRenderList.init();
					renderListStack.push(currentRenderList);
					if (xr.enabled === true && xr.isPresenting === true) {
						const depthSensingMesh = _this.xr.getDepthSensingMesh();
						if (depthSensingMesh !== null) projectObject(depthSensingMesh, camera, -Infinity, _this.sortObjects);
					}
					projectObject(scene, camera, 0, _this.sortObjects);
					currentRenderList.finish();
					if (_this.sortObjects === true) currentRenderList.sort(_opaqueSort, _transparentSort, camera.reversedDepth);
					_renderBackground = xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false;
					if (_renderBackground) background.addToRenderList(currentRenderList, scene);
					this.info.render.frame++;
					if (this.info.autoReset === true) this.info.reset();
					if (_clippingEnabled === true) clipping.beginShadows();
					const shadowsArray = currentRenderState.state.shadowsArray;
					shadowMap.render(shadowsArray, scene, camera);
					if (_clippingEnabled === true) clipping.endShadows();
					if ((useOutput && output.hasRenderPass()) === false) {
						const opaqueObjects = currentRenderList.opaque;
						const transmissiveObjects = currentRenderList.transmissive;
						currentRenderState.setupLights();
						if (camera.isArrayCamera) {
							const cameras = camera.cameras;
							if (transmissiveObjects.length > 0) for (let i = 0, l = cameras.length; i < l; i++) {
								const camera2 = cameras[i];
								renderTransmissionPass(opaqueObjects, transmissiveObjects, scene, camera2);
							}
							if (_renderBackground) background.render(scene);
							for (let i = 0, l = cameras.length; i < l; i++) {
								const camera2 = cameras[i];
								renderScene(currentRenderList, scene, camera2, camera2.viewport);
							}
						} else {
							if (transmissiveObjects.length > 0) renderTransmissionPass(opaqueObjects, transmissiveObjects, scene, camera);
							if (_renderBackground) background.render(scene);
							renderScene(currentRenderList, scene, camera);
						}
					}
					if (_currentRenderTarget !== null && _currentActiveMipmapLevel === 0) {
						textures.updateMultisampleRenderTarget(_currentRenderTarget);
						textures.updateRenderTargetMipmap(_currentRenderTarget);
					}
					if (useOutput) output.end(_this);
					if (scene.isScene === true) scene.onAfterRender(_this, scene, camera);
					bindingStates.resetDefaultState();
					_currentMaterialId = -1;
					_currentCamera = null;
					renderStateStack.pop();
					if (renderStateStack.length > 0) {
						currentRenderState = renderStateStack[renderStateStack.length - 1];
						textures.setTextureUnits(currentRenderState.state.textureUnits);
						if (_clippingEnabled === true) clipping.setGlobalState(_this.clippingPlanes, currentRenderState.state.camera);
					} else currentRenderState = null;
					renderListStack.pop();
					if (renderListStack.length > 0) currentRenderList = renderListStack[renderListStack.length - 1];
					else currentRenderList = null;
					if (_nodesHandler !== null) _nodesHandler.renderEnd();
				};
				function projectObject(object, camera, groupOrder, sortObjects) {
					if (object.visible === false) return;
					if (object.layers.test(camera.layers)) {
						if (object.isGroup) groupOrder = object.renderOrder;
						else if (object.isLOD) {
							if (object.autoUpdate === true) object.update(camera);
						} else if (object.isLightProbeGrid) currentRenderState.pushLightProbeGrid(object);
						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) _vector4.setFromMatrixPosition(object.matrixWorld).applyMatrix4(_projScreenMatrix);
								const geometry = objects.update(object);
								const material = object.material;
								if (material.visible) currentRenderList.push(object, geometry, material, groupOrder, _vector4.z, null);
							}
						} else if (object.isMesh || object.isLine || object.isPoints) {
							if (!object.frustumCulled || _frustum.intersectsObject(object)) {
								const geometry = objects.update(object);
								const material = object.material;
								if (sortObjects) {
									if (object.boundingSphere !== void 0) {
										if (object.boundingSphere === null) object.computeBoundingSphere();
										_vector4.copy(object.boundingSphere.center);
									} else {
										if (geometry.boundingSphere === null) geometry.computeBoundingSphere();
										_vector4.copy(geometry.boundingSphere.center);
									}
									_vector4.applyMatrix4(object.matrixWorld).applyMatrix4(_projScreenMatrix);
								}
								if (Array.isArray(material)) {
									const groups = geometry.groups;
									for (let i = 0, l = groups.length; i < l; i++) {
										const group = groups[i];
										const groupMaterial = material[group.materialIndex];
										if (groupMaterial && groupMaterial.visible) currentRenderList.push(object, geometry, groupMaterial, groupOrder, _vector4.z, group);
									}
								} else if (material.visible) currentRenderList.push(object, geometry, material, groupOrder, _vector4.z, null);
							}
						}
					}
					const children = object.children;
					for (let i = 0, l = children.length; i < l; i++) projectObject(children[i], camera, groupOrder, sortObjects);
				}
				function renderScene(currentRenderList, scene, camera, viewport) {
					const { opaque: opaqueObjects, transmissive: transmissiveObjects, transparent: transparentObjects } = currentRenderList;
					currentRenderState.setupLightsView(camera);
					if (_clippingEnabled === true) clipping.setGlobalState(_this.clippingPlanes, camera);
					if (viewport) state.viewport(_currentViewport.copy(viewport));
					if (opaqueObjects.length > 0) renderObjects(opaqueObjects, scene, camera);
					if (transmissiveObjects.length > 0) renderObjects(transmissiveObjects, scene, camera);
					if (transparentObjects.length > 0) renderObjects(transparentObjects, scene, camera);
					state.buffers.depth.setTest(true);
					state.buffers.depth.setMask(true);
					state.buffers.color.setMask(true);
					state.setPolygonOffset(false);
				}
				function renderTransmissionPass(opaqueObjects, transmissiveObjects, scene, camera) {
					if ((scene.isScene === true ? scene.overrideMaterial : null) !== null) return;
					if (currentRenderState.state.transmissionRenderTarget[camera.id] === void 0) {
						const hasHalfFloatSupport = extensions.has("EXT_color_buffer_half_float") || extensions.has("EXT_color_buffer_float");
						currentRenderState.state.transmissionRenderTarget[camera.id] = new WebGLRenderTarget(1, 1, {
							generateMipmaps: true,
							type: hasHalfFloatSupport ? HalfFloatType : UnsignedByteType,
							minFilter: LinearMipmapLinearFilter,
							samples: Math.max(4, capabilities.samples),
							stencilBuffer: stencil,
							resolveDepthBuffer: false,
							resolveStencilBuffer: false,
							colorSpace: ColorManagement.workingColorSpace
						});
					}
					const transmissionRenderTarget = currentRenderState.state.transmissionRenderTarget[camera.id];
					const activeViewport = camera.viewport || _currentViewport;
					transmissionRenderTarget.setSize(activeViewport.z * _this.transmissionResolutionScale, activeViewport.w * _this.transmissionResolutionScale);
					const currentRenderTarget = _this.getRenderTarget();
					const currentActiveCubeFace = _this.getActiveCubeFace();
					const currentActiveMipmapLevel = _this.getActiveMipmapLevel();
					_this.setRenderTarget(transmissionRenderTarget);
					_this.getClearColor(_currentClearColor);
					_currentClearAlpha = _this.getClearAlpha();
					if (_currentClearAlpha < 1) _this.setClearColor(16777215, .5);
					_this.clear();
					if (_renderBackground) background.render(scene);
					const currentToneMapping = _this.toneMapping;
					_this.toneMapping = 0;
					const currentCameraViewport = camera.viewport;
					if (camera.viewport !== void 0) camera.viewport = void 0;
					currentRenderState.setupLightsView(camera);
					if (_clippingEnabled === true) clipping.setGlobalState(_this.clippingPlanes, camera);
					renderObjects(opaqueObjects, scene, camera);
					textures.updateMultisampleRenderTarget(transmissionRenderTarget);
					textures.updateRenderTargetMipmap(transmissionRenderTarget);
					if (extensions.has("WEBGL_multisampled_render_to_texture") === false) {
						let renderTargetNeedsUpdate = false;
						for (let i = 0, l = transmissiveObjects.length; i < l; i++) {
							const { object, geometry, material, group } = transmissiveObjects[i];
							if (material.side === 2 && object.layers.test(camera.layers)) {
								const currentSide = material.side;
								material.side = 1;
								material.needsUpdate = true;
								renderObject(object, scene, camera, geometry, material, group);
								material.side = currentSide;
								material.needsUpdate = true;
								renderTargetNeedsUpdate = true;
							}
						}
						if (renderTargetNeedsUpdate === true) {
							textures.updateMultisampleRenderTarget(transmissionRenderTarget);
							textures.updateRenderTargetMipmap(transmissionRenderTarget);
						}
					}
					_this.setRenderTarget(currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel);
					_this.setClearColor(_currentClearColor, _currentClearAlpha);
					if (currentCameraViewport !== void 0) camera.viewport = currentCameraViewport;
					_this.toneMapping = currentToneMapping;
				}
				function renderObjects(renderList, scene, camera) {
					const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;
					for (let i = 0, l = renderList.length; i < l; i++) {
						const renderItem = renderList[i];
						const { object, geometry, group } = renderItem;
						let material = renderItem.material;
						if (material.allowOverride === true && overrideMaterial !== null) material = overrideMaterial;
						if (object.layers.test(camera.layers)) renderObject(object, scene, camera, geometry, material, group);
					}
				}
				function renderObject(object, scene, camera, geometry, material, group) {
					object.onBeforeRender(_this, scene, camera, geometry, material, group);
					object.modelViewMatrix.multiplyMatrices(camera.matrixWorldInverse, object.matrixWorld);
					object.normalMatrix.getNormalMatrix(object.modelViewMatrix);
					material.onBeforeRender(_this, scene, camera, geometry, object, group);
					if (material.transparent === true && material.side === 2 && material.forceSinglePass === false) {
						material.side = 1;
						material.needsUpdate = true;
						_this.renderBufferDirect(camera, scene, geometry, material, object, group);
						material.side = 0;
						material.needsUpdate = true;
						_this.renderBufferDirect(camera, scene, geometry, material, object, group);
						material.side = 2;
					} else _this.renderBufferDirect(camera, scene, geometry, material, object, group);
					object.onAfterRender(_this, scene, camera, geometry, material, group);
				}
				function getProgram(material, scene, object) {
					if (scene.isScene !== true) scene = _emptyScene;
					const materialProperties = properties.get(material);
					const lights = currentRenderState.state.lights;
					const shadowsArray = currentRenderState.state.shadowsArray;
					const lightsStateVersion = lights.state.version;
					const parameters = programCache.getParameters(material, lights.state, shadowsArray, scene, object, currentRenderState.state.lightProbeGridArray);
					const programCacheKey = programCache.getProgramCacheKey(parameters);
					let programs = materialProperties.programs;
					materialProperties.environment = material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ? scene.environment : null;
					materialProperties.fog = scene.fog;
					const usePMREM = material.isMeshStandardMaterial || material.isMeshLambertMaterial && !material.envMap || material.isMeshPhongMaterial && !material.envMap;
					materialProperties.envMap = environments.get(material.envMap || materialProperties.environment, usePMREM);
					materialProperties.envMapRotation = materialProperties.environment !== null && material.envMap === null ? scene.environmentRotation : material.envMapRotation;
					if (programs === void 0) {
						material.addEventListener("dispose", onMaterialDispose);
						programs = /* @__PURE__ */ new Map();
						materialProperties.programs = programs;
					}
					let program = programs.get(programCacheKey);
					if (program !== void 0) {
						if (materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion) {
							updateCommonMaterialProperties(material, parameters);
							return program;
						}
					} else {
						parameters.uniforms = programCache.getUniforms(material);
						if (_nodesHandler !== null && material.isNodeMaterial) _nodesHandler.build(material, object, parameters);
						material.onBeforeCompile(parameters, _this);
						program = programCache.acquireProgram(parameters, programCacheKey);
						programs.set(programCacheKey, program);
						materialProperties.uniforms = parameters.uniforms;
					}
					const uniforms = materialProperties.uniforms;
					if (!material.isShaderMaterial && !material.isRawShaderMaterial || material.clipping === true) uniforms.clippingPlanes = clipping.uniform;
					updateCommonMaterialProperties(material, parameters);
					materialProperties.needsLights = materialNeedsLights(material);
					materialProperties.lightsStateVersion = lightsStateVersion;
					if (materialProperties.needsLights) {
						uniforms.ambientLightColor.value = lights.state.ambient;
						uniforms.lightProbe.value = lights.state.probe;
						uniforms.directionalLights.value = lights.state.directional;
						uniforms.directionalLightShadows.value = lights.state.directionalShadow;
						uniforms.spotLights.value = lights.state.spot;
						uniforms.spotLightShadows.value = lights.state.spotShadow;
						uniforms.rectAreaLights.value = lights.state.rectArea;
						uniforms.ltc_1.value = lights.state.rectAreaLTC1;
						uniforms.ltc_2.value = lights.state.rectAreaLTC2;
						uniforms.pointLights.value = lights.state.point;
						uniforms.pointLightShadows.value = lights.state.pointShadow;
						uniforms.hemisphereLights.value = lights.state.hemi;
						uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
						uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
						uniforms.spotLightMap.value = lights.state.spotLightMap;
						uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
					}
					materialProperties.lightProbeGrid = currentRenderState.state.lightProbeGridArray.length > 0;
					materialProperties.currentProgram = program;
					materialProperties.uniformsList = null;
					return program;
				}
				function getUniformList(materialProperties) {
					if (materialProperties.uniformsList === null) {
						const progUniforms = materialProperties.currentProgram.getUniforms();
						materialProperties.uniformsList = WebGLUniforms.seqWithValue(progUniforms.seq, materialProperties.uniforms);
					}
					return materialProperties.uniformsList;
				}
				function updateCommonMaterialProperties(material, parameters) {
					const materialProperties = properties.get(material);
					materialProperties.outputColorSpace = parameters.outputColorSpace;
					materialProperties.batching = parameters.batching;
					materialProperties.batchingColor = parameters.batchingColor;
					materialProperties.instancing = parameters.instancing;
					materialProperties.instancingColor = parameters.instancingColor;
					materialProperties.instancingMorph = parameters.instancingMorph;
					materialProperties.skinning = parameters.skinning;
					materialProperties.morphTargets = parameters.morphTargets;
					materialProperties.morphNormals = parameters.morphNormals;
					materialProperties.morphColors = parameters.morphColors;
					materialProperties.morphTargetsCount = parameters.morphTargetsCount;
					materialProperties.numClippingPlanes = parameters.numClippingPlanes;
					materialProperties.numIntersection = parameters.numClipIntersection;
					materialProperties.vertexAlphas = parameters.vertexAlphas;
					materialProperties.vertexTangents = parameters.vertexTangents;
					materialProperties.toneMapping = parameters.toneMapping;
				}
				function findLightProbeGrid(volumes, object) {
					if (volumes.length === 0) return null;
					if (volumes.length === 1) return volumes[0].texture !== null ? volumes[0] : null;
					objectPosition.setFromMatrixPosition(object.matrixWorld);
					for (let i = 0, l = volumes.length; i < l; i++) {
						const v = volumes[i];
						if (v.texture !== null && v.boundingBox.containsPoint(objectPosition)) return v;
					}
					return null;
				}
				function setProgram(camera, scene, geometry, material, object) {
					if (scene.isScene !== true) scene = _emptyScene;
					textures.resetTextureUnits();
					const fog = scene.fog;
					const environment = material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial ? scene.environment : null;
					const colorSpace = _currentRenderTarget === null ? _this.outputColorSpace : _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : ColorManagement.workingColorSpace;
					const usePMREM = material.isMeshStandardMaterial || material.isMeshLambertMaterial && !material.envMap || material.isMeshPhongMaterial && !material.envMap;
					const envMap = environments.get(material.envMap || environment, usePMREM);
					const vertexAlphas = material.vertexColors === true && !!geometry.attributes.color && geometry.attributes.color.itemSize === 4;
					const vertexTangents = !!geometry.attributes.tangent && (!!material.normalMap || material.anisotropy > 0);
					const morphTargets = !!geometry.morphAttributes.position;
					const morphNormals = !!geometry.morphAttributes.normal;
					const morphColors = !!geometry.morphAttributes.color;
					let toneMapping = 0;
					if (material.toneMapped) {
						if (_currentRenderTarget === null || _currentRenderTarget.isXRRenderTarget === true) toneMapping = _this.toneMapping;
					}
					const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
					const morphTargetsCount = morphAttribute !== void 0 ? morphAttribute.length : 0;
					const materialProperties = properties.get(material);
					const lights = currentRenderState.state.lights;
					if (_clippingEnabled === true) {
						if (_localClippingEnabled === true || camera !== _currentCamera) {
							const useCache = camera === _currentCamera && material.id === _currentMaterialId;
							clipping.setState(material, camera, useCache);
						}
					}
					let needsProgramChange = false;
					if (material.version === materialProperties.__version) {
						if (materialProperties.needsLights && materialProperties.lightsStateVersion !== lights.state.version) needsProgramChange = true;
						else if (materialProperties.outputColorSpace !== colorSpace) needsProgramChange = true;
						else if (object.isBatchedMesh && materialProperties.batching === false) needsProgramChange = true;
						else if (!object.isBatchedMesh && materialProperties.batching === true) needsProgramChange = true;
						else if (object.isBatchedMesh && materialProperties.batchingColor === true && object.colorTexture === null) needsProgramChange = true;
						else if (object.isBatchedMesh && materialProperties.batchingColor === false && object.colorTexture !== null) needsProgramChange = true;
						else if (object.isInstancedMesh && materialProperties.instancing === false) needsProgramChange = true;
						else if (!object.isInstancedMesh && materialProperties.instancing === true) needsProgramChange = true;
						else if (object.isSkinnedMesh && materialProperties.skinning === false) needsProgramChange = true;
						else if (!object.isSkinnedMesh && materialProperties.skinning === true) needsProgramChange = true;
						else if (object.isInstancedMesh && materialProperties.instancingColor === true && object.instanceColor === null) needsProgramChange = true;
						else if (object.isInstancedMesh && materialProperties.instancingColor === false && object.instanceColor !== null) needsProgramChange = true;
						else if (object.isInstancedMesh && materialProperties.instancingMorph === true && object.morphTexture === null) needsProgramChange = true;
						else if (object.isInstancedMesh && materialProperties.instancingMorph === false && object.morphTexture !== null) needsProgramChange = true;
						else if (materialProperties.envMap !== envMap) needsProgramChange = true;
						else if (material.fog === true && materialProperties.fog !== fog) needsProgramChange = true;
						else if (materialProperties.numClippingPlanes !== void 0 && (materialProperties.numClippingPlanes !== clipping.numPlanes || materialProperties.numIntersection !== clipping.numIntersection)) needsProgramChange = true;
						else if (materialProperties.vertexAlphas !== vertexAlphas) needsProgramChange = true;
						else if (materialProperties.vertexTangents !== vertexTangents) needsProgramChange = true;
						else if (materialProperties.morphTargets !== morphTargets) needsProgramChange = true;
						else if (materialProperties.morphNormals !== morphNormals) needsProgramChange = true;
						else if (materialProperties.morphColors !== morphColors) needsProgramChange = true;
						else if (materialProperties.toneMapping !== toneMapping) needsProgramChange = true;
						else if (materialProperties.morphTargetsCount !== morphTargetsCount) needsProgramChange = true;
						else if (!!materialProperties.lightProbeGrid !== currentRenderState.state.lightProbeGridArray.length > 0) needsProgramChange = true;
					} else {
						needsProgramChange = true;
						materialProperties.__version = material.version;
					}
					let program = materialProperties.currentProgram;
					if (needsProgramChange === true) {
						program = getProgram(material, scene, object);
						if (_nodesHandler && material.isNodeMaterial) _nodesHandler.onUpdateProgram(material, program, materialProperties);
					}
					let refreshProgram = false;
					let refreshMaterial = false;
					let refreshLights = false;
					const p_uniforms = program.getUniforms(), m_uniforms = materialProperties.uniforms;
					if (state.useProgram(program.program)) {
						refreshProgram = true;
						refreshMaterial = true;
						refreshLights = true;
					}
					if (material.id !== _currentMaterialId) {
						_currentMaterialId = material.id;
						refreshMaterial = true;
					}
					if (materialProperties.needsLights) {
						const objectVolume = findLightProbeGrid(currentRenderState.state.lightProbeGridArray, object);
						if (materialProperties.lightProbeGrid !== objectVolume) {
							materialProperties.lightProbeGrid = objectVolume;
							refreshMaterial = true;
						}
					}
					if (refreshProgram || _currentCamera !== camera) {
						if (state.buffers.depth.getReversed() && camera.reversedDepth !== true) {
							camera._reversedDepth = true;
							camera.updateProjectionMatrix();
						}
						p_uniforms.setValue(_gl, "projectionMatrix", camera.projectionMatrix);
						p_uniforms.setValue(_gl, "viewMatrix", camera.matrixWorldInverse);
						const uCamPos = p_uniforms.map.cameraPosition;
						if (uCamPos !== void 0) uCamPos.setValue(_gl, _vector3.setFromMatrixPosition(camera.matrixWorld));
						if (capabilities.logarithmicDepthBuffer) p_uniforms.setValue(_gl, "logDepthBufFC", 2 / (Math.log(camera.far + 1) / Math.LN2));
						if (material.isMeshPhongMaterial || material.isMeshToonMaterial || material.isMeshLambertMaterial || material.isMeshBasicMaterial || material.isMeshStandardMaterial || material.isShaderMaterial) p_uniforms.setValue(_gl, "isOrthographic", camera.isOrthographicCamera === true);
						if (_currentCamera !== camera) {
							_currentCamera = camera;
							refreshMaterial = true;
							refreshLights = true;
						}
					}
					if (materialProperties.needsLights) {
						if (lights.state.directionalShadowMap.length > 0) p_uniforms.setValue(_gl, "directionalShadowMap", lights.state.directionalShadowMap, textures);
						if (lights.state.spotShadowMap.length > 0) p_uniforms.setValue(_gl, "spotShadowMap", lights.state.spotShadowMap, textures);
						if (lights.state.pointShadowMap.length > 0) p_uniforms.setValue(_gl, "pointShadowMap", lights.state.pointShadowMap, textures);
					}
					if (object.isSkinnedMesh) {
						p_uniforms.setOptional(_gl, object, "bindMatrix");
						p_uniforms.setOptional(_gl, object, "bindMatrixInverse");
						const skeleton = object.skeleton;
						if (skeleton) {
							if (skeleton.boneTexture === null) skeleton.computeBoneTexture();
							p_uniforms.setValue(_gl, "boneTexture", skeleton.boneTexture, textures);
						}
					}
					if (object.isBatchedMesh) {
						p_uniforms.setOptional(_gl, object, "batchingTexture");
						p_uniforms.setValue(_gl, "batchingTexture", object._matricesTexture, textures);
						p_uniforms.setOptional(_gl, object, "batchingIdTexture");
						p_uniforms.setValue(_gl, "batchingIdTexture", object._indirectTexture, textures);
						p_uniforms.setOptional(_gl, object, "batchingColorTexture");
						if (object._colorsTexture !== null) p_uniforms.setValue(_gl, "batchingColorTexture", object._colorsTexture, textures);
					}
					const morphAttributes = geometry.morphAttributes;
					if (morphAttributes.position !== void 0 || morphAttributes.normal !== void 0 || morphAttributes.color !== void 0) morphtargets.update(object, geometry, program);
					if (refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow) {
						materialProperties.receiveShadow = object.receiveShadow;
						p_uniforms.setValue(_gl, "receiveShadow", object.receiveShadow);
					}
					if ((material.isMeshStandardMaterial || material.isMeshLambertMaterial || material.isMeshPhongMaterial) && material.envMap === null && scene.environment !== null) m_uniforms.envMapIntensity.value = scene.environmentIntensity;
					if (m_uniforms.dfgLUT !== void 0) m_uniforms.dfgLUT.value = getDFGLUT();
					if (refreshMaterial) {
						p_uniforms.setValue(_gl, "toneMappingExposure", _this.toneMappingExposure);
						if (materialProperties.needsLights) markUniformsLightsNeedsUpdate(m_uniforms, refreshLights);
						if (fog && material.fog === true) materials.refreshFogUniforms(m_uniforms, fog);
						materials.refreshMaterialUniforms(m_uniforms, material, _pixelRatio, _height, currentRenderState.state.transmissionRenderTarget[camera.id]);
						if (materialProperties.needsLights && materialProperties.lightProbeGrid) {
							const volume = materialProperties.lightProbeGrid;
							m_uniforms.probesSH.value = volume.texture;
							m_uniforms.probesMin.value.copy(volume.boundingBox.min);
							m_uniforms.probesMax.value.copy(volume.boundingBox.max);
							m_uniforms.probesResolution.value.copy(volume.resolution);
						}
						WebGLUniforms.upload(_gl, getUniformList(materialProperties), m_uniforms, textures);
					}
					if (material.isShaderMaterial && material.uniformsNeedUpdate === true) {
						WebGLUniforms.upload(_gl, getUniformList(materialProperties), m_uniforms, textures);
						material.uniformsNeedUpdate = false;
					}
					if (material.isSpriteMaterial) p_uniforms.setValue(_gl, "center", object.center);
					p_uniforms.setValue(_gl, "modelViewMatrix", object.modelViewMatrix);
					p_uniforms.setValue(_gl, "normalMatrix", object.normalMatrix);
					p_uniforms.setValue(_gl, "modelMatrix", object.matrixWorld);
					if (material.uniformsGroups !== void 0) {
						const groups = material.uniformsGroups;
						for (let i = 0, l = groups.length; i < l; i++) {
							const group = groups[i];
							uniformsGroups.update(group, program);
							uniformsGroups.bind(group, program);
						}
					}
					return program;
				}
				function markUniformsLightsNeedsUpdate(uniforms, value) {
					uniforms.ambientLightColor.needsUpdate = value;
					uniforms.lightProbe.needsUpdate = value;
					uniforms.directionalLights.needsUpdate = value;
					uniforms.directionalLightShadows.needsUpdate = value;
					uniforms.pointLights.needsUpdate = value;
					uniforms.pointLightShadows.needsUpdate = value;
					uniforms.spotLights.needsUpdate = value;
					uniforms.spotLightShadows.needsUpdate = value;
					uniforms.rectAreaLights.needsUpdate = value;
					uniforms.hemisphereLights.needsUpdate = value;
				}
				function materialNeedsLights(material) {
					return material.isMeshLambertMaterial || material.isMeshToonMaterial || material.isMeshPhongMaterial || material.isMeshStandardMaterial || material.isShadowMaterial || material.isShaderMaterial && material.lights === true;
				}
				/**
				* Returns the active cube face.
				*
				* @return {number} The active cube face.
				*/
				this.getActiveCubeFace = function() {
					return _currentActiveCubeFace;
				};
				/**
				* Returns the active mipmap level.
				*
				* @return {number} The active mipmap level.
				*/
				this.getActiveMipmapLevel = function() {
					return _currentActiveMipmapLevel;
				};
				/**
				* Returns the active render target.
				*
				* @return {?WebGLRenderTarget} The active render target. Returns `null` if no render target
				* is currently set.
				*/
				this.getRenderTarget = function() {
					return _currentRenderTarget;
				};
				this.setRenderTargetTextures = function(renderTarget, colorTexture, depthTexture) {
					const renderTargetProperties = properties.get(renderTarget);
					renderTargetProperties.__autoAllocateDepthBuffer = renderTarget.resolveDepthBuffer === false;
					if (renderTargetProperties.__autoAllocateDepthBuffer === false) renderTargetProperties.__useRenderToTexture = false;
					properties.get(renderTarget.texture).__webglTexture = colorTexture;
					properties.get(renderTarget.depthTexture).__webglTexture = renderTargetProperties.__autoAllocateDepthBuffer ? void 0 : depthTexture;
					renderTargetProperties.__hasExternalTextures = true;
				};
				this.setRenderTargetFramebuffer = function(renderTarget, defaultFramebuffer) {
					const renderTargetProperties = properties.get(renderTarget);
					renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
					renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === void 0;
				};
				/**
				* Sets the active rendertarget.
				*
				* @param {?WebGLRenderTarget} renderTarget - The render target to set. When `null` is given,
				* the canvas is set as the active render target instead.
				* @param {number} [activeCubeFace=0] - The active cube face when using a cube render target.
				* Indicates the z layer to render in to when using 3D or array render targets.
				* @param {number} [activeMipmapLevel=0] - The active mipmap level.
				*/
				this.setRenderTarget = function(renderTarget, activeCubeFace = 0, activeMipmapLevel = 0) {
					_currentRenderTarget = renderTarget;
					_currentActiveCubeFace = activeCubeFace;
					_currentActiveMipmapLevel = activeMipmapLevel;
					let framebuffer = null;
					let isCube = false;
					let isRenderTarget3D = false;
					if (renderTarget) {
						const renderTargetProperties = properties.get(renderTarget);
						if (renderTargetProperties.__useDefaultFramebuffer !== void 0) {
							state.bindFramebuffer(_gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer);
							_currentViewport.copy(renderTarget.viewport);
							_currentScissor.copy(renderTarget.scissor);
							_currentScissorTest = renderTarget.scissorTest;
							state.viewport(_currentViewport);
							state.scissor(_currentScissor);
							state.setScissorTest(_currentScissorTest);
							_currentMaterialId = -1;
							return;
						} else if (renderTargetProperties.__webglFramebuffer === void 0) textures.setupRenderTarget(renderTarget);
						else if (renderTargetProperties.__hasExternalTextures) textures.rebindTextures(renderTarget, properties.get(renderTarget.texture).__webglTexture, properties.get(renderTarget.depthTexture).__webglTexture);
						else if (renderTarget.depthBuffer) {
							const depthTexture = renderTarget.depthTexture;
							if (renderTargetProperties.__boundDepthTexture !== depthTexture) {
								if (depthTexture !== null && properties.has(depthTexture) && (renderTarget.width !== depthTexture.image.width || renderTarget.height !== depthTexture.image.height)) throw new Error("THREE.WebGLRenderer: Attached DepthTexture is initialized to the incorrect size.");
								textures.setupDepthRenderbuffer(renderTarget);
							}
						}
						const texture = renderTarget.texture;
						if (texture.isData3DTexture || texture.isDataArrayTexture || texture.isCompressedArrayTexture) isRenderTarget3D = true;
						const __webglFramebuffer = properties.get(renderTarget).__webglFramebuffer;
						if (renderTarget.isWebGLCubeRenderTarget) {
							if (Array.isArray(__webglFramebuffer[activeCubeFace])) framebuffer = __webglFramebuffer[activeCubeFace][activeMipmapLevel];
							else framebuffer = __webglFramebuffer[activeCubeFace];
							isCube = true;
						} else if (renderTarget.samples > 0 && textures.useMultisampledRTT(renderTarget) === false) framebuffer = properties.get(renderTarget).__webglMultisampledFramebuffer;
						else if (Array.isArray(__webglFramebuffer)) framebuffer = __webglFramebuffer[activeMipmapLevel];
						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 (activeMipmapLevel !== 0) framebuffer = _scratchFramebuffer;
					if (state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer)) state.drawBuffers(renderTarget, framebuffer);
					state.viewport(_currentViewport);
					state.scissor(_currentScissor);
					state.setScissorTest(_currentScissorTest);
					if (isCube) {
						const textureProperties = properties.get(renderTarget.texture);
						_gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + activeCubeFace, textureProperties.__webglTexture, activeMipmapLevel);
					} else if (isRenderTarget3D) {
						const layer = activeCubeFace;
						for (let i = 0; i < renderTarget.textures.length; i++) {
							const textureProperties = properties.get(renderTarget.textures[i]);
							_gl.framebufferTextureLayer(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0 + i, textureProperties.__webglTexture, activeMipmapLevel, layer);
						}
					} else if (renderTarget !== null && activeMipmapLevel !== 0) {
						const textureProperties = properties.get(renderTarget.texture);
						_gl.framebufferTexture2D(_gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, textureProperties.__webglTexture, activeMipmapLevel);
					}
					_currentMaterialId = -1;
				};
				/**
				* Reads the pixel data from the given render target into the given buffer.
				*
				* @param {WebGLRenderTarget} renderTarget - The render target to read from.
				* @param {number} x - The `x` coordinate of the copy region's origin.
				* @param {number} y - The `y` coordinate of the copy region's origin.
				* @param {number} width - The width of the copy region.
				* @param {number} height - The height of the copy region.
				* @param {TypedArray} buffer - The result buffer.
				* @param {number} [activeCubeFaceIndex] - The active cube face index.
				* @param {number} [textureIndex=0] - The texture index of an MRT render target.
				*/
				this.readRenderTargetPixels = function(renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0) {
					if (!(renderTarget && renderTarget.isWebGLRenderTarget)) {
						error("WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");
						return;
					}
					let framebuffer = properties.get(renderTarget).__webglFramebuffer;
					if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== void 0) framebuffer = framebuffer[activeCubeFaceIndex];
					if (framebuffer) {
						state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
						try {
							const texture = renderTarget.textures[textureIndex];
							const textureFormat = texture.format;
							const textureType = texture.type;
							if (renderTarget.textures.length > 1) _gl.readBuffer(_gl.COLOR_ATTACHMENT0 + textureIndex);
							if (!capabilities.textureFormatReadable(textureFormat)) {
								error("WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.");
								return;
							}
							if (!capabilities.textureTypeReadable(textureType)) {
								error("WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.");
								return;
							}
							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);
						} finally {
							const framebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;
							state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
						}
					}
				};
				/**
				* Asynchronous, non-blocking version of {@link WebGLRenderer#readRenderTargetPixels}.
				*
				* It is recommended to use this version of `readRenderTargetPixels()` whenever possible.
				*
				* @async
				* @param {WebGLRenderTarget} renderTarget - The render target to read from.
				* @param {number} x - The `x` coordinate of the copy region's origin.
				* @param {number} y - The `y` coordinate of the copy region's origin.
				* @param {number} width - The width of the copy region.
				* @param {number} height - The height of the copy region.
				* @param {TypedArray} buffer - The result buffer.
				* @param {number} [activeCubeFaceIndex] - The active cube face index.
				* @param {number} [textureIndex=0] - The texture index of an MRT render target.
				* @return {Promise<TypedArray>} A Promise that resolves when the read has been finished. The resolve provides the read data as a typed array.
				*/
				this.readRenderTargetPixelsAsync = async function(renderTarget, x, y, width, height, buffer, activeCubeFaceIndex, textureIndex = 0) {
					if (!(renderTarget && renderTarget.isWebGLRenderTarget)) throw new Error("THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.");
					let framebuffer = properties.get(renderTarget).__webglFramebuffer;
					if (renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== void 0) framebuffer = framebuffer[activeCubeFaceIndex];
					if (framebuffer) if (x >= 0 && x <= renderTarget.width - width && y >= 0 && y <= renderTarget.height - height) {
						state.bindFramebuffer(_gl.FRAMEBUFFER, framebuffer);
						const texture = renderTarget.textures[textureIndex];
						const textureFormat = texture.format;
						const textureType = texture.type;
						if (renderTarget.textures.length > 1) _gl.readBuffer(_gl.COLOR_ATTACHMENT0 + textureIndex);
						if (!capabilities.textureFormatReadable(textureFormat)) throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in RGBA or implementation defined format.");
						if (!capabilities.textureTypeReadable(textureType)) throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: renderTarget is not in UnsignedByteType or implementation defined type.");
						const glBuffer = _gl.createBuffer();
						_gl.bindBuffer(_gl.PIXEL_PACK_BUFFER, glBuffer);
						_gl.bufferData(_gl.PIXEL_PACK_BUFFER, buffer.byteLength, _gl.STREAM_READ);
						_gl.readPixels(x, y, width, height, utils.convert(textureFormat), utils.convert(textureType), 0);
						const currFramebuffer = _currentRenderTarget !== null ? properties.get(_currentRenderTarget).__webglFramebuffer : null;
						state.bindFramebuffer(_gl.FRAMEBUFFER, currFramebuffer);
						const sync = _gl.fenceSync(_gl.SYNC_GPU_COMMANDS_COMPLETE, 0);
						_gl.flush();
						await probeAsync(_gl, sync, 4);
						_gl.bindBuffer(_gl.PIXEL_PACK_BUFFER, glBuffer);
						_gl.getBufferSubData(_gl.PIXEL_PACK_BUFFER, 0, buffer);
						_gl.deleteBuffer(glBuffer);
						_gl.deleteSync(sync);
						return buffer;
					} else throw new Error("THREE.WebGLRenderer.readRenderTargetPixelsAsync: requested read bounds are out of range.");
				};
				/**
				* Copies pixels from the current bound framebuffer into the given texture.
				*
				* @param {FramebufferTexture} texture - The texture.
				* @param {?Vector2} [position=null] - The start position of the copy operation.
				* @param {number} [level=0] - The mip level. The default represents the base mip.
				*/
				this.copyFramebufferToTexture = function(texture, position = null, level = 0) {
					const levelScale = Math.pow(2, -level);
					const width = Math.floor(texture.image.width * levelScale);
					const height = Math.floor(texture.image.height * levelScale);
					const x = position !== null ? position.x : 0;
					const y = position !== null ? position.y : 0;
					textures.setTexture2D(texture, 0);
					_gl.copyTexSubImage2D(_gl.TEXTURE_2D, level, 0, 0, x, y, width, height);
					state.unbindTexture();
				};
				/**
				* Copies data of the given source texture into a destination texture.
				*
				* When using render target textures as `srcTexture` and `dstTexture`, you must make sure both render targets are initialized
				* {@link WebGLRenderer#initRenderTarget}.
				*
				* @param {Texture} srcTexture - The source texture.
				* @param {Texture} dstTexture - The destination texture.
				* @param {?(Box2|Box3)} [srcRegion=null] - A bounding box which describes the source region. Can be two or three-dimensional.
				* @param {?(Vector2|Vector3)} [dstPosition=null] - A vector that represents the origin of the destination region. Can be two or three-dimensional.
				* @param {number} [srcLevel=0] - The source mipmap level to copy.
				* @param {?number} [dstLevel=0] - The destination mipmap level.
				*/
				this.copyTextureToTexture = function(srcTexture, dstTexture, srcRegion = null, dstPosition = null, srcLevel = 0, dstLevel = 0) {
					let width, height, depth, minX, minY, minZ;
					let dstX, dstY, dstZ;
					const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[dstLevel] : srcTexture.image;
					if (srcRegion !== null) {
						width = srcRegion.max.x - srcRegion.min.x;
						height = srcRegion.max.y - srcRegion.min.y;
						depth = srcRegion.isBox3 ? srcRegion.max.z - srcRegion.min.z : 1;
						minX = srcRegion.min.x;
						minY = srcRegion.min.y;
						minZ = srcRegion.isBox3 ? srcRegion.min.z : 0;
					} else {
						const levelScale = Math.pow(2, -srcLevel);
						width = Math.floor(image.width * levelScale);
						height = Math.floor(image.height * levelScale);
						if (srcTexture.isDataArrayTexture) depth = image.depth;
						else if (srcTexture.isData3DTexture) depth = Math.floor(image.depth * levelScale);
						else depth = 1;
						minX = 0;
						minY = 0;
						minZ = 0;
					}
					if (dstPosition !== null) {
						dstX = dstPosition.x;
						dstY = dstPosition.y;
						dstZ = dstPosition.z;
					} else {
						dstX = 0;
						dstY = 0;
						dstZ = 0;
					}
					const glFormat = utils.convert(dstTexture.format);
					const glType = utils.convert(dstTexture.type);
					let glTarget;
					if (dstTexture.isData3DTexture) {
						textures.setTexture3D(dstTexture, 0);
						glTarget = _gl.TEXTURE_3D;
					} else if (dstTexture.isDataArrayTexture || dstTexture.isCompressedArrayTexture) {
						textures.setTexture2DArray(dstTexture, 0);
						glTarget = _gl.TEXTURE_2D_ARRAY;
					} else {
						textures.setTexture2D(dstTexture, 0);
						glTarget = _gl.TEXTURE_2D;
					}
					state.activeTexture(_gl.TEXTURE0);
					state.pixelStorei(_gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY);
					state.pixelStorei(_gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha);
					state.pixelStorei(_gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment);
					const currentUnpackRowLen = state.getParameter(_gl.UNPACK_ROW_LENGTH);
					const currentUnpackImageHeight = state.getParameter(_gl.UNPACK_IMAGE_HEIGHT);
					const currentUnpackSkipPixels = state.getParameter(_gl.UNPACK_SKIP_PIXELS);
					const currentUnpackSkipRows = state.getParameter(_gl.UNPACK_SKIP_ROWS);
					const currentUnpackSkipImages = state.getParameter(_gl.UNPACK_SKIP_IMAGES);
					state.pixelStorei(_gl.UNPACK_ROW_LENGTH, image.width);
					state.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, image.height);
					state.pixelStorei(_gl.UNPACK_SKIP_PIXELS, minX);
					state.pixelStorei(_gl.UNPACK_SKIP_ROWS, minY);
					state.pixelStorei(_gl.UNPACK_SKIP_IMAGES, minZ);
					const isSrc3D = srcTexture.isDataArrayTexture || srcTexture.isData3DTexture;
					const isDst3D = dstTexture.isDataArrayTexture || dstTexture.isData3DTexture;
					if (srcTexture.isDepthTexture) {
						const srcTextureProperties = properties.get(srcTexture);
						const dstTextureProperties = properties.get(dstTexture);
						const srcRenderTargetProperties = properties.get(srcTextureProperties.__renderTarget);
						const dstRenderTargetProperties = properties.get(dstTextureProperties.__renderTarget);
						state.bindFramebuffer(_gl.READ_FRAMEBUFFER, srcRenderTargetProperties.__webglFramebuffer);
						state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, dstRenderTargetProperties.__webglFramebuffer);
						for (let i = 0; i < depth; i++) {
							if (isSrc3D) {
								_gl.framebufferTextureLayer(_gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get(srcTexture).__webglTexture, srcLevel, minZ + i);
								_gl.framebufferTextureLayer(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, properties.get(dstTexture).__webglTexture, dstLevel, dstZ + i);
							}
							_gl.blitFramebuffer(minX, minY, width, height, dstX, dstY, width, height, _gl.DEPTH_BUFFER_BIT, _gl.NEAREST);
						}
						state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
						state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, null);
					} else if (srcLevel !== 0 || srcTexture.isRenderTargetTexture || properties.has(srcTexture)) {
						const srcTextureProperties = properties.get(srcTexture);
						const dstTextureProperties = properties.get(dstTexture);
						state.bindFramebuffer(_gl.READ_FRAMEBUFFER, _srcFramebuffer);
						state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, _dstFramebuffer);
						for (let i = 0; i < depth; i++) {
							if (isSrc3D) _gl.framebufferTextureLayer(_gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, srcTextureProperties.__webglTexture, srcLevel, minZ + i);
							else _gl.framebufferTexture2D(_gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, srcTextureProperties.__webglTexture, srcLevel);
							if (isDst3D) _gl.framebufferTextureLayer(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, dstTextureProperties.__webglTexture, dstLevel, dstZ + i);
							else _gl.framebufferTexture2D(_gl.DRAW_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, dstTextureProperties.__webglTexture, dstLevel);
							if (srcLevel !== 0) _gl.blitFramebuffer(minX, minY, width, height, dstX, dstY, width, height, _gl.COLOR_BUFFER_BIT, _gl.NEAREST);
							else if (isDst3D) _gl.copyTexSubImage3D(glTarget, dstLevel, dstX, dstY, dstZ + i, minX, minY, width, height);
							else _gl.copyTexSubImage2D(glTarget, dstLevel, dstX, dstY, minX, minY, width, height);
						}
						state.bindFramebuffer(_gl.READ_FRAMEBUFFER, null);
						state.bindFramebuffer(_gl.DRAW_FRAMEBUFFER, null);
					} else if (isDst3D) if (srcTexture.isDataTexture || srcTexture.isData3DTexture) _gl.texSubImage3D(glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image.data);
					else if (dstTexture.isCompressedArrayTexture) _gl.compressedTexSubImage3D(glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, image.data);
					else _gl.texSubImage3D(glTarget, dstLevel, dstX, dstY, dstZ, width, height, depth, glFormat, glType, image);
					else if (srcTexture.isDataTexture) _gl.texSubImage2D(_gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image.data);
					else if (srcTexture.isCompressedTexture) _gl.compressedTexSubImage2D(_gl.TEXTURE_2D, dstLevel, dstX, dstY, image.width, image.height, glFormat, image.data);
					else _gl.texSubImage2D(_gl.TEXTURE_2D, dstLevel, dstX, dstY, width, height, glFormat, glType, image);
					state.pixelStorei(_gl.UNPACK_ROW_LENGTH, currentUnpackRowLen);
					state.pixelStorei(_gl.UNPACK_IMAGE_HEIGHT, currentUnpackImageHeight);
					state.pixelStorei(_gl.UNPACK_SKIP_PIXELS, currentUnpackSkipPixels);
					state.pixelStorei(_gl.UNPACK_SKIP_ROWS, currentUnpackSkipRows);
					state.pixelStorei(_gl.UNPACK_SKIP_IMAGES, currentUnpackSkipImages);
					if (dstLevel === 0 && dstTexture.generateMipmaps) _gl.generateMipmap(glTarget);
					state.unbindTexture();
				};
				/**
				* Initializes the given WebGLRenderTarget memory. Useful for initializing a render target so data
				* can be copied into it using {@link WebGLRenderer#copyTextureToTexture} before it has been
				* rendered to.
				*
				* @param {WebGLRenderTarget} target - The render target.
				*/
				this.initRenderTarget = function(target) {
					if (properties.get(target).__webglFramebuffer === void 0) textures.setupRenderTarget(target);
				};
				/**
				* Initializes the given texture. Useful for preloading a texture rather than waiting until first
				* render (which can cause noticeable lags due to decode and GPU upload overhead).
				*
				* @param {Texture} texture - The texture.
				*/
				this.initTexture = function(texture) {
					if (texture.isCubeTexture) textures.setTextureCube(texture, 0);
					else if (texture.isData3DTexture) textures.setTexture3D(texture, 0);
					else if (texture.isDataArrayTexture || texture.isCompressedArrayTexture) textures.setTexture2DArray(texture, 0);
					else textures.setTexture2D(texture, 0);
					state.unbindTexture();
				};
				/**
				* Can be used to reset the internal WebGL state. This method is mostly
				* relevant for applications which share a single WebGL context across
				* multiple WebGL libraries.
				*/
				this.resetState = function() {
					_currentActiveCubeFace = 0;
					_currentActiveMipmapLevel = 0;
					_currentRenderTarget = null;
					state.reset();
					bindingStates.reset();
				};
				if (typeof __THREE_DEVTOOLS__ !== "undefined") __THREE_DEVTOOLS__.dispatchEvent(new CustomEvent("observe", { detail: this }));
			}
			/**
			* Defines the coordinate system of the renderer.
			*
			* In `WebGLRenderer`, the value is always `WebGLCoordinateSystem`.
			*
			* @type {WebGLCoordinateSystem|WebGPUCoordinateSystem}
			* @default WebGLCoordinateSystem
			* @readonly
			*/
			get coordinateSystem() {
				return WebGLCoordinateSystem;
			}
			/**
			* Defines the output color space of the renderer.
			*
			* @type {SRGBColorSpace|LinearSRGBColorSpace}
			* @default SRGBColorSpace
			*/
			get outputColorSpace() {
				return this._outputColorSpace;
			}
			set outputColorSpace(colorSpace) {
				this._outputColorSpace = colorSpace;
				const gl = this.getContext();
				gl.drawingBufferColorSpace = ColorManagement._getDrawingBufferColorSpace(colorSpace);
				gl.unpackColorSpace = ColorManagement._getUnpackColorSpace();
			}
		};
	}));
	//#endregion
	//#region src/game/bloom.ts
	var VERTEX, LUMA, BRIGHT, BLUR, COMPOSITE, DOWNSCALE, Bloom;
	var init_bloom = __esmMin((() => {
		init_three_module();
		VERTEX = `
  varying vec2 vUv;
  void main() {
    vUv = uv;
    gl_Position = vec4(position.xy, 0.0, 1.0);
  }
`;
		LUMA = "vec3(0.2126, 0.7152, 0.0722)";
		BRIGHT = `
  uniform sampler2D tDiffuse;
  uniform float threshold;
  varying vec2 vUv;
  void main() {
    vec4 c = texture2D(tDiffuse, vUv);
    float l = dot(c.rgb, ${LUMA});
    // Keep the hue, drop everything below the knee.
    float k = max(0.0, l - threshold) / max(l, 1e-4);
    gl_FragColor = vec4(c.rgb * k, 1.0);
  }
`;
		BLUR = `
  uniform sampler2D tDiffuse;
  uniform vec2 direction;
  varying vec2 vUv;
  void main() {
    vec3 sum = texture2D(tDiffuse, vUv).rgb * 0.227027;
    sum += (texture2D(tDiffuse, vUv + direction * 1.3846).rgb +
            texture2D(tDiffuse, vUv - direction * 1.3846).rgb) * 0.316216;
    sum += (texture2D(tDiffuse, vUv + direction * 3.2307).rgb +
            texture2D(tDiffuse, vUv - direction * 3.2307).rgb) * 0.070270;
    gl_FragColor = vec4(sum, 1.0);
  }
`;
		COMPOSITE = `
  uniform sampler2D tBase;
  uniform sampler2D tBloom;
  uniform float strength;
  uniform float aberr;
  varying vec2 vUv;
  void main() {
    vec4 base = texture2D(tBase, vUv);
    // Chromatic aberration on impacts: red and blue pulled apart radially.
    // Alpha stays from the centre tap, so the split never darkens the fringe
    // of the transparent canvas. Costs two extra fetches only while it decays.
    if (aberr > 0.0001) {
      vec2 d = (vUv - 0.5) * aberr;
      base.r = texture2D(tBase, vUv + d).r;
      base.b = texture2D(tBase, vUv - d).b;
    }
    vec3 bloom = texture2D(tBloom, vUv).rgb * strength;
    // The alpha lift is the whole point: without it the glow never composites
    // over the video underneath.
    float lift = dot(bloom, ${LUMA});
    gl_FragColor = vec4(base.rgb + bloom, min(1.0, base.a + lift));
  }
`;
		DOWNSCALE = 2;
		Bloom = class {
			sceneRT;
			blurA;
			blurB;
			quadScene = new Scene();
			quadCamera = new OrthographicCamera(-1, 1, 1, -1, 0, 1);
			quad;
			bright;
			blur;
			composite;
			width = 1;
			height = 1;
			texel = new Vector2();
			constructor(strength) {
				const opts = {
					depthBuffer: false,
					stencilBuffer: false
				};
				this.sceneRT = new WebGLRenderTarget(1, 1, {
					...opts,
					samples: 4
				});
				this.sceneRT.texture.colorSpace = SRGBColorSpace;
				this.blurA = new WebGLRenderTarget(1, 1, opts);
				this.blurB = new WebGLRenderTarget(1, 1, opts);
				this.bright = new ShaderMaterial({
					uniforms: {
						tDiffuse: { value: null },
						threshold: { value: .22 }
					},
					vertexShader: VERTEX,
					fragmentShader: BRIGHT,
					depthTest: false,
					depthWrite: false
				});
				this.blur = new ShaderMaterial({
					uniforms: {
						tDiffuse: { value: null },
						direction: { value: new Vector2() }
					},
					vertexShader: VERTEX,
					fragmentShader: BLUR,
					depthTest: false,
					depthWrite: false
				});
				this.composite = new ShaderMaterial({
					uniforms: {
						tBase: { value: null },
						tBloom: { value: null },
						strength: { value: strength },
						aberr: { value: 0 }
					},
					vertexShader: VERTEX,
					fragmentShader: COMPOSITE,
					depthTest: false,
					depthWrite: false,
					transparent: true,
					blending: 0
				});
				this.quad = new Mesh(new PlaneGeometry(2, 2), this.bright);
				this.quad.frustumCulled = false;
				this.quadScene.add(this.quad);
			}
			setSize(width, height) {
				this.width = Math.max(1, width);
				this.height = Math.max(1, height);
				this.sceneRT.setSize(this.width, this.height);
				this.blurA.setSize(Math.ceil(this.width / DOWNSCALE), Math.ceil(this.height / DOWNSCALE));
				this.blurB.setSize(Math.ceil(this.width / DOWNSCALE), Math.ceil(this.height / DOWNSCALE));
			}
			/**
			* Confines the scene to part of the frame, in drawing-buffer pixels. Set on
			* the target rather than on the renderer because setRenderTarget overwrites
			* the renderer's viewport with the target's. Viewport only, no scissor: the
			* clear has to keep covering the whole texture, or last frame's pixels would
			* survive outside the play area and the composite would smear them back in.
			*/
			setViewport(x, y, width, height) {
				this.sceneRT.viewport.set(x, y, width, height);
			}
			/** Screen-space RGB split, in UV units. Wired to the impact shake. */
			setAberration(amount) {
				this.composite.uniforms.aberr.value = amount;
			}
			render(renderer, scene, camera) {
				const previousTarget = renderer.getRenderTarget();
				renderer.setRenderTarget(this.sceneRT);
				renderer.clear();
				renderer.render(scene, camera);
				this.pass(renderer, this.bright, this.blurA, { tDiffuse: this.sceneRT.texture });
				const texel = this.texel.set(DOWNSCALE / this.width, DOWNSCALE / this.height);
				this.blur.uniforms.direction.value.set(texel.x, 0);
				this.pass(renderer, this.blur, this.blurB, { tDiffuse: this.blurA.texture });
				this.blur.uniforms.direction.value.set(0, texel.y);
				this.pass(renderer, this.blur, this.blurA, { tDiffuse: this.blurB.texture });
				this.composite.uniforms.tBase.value = this.sceneRT.texture;
				this.composite.uniforms.tBloom.value = this.blurA.texture;
				this.quad.material = this.composite;
				renderer.setRenderTarget(previousTarget);
				renderer.clear();
				renderer.render(this.quadScene, this.quadCamera);
			}
			pass(renderer, material, target, uniforms) {
				for (const [name, value] of Object.entries(uniforms)) material.uniforms[name].value = value;
				this.quad.material = material;
				renderer.setRenderTarget(target);
				renderer.clear();
				renderer.render(this.quadScene, this.quadCamera);
			}
			dispose() {
				this.sceneRT.dispose();
				this.blurA.dispose();
				this.blurB.dispose();
				this.quad.geometry.dispose();
				this.bright.dispose();
				this.blur.dispose();
				this.composite.dispose();
			}
		};
	}));
	//#endregion
	//#region src/game/theme.ts
	function setTheme(name) {
		Object.assign(T, THEMES[name] ?? THEMES.neon);
	}
	var THEMES, T;
	var init_theme = __esmMin((() => {
		THEMES = {
			/** The original: additive glow, magenta and cyan. */
			neon: {
				color: {
					lane: 9067519,
					rung: 2807039,
					orbA: 5108735,
					orbB: 16733144,
					obstacle: 16722766,
					ship: 10353663,
					beat: 16770669,
					shade: 262159
				},
				solid: false,
				alpha: 1,
				shade: .72,
				glow: .85,
				ripple: 0,
				sun: true
			},
			/**
			* Solid light: painted faces on a near-black road, hot edges, orange hazards.
			* The glow is deliberately low - bloom is what makes neon look like neon, and
			* with much of it this theme drifts back into being neon with other colours.
			*/
			tron: {
				color: {
					lane: 3107839,
					rung: 16777215,
					orbA: 46335,
					orbB: 16777215,
					obstacle: 16738816,
					ship: 16777215,
					beat: 16765286,
					shade: 518
				},
				solid: true,
				alpha: 1.1,
				shade: .92,
				glow: .28,
				ripple: 0,
				sun: false
			},
			/** Frosted panels: cool, pale, low contrast, the video showing through. */
			glass: {
				color: {
					lane: 12574975,
					rung: 15136511,
					orbA: 13496063,
					orbB: 16777215,
					obstacle: 16751536,
					ship: 16777215,
					beat: 16773312,
					shade: 10470632
				},
				solid: true,
				alpha: .8,
				shade: .3,
				glow: .2,
				ripple: 0,
				sun: false
			}
		};
		T = { ...THEMES.neon };
	}));
	//#endregion
	//#region src/game/scene.ts
	function glowTexture() {
		if (sharedGlow) return sharedGlow;
		const size = 128;
		const c = document.createElement("canvas");
		c.width = c.height = size;
		const g = c.getContext("2d");
		const grad = g.createRadialGradient(size / 2, size / 2, 0, size / 2, size / 2, size / 2);
		grad.addColorStop(0, "rgba(255,255,255,0.9)");
		grad.addColorStop(.35, "rgba(150,220,255,0.35)");
		grad.addColorStop(1, "rgba(0,0,0,0)");
		g.fillStyle = grad;
		g.fillRect(0, 0, size, size);
		const tex = new CanvasTexture(c);
		tex.colorSpace = SRGBColorSpace;
		sharedGlow = tex;
		return tex;
	}
	/**
	* The genre's sunset disc: a warm-to-magenta gradient with horizontal slats
	* erased out of its lower half, gaps widening downwards. Rasterised once to a
	* canvas; per-frame it costs exactly what the plain glow blob cost.
	*/
	function sunTexture() {
		if (sharedSun) return sharedSun;
		const size = 256;
		const c = document.createElement("canvas");
		c.width = c.height = size;
		const g = c.getContext("2d");
		const cx = size / 2;
		const cy = size * .46;
		const r = size * .38;
		const grad = g.createRadialGradient(cx, cy, 0, cx, cy, r);
		grad.addColorStop(0, "rgba(255,244,214,0.95)");
		grad.addColorStop(.45, "rgba(255,83,216,0.6)");
		grad.addColorStop(.8, "rgba(122,60,255,0.28)");
		grad.addColorStop(1, "rgba(0,0,0,0)");
		g.fillStyle = grad;
		g.fillRect(0, 0, size, size);
		g.globalCompositeOperation = "destination-out";
		g.fillStyle = "#000";
		let y = 129.4336;
		let h = size * .014;
		for (let i = 0; i < 5; i++) {
			g.fillRect(0, y, size, h);
			y += h + size * (.02 + i * .011);
			h *= 1.35;
		}
		const tex = new CanvasTexture(c);
		tex.colorSpace = SRGBColorSpace;
		sharedSun = tex;
		return tex;
	}
	var alpha, fillBlend, RGBA, SPAWN_FADE, RIBBON_SEGS, RUNG_COUNT, RUNG_STEP, MARKER_POOL, ENTITY_POOL, TRACK_WIDTH, ROAD_NEAR, Ribbon, GlowRibbon, PARTICLE_POOL, PER_BURST, Particles, GRID_NEAR, rowZ, RoadGrid, TRAIL_N, TRAIL_LIFE, WakeTrail, sharedGlow, sharedSun, GameScene;
	var init_scene = __esmMin((() => {
		init_three_module();
		init_config();
		init_bloom();
		init_theme();
		alpha = (v) => Math.min(1, v * CFG.alpha * T.alpha * OPACITY.value);
		fillBlend = () => T.solid ? 1 : 2;
		RGBA = [
			0,
			0,
			0,
			0
		];
		SPAWN_FADE = .3;
		RIBBON_SEGS = 60;
		RUNG_COUNT = 44;
		RUNG_STEP = 4.5;
		MARKER_POOL = 20;
		ENTITY_POOL = 60;
		TRACK_WIDTH = CFG.laneCount * CFG.laneWidth;
		ROAD_NEAR = 14;
		Ribbon = class {
			mesh;
			pos;
			baseX;
			half;
			segs;
			lift;
			tint;
			constructor(o) {
				const segs = o.segs ?? RIBBON_SEGS;
				const zNear = o.zNear ?? 0;
				const zFar = o.zFar ?? -TRACK_LENGTH;
				this.baseX = o.x;
				this.half = o.width / 2;
				this.segs = segs;
				this.lift = o.lift ?? 0;
				const verts = new Float32Array((segs + 1) * 2 * 3);
				const tint = o.fade || o.dynamic ? new Float32Array((segs + 1) * 2 * 4) : null;
				const index = [];
				for (let i = 0; i <= segs; i++) {
					const z = zNear + (zFar - zNear) * i / segs;
					verts[i * 6 + 0] = o.x - o.width / 2;
					verts[i * 6 + 2] = z;
					verts[i * 6 + 3] = o.x + o.width / 2;
					verts[i * 6 + 5] = z;
					if (tint) {
						const a = o.fade ? Math.max(0, 1 - Math.pow(i / segs, .75)) : 1;
						for (const v of [0, 1]) tint.set([
							1,
							1,
							1,
							a
						], (i * 2 + v) * 4);
					}
					if (i < segs) {
						const a = i * 2;
						index.push(a, a + 1, a + 2, a + 1, a + 3, a + 2);
					}
				}
				const geo = new BufferGeometry();
				this.pos = new BufferAttribute(verts, 3);
				this.pos.setUsage(DynamicDrawUsage);
				geo.setAttribute("position", this.pos);
				if (tint) geo.setAttribute("color", new BufferAttribute(tint, 4));
				geo.setIndex(index);
				this.mesh = new Mesh(geo, new MeshBasicMaterial({
					color: o.color,
					transparent: true,
					opacity: o.opacity,
					vertexColors: Boolean(tint),
					blending: o.blending ?? fillBlend(),
					depthWrite: false,
					side: 2
				}));
				this.mesh.frustumCulled = false;
				this.tint = geo.getAttribute("color") ?? null;
			}
			shape(heightAt, bendAt, tint) {
				const arr = this.pos.array;
				const colours = tint && this.tint ? this.tint.array : null;
				for (let i = 0; i <= this.segs; i++) {
					const z = arr[i * 6 + 2];
					const y = heightAt(z) + this.lift;
					const x = this.baseX + bendAt(z);
					arr[i * 6 + 0] = x - this.half;
					arr[i * 6 + 1] = y;
					arr[i * 6 + 3] = x + this.half;
					arr[i * 6 + 4] = y;
					if (colours) {
						const rgba = tint(z, y);
						colours.set(rgba, i * 8);
						colours.set(rgba, i * 8 + 4);
					}
				}
				this.pos.needsUpdate = true;
				if (colours && this.tint) this.tint.needsUpdate = true;
			}
			get material() {
				return this.mesh.material;
			}
		};
		GlowRibbon = class {
			mesh;
			pos;
			baseX;
			segs;
			/** Constant for the ribbon's lifetime; hoisted out of the per-frame loop. */
			offsets;
			constructor(x, core, outer, color, opacity, segs = 48) {
				this.baseX = x;
				this.segs = segs;
				this.offsets = [
					-outer,
					-core,
					core,
					outer
				];
				const verts = new Float32Array((segs + 1) * 4 * 3);
				const tint = new Float32Array((segs + 1) * 4 * 4);
				const index = [];
				for (let i = 0; i <= segs; i++) {
					const z = ROAD_NEAR + (-TRACK_LENGTH - ROAD_NEAR) * i / segs;
					const far = Math.max(0, 1 - Math.pow(i / segs, .8));
					for (let c = 0; c < 4; c++) {
						const v = i * 4 + c;
						verts[v * 3 + 2] = z;
						tint.set([
							1,
							1,
							1,
							(c === 0 || c === 3 ? 0 : 1) * far
						], v * 4);
					}
					if (i < segs) {
						const a = i * 4;
						for (let c = 0; c < 3; c++) index.push(a + c, a + c + 1, a + c + 4, a + c + 1, a + c + 5, a + c + 4);
					}
				}
				const geo = new BufferGeometry();
				this.pos = new BufferAttribute(verts, 3);
				this.pos.setUsage(DynamicDrawUsage);
				geo.setAttribute("position", this.pos);
				geo.setAttribute("color", new BufferAttribute(tint, 4));
				geo.setIndex(index);
				this.mesh = new Mesh(geo, new MeshBasicMaterial({
					color,
					transparent: true,
					opacity,
					vertexColors: true,
					blending: 2,
					depthWrite: false,
					side: 2
				}));
				this.mesh.frustumCulled = false;
			}
			shape(heightAt, bendAt) {
				const arr = this.pos.array;
				const offsets = this.offsets;
				for (let i = 0; i <= this.segs; i++) {
					const z = arr[i * 12 + 2];
					const y = heightAt(z) - .01;
					const x = this.baseX + bendAt(z);
					for (let c = 0; c < 4; c++) {
						arr[(i * 4 + c) * 3] = x + offsets[c];
						arr[(i * 4 + c) * 3 + 1] = y;
					}
				}
				this.pos.needsUpdate = true;
			}
		};
		PARTICLE_POOL = 320;
		PER_BURST = 18;
		Particles = class {
			points;
			pos = new Float32Array(PARTICLE_POOL * 3);
			col = new Float32Array(PARTICLE_POOL * 3);
			base = new Float32Array(PARTICLE_POOL * 3);
			vel = new Float32Array(PARTICLE_POOL * 3);
			life = new Float32Array(PARTICLE_POOL);
			posAttr;
			colAttr;
			cursor = 0;
			constructor(map) {
				const geo = new BufferGeometry();
				this.posAttr = new BufferAttribute(this.pos, 3).setUsage(DynamicDrawUsage);
				this.colAttr = new BufferAttribute(this.col, 3).setUsage(DynamicDrawUsage);
				geo.setAttribute("position", this.posAttr);
				geo.setAttribute("color", this.colAttr);
				this.points = new Points(geo, new PointsMaterial({
					size: .42,
					map,
					vertexColors: true,
					transparent: true,
					blending: 2,
					depthWrite: false,
					sizeAttenuation: true
				}));
				this.points.frustumCulled = false;
			}
			/** `drift` carries the shards downstream with the rest of the world. */
			emit(at, color, drift) {
				for (let k = 0; k < PER_BURST; k++) {
					const i = this.cursor;
					this.cursor = (this.cursor + 1) % PARTICLE_POOL;
					const theta = Math.random() * Math.PI * 2;
					const phi = Math.acos(2 * Math.random() - 1);
					const speed = 2.5 + Math.random() * 5.5;
					this.vel[i * 3] = Math.sin(phi) * Math.cos(theta) * speed;
					this.vel[i * 3 + 1] = Math.cos(phi) * speed * .8;
					this.vel[i * 3 + 2] = Math.sin(phi) * Math.sin(theta) * speed * .6 + drift;
					this.pos[i * 3] = at.x;
					this.pos[i * 3 + 1] = at.y;
					this.pos[i * 3 + 2] = at.z;
					const tint = .75 + Math.random() * .45;
					this.base[i * 3] = color.r * tint;
					this.base[i * 3 + 1] = color.g * tint;
					this.base[i * 3 + 2] = color.b * tint;
					this.life[i] = .35 + Math.random() * .4;
				}
			}
			update(dt) {
				if (dt <= 0) return;
				const damp = Math.pow(.9, dt * 60);
				for (let i = 0; i < PARTICLE_POOL; i++) {
					const remaining = this.life[i];
					if (remaining <= 0) continue;
					const left = remaining - dt;
					if (left <= 0) {
						this.life[i] = 0;
						this.col[i * 3] = this.col[i * 3 + 1] = this.col[i * 3 + 2] = 0;
						continue;
					}
					this.life[i] = left;
					this.vel[i * 3 + 1] -= 7 * dt;
					for (let c = 0; c < 3; c++) {
						this.vel[i * 3 + c] *= damp;
						this.pos[i * 3 + c] += this.vel[i * 3 + c] * dt;
					}
					const fade = Math.min(1, left / .35);
					for (let c = 0; c < 3; c++) this.col[i * 3 + c] = this.base[i * 3 + c] * fade;
				}
				this.posAttr.needsUpdate = true;
				this.colAttr.needsUpdate = true;
			}
		};
		GRID_NEAR = 3.4;
		rowZ = (row) => GRID_NEAR + -10.9 * row / CFG.gridRows;
		RoadGrid = class {
			group = new Group();
			/** An open group pulses between these two, never off the point's own hue. */
			cellCool = new Color(T.color.orbA);
			cellHot = new Color(T.color.orbA).lerp(new Color(16777215), .7);
			cells = [];
			/** Obstacles keep this outline even once the fill has faded to nothing. */
			outlines = [];
			bounds = [];
			bars = [];
			constructor() {
				for (let col = 0; col < CFG.laneCount; col++) {
					this.cells[col] = [];
					this.outlines[col] = [];
					this.bounds[col] = [];
					for (let row = 0; row < CFG.gridRows; row++) {
						const near = rowZ(row);
						const far = rowZ(row + 1);
						const inset = (near - far) * .08;
						const cell = new Ribbon({
							x: laneX(col),
							width: CFG.laneWidth * .78,
							color: T.color.orbA,
							opacity: .55,
							zNear: near - inset,
							zFar: far + inset,
							segs: 3,
							lift: .015
						});
						cell.mesh.visible = false;
						this.cells[col][row] = cell;
						this.group.add(cell.mesh);
						this.bounds[col][row] = {
							x: laneX(col),
							half: CFG.laneWidth * .78 / 2,
							near: near - inset,
							far: far + inset
						};
						const outline = new LineLoop(new BufferGeometry().setAttribute("position", new BufferAttribute(/* @__PURE__ */ new Float32Array(12), 3).setUsage(DynamicDrawUsage)), new LineBasicMaterial({
							color: T.color.obstacle,
							transparent: true,
							opacity: alpha(.7),
							depthWrite: false
						}));
						outline.frustumCulled = false;
						outline.visible = false;
						this.outlines[col][row] = outline;
						this.group.add(outline);
					}
				}
				const geo = new PlaneGeometry(TRACK_WIDTH + .2, .11);
				geo.rotateX(-Math.PI / 2);
				for (let row = 0; row <= CFG.gridRows; row++) {
					const bar = new Mesh(geo, new MeshBasicMaterial({
						color: T.color.lane,
						transparent: true,
						opacity: alpha(.4),
						blending: 2,
						depthWrite: false
					}));
					bar.frustumCulled = false;
					this.bars.push(bar);
					this.group.add(bar);
				}
			}
			/** Lays the four corners of a cell onto the road surface. */
			traceOutline(col, row, heightAt, bendAt) {
				const b = this.bounds[col][row];
				const attr = this.outlines[col][row].geometry.getAttribute("position");
				const arr = attr.array;
				const bendNear = bendAt(b.near);
				const bendFar = bendAt(b.far);
				const yNear = heightAt(b.near) + .03;
				const yFar = heightAt(b.far) + .03;
				arr[0] = b.x - b.half + bendNear;
				arr[1] = yNear;
				arr[2] = b.near;
				arr[3] = b.x + b.half + bendNear;
				arr[4] = yNear;
				arr[5] = b.near;
				arr[6] = b.x + b.half + bendFar;
				arr[7] = yFar;
				arr[8] = b.far;
				arr[9] = b.x - b.half + bendFar;
				arr[10] = yFar;
				arr[11] = b.far;
				attr.needsUpdate = true;
			}
			centre(col, row, heightAt, bendAt, out) {
				const z = (rowZ(row) + rowZ(row + 1)) / 2;
				return out.set(laneX(col) + bendAt(z), heightAt(z) + .4, z);
			}
			update(read, now, heightAt, bendAt) {
				for (let row = 0; row <= CFG.gridRows; row++) {
					const z = rowZ(row);
					this.bars[row].position.set(bendAt(z), heightAt(z) + .02, z);
				}
				for (let col = 0; col < CFG.laneCount; col++) for (let row = 0; row < CFG.gridRows; row++) {
					const ribbon = this.cells[col][row];
					const outline = this.outlines[col][row];
					const cell = read(col, row);
					if (!cell) {
						ribbon.mesh.visible = false;
						outline.visible = false;
						continue;
					}
					ribbon.mesh.visible = true;
					ribbon.shape(heightAt, bendAt);
					outline.visible = cell.kind === "junk";
					if (outline.visible) this.traceOutline(col, row, heightAt, bendAt);
					const mat = ribbon.material;
					if (cell.kind === "junk") {
						mat.color.setHex(T.color.obstacle);
						mat.opacity = alpha(.6 * cell.fade);
					} else if (cell.pending) {
						const pulse = .5 + .5 * Math.sin(now * (7 + cell.urgency * 34));
						mat.color.copy(this.cellCool).lerp(this.cellHot, pulse);
						mat.opacity = alpha(.5 + .42 * pulse);
					} else {
						mat.color.setHex(T.color.orbA);
						mat.opacity = alpha(.62);
					}
				}
			}
		};
		TRAIL_N = 24;
		TRAIL_LIFE = .3;
		WakeTrail = class {
			mesh;
			pos;
			col;
			xs = new Float32Array(TRAIL_N);
			ys = new Float32Array(TRAIL_N);
			zs = new Float32Array(TRAIL_N);
			ages = new Float32Array(TRAIL_N).fill(TRAIL_LIFE);
			head = 0;
			constructor(color, opacity) {
				const geo = new BufferGeometry();
				this.pos = new BufferAttribute(/* @__PURE__ */ new Float32Array(144), 3).setUsage(DynamicDrawUsage);
				this.col = new BufferAttribute(/* @__PURE__ */ new Float32Array(192), 4).setUsage(DynamicDrawUsage);
				geo.setAttribute("position", this.pos);
				geo.setAttribute("color", this.col);
				const index = [];
				for (let i = 0; i < 23; i++) {
					const a = i * 2;
					index.push(a, a + 1, a + 2, a + 1, a + 3, a + 2);
				}
				geo.setIndex(index);
				this.mesh = new Mesh(geo, new MeshBasicMaterial({
					color,
					transparent: true,
					opacity,
					vertexColors: true,
					blending: 2,
					depthWrite: false,
					side: 2
				}));
				this.mesh.frustumCulled = false;
				this.mesh.renderOrder = 9;
			}
			update(dt, speed, x, y) {
				for (let i = 0; i < TRAIL_N; i++) {
					this.ages[i] += dt;
					this.zs[i] += speed * dt;
				}
				this.head = (this.head + 1) % TRAIL_N;
				this.xs[this.head] = x;
				this.ys[this.head] = y;
				this.zs[this.head] = .3;
				this.ages[this.head] = 0;
				const p = this.pos.array;
				const c = this.col.array;
				const gain = T.solid ? .55 : 1;
				for (let k = 0; k < TRAIL_N; k++) {
					const i = (this.head - k + TRAIL_N) % TRAIL_N;
					const t = Math.min(1, this.ages[i] / TRAIL_LIFE);
					const w = .16 * (1 - t) + .02;
					const a = .5 * (1 - t) * gain;
					const v = k * 2;
					p[v * 3] = this.xs[i] - w;
					p[v * 3 + 1] = this.ys[i];
					p[v * 3 + 2] = this.zs[i];
					p[v * 3 + 3] = this.xs[i] + w;
					p[v * 3 + 4] = this.ys[i];
					p[v * 3 + 5] = this.zs[i];
					c[v * 4] = c[v * 4 + 1] = c[v * 4 + 2] = 1;
					c[v * 4 + 3] = a;
					c[v * 4 + 4] = c[v * 4 + 5] = c[v * 4 + 6] = 1;
					c[v * 4 + 7] = a;
				}
				this.pos.needsUpdate = true;
				this.col.needsUpdate = true;
			}
		};
		sharedGlow = null;
		sharedSun = null;
		GameScene = class {
			renderer;
			scene = new Scene();
			camera = new PerspectiveCamera(72, 16 / 9, .1, 600);
			entities = [];
			ribbons = [];
			/** Soft-edged halos hugging the lane lines. */
			halos = [];
			shade;
			horizon;
			rungs;
			markers = [];
			markerTimes = [];
			ship = new Group();
			engines = [];
			flames = [];
			/** Smoothed thrust, so the exhaust surges on the beat instead of flickering. */
			thrust = 0;
			shipY = 0;
			pool = {
				orb: [],
				block: []
			};
			shake = 0;
			punch = 0;
			lastShipX = 0;
			roll = 0;
			glow;
			particles;
			/** Wingtip light trails: cyan left, magenta right - the two theme accents. */
			trails = [];
			scratchM = new Matrix4();
			roadGrid = new RoadGrid();
			/** Null when the theme asks for no glow - then we render straight to canvas. */
			bloom = T.glow > 0 ? new Bloom(T.glow * 1.15) : null;
			lastSpeed = CFG.baseSpeed;
			orbColor = new Color(T.color.orbB);
			clearColor = new Color(T.color.beat);
			scratch = new Vector3();
			/** Last frame's road shape, so bursts can be placed outside of update(). */
			lastHeight = () => 0;
			lastBend = () => 0;
			constructor(canvas) {
				this.renderer = new WebGLRenderer({
					canvas,
					alpha: true,
					antialias: false,
					depth: false,
					stencil: false,
					powerPreference: "high-performance"
				});
				this.renderer.setPixelRatio(Math.min(window.devicePixelRatio, 2));
				this.renderer.setClearColor(0, 0);
				for (let i = 0; i <= CFG.laneCount; i++) {
					const edge = i === 0 || i === CFG.laneCount;
					const r = new Ribbon({
						x: laneX(i) - CFG.laneWidth / 2,
						width: edge ? .26 : .11,
						color: edge ? T.color.rung : T.color.lane,
						opacity: alpha(edge ? .95 : .6),
						zNear: ROAD_NEAR
					});
					this.ribbons.push(r);
					this.scene.add(r.mesh);
					if (T.glow > 0) {
						const halo = new GlowRibbon(laneX(i) - CFG.laneWidth / 2, edge ? .2 : .08, edge ? 1.1 : .6, edge ? T.color.rung : T.color.lane, alpha(T.glow * (edge ? .32 : .18)));
						this.halos.push(halo);
						this.scene.add(halo.mesh);
					}
				}
				this.shade = new Ribbon({
					x: 0,
					width: TRACK_WIDTH + .5,
					color: T.color.shade,
					opacity: Math.min(1, T.shade * OPACITY.value),
					zNear: ROAD_NEAR,
					zFar: -TRACK_LENGTH,
					segs: 72,
					lift: -.02,
					blending: 1,
					dynamic: true
				});
				this.shade.mesh.renderOrder = -1;
				this.scene.add(this.shade.mesh);
				const bandGeo = new PlaneGeometry(TRACK_WIDTH * 1.6, .6);
				bandGeo.rotateX(-Math.PI / 2);
				this.horizon = new Mesh(bandGeo, new MeshBasicMaterial({
					color: T.color.rung,
					transparent: true,
					opacity: alpha(.5),
					blending: 2,
					depthWrite: false
				}));
				this.horizon.frustumCulled = false;
				this.scene.add(this.horizon);
				const rungGeo = new PlaneGeometry(TRACK_WIDTH, .13);
				rungGeo.rotateX(-Math.PI / 2);
				this.rungs = new InstancedMesh(rungGeo, new MeshBasicMaterial({
					color: T.color.rung,
					transparent: true,
					opacity: alpha(.45),
					blending: 2,
					depthWrite: false
				}), RUNG_COUNT);
				this.rungs.instanceMatrix.setUsage(DynamicDrawUsage);
				this.rungs.frustumCulled = false;
				this.scene.add(this.rungs);
				const markerGeo = new PlaneGeometry(TRACK_WIDTH + .6, .3);
				markerGeo.rotateX(-Math.PI / 2);
				for (let i = 0; i < MARKER_POOL; i++) {
					const m = new Mesh(markerGeo, new MeshBasicMaterial({
						color: T.color.beat,
						transparent: true,
						opacity: 0,
						blending: 2,
						depthWrite: false
					}));
					m.frustumCulled = false;
					m.visible = false;
					this.markers.push(m);
					this.markerTimes.push(-1);
					this.scene.add(m);
				}
				this.glow = new Sprite(new SpriteMaterial({
					map: T.sun ? sunTexture() : glowTexture(),
					transparent: true,
					opacity: .5,
					blending: 2,
					depthWrite: false
				}));
				this.glow.scale.set(46, 46, 1);
				this.glow.position.set(0, 2, -TRACK_LENGTH * .92);
				this.scene.add(this.glow);
				this.particles = new Particles(glowTexture());
				this.scene.add(this.particles.points);
				this.scene.add(this.roadGrid.group);
				this.buildShip();
				this.scene.add(this.ship);
				for (const colour of [T.color.orbA, T.color.orbB]) {
					const trail = new WakeTrail(colour, alpha(.55));
					this.trails.push(trail);
					this.scene.add(trail.mesh);
				}
			}
			/**
			* An interceptor: long nose, swept wings with upturned tips, a raised canopy
			* and two nacelles.
			*
			* The build is as much about contrast as about shape. An additive hull over a
			* lane of pulsing cyan tiles adds light to light and disappears, so the ship
			* is layered: a dark oversized copy of itself for a silhouette, an opaque hull
			* on top of that, then white edges. Everything is forced to draw last, so the
			* player's own craft is never behind anything.
			*/
			buildShip() {
				const geo = new BufferGeometry();
				geo.setAttribute("position", new BufferAttribute(new Float32Array([
					0,
					.02,
					-1.95,
					-.44,
					0,
					-.55,
					.44,
					0,
					-.55,
					-1.42,
					-.06,
					.6,
					1.42,
					-.06,
					.6,
					-.52,
					0,
					.88,
					.52,
					0,
					.88,
					0,
					.44,
					-.3,
					0,
					-.3,
					.05,
					-1.02,
					.46,
					.92,
					1.02,
					.46,
					.92
				]), 3));
				geo.setIndex([
					0,
					1,
					7,
					0,
					7,
					2,
					1,
					5,
					7,
					7,
					5,
					6,
					7,
					6,
					2,
					1,
					3,
					5,
					2,
					6,
					4,
					0,
					8,
					1,
					0,
					2,
					8,
					1,
					8,
					5,
					2,
					6,
					8,
					3,
					9,
					5,
					4,
					6,
					10
				]);
				const shell = new Mesh(geo, new MeshBasicMaterial({
					color: 262159,
					transparent: true,
					opacity: .8,
					blending: 1,
					depthWrite: false,
					side: 2
				}));
				shell.scale.setScalar(1.2);
				shell.renderOrder = 11;
				const hullGeo = geo.toNonIndexed();
				const deep = new Color(T.color.lane);
				const zone = (mix) => new Color(T.color.ship).lerp(deep, mix);
				const faces = [
					zone(.05),
					zone(.05),
					zone(.42),
					zone(.72),
					zone(.42),
					zone(.58),
					zone(.58),
					zone(.86),
					zone(.86),
					zone(.86),
					zone(.86),
					new Color(T.color.orbB),
					new Color(T.color.orbB)
				];
				const shade = new Float32Array(faces.length * 9);
				faces.forEach((c, f) => {
					for (let v = 0; v < 3; v++) shade.set([
						c.r,
						c.g,
						c.b
					], f * 9 + v * 3);
				});
				hullGeo.setAttribute("color", new BufferAttribute(shade, 3));
				const hull = new Mesh(hullGeo, new MeshBasicMaterial({
					vertexColors: true,
					transparent: true,
					opacity: Math.min(.95, Math.max(.62, alpha(.75))),
					blending: T.solid ? 1 : 2,
					depthWrite: false,
					side: 2
				}));
				hull.renderOrder = 12;
				const edges = new LineSegments(new EdgesGeometry(geo), new LineBasicMaterial({
					color: 16777215,
					transparent: true,
					opacity: 1,
					depthWrite: false
				}));
				edges.renderOrder = 13;
				const marks = (points, color, opacity) => {
					const g = new BufferGeometry();
					g.setAttribute("position", new BufferAttribute(new Float32Array(points), 3));
					const line = new LineSegments(g, new LineBasicMaterial({
						color,
						transparent: true,
						opacity,
						blending: 2,
						depthWrite: false
					}));
					line.renderOrder = 14;
					return line;
				};
				const rails = marks([
					-.17,
					.06,
					-1.45,
					-.21,
					.26,
					-.6,
					-.21,
					.26,
					-.6,
					-.21,
					.26,
					.02,
					-.21,
					.26,
					.02,
					-.17,
					.05,
					.82,
					.17,
					.06,
					-1.45,
					.21,
					.26,
					-.6,
					.21,
					.26,
					-.6,
					.21,
					.26,
					.02,
					.21,
					.26,
					.02,
					.17,
					.05,
					.82,
					-.4,
					.05,
					-.5,
					.4,
					.05,
					-.5,
					-.46,
					.04,
					.8,
					.46,
					.04,
					.8
				], T.color.rung, .7);
				const chevrons = marks([
					-.6,
					.02,
					.02,
					-1.24,
					-.03,
					.44,
					-.62,
					.02,
					.3,
					-1.12,
					-.03,
					.58,
					.6,
					.02,
					.02,
					1.24,
					-.03,
					.44,
					.62,
					.02,
					.3,
					1.12,
					-.03,
					.58
				], T.color.orbB, .8);
				const padGeo = new PlaneGeometry(5, 5.6);
				padGeo.rotateX(-Math.PI / 2);
				const pad = new Mesh(padGeo, new MeshBasicMaterial({
					map: glowTexture(),
					color: 65546,
					transparent: true,
					opacity: .5,
					blending: 1,
					depthWrite: false
				}));
				pad.position.y = -.6;
				pad.renderOrder = 10;
				const halo = new Sprite(new SpriteMaterial({
					map: glowTexture(),
					transparent: true,
					opacity: alpha(.4),
					blending: 2,
					depthWrite: false
				}));
				halo.scale.set(4.6, 4.6, 1);
				halo.renderOrder = 10;
				const canopy = new Sprite(new SpriteMaterial({
					map: glowTexture(),
					color: T.color.beat,
					transparent: true,
					opacity: .75,
					blending: 2,
					depthWrite: false
				}));
				canopy.scale.set(.5, .5, 1);
				canopy.position.set(0, .34, -.4);
				canopy.renderOrder = 14;
				this.ship.add(pad, halo, shell, hull, edges, rails, chevrons, canopy);
				for (const x of [-.8, .8]) {
					const engine = new Sprite(new SpriteMaterial({
						map: glowTexture(),
						color: T.color.orbA,
						transparent: true,
						opacity: .7,
						blending: 2,
						depthWrite: false
					}));
					engine.position.set(x, .02, .85);
					engine.scale.set(1.3, 1.3, 1);
					engine.renderOrder = 14;
					this.engines.push(engine);
					const coneGeo = new ConeGeometry(.3, 1.6, 16, 1, true);
					coneGeo.rotateX(Math.PI / 2);
					coneGeo.translate(0, 0, .8);
					const flame = new Mesh(coneGeo, new MeshBasicMaterial({
						color: T.color.orbA,
						transparent: true,
						opacity: .55,
						blending: 2,
						depthWrite: false,
						side: 2
					}));
					flame.position.set(x, .02, .85);
					flame.renderOrder = 14;
					this.flames.push(flame);
					this.ship.add(flame, engine);
				}
			}
			acquire(kind) {
				const free = this.pool[kind].pop();
				if (free) {
					for (const child of free.children) {
						const mat = child.material;
						mat.opacity = child.userData.baseOpacity;
					}
					return free;
				}
				const g = new Group();
				const orb = kind === "orb";
				const geo = new BoxGeometry(CFG.laneWidth * .9, .6, orb ? .95 : 1.1);
				const colour = orb ? T.color.orbA : T.color.obstacle;
				g.add(new Mesh(geo, new MeshBasicMaterial({
					color: colour,
					transparent: true,
					opacity: T.solid ? Math.min(.95, alpha(.8)) : alpha(orb ? .5 : .58),
					blending: fillBlend(),
					depthWrite: false
				})), new LineSegments(new EdgesGeometry(geo), new LineBasicMaterial({
					color: orb ? T.color.orbB : T.color.obstacle,
					transparent: true,
					opacity: 1,
					depthWrite: false
				})));
				if (T.glow > 0) {
					const wet = T.ripple > 0;
					const spillGeo = wet ? new PlaneGeometry(CFG.laneWidth * 1.1, 6) : new PlaneGeometry(CFG.laneWidth * 2.6, 3.4);
					spillGeo.rotateX(-Math.PI / 2);
					const spill = new Mesh(spillGeo, new MeshBasicMaterial({
						map: glowTexture(),
						color: colour,
						transparent: true,
						opacity: alpha(T.glow * .5),
						blending: 2,
						depthWrite: false
					}));
					spill.position.y = -.28;
					if (wet) spill.position.z = 1.8;
					g.add(spill);
					g.userData.spill = spill;
					if (!T.solid) {
						const core = new Sprite(new SpriteMaterial({
							map: glowTexture(),
							color: colour,
							transparent: true,
							opacity: alpha(T.glow * .42),
							blending: 2,
							depthWrite: false
						}));
						core.scale.set(CFG.laneWidth * 1.9, 1.9, 1);
						g.add(core);
					}
				}
				for (const child of g.children) child.userData.baseOpacity = child.material.opacity;
				this.scene.add(g);
				return g;
			}
			spawn(kind, x, hitTime) {
				if (this.entities.length >= ENTITY_POOL) return;
				const obj = this.acquire(kind);
				obj.visible = true;
				obj.scale.setScalar(1);
				this.entities.push({
					kind,
					x,
					hitTime,
					born: -2,
					resolved: false,
					dead: false,
					burst: 0,
					obj
				});
			}
			spawnMarker(hitTime) {
				let slot = this.markerTimes.findIndex((t) => t < 0);
				if (slot < 0) slot = 0;
				this.markerTimes[slot] = hitTime;
				this.markers[slot].visible = true;
			}
			/** Collected orb: shatter it outright rather than fading the mesh. */
			collect(e) {
				this.particles.emit(e.obj.position, this.orbColor, this.lastSpeed);
				e.resolved = true;
				e.dead = true;
			}
			burst(e) {
				e.burst = 1e-4;
				e.resolved = true;
			}
			/** A group cashing in: shards off each cell it occupied. */
			gridBurst(cells) {
				for (const c of cells) {
					this.roadGrid.centre(c.col, c.row, this.lastHeight, this.lastBend, this.scratch);
					this.particles.emit(this.scratch, this.clearColor, this.lastSpeed * .5);
				}
			}
			/** A short camera punch, so collecting registers without a jolt. */
			collectKick() {
				this.punch = Math.min(1, this.punch + .75);
			}
			addShake(amount) {
				this.shake = Math.min(1.2, this.shake + amount);
			}
			clear() {
				for (const e of this.entities) this.release(e);
				this.entities.length = 0;
				for (let i = 0; i < this.markers.length; i++) {
					this.markerTimes[i] = -1;
					this.markers[i].visible = false;
				}
			}
			release(e) {
				e.obj.visible = false;
				this.pool[e.kind].push(e.obj);
			}
			update(s) {
				const heightAt = (z) => s.hill(s.now + -z / s.speed);
				const bendAt = (z) => s.bend(s.now + -z / s.speed);
				this.lastSpeed = s.speed;
				this.lastHeight = heightAt;
				this.lastBend = bendAt;
				this.particles.update(s.dt);
				const swellAt = (z) => s.swell(s.now + -z / s.speed);
				this.shade.shape(heightAt, bendAt, (z) => {
					const far = Math.max(0, Math.min(1, -z / TRACK_LENGTH));
					const a = Math.max(0, 1 - Math.pow(far, .75));
					if (!T.ripple) {
						RGBA[0] = 1 - far * .35;
						RGBA[1] = 1 - far * .35;
						RGBA[2] = 1 - far * .2;
						RGBA[3] = a;
						return RGBA;
					}
					const crest = Math.max(-1, Math.min(1, swellAt(z) / (T.ripple * 1.4)));
					RGBA[0] = .5 + crest * .55;
					RGBA[1] = .7 + crest * .5;
					RGBA[2] = .9 + crest * .35;
					RGBA[3] = a * (.78 + crest * .22);
					return RGBA;
				});
				for (const r of this.ribbons) r.shape(heightAt, bendAt);
				for (const h of this.halos) h.shape(heightAt, bendAt);
				const horizonZ = -TRACK_LENGTH * .97;
				this.horizon.position.set(bendAt(horizonZ), heightAt(horizonZ) + .05, horizonZ);
				this.horizon.material.opacity = alpha(.35 + s.energy * .4);
				this.roadGrid.update(s.grid, s.now, heightAt, bendAt);
				const pulse = alpha(.62 + s.bass * .35);
				this.ribbons[0].material.opacity = pulse;
				this.ribbons[this.ribbons.length - 1].material.opacity = pulse;
				const m = this.scratchM;
				const offset = s.scroll % RUNG_STEP;
				for (let i = 0; i < RUNG_COUNT; i++) {
					const z = -(i * RUNG_STEP - offset);
					m.makeTranslation(bendAt(z), heightAt(z) + .01, z);
					this.rungs.setMatrixAt(i, m);
				}
				this.rungs.instanceMatrix.needsUpdate = true;
				for (let i = 0; i < this.markers.length; i++) {
					const t = this.markerTimes[i];
					if (t < 0) continue;
					const remaining = t - s.now;
					if (remaining < -.25) {
						this.markerTimes[i] = -1;
						this.markers[i].visible = false;
						continue;
					}
					const z = -remaining * s.speed;
					const mesh = this.markers[i];
					mesh.position.set(bendAt(z), heightAt(z) + .02, z);
					const mat = mesh.material;
					mat.opacity = alpha(remaining > 0 ? .2 + .65 * (1 - remaining / TUNE.travelTime) : .85 * (1 + remaining / .25));
				}
				for (const e of this.entities) {
					const z = -(e.hitTime - s.now) * s.speed;
					e.obj.position.z = z;
					e.obj.position.x = e.x + bendAt(z);
					e.obj.position.y = heightAt(z) + (e.kind === "orb" ? .5 : .62);
					if (e.born !== -1 && e.burst === 0) {
						if (e.born === -2) e.born = s.now;
						const age = s.now - e.born;
						const k = age >= SPAWN_FADE ? 1 : 1 - Math.pow(1 - age / SPAWN_FADE, 3);
						e.obj.scale.setScalar(.65 + .35 * k);
						for (const child of e.obj.children) {
							const mat = child.material;
							mat.opacity = child.userData.baseOpacity * k;
						}
						if (age >= SPAWN_FADE) e.born = -1;
					}
					if (T.ripple && e.born === -1 && e.burst === 0) {
						const spill = e.obj.userData.spill;
						if (spill) {
							spill.scale.z = 1 + .25 * (swellAt(z) / T.ripple);
							spill.material.opacity = spill.userData.baseOpacity * (.8 + .2 * Math.sin(s.now * 7 + e.x));
						}
					}
					if (e.burst > 0) {
						e.burst += s.dt / .3;
						e.obj.scale.setScalar(1 + e.burst * 1.6);
						for (const child of e.obj.children) {
							const mat = child.material;
							mat.opacity = Math.max(0, mat.opacity * (1 - s.dt * 6));
						}
						if (e.burst >= 1) e.dead = true;
					}
				}
				for (let i = this.entities.length - 1; i >= 0; i--) {
					const e = this.entities[i];
					if (e.dead || e.hitTime - s.now < -.4) {
						this.release(e);
						this.entities.splice(i, 1);
					}
				}
				this.shipY = s.hill(s.now);
				this.ship.position.set(s.shipX, this.shipY + .65, 0);
				const wingY = this.shipY + .55;
				this.trails[0].update(s.dt, s.speed, s.shipX - 1.05, wingY);
				this.trails[1].update(s.dt, s.speed, s.shipX + 1.05, wingY);
				const drive = s.bass * .8 + s.energy * .35;
				this.thrust += (drive - this.thrust) * Math.min(1, s.dt * (drive > this.thrust ? 22 : 5));
				for (const engine of this.engines) {
					const flare = 1.1 + this.thrust * 1.3;
					engine.scale.set(1.15 * flare, 1.15 * flare, 1);
					engine.material.opacity = Math.min(1, .5 + this.thrust * .5);
				}
				for (const flame of this.flames) {
					flame.scale.set(.85 + this.thrust * .45, .85 + this.thrust * .45, .55 + this.thrust * 2.4);
					flame.material.opacity = .3 + this.thrust * .45;
				}
				const vx = (s.shipX - this.lastShipX) / Math.max(s.dt, .001);
				this.lastShipX = s.shipX;
				this.roll += (MathUtils.clamp(-vx * .03, -.35, .35) - this.roll) * .15;
				this.ship.rotation.z = this.roll;
				this.shake = Math.max(0, this.shake - s.dt * 2.2);
				this.punch = Math.max(0, this.punch - s.dt * 5.5);
				const jitter = this.shake * .5;
				this.camera.position.set(s.shipX * .18 + (Math.random() - .5) * jitter, this.shipY + 3.5 + this.punch * .28 + (Math.random() - .5) * jitter, 7.6 - this.punch * .35);
				this.camera.lookAt(s.shipX * .05, s.hill(s.now + .6) + 1.4, -16);
				this.camera.rotation.z += this.roll * .4;
				const fov = (72 + s.bass * 5 + s.energy * 3 - this.punch * 3.5) * alignZoom();
				if (Math.abs(this.camera.fov - fov) > .05) {
					this.camera.fov = fov;
					this.camera.updateProjectionMatrix();
				}
				this.glow.material.opacity = alpha(.3 + s.energy * .35);
				this.glow.position.x = bendAt(this.glow.position.z);
				if (this.bloom) {
					this.bloom.setAberration(this.shake > .01 ? this.shake * .006 : 0);
					this.bloom.render(this.renderer, this.scene, this.camera);
				} else this.renderer.render(this.scene, this.camera);
			}
			/** Lands the camera instantly: a paused game should hold a still frame. */
			settle() {
				this.shake = 0;
				this.punch = 0;
			}
			/**
			* Also where alignment and size land: the track is drawn into a slice of the
			* canvas rather than into all of it, so the rest of the frame stays clear
			* video. Alignment gives up width and keeps the centre where the pointer
			* expects it; size shrinks both axes at once, which leaves the aspect - and
			* so the framing - exactly as it was.
			*/
			resize(width, height) {
				if (width === 0 || height === 0) return;
				this.renderer.setSize(width, height, false);
				const buffer = this.renderer.getDrawingBufferSize(new Vector2());
				this.bloom?.setSize(buffer.x, buffer.y);
				const viewWidth = width * playWidth();
				const viewHeight = height * SIZE.value;
				const left = width * playLeft();
				const bottom = 0;
				if (this.bloom) {
					const ratio = buffer.x / width;
					this.bloom.setViewport(Math.round(left * ratio), Math.round(bottom * ratio), Math.round(viewWidth * ratio), Math.round(viewHeight * ratio));
				} else this.renderer.setViewport(left, bottom, viewWidth, viewHeight);
				this.camera.aspect = viewWidth / viewHeight;
				this.camera.updateProjectionMatrix();
			}
			dispose() {
				this.scene.traverse((o) => {
					const mesh = o;
					if (mesh.geometry) mesh.geometry.dispose();
					const mat = mesh.material;
					if (Array.isArray(mat)) mat.forEach((x) => x.dispose());
					else mat?.dispose();
				});
				this.bloom?.dispose();
				this.renderer.dispose();
				this.renderer.forceContextLoss();
			}
		};
	}));
	//#endregion
	//#region src/game/input.ts
	var Input;
	var init_input = __esmMin((() => {
		init_config();
		Input = class {
			player;
			onExit;
			/** Target position in world units, or null until the mouse is first moved. */
			pointerX = null;
			/** -1, 0 or 1 from the keyboard. */
			steer = 0;
			device = "mouse";
			left = false;
			right = false;
			/**
			* The player's rect, refreshed at most once a frame: gBCR on every mousemove
			* forces a synchronous layout of YouTube's watch page whenever its own
			* chrome dirtied styles that frame. The rect cannot meaningfully move in
			* 16 ms.
			*/
			rect = null;
			rectAt = 0;
			onKeyDown = (e) => {
				if (e.repeat) return;
				if (!this.wants(e)) return;
				if (e.code === "Escape") {
					this.onExit();
					e.stopPropagation();
					return;
				}
				if (e.code === "KeyA") this.left = true;
				else this.right = true;
				this.sync();
				e.stopPropagation();
			};
			onKeyUp = (e) => {
				if (e.code === "KeyA") this.left = false;
				else if (e.code === "KeyD") this.right = false;
				else return;
				this.sync();
				e.stopPropagation();
			};
			onMouseMove = (e) => {
				const now = performance.now();
				if (!this.rect || now - this.rectAt > 16) {
					this.rect = this.player.getBoundingClientRect();
					this.rectAt = now;
				}
				const r = this.rect;
				if (r.width === 0) return;
				const f = (e.clientX - r.left) / r.width;
				if (f < 0 || f > 1) return;
				const span = CFG.pointerSpan * playWidth();
				const across = (f - alignCentre()) / span * CFG.laneCount * CFG.laneWidth;
				this.pointerX = Math.max(-TRACK_HALF, Math.min(TRACK_HALF, across));
				this.device = "mouse";
			};
			constructor(player, onExit) {
				this.player = player;
				this.onExit = onExit;
			}
			wants(e) {
				if (e.ctrlKey || e.altKey || e.metaKey) return false;
				const target = e.target;
				if (target && (target.isContentEditable || /^(INPUT|TEXTAREA|SELECT)$/.test(target.tagName))) return false;
				return e.code === "KeyA" || e.code === "KeyD" || e.code === "Escape";
			}
			sync() {
				this.steer = (this.right ? 1 : 0) - (this.left ? 1 : 0);
				if (this.steer !== 0) this.device = "keys";
			}
			attach() {
				this.rect = null;
				window.addEventListener("keydown", this.onKeyDown, true);
				window.addEventListener("keyup", this.onKeyUp, true);
				window.addEventListener("mousemove", this.onMouseMove, true);
			}
			detach() {
				window.removeEventListener("keydown", this.onKeyDown, true);
				window.removeEventListener("keyup", this.onKeyUp, true);
				window.removeEventListener("mousemove", this.onMouseMove, true);
			}
		};
	}));
	//#endregion
	//#region src/game/track.ts
	function mulberry32(seed) {
		let a = seed >>> 0;
		return () => {
			a = a + 1831565813 >>> 0;
			let t = Math.imul(a ^ a >>> 15, 1 | a);
			t = t + Math.imul(t ^ t >>> 7, 61 | t) ^ t;
			return ((t ^ t >>> 14) >>> 0) / 4294967296;
		};
	}
	var PATH_HALF, clampX, TrackGenerator;
	var init_track = __esmMin((() => {
		init_config();
		PATH_HALF = CFG.laneCount * CFG.laneWidth / 2;
		clampX = (x) => Math.max(-PATH_HALF, Math.min(PATH_HALF, x));
		TrackGenerator = class {
			rnd = mulberry32(1592595255);
			pathX = 0;
			prevX = 0;
			lastLane = 1;
			hold = 0;
			lastBlock = -1;
			/**
			* The loud regime, with hysteresis. A raw `energy >= 0.5` gate flickered
			* beat to beat on songs hovering around the threshold, alternating the
			* track's whole feel without the music audibly changing.
			*/
			hot = false;
			reset() {
				this.rnd = mulberry32(1592595255);
				this.pathX = 0;
				this.prevX = 0;
				this.lastLane = 1;
				this.hold = 0;
				this.lastBlock = -1;
				this.hot = false;
			}
			/** Content for one beat. */
			onBeat(beat, energy) {
				this.prevX = this.pathX;
				if (!this.hot && energy >= .5) this.hot = true;
				else if (this.hot && energy < .42) this.hot = false;
				if (this.hold > 0) this.hold--;
				else {
					const lane = this.stride(this.lastLane);
					this.lastLane = lane;
					this.pathX = laneX(lane);
					const span = CFG.holdMax - CFG.holdMin;
					this.hold = CFG.holdMin + Math.round(this.rnd() * span * (1 - energy * .45));
				}
				const lane = this.lastLane;
				const bare = this.rnd() < TUNE.bareBeat * (.5 + energy);
				const quiet = !bare && this.rnd() >= CFG.pointRate;
				const orbs = bare ? [] : [lane];
				if (!bare && beat % 4 === 0 && this.hot && this.rnd() < .5) {
					const side = lane + (this.rnd() < .5 ? -1 : 1);
					if (side >= 0 && side < CFG.laneCount) orbs.push(side);
				}
				const items = quiet ? [] : orbs.map((l) => ({
					x: laneX(l),
					kind: "orb"
				}));
				const clear = this.clearLanes(orbs);
				if (clear.length && (bare || this.rnd() < TUNE.obstacleBase + energy * TUNE.obstacleEnergy)) {
					const middle = Math.floor(CFG.laneCount / 2);
					const lane = bare && this.rnd() < .42 ? middle : this.pickBlock(clear);
					items.push({
						x: laneX(lane),
						kind: "block"
					});
				}
				return items;
			}
			/** Content for the off-beat. */
			offBeat(energy) {
				const items = [];
				const lane = laneOf(clampX(this.pathX + (this.pathX - this.prevX) * .45));
				const orb = this.hot && this.rnd() < .45;
				const quiet = orb && this.rnd() >= CFG.pointRate;
				if (orb && !quiet) items.push({
					x: laneX(lane),
					kind: "orb"
				});
				const clear = orb ? this.clearLanes([lane]) : [
					0,
					1,
					2
				];
				const chance = (TUNE.obstacleBase + energy * TUNE.obstacleEnergy) * TUNE.obstacleOffBeat * (orb ? 1 : .7);
				if (clear.length && this.rnd() < chance) {
					const middle = Math.floor(CFG.laneCount / 2);
					const pick = !orb && this.rnd() < .28 ? middle : this.pickBlock(clear);
					items.push({
						x: laneX(pick),
						kind: "block"
					});
				}
				return items;
			}
			/** Lanes at least CFG.minGapLanes away from every one of `orbs`. */
			clearLanes(orbs) {
				return [
					0,
					1,
					2
				].filter((l) => orbs.every((o) => Math.abs(l - o) >= CFG.minGapLanes));
			}
			/** Prefers a lane the last obstacle did not use. */
			pickBlock(free) {
				const fresh = free.filter((l) => l !== this.lastBlock);
				const pool = fresh.length ? fresh : free;
				const lane = pool[Math.floor(this.rnd() * pool.length)];
				this.lastBlock = lane;
				return lane;
			}
			/**
			* The move at the end of a phrase. Always a real change of lane - and often
			* the long one across the track, because a walk that only ever steps to a
			* neighbour spends half its time in the middle lane, the edges having
			* nowhere else to go.
			*/
			stride(lane) {
				const others = [
					0,
					1,
					2
				].filter((l) => l !== lane);
				const far = others.filter((l) => Math.abs(l - lane) > 1);
				if (far.length && this.rnd() < .38) return far[Math.floor(this.rnd() * far.length)];
				const near = others.filter((l) => Math.abs(l - lane) === 1);
				const pool = near.length ? near : others;
				return pool[Math.floor(this.rnd() * pool.length)];
			}
		};
	}));
	//#endregion
	//#region src/game/game.ts
	var Game;
	var init_game$1 = __esmMin((() => {
		init_engine();
		init_beat();
		init_sfx();
		init_config();
		init_i18n();
		init_grid();
		init_road();
		init_scene();
		init_input();
		init_theme();
		init_track();
		Game = class {
			hooks;
			scene;
			audio;
			beat = new BeatTracker();
			track = new TrackGenerator();
			grid = new Grid();
			road = new RoadProfile();
			readCell = (col, row) => this.grid.cellAt(col, row);
			input;
			sfx;
			raf = 0;
			stopped = false;
			/** True while the video is paused or an ad runs - the world is frozen. */
			idle = false;
			/** Ship position at the last idle render, so a still frame is never redrawn. */
			idleShipX = NaN;
			/**
			* Game time, in seconds. Driven by the wall clock, and stopped dead whenever
			* the music is not playing - so everything in flight keeps its position
			* across an ad break with nothing to shift on resume.
			*/
			clock = 0;
			lastWall = 0;
			speed = CFG.baseSpeed;
			scroll = 0;
			shipX = 0;
			shipVel = 0;
			hillAmp = 0;
			bendAmp = 0;
			/** Water animation only; the terrain's own phase lives in RoadProfile. */
			waterPhase = 0;
			nextBeatTime = 0;
			beatIndex = 0;
			bass = 0;
			energy = 0;
			score = 0;
			combo = 0;
			best = 0;
			lastStats = 0;
			lastStatus = "";
			constructor(canvas, player, video, hooks) {
				this.hooks = hooks;
				this.scene = new GameScene(canvas);
				this.audio = new AudioEngine(video);
				this.sfx = new Sfx(this.audio.ctx);
				this.input = new Input(player, hooks.onExit);
			}
			async start() {
				await this.audio.resume();
				if (this.stopped) return;
				this.input.attach();
				this.clock = 0;
				this.lastWall = performance.now() / 1e3;
				this.beat.reset(this.clock);
				this.road.reset(this.clock);
				this.nextBeatTime = this.clock + TUNE.travelTime;
				this.loop();
			}
			stop() {
				if (this.stopped) return;
				this.stopped = true;
				cancelAnimationFrame(this.raf);
				this.input.detach();
				this.audio.dispose();
				this.scene.dispose();
			}
			resize(width, height) {
				this.scene.resize(width, height);
				this.idleShipX = NaN;
			}
			/** Seek / new video: nothing in flight is meaningful any more. */
			restart() {
				this.scene.clear();
				this.track.reset();
				this.grid.reset();
				this.beat.reset(this.clock);
				this.road.reset(this.clock);
				this.nextBeatTime = this.clock + TUNE.travelTime;
				this.beatIndex = 0;
				this.combo = 0;
			}
			setBest(best) {
				this.best = best;
			}
			/** Carries the run across a settings change that had to rebuild the scene. */
			restoreScore(score) {
				this.score = score;
			}
			get currentScore() {
				return this.score;
			}
			/** For the startup diagnostic - a suspended context means a silent game. */
			get audioState() {
				return this.audio.ctx.state;
			}
			loop = () => {
				this.raf = requestAnimationFrame(this.loop);
				const wall = performance.now() / 1e3;
				let dt = wall - this.lastWall;
				this.lastWall = wall;
				if (!(dt > 0) || dt > .25) dt = 1 / 60;
				if (this.hooks.isBlocked() || !this.hooks.isPlaying()) {
					if (!this.idle) {
						this.idle = true;
						this.hooks.onMusic({
							bass: 0,
							mid: 0,
							treble: 0,
							energy: 0,
							beat: -1,
							downbeat: false,
							confidence: 0
						});
						this.scene.settle();
						this.idleShipX = NaN;
					}
					this.steer(1 / 60);
					if (this.shipX !== this.idleShipX) {
						this.idleShipX = this.shipX;
						this.render(this.clock, 0);
					}
					this.emitStats(this.clock, this.hooks.isBlocked() ? "ad" : "paused");
					return;
				}
				const f = this.audio.read();
				this.clock += dt;
				const t = this.clock;
				this.beat.push(this.idle ? 0 : f.flux, t);
				this.idle = false;
				const targetSpeed = CFG.baseSpeed + f.energy * TUNE.speedBoost;
				this.speed += (targetSpeed - this.speed) * Math.min(1, dt / CFG.speedLerp);
				this.scroll += this.speed * dt;
				this.bass += (f.bass - this.bass) * Math.min(1, dt * 9);
				this.energy = f.energy;
				this.hillAmp += (f.bass * CFG.hillAmp - this.hillAmp) * Math.min(1, dt * 2.5);
				this.bendAmp += (CFG.bendBase + f.energy * CFG.bendEnergy - this.bendAmp) * Math.min(1, dt * 1.5);
				this.waterPhase += dt * 2.4;
				this.spawnAhead(t, f.energy);
				this.resolve(t);
				this.bank(this.grid.update(dt));
				this.steer(dt);
				this.render(t, dt);
				this.emitStats(t, this.beat.confidence < .15 ? "listening" : "playing");
				const beat = Math.floor((t - this.beat.anchor) / this.beat.period);
				this.hooks.onMusic({
					bass: f.bass,
					mid: f.mid,
					treble: f.treble,
					energy: f.energy,
					beat,
					downbeat: (beat % 4 + 4) % 4 === 0,
					confidence: this.beat.confidence
				});
			};
			render(now, dt) {
				const bar = 4 * this.beat.period;
				this.road.extend(now + TUNE.travelTime + .6, {
					hillAmp: this.hillAmp,
					bendAmp: this.bendAmp,
					hillPeriod: bar,
					bendPeriod: 1.5 * bar
				});
				this.road.focus(now);
				const amp = T.ripple;
				const swell = (tt) => {
					if (!amp) return 0;
					const ahead = tt - now;
					return amp * (Math.sin(ahead * .9 - this.waterPhase) + .45 * Math.sin(ahead * 2.3 + this.waterPhase * 1.6));
				};
				const hill = (tt) => this.road.hillAt(tt) + swell(tt);
				const bend = (tt) => this.road.bendAt(tt);
				this.scene.update({
					now,
					dt,
					grid: this.readCell,
					speed: this.speed,
					scroll: this.scroll,
					bass: this.bass,
					energy: this.energy,
					shipX: this.shipX,
					hill,
					swell,
					bend
				});
			}
			/**
			* Free lateral movement. The mouse drives position directly; A/D drive
			* acceleration, which is what makes the keyboard feel like flying rather
			* than snapping.
			*/
			steer(dt) {
				const { device, steer, pointerX } = this.input;
				if (device === "keys" || pointerX === null) {
					this.shipVel += steer * CFG.steerAccel * dt;
					this.shipVel *= Math.pow(CFG.steerDamp, dt * 60);
					this.shipVel = Math.max(-CFG.maxSteerSpeed, Math.min(CFG.maxSteerSpeed, this.shipVel));
					this.shipX += this.shipVel * dt;
				} else {
					const next = this.shipX + (pointerX - this.shipX) * Math.min(1, dt / CFG.pointerLag);
					this.shipVel = (next - this.shipX) / dt;
					this.shipX = next;
				}
				if (this.shipX < -TRACK_HALF) {
					this.shipX = -TRACK_HALF;
					this.shipVel = 0;
				} else if (this.shipX > TRACK_HALF) {
					this.shipX = TRACK_HALF;
					this.shipVel = 0;
				}
			}
			spawnAhead(now, energy) {
				const horizon = now + TUNE.travelTime;
				if (this.nextBeatTime < now) this.nextBeatTime = this.beat.nextBeatAfter(now);
				let guard = 0;
				while (this.nextBeatTime <= horizon && guard++ < 8) {
					const at = this.nextBeatTime;
					for (const item of this.track.onBeat(this.beatIndex, energy)) this.place(item.kind, item.x, at);
					for (const item of this.track.offBeat(energy)) this.place(item.kind, item.x, at + this.beat.period / 2);
					this.scene.spawnMarker(at);
					this.beatIndex++;
					const next = this.beat.nextBeatAfter(at + this.beat.period * .35);
					this.nextBeatTime = Math.max(next, at + this.beat.period * .5);
				}
			}
			/**
			* Spawns unless something is already arriving on top of it. Items sharing a
			* moment are kept apart by the generator's lane-gap rule, but the beat grid
			* is re-estimated as the song plays: a re-anchored beat can fall half a beat
			* early and put its slab inside the previous off-beat's, which reads as one
			* clipped object rather than as two.
			*
			* The newcomer is the one dropped: the object already in flight has been on
			* screen for most of its travel, and making that vanish would look worse than
			* a beat that simply carries nothing.
			*/
			place(kind, x, at) {
				const gap = CFG.minSpawnGap / this.speed;
				for (const e of this.scene.entities) if (Math.abs(e.x - x) < CFG.laneWidth * .5 && Math.abs(e.hitTime - at) < gap) return;
				this.scene.spawn(kind, x, at);
			}
			resolve(now) {
				for (const e of this.scene.entities) {
					if (e.resolved || e.hitTime > now) continue;
					if (Math.abs(e.x - this.shipX) > (e.kind === "orb" ? CFG.collectRadius : CFG.obstacleRadius)) {
						e.resolved = true;
						continue;
					}
					if (e.kind === "orb") {
						this.combo++;
						this.bank(this.grid.add(laneOf(e.x), "orb"));
						this.scene.collect(e);
						this.scene.collectKick();
						this.sfx.collect(this.combo);
						this.hooks.onCollect();
					} else {
						this.combo = 0;
						this.bank(this.grid.add(laneOf(e.x), "junk"));
						this.scene.addShake(.85);
						this.scene.burst(e);
						this.sfx.hit();
						this.hooks.onHit();
					}
				}
			}
			/** Settles anything the grid cleared, whether on a timer or under pressure. */
			bank(cleared) {
				if (!cleared) return;
				this.scene.gridBurst(cleared.cells);
				if (cleared.kind === "group") {
					const worth = Math.round(CFG.cellScore * cleared.size * cleared.size / CFG.groupMin * TUNE.scoreScale);
					this.score += worth * this.multiplier();
					if (this.score > this.best) this.best = this.score;
					this.sfx.clear(cleared.size);
				} else if (cleared.kind === "wipe") {
					this.score = Math.max(0, this.score - CFG.jamPenalty);
					this.combo = 0;
					this.scene.addShake(1);
					this.hooks.onEvent(t("eventJammed", String(CFG.jamPenalty)));
				}
			}
			multiplier() {
				return Math.min(CFG.maxMultiplier, 1 + Math.floor(this.combo / TUNE.comboPerStep));
			}
			emitStats(now, status) {
				if (status === this.lastStatus && now - this.lastStats < .05) return;
				this.lastStats = now;
				this.lastStatus = status;
				this.hooks.onStats({
					score: this.score,
					combo: this.combo,
					multiplier: this.multiplier(),
					best: this.best,
					bpm: this.beat.bpm,
					confidence: this.beat.confidence,
					status
				});
			}
		};
	}));
	//#endregion
	//#region src/settings.ts
	function saveSettings(settings) {
		setValue(SETTINGS_KEY, settings);
	}
	async function loadSettings() {
		return settled(await getValue(SETTINGS_KEY));
	}
	/** Fires whenever another tab (or the popup) saves, without a page reload. */
	function watchSettings(onChange) {
		watchValue(SETTINGS_KEY, (value) => onChange(settled(value)));
	}
	var SETTINGS_KEY, DEFAULTS, settled;
	var init_settings = __esmMin((() => {
		init_userscript();
		SETTINGS_KEY = "yts:settings";
		DEFAULTS = {
			difficulty: "normal",
			theme: "neon",
			opacity: 1,
			sound: true,
			align: "center",
			size: 1
		};
		settled = (stored) => ({
			...DEFAULTS,
			...stored ?? {}
		});
	}));
	//#endregion
	//#region src/content/styles.css?raw
	var styles_default;
	var init_styles = __esmMin((() => {
		styles_default = `:host {
  all: initial;
}

.wrap {
  position: absolute;
  inset: 0;
  overflow: hidden;
  pointer-events: none;
  font-family: 'Segoe UI', Roboto, Arial, sans-serif;
  color: #eafcff;
  --neon: #4df3ff;
  --pink: #ff53d8;
}

canvas {
  position: absolute;
  inset: 0;
  width: 100%;
  height: 100%;
  display: block;
}

/*
 * Barely there. The track is darkened by a shaded road drawn in the scene
 * itself, which follows the perspective exactly; this only takes the harshest
 * edge off the very bottom of the frame.
 */
.scrim {
  position: absolute;
  inset: 0;
  background: linear-gradient(to top, rgba(4, 0, 20, 0.1) 0%, rgba(4, 0, 20, 0.04) 40%, rgba(4, 0, 20, 0) 65%);
}

/*
 * Sizes track the player, not the viewport: the overlay lives inside
 * #movie_player, so vh/vw would be wrong in every mode except fullscreen.
 */
.wrap {
  container-type: size;
  /* Where the track sits and how wide it is, so centred messages land over the
     game and not over the video beside it. Both are written from JS by the same
     functions the renderer uses; these are only the full-size fallback. */
  --play-centre: 50%;
  --play-span: 100%;
}

.hud {
  position: absolute;
  inset: 0;
  font-variant-numeric: tabular-nums;
}

/*
 * Music that reaches past the track. Everything here is driven by named events
 * the analyser can actually pick out - a kick, the first beat of a bar, a
 * cymbal - and everything is faint on purpose: the video is still the thing on
 * screen. --bass / --energy are written from vibe.ts when they change.
 */
.vibe {
  position: absolute;
  inset: 0;
  overflow: hidden;
  --bass: 0;
  --energy: 0;
}

/* Light gathering along the edges of the frame, swelling with the low end. */
.vibe .halo {
  position: absolute;
  inset: 0;
  box-shadow:
    inset 0 0 clamp(40px, 9cqh, 130px) rgba(77, 243, 255, 0.5),
    inset 0 0 clamp(14px, 3cqh, 44px) rgba(122, 60, 255, 0.45);
  opacity: calc(var(--bass) * 0.28 + var(--energy) * 0.1);
}

/* One ring per beat, expanding out of the middle of the play area. */
.vibe .ring {
  position: absolute;
  left: var(--play-centre);
  top: 50%;
  width: clamp(90px, 22cqh, 260px);
  aspect-ratio: 1;
  margin: 0;
  translate: -50% -50%;
  border: 1px solid rgba(150, 240, 255, 0.55);
  border-radius: 50%;
  opacity: 0;
}

.vibe .ring.on {
  animation: beat-ring 0.5s ease-out forwards;
}

@keyframes beat-ring {
  from {
    opacity: calc(0.14 + var(--bass) * 0.2);
    scale: 0.5;
  }
  to {
    opacity: 0;
    scale: 1.7;
  }
}

/* And one sweep per bar - the slower pulse you feel rather than hear. */
.vibe .sweep {
  position: absolute;
  inset: 0;
  background: linear-gradient(
    100deg,
    rgba(77, 243, 255, 0) 42%,
    rgba(122, 60, 255, 0.16) 50%,
    rgba(77, 243, 255, 0) 58%
  );
  opacity: 0;
}

.vibe .sweep.on {
  animation: bar-sweep 1.1s ease-out forwards;
}

@keyframes bar-sweep {
  from {
    opacity: 0.85;
    translate: -55% 0;
  }
  to {
    opacity: 0;
    translate: 55% 0;
  }
}

.vibe .sparks {
  position: absolute;
  inset: 0;
}

/* Cymbals and snares: a short scratch of light where the transient landed. */
.vibe .spark {
  position: absolute;
  width: clamp(18px, 4cqh, 54px);
  height: 1px;
  background: linear-gradient(90deg, rgba(255, 255, 255, 0), rgba(234, 252, 255, 0.85), rgba(255, 255, 255, 0));
  rotate: var(--turn);
  opacity: 0;
  animation: spark 0.42s ease-out forwards;
}

@keyframes spark {
  0% {
    opacity: 0;
    scale: 0.3 1;
  }
  25% {
    opacity: 0.5;
  }
  100% {
    opacity: 0;
    scale: 1.6 1;
  }
}

/* Clear of YouTube's own title gradient at the top and controls at the bottom. */
.panel {
  position: absolute;
  right: 2.6%;
  top: 15%;
  min-width: clamp(178px, 27cqh, 300px);
  padding: clamp(11px, 1.9cqh, 24px) clamp(14px, 2.4cqh, 28px) clamp(10px, 1.6cqh, 20px);
  border-radius: 12px;
  border: 1px solid rgba(122, 60, 255, 0.32);
  text-align: right;
  background: linear-gradient(145deg, rgba(6, 1, 22, 0.78), rgba(6, 1, 22, 0.44));
  backdrop-filter: blur(7px);
  box-shadow: 0 8px 30px rgba(0, 0, 0, 0.5);
}

.panel header {
  display: flex;
  align-items: center;
  flex-direction: row-reverse;
  justify-content: space-between;
  gap: 12px;
}

.label {
  font-size: clamp(10px, 1.5cqh, 16px);
  letter-spacing: 0.35em;
  text-transform: uppercase;
  opacity: 0.5;
}

.score {
  font-size: clamp(36px, 8.6cqh, 88px);
  font-weight: 800;
  line-height: 1;
  letter-spacing: -0.01em;
  margin: 2px 0 0;
  text-shadow: 0 0 24px rgba(77, 243, 255, 0.5);
}

/* A banked group pops the digits while the number rolls up to its target. */
.score.pop {
  animation: score-pop 0.3s ease-out;
}

@keyframes score-pop {
  30% {
    transform: scale(1.09);
    text-shadow: 0 0 34px rgba(77, 243, 255, 0.85);
  }
}

.combo {
  display: inline-block;
  margin-top: clamp(5px, 0.9cqh, 10px);
  padding: 2px clamp(7px, 1cqh, 11px);
  border-radius: 999px;
  border: 1px solid rgba(255, 83, 216, 0.35);
  background: rgba(255, 83, 216, 0.12);
  color: var(--pink);
  font-size: clamp(12px, 1.9cqh, 21px);
  letter-spacing: 0.12em;
  text-transform: uppercase;
  opacity: 0.35;
  transition:
    opacity 0.18s,
    border-color 0.18s;
}

.combo.on {
  opacity: 1;
  border-color: rgba(255, 83, 216, 0.85);
  box-shadow: 0 0 16px rgba(255, 83, 216, 0.28);
}

.combo b {
  font-weight: 800;
}

.combo i {
  font-style: normal;
  opacity: 0.75;
}

.panel footer {
  display: flex;
  justify-content: flex-end;
  gap: clamp(12px, 2.1cqh, 24px);
  margin-top: clamp(7px, 1.1cqh, 13px);
  padding-top: clamp(6px, 1cqh, 11px);
  border-top: 1px solid rgba(122, 60, 255, 0.22);
  font-size: clamp(10px, 1.5cqh, 16px);
  letter-spacing: 0.18em;
  text-transform: uppercase;
  opacity: 0.62;
}

/*
 * Inside the panel rather than floating under it: the sheet drops out of the
 * same corner, and anything parked below the panel would end up behind it.
 */
.panel .tip {
  pointer-events: auto;
  display: flex;
  align-items: center;
  justify-content: flex-end;
  gap: 6px;
  margin-top: clamp(6px, 1cqh, 11px);
  padding-top: clamp(5px, 0.8cqh, 9px);
  border-top: 1px solid rgba(122, 60, 255, 0.22);
  color: var(--pink);
  font-size: clamp(9px, 1.25cqh, 13px);
  letter-spacing: 0.06em;
  text-decoration: none;
  opacity: 0.62;
  transition: opacity 0.16s;
}

.panel .tip:hover {
  opacity: 1;
  text-shadow: 0 0 12px rgba(255, 83, 216, 0.6);
}

.wrap[data-align='right'] .panel .tip {
  justify-content: flex-start;
}

.stat b {
  font-weight: 700;
  opacity: 1;
  color: var(--neon);
}

.controls {
  display: flex;
  gap: 5px;
}

.controls button {
  pointer-events: auto;
  display: grid;
  place-items: center;
  width: clamp(26px, 3.7cqh, 38px);
  height: clamp(26px, 3.7cqh, 38px);
  padding: 0;
  border: 1px solid rgba(77, 243, 255, 0.32);
  background: rgba(4, 0, 20, 0.4);
  color: #eafcff;
  border-radius: 6px;
  cursor: pointer;
}

.controls button:hover,
.controls .active {
  background: rgba(77, 243, 255, 0.22);
  border-color: rgba(77, 243, 255, 0.8);
}

.controls svg {
  width: 62%;
  height: 62%;
}

.sound.off {
  color: #ff8a9e;
  border-color: rgba(255, 43, 78, 0.5);
}

.sound .off-only,
.sound.off .on-only {
  display: none;
}

.sound.off .off-only {
  display: inline;
}

/*
 * Right-aligned play pushes the HUD across, so the two never overlap. Only the
 * side changes: same size, same order on the page, mirrored.
 */
.wrap[data-align='right'] .panel,
.wrap[data-align='right'] .sheet {
  right: auto;
  left: 2.6%;
}

.wrap[data-align='right'] .panel {
  text-align: left;
}

.wrap[data-align='right'] .panel header {
  flex-direction: row;
}

.wrap[data-align='right'] .panel footer {
  justify-content: flex-start;
}

/* The same choices the toolbar popup offers, dropped in place. */
.sheet {
  position: absolute;
  right: 2.6%;
  top: 15%;
  margin-top: clamp(112px, 25cqh, 250px);
  width: clamp(190px, 28cqh, 280px);
  padding: 12px 14px 14px;
  border-radius: 10px;
  border: 1px solid rgba(122, 60, 255, 0.32);
  background: rgba(6, 1, 22, 0.9);
  backdrop-filter: blur(7px);
  box-shadow: 0 10px 34px rgba(0, 0, 0, 0.55);
  opacity: 0;
  transform: translateY(-6px);
  pointer-events: none;
  /*
   * visibility, not just opacity: an opacity-0 element with a backdrop-filter
   * still holds a live blur surface over the playing video. The delayed flip
   * keeps the fade-out visible, then actually culls the layer.
   */
  visibility: hidden;
  transition:
    opacity 0.16s,
    transform 0.16s,
    visibility 0s 0.16s;
}

.sheet.open {
  opacity: 1;
  transform: none;
  pointer-events: auto;
  visibility: visible;
  transition:
    opacity 0.16s,
    transform 0.16s,
    visibility 0s;
}

.sheet h3 {
  margin: 0 0 5px;
  font-size: 9px;
  font-weight: 600;
  letter-spacing: 0.25em;
  text-transform: uppercase;
  opacity: 0.5;
  display: flex;
  justify-content: space-between;
}

.sheet h3 + * {
  margin-bottom: 12px;
}

.opts {
  display: flex;
  flex-wrap: wrap;
  gap: 4px;
}

.opts button {
  pointer-events: auto;
  flex: 1 0 auto;
  padding: 5px 8px;
  border: 1px solid rgba(122, 60, 255, 0.4);
  background: rgba(122, 60, 255, 0.1);
  color: #eafcff;
  font: inherit;
  font-size: 11px;
  border-radius: 5px;
  cursor: pointer;
}

.opts button:hover {
  border-color: rgba(77, 243, 255, 0.7);
}

.opts button[aria-pressed='true'] {
  border-color: var(--neon);
  background: rgba(77, 243, 255, 0.22);
}

.sheet input[type='range'] {
  width: 100%;
  margin: 0;
  accent-color: #4df3ff;
  pointer-events: auto;
}

.toast {
  position: absolute;
  left: var(--play-centre);
  top: 22%;
  transform: translateX(-50%);
  font-size: 14px;
  letter-spacing: 4px;
  text-transform: uppercase;
  padding: 8px 18px;
  border: 1px solid rgba(77, 243, 255, 0.35);
  border-radius: 4px;
  background: rgba(4, 0, 20, 0.5);
  opacity: 0;
  transition: opacity 0.25s;
}

.toast.on {
  opacity: 1;
}

/* One-off events, e.g. a jammed lane being wiped. */
.event {
  position: absolute;
  left: var(--play-centre);
  top: 34%;
  transform: translateX(-50%);
  font-size: 22px;
  font-weight: 700;
  letter-spacing: 4px;
  text-transform: uppercase;
  color: #ff8a9e;
  text-shadow:
    0 0 18px rgba(255, 43, 78, 0.9),
    0 2px 4px rgba(0, 0, 0, 0.7);
  opacity: 0;
}

.event.on {
  animation: event 1.6s ease-out forwards;
}

@keyframes event {
  0% {
    opacity: 0;
    transform: translateX(-50%) scale(0.8);
  }
  12% {
    opacity: 1;
    transform: translateX(-50%) scale(1.05);
  }
  70% {
    opacity: 1;
    transform: translateX(-50%) scale(1);
  }
  100% {
    opacity: 0;
    transform: translateX(-50%) translateY(-18px) scale(1);
  }
}

.drops {
  position: absolute;
  inset: 0;
  overflow: hidden;
}

/* Water-drop ripple, dropped at a random spot on every collect. */
.drop {
  position: absolute;
  width: 84px;
  height: 84px;
  margin: -42px 0 0 -42px;
  border-radius: 50%;
  border: 2px solid rgba(150, 240, 255, 0.85);
  box-shadow:
    0 0 18px rgba(77, 243, 255, 0.55),
    inset 0 0 22px rgba(77, 243, 255, 0.35);
  animation: ripple 0.75s cubic-bezier(0.15, 0.7, 0.3, 1) forwards;
}

@keyframes ripple {
  from {
    transform: scale(0.15);
    opacity: 0;
  }
  25% {
    opacity: 0.85;
  }
  to {
    transform: scale(1.9);
    opacity: 0;
  }
}

.flash {
  position: absolute;
  inset: 0;
  background: radial-gradient(80% 60% at 50% 100%, rgba(255, 43, 78, 0.55), rgba(255, 43, 78, 0) 70%);
  opacity: 0;
}

.flash.on {
  animation: hit 0.32s ease-out;
}

@keyframes hit {
  from {
    opacity: 1;
  }
  to {
    opacity: 0;
  }
}

`;
	}));
	//#endregion
	//#region src/content/html.ts
	/**
	* A userscript manager's sandbox hands out a proxied window that need not
	* forward every platform global, so the real one is worth asking for too.
	* unsafeWindow is the manager's own escape hatch and is simply absent in the
	* extension, where the first candidate answers anyway.
	*/
	function factory() {
		const candidates = [
			() => window.trustedTypes,
			() => globalThis.trustedTypes,
			() => typeof unsafeWindow === "undefined" ? void 0 : unsafeWindow?.trustedTypes
		];
		for (const get of candidates) try {
			const tt = get();
			if (tt && typeof tt.createPolicy === "function") return tt;
		} catch {}
		return null;
	}
	/** Markup authored here, never anything the page or the user supplied. */
	function setHtml(node, markup) {
		try {
			node.innerHTML = policy ? policy.createHTML(markup) : markup;
		} catch (err) {
			console.error("[TubeSurf] blocked from writing markup - the interface cannot render:", err);
			throw err;
		}
	}
	var policy;
	var init_html = __esmMin((() => {
		policy = (() => {
			const tt = factory();
			if (!tt) return null;
			try {
				return tt.createPolicy("tubesurf", { createHTML: (s) => s });
			} catch (err) {
				console.error("[TubeSurf] could not create a Trusted Types policy:", err);
				return null;
			}
		})();
	}));
	//#endregion
	//#region src/content/vibe.ts
	var Vibe;
	var init_vibe = __esmMin((() => {
		init_html();
		Vibe = class {
			root;
			lastBeat = -1;
			prevTreble = 0;
			lastSpark = 0;
			/** Last written values: identical frames must not touch the style attribute. */
			lastBass = "";
			lastEnergy = "";
			ring;
			sweep;
			sparks;
			live = /* @__PURE__ */ new Set();
			constructor(root) {
				this.root = root;
				setHtml(root, `
      <div class="halo"></div>
      <div class="ring"></div>
      <div class="sweep"></div>
      <div class="sparks"></div>`);
				this.ring = root.querySelector(".ring");
				this.sweep = root.querySelector(".sweep");
				this.sparks = root.querySelector(".sparks");
			}
			update(m) {
				const bass = m.bass.toFixed(3);
				if (bass !== this.lastBass) {
					this.lastBass = bass;
					this.root.style.setProperty("--bass", bass);
				}
				const energy = m.energy.toFixed(3);
				if (energy !== this.lastEnergy) {
					this.lastEnergy = energy;
					this.root.style.setProperty("--energy", energy);
				}
				if (m.confidence < .15) {
					this.lastBeat = m.beat;
					return;
				}
				if (m.beat !== this.lastBeat) {
					this.lastBeat = m.beat;
					this.restart(this.ring, "on");
					if (m.downbeat) this.restart(this.sweep, "on");
				}
				const jump = m.treble - this.prevTreble;
				this.prevTreble = m.treble;
				const now = performance.now();
				if (jump > .16 && m.treble > .5 && now - this.lastSpark > 140) {
					this.lastSpark = now;
					this.spark();
				}
			}
			/** Re-triggers a CSS animation that may still be running. */
			restart(el, cls) {
				el.classList.remove(cls);
				el.offsetWidth;
				el.classList.add(cls);
			}
			spark() {
				if (this.live.size >= 10) return;
				const el = document.createElement("i");
				el.className = "spark";
				el.style.left = `${6 + Math.random() * 88}%`;
				el.style.top = `${8 + Math.random() * 80}%`;
				el.style.setProperty("--turn", `${Math.random() * 180}deg`);
				this.live.add(el);
				el.addEventListener("animationend", () => {
					this.live.delete(el);
					el.remove();
				});
				this.sparks.appendChild(el);
			}
		};
	}));
	//#endregion
	//#region src/content/overlay.ts
	var SPEAKER, CLOSE, GEAR, CUP, STATUS_TEXT, Overlay;
	var init_overlay = __esmMin((() => {
		init_styles();
		init_html();
		init_vibe();
		init_config();
		init_i18n();
		SPEAKER = `<svg viewBox="0 0 24 24" width="16" height="16" aria-hidden="true">
  <path d="M4 9.5v5h3.6L12 18V6L7.6 9.5H4z" fill="currentColor"></path>
  <g fill="none" stroke="currentColor" stroke-width="1.8" stroke-linecap="round">
    <path class="on-only" d="M15.2 9.2a4 4 0 0 1 0 5.6"></path>
    <path class="on-only" d="M17.8 6.8a7.5 7.5 0 0 1 0 10.4"></path>
    <path class="off-only" d="M15.5 9.5l5 5m0-5l-5 5"></path>
  </g>
</svg>`;
		CLOSE = `<svg viewBox="0 0 24 24" width="16" height="16" fill="none" stroke="currentColor"
  stroke-width="2.1" stroke-linecap="round" aria-hidden="true"><path d="M6 6l12 12M18 6L6 18"></path></svg>`;
		GEAR = `<svg viewBox="0 0 24 24" width="16" height="16" fill="none" stroke="currentColor"
  stroke-width="1.9" stroke-linecap="round" aria-hidden="true">
  <path d="M3 7h12.5M19.5 7H21M3 12h3.5M10.5 12H21M3 17h9.5M16.5 17H21"></path>
  <circle cx="17.5" cy="7" r="2"></circle>
  <circle cx="8.5" cy="12" r="2"></circle>
  <circle cx="14.5" cy="17" r="2"></circle>
</svg>`;
		CUP = `<svg viewBox="0 0 24 24" width="13" height="13" fill="none" stroke="currentColor"
  stroke-width="1.7" stroke-linecap="round" stroke-linejoin="round" aria-hidden="true">
  <path d="M4 8h12v6a4 4 0 0 1-4 4H8a4 4 0 0 1-4-4V8z"></path>
  <path d="M16 9.5h1.6a2.4 2.4 0 0 1 0 4.8H16"></path>
  <path d="M7.5 4.6v1.2M11 4v1.8"></path>
</svg>`;
		STATUS_TEXT = {
			playing: "",
			listening: t("statusListening"),
			paused: t("statusPaused"),
			ad: t("statusAd")
		};
		Overlay = class {
			host = document.createElement("div");
			canvas = document.createElement("canvas");
			wrap;
			score;
			combo;
			bpm;
			best;
			sheet;
			gear;
			slider;
			opacityRead;
			toast;
			flash;
			layer;
			event;
			soundButton;
			vibe;
			drops = /* @__PURE__ */ new Set();
			flashTimer = 0;
			eventTimer = 0;
			sheetOpen = false;
			/** Combo pill parts, updated by textContent instead of re-parsed innerHTML. */
			comboCount;
			comboMult;
			/** Last rendered value per field: the HUD only touches DOM on change. */
			lastCombo = "";
			lastMult = "";
			lastBpm = "";
			lastBest = "";
			lastToast = "";
			/** The score rolls up to its target instead of teleporting. */
			scoreTarget = 0;
			scoreShown = -1;
			scoreRaf = 0;
			constructor(player, hooks) {
				const { onExit, onToggleSound, onSettings } = hooks;
				this.host.className = "yts-host";
				this.host.style.cssText = "position:absolute;inset:0;z-index:20;pointer-events:none;";
				const shadow = this.host.attachShadow({ mode: "open" });
				const style = document.createElement("style");
				style.textContent = styles_default;
				const wrap = document.createElement("div");
				this.wrap = wrap;
				wrap.className = "wrap";
				setHtml(wrap, `
      <div class="scrim"></div>
      <div class="vibe"></div>
      <div class="drops"></div>
      <div class="flash"></div>
      <div class="hud">
        <section class="panel">
          <header>
            <span class="label">${t("score")}</span>
            <span class="controls">
              <button class="sound" type="button" title="${t("soundTitle")}">${SPEAKER}</button>
              <button class="gear" type="button" title="${t("settingsTitle")}">${GEAR}</button>
              <button class="exit" type="button" title="${t("exitTitle")}">${CLOSE}</button>
            </span>
          </header>
          <div class="score">0</div>
          <div class="combo"><b>0</b> ${t("combo")} <i>x1</i></div>
          <footer>
            <span class="stat"><b class="bpm">---</b> ${t("bpm")}</span>
            <span class="stat"><b class="best">0</b> ${t("record")}</span>
          </footer>
          <a class="tip" href="https://ko-fi.com/pirotechnique" target="_blank" rel="noopener noreferrer">
            ${CUP}<span>${t("tip")}</span>
          </a>
        </section>

        <section class="sheet">
          <h3>${t("difficulty")}</h3>
          <div class="opts" data-field="difficulty">
            <button type="button" data-value="easy">${t("easy")}</button>
            <button type="button" data-value="normal">${t("normal")}</button>
            <button type="button" data-value="hard">${t("hard")}</button>
          </div>
          <h3>${t("style")}</h3>
          <div class="opts" data-field="theme">
            <button type="button" data-value="neon">${t("themeNeon")}</button>
            <button type="button" data-value="tron">${t("themeTron")}</button>
            <button type="button" data-value="glass">${t("themeGlass")}</button>
          </div>
          <h3>${t("position")}</h3>
          <div class="opts" data-field="align">
            <button type="button" data-value="left">${t("alignLeft")}</button>
            <button type="button" data-value="center">${t("alignCenter")}</button>
            <button type="button" data-value="right">${t("alignRight")}</button>
          </div>
          <h3>${t("sizeLabel")}</h3>
          <div class="opts" data-field="size">
            <button type="button" data-value="0.5">0.5x</button>
            <button type="button" data-value="0.75">0.75x</button>
            <button type="button" data-value="1">1x</button>
          </div>
          <h3>${t("opacity")} <span class="opacity-read">100%</span></h3>
          <input class="opacity" type="range" min="30" max="150" step="5" value="100" />
        </section>
      </div>
      <div class="toast"></div>
      <div class="event"></div>`);
				wrap.prepend(this.canvas);
				shadow.append(style, wrap);
				player.appendChild(this.host);
				this.score = shadow.querySelector(".score");
				this.combo = shadow.querySelector(".combo");
				this.bpm = shadow.querySelector(".bpm");
				this.best = shadow.querySelector(".best");
				this.sheet = shadow.querySelector(".sheet");
				this.gear = shadow.querySelector(".gear");
				this.slider = shadow.querySelector(".opacity");
				this.opacityRead = shadow.querySelector(".opacity-read");
				this.toast = shadow.querySelector(".toast");
				this.flash = shadow.querySelector(".flash");
				this.layer = shadow.querySelector(".drops");
				this.event = shadow.querySelector(".event");
				this.soundButton = shadow.querySelector(".sound");
				this.comboCount = this.combo.querySelector("b");
				this.comboMult = this.combo.querySelector("i");
				this.vibe = new Vibe(shadow.querySelector(".vibe"));
				shadow.querySelector(".exit").addEventListener("click", onExit);
				this.soundButton.addEventListener("click", onToggleSound);
				this.gear.addEventListener("click", () => this.toggleSheet());
				this.sheet.addEventListener("click", (e) => {
					const button = e.target.closest("button");
					const field = (button?.parentElement)?.dataset.field;
					if (!button || !field) return;
					const raw = button.dataset.value;
					onSettings({ [field]: field === "size" ? Number(raw) : raw });
				});
				this.slider.addEventListener("input", () => {
					this.opacityRead.textContent = `${this.slider.value}%`;
				});
				this.slider.addEventListener("change", () => {
					onSettings({ opacity: Number(this.slider.value) / 100 });
				});
			}
			toggleSheet(open = !this.sheetOpen) {
				this.sheetOpen = open;
				this.sheet.classList.toggle("open", open);
				this.gear.classList.toggle("active", open);
			}
			get settingsOpen() {
				return this.sheetOpen;
			}
			/** Reflects the stored settings into the sheet and the sound button. */
			setSettings(s) {
				this.soundButton.classList.toggle("off", !s.sound);
				this.soundButton.title = s.sound ? t("soundOn") : t("soundOff");
				this.wrap.dataset.align = s.align;
				this.wrap.style.setProperty("--play-centre", `${(alignCentre() * 100).toFixed(2)}%`);
				this.wrap.style.setProperty("--play-span", `${(playWidth() * 100).toFixed(2)}%`);
				for (const group of this.sheet.querySelectorAll(".opts")) {
					const current = String(s[group.dataset.field]);
					for (const button of group.querySelectorAll("button")) button.setAttribute("aria-pressed", String(button.dataset.value === current));
				}
				this.slider.value = String(Math.round(s.opacity * 100));
				this.opacityRead.textContent = `${this.slider.value}%`;
			}
			setStats(s) {
				if (s.score !== this.scoreTarget || this.scoreShown < 0) this.rollScore(s.score);
				const combo = String(s.combo);
				if (combo !== this.lastCombo) {
					this.lastCombo = combo;
					this.comboCount.textContent = combo;
					this.combo.classList.toggle("on", s.combo > 0);
				}
				const mult = `x${s.multiplier}`;
				if (mult !== this.lastMult) {
					this.lastMult = mult;
					this.comboMult.textContent = mult;
				}
				const bpm = s.confidence > .15 ? String(Math.round(s.bpm)) : "---";
				if (bpm !== this.lastBpm) {
					this.lastBpm = bpm;
					this.bpm.textContent = bpm;
				}
				const best = s.best.toLocaleString();
				if (best !== this.lastBest) {
					this.lastBest = best;
					this.best.textContent = best;
				}
				const text = STATUS_TEXT[s.status];
				if (text !== this.lastToast) {
					this.lastToast = text;
					this.toast.textContent = text;
					this.toast.classList.toggle("on", text !== "");
				}
			}
			/**
			* Banking a group lands hundreds of points in one frame - the biggest reward
			* in the game deserves motion at the place the eye checks for it. The number
			* rolls up over a few frames, and a big jump pops the digits.
			*/
			rollScore(target) {
				const jump = target - this.scoreTarget;
				this.scoreTarget = target;
				if (this.scoreShown < 0) {
					this.scoreShown = target;
					this.score.textContent = target.toLocaleString();
					return;
				}
				if (jump >= 150) {
					this.score.classList.remove("pop");
					this.score.offsetWidth;
					this.score.classList.add("pop");
				}
				if (this.scoreRaf) return;
				const step = () => {
					this.scoreRaf = 0;
					const diff = this.scoreTarget - this.scoreShown;
					if (diff !== 0) {
						const move = diff > 0 ? Math.max(1, Math.floor(diff * .25)) : diff;
						this.scoreShown += move;
						this.score.textContent = this.scoreShown.toLocaleString();
						if (this.scoreShown !== this.scoreTarget) this.scoreRaf = requestAnimationFrame(step);
					}
				};
				this.scoreRaf = requestAnimationFrame(step);
			}
			/** Per-frame music state for the reactive layer over the video. */
			music(m) {
				this.vibe.update(m);
			}
			/** A one-off message: replaces whatever was showing, then fades itself out. */
			showEvent(text) {
				this.event.textContent = text;
				this.event.classList.remove("on");
				this.event.offsetWidth;
				this.event.classList.add("on");
				clearTimeout(this.eventTimer);
				this.eventTimer = window.setTimeout(() => this.event.classList.remove("on"), 1600);
			}
			/** Water-drop ripple somewhere over the player, one per collected orb. */
			drop() {
				if (this.drops.size >= 12) return;
				const el = document.createElement("div");
				el.className = "drop";
				el.style.left = `calc(var(--play-centre) + ${((Math.random() - .5) * .76).toFixed(3)} * var(--play-span))`;
				el.style.top = `${18 + Math.random() * 60}%`;
				this.drops.add(el);
				el.addEventListener("animationend", () => {
					this.drops.delete(el);
					el.remove();
				});
				this.layer.appendChild(el);
			}
			flashHit() {
				this.flash.classList.remove("on");
				this.flash.offsetWidth;
				this.flash.classList.add("on");
				clearTimeout(this.flashTimer);
				this.flashTimer = window.setTimeout(() => this.flash.classList.remove("on"), 340);
			}
			/** CSS pixel size of the canvas backing store. */
			size() {
				const r = this.host.getBoundingClientRect();
				return {
					width: Math.round(r.width),
					height: Math.round(r.height)
				};
			}
			destroy() {
				clearTimeout(this.flashTimer);
				clearTimeout(this.eventTimer);
				cancelAnimationFrame(this.scoreRaf);
				this.host.remove();
			}
		};
	}));
	//#endregion
	//#region src/content/game.ts
	var game_exports = /* @__PURE__ */ __exportAll({
		applyExternal: () => applyExternal,
		close: () => close,
		isOpen: () => isOpen,
		open: () => open
	});
	async function loadBest(id) {
		return Number(await getValue(bestKey(id)) ?? 0);
	}
	/** Synchronously dispatched, so it also lands from a dying pagehide handler. */
	function saveBest(id, score, knownBest) {
		if (score <= knownBest) return;
		setValue(bestKey(id), score);
	}
	/** True while a game session is on screen. */
	function isOpen() {
		return session !== null;
	}
	/** First entry from the loader, on the toggle click that loaded this module. */
	async function open(s, onStateChange) {
		stateChanged = onStateChange;
		settings$1 = s;
		await startGame();
	}
	function close() {
		stopGame();
	}
	/**
	* A settings change that came from outside (the toolbar popup, another tab).
	* The storage watch lives in the loader, which forwards it here once loaded.
	*/
	function applyExternal(next) {
		apply(next);
	}
	async function startGame(carryScore = 0, openSettings = false) {
		if (session) return;
		if (!settings$1) return;
		applySettings(settings$1);
		const p = player();
		const v = videoEl();
		if (!p || !v) return;
		const overlay = new Overlay(p, {
			onExit: stopGame,
			onToggleSound: toggleSound,
			onSettings: patch
		});
		overlay.setSettings(settings$1);
		if (openSettings) overlay.toggleSheet(true);
		const id = videoId();
		const isAd = () => p.classList.contains("ad-showing") || p.classList.contains("ad-interrupting");
		const game = new Game(overlay.canvas, p, v, {
			isBlocked: isAd,
			isPlaying: () => !v.paused && !v.ended && v.readyState >= 2,
			onStats: (s) => overlay.setStats(s),
			onMusic: (m) => overlay.music(m),
			onCollect: () => overlay.drop(),
			onEvent: (text) => overlay.showEvent(text),
			onHit: () => overlay.flashHit(),
			onExit: stopGame
		});
		const fit = () => {
			const { width, height } = overlay.size();
			game.resize(width, height);
		};
		const ro = new ResizeObserver(fit);
		ro.observe(p);
		fit();
		const onSeek = () => game.restart();
		v.addEventListener("seeking", onSeek);
		v.addEventListener("loadstart", onSeek);
		const sess = {
			overlay,
			game,
			videoId: id,
			loadedBest: Infinity,
			dispose: () => {
				ro.disconnect();
				v.removeEventListener("seeking", onSeek);
				v.removeEventListener("loadstart", onSeek);
			}
		};
		session = sess;
		try {
			await game.start();
		} catch (err) {
			console.error("[TubeSurf] could not start the game:", err);
			stopGame();
			return;
		}
		if (session !== sess) return;
		const stored = await loadBest(id);
		if (session !== sess) return;
		sess.loadedBest = stored;
		game.setBest(stored);
		if (carryScore > 0) game.restoreScore(carryScore);
		stateChanged();
		const box = overlay.size();
		console.log("[TubeSurf] started", {
			canvas: `${box.width}x${box.height}`,
			audio: game.audioState,
			overlayInDom: overlay.host.isConnected,
			ad: isAd(),
			paused: v.paused,
			readyState: v.readyState
		});
	}
	function stopGame() {
		if (!session) return;
		const { overlay, game, videoId: id, dispose, loadedBest } = session;
		session = null;
		saveBest(id, game.currentScore, loadedBest);
		dispose();
		game.stop();
		overlay.destroy();
		stateChanged();
	}
	function applySettings(s) {
		setDifficulty(s.difficulty);
		setTheme(s.theme);
		setOpacity(s.opacity);
		setSound(s.sound);
		setAlign(s.align);
		setSize(s.size);
		session?.overlay.setSettings(s);
		if (session) {
			const { width, height } = session.overlay.size();
			session.game.resize(width, height);
		}
	}
	/**
	* The single place a settings change takes effect, whether it came from the
	* HUD sheet or from the toolbar popup.
	*/
	function apply(next) {
		const restyle = settings$1 !== null && (settings$1.theme !== next.theme || settings$1.opacity !== next.opacity);
		settings$1 = next;
		applySettings(next);
		if (restyle && session) {
			const carry = session.game.currentScore;
			const sheet = session.overlay.settingsOpen;
			stopGame();
			startGame(carry, sheet);
		}
	}
	/** HUD sheet and mute button. Saved, so the popup shows the same state. */
	function patch(change) {
		if (!settings$1) return;
		const next = {
			...settings$1,
			...change
		};
		apply(next);
		saveSettings(next);
	}
	function toggleSound() {
		if (settings$1) patch({ sound: !settings$1.sound });
	}
	var PLAYER, session, settings$1, stateChanged, player, videoEl, videoId, bestKey;
	var init_game = __esmMin((() => {
		init_userscript();
		init_config();
		init_game$1();
		init_theme();
		init_settings();
		init_overlay();
		PLAYER = "#movie_player";
		session = null;
		settings$1 = null;
		stateChanged = () => {};
		player = () => document.querySelector(PLAYER);
		videoEl = () => document.querySelector(`${PLAYER} video`);
		videoId = () => new URLSearchParams(location.search).get("v") ?? "unknown";
		bestKey = (id) => `best:${id}`;
	}));
	//#endregion
	//#region src/platform/userscript.ts
	/**
	* Closest match for the browser language, in the order the browser prefers.
	*
	* An exact hit wins over a language-only one so that a zh-TW reader is not
	* handed zh_CN before a plain zh has been considered, and the language-only
	* pass is what maps pt-PT onto the pt_BR table rather than dropping to
	* English. BCP 47 uses a dash, the locale directories use an underscore.
	*/
	function pickLocale() {
		const wanted = navigator.languages?.length ? navigator.languages : [navigator.language];
		for (const raw of wanted) {
			const tag = raw.replace("-", "_").toLowerCase();
			const exact = LOCALES.find((l) => l.toLowerCase() === tag);
			if (exact) return exact;
			const base = tag.split("_")[0];
			const loose = LOCALES.find((l) => l.toLowerCase().split("_")[0] === base);
			if (loose) return loose;
		}
		return "en";
	}
	function getValue(key) {
		return Promise.resolve(GM_getValue(key));
	}
	function setValue(key, value) {
		GM_setValue(key, value);
	}
	function watchValue(key, onChange) {
		if (typeof GM_addValueChangeListener !== "function") return;
		GM_addValueChangeListener(key, (_name, _oldValue, newValue) => onChange(newValue));
	}
	function message(key) {
		const row = STRINGS[key];
		if (!row) return "";
		return row[LOCALE] ?? row.en ?? "";
	}
	/**
	* Kept a dynamic import even though the bundler inlines it into this same
	* file. A static one would make this module depend on the whole engine, and
	* the engine's overlay depends on i18n, which depends back on this module -
	* a cycle that runs i18n's snapshot before STRINGS below has been assigned.
	* Importing on demand breaks it, and costs nothing: the code is already here.
	*/
	function loadGame() {
		return __vitePreload(() => Promise.resolve().then(() => (init_game(), game_exports)), void 0);
	}
	var LOCALE, VERSION;
	var init_userscript = __esmMin((() => {
		init_locales_generated();
		init_preload_helper();
		LOCALE = pickLocale();
		VERSION = typeof GM_info === "undefined" ? "?" : GM_info?.script?.version ?? "?";
		console.log(`[TubeSurf] userscript ${VERSION} loaded, locale ${LOCALE}`);
	}));
	//#endregion
	//#region src/content/index.ts
	init_userscript();
	init_html();
	init_i18n();
	init_settings();
	var BUTTON_CLASS = "yts-toggle";
	/**
	* A ship on a track receding to a vanishing point - the game itself, rather
	* than a generic equaliser. Fixed pixel size, not 100%: YouTube's buttons are
	* not square inside, so a stretched icon lands off-centre.
	*/
	var ICON = `<svg viewBox="0 0 36 36" width="24" height="24" aria-hidden="true">
  <g fill="none" stroke="#fff" stroke-width="2.2" stroke-linecap="round" opacity="0.85">
    <path d="M7.5 29.5 L16 12"></path>
    <path d="M28.5 29.5 L20 12"></path>
    <path d="M12 22 L24 22" opacity="0.55"></path>
  </g>
  <path d="M18 17.5 L22.6 26.5 L13.4 26.5 Z" fill="#fff"></path>
</svg>`;
	var mod = null;
	var loading = false;
	var settings = null;
	async function gameModule() {
		if (mod) return mod;
		mod = await loadGame();
		return mod;
	}
	async function toggle() {
		if (mod?.isOpen()) {
			mod.close();
			return;
		}
		if (loading) return;
		loading = true;
		try {
			const m = await gameModule();
			if (!m || m.isOpen()) return;
			if (!settings) settings = await loadSettings();
			await m.open(settings, syncButton);
		} finally {
			loading = false;
		}
		syncButton();
	}
	function syncButton() {
		const btn = document.querySelector(`.${BUTTON_CLASS}`);
		if (!btn) return;
		const on = mod?.isOpen() ?? false;
		btn.setAttribute("aria-pressed", String(on));
		btn.style.opacity = on ? "1" : "0.85";
		btn.title = on ? t("stopTitle") : t("playTitle");
	}
	function ensureButton() {
		const controls = document.querySelector(".ytp-right-controls");
		if (!controls || controls.querySelector(`.${BUTTON_CLASS}`)) return;
		const btn = document.createElement("button");
		btn.className = `ytp-button ${BUTTON_CLASS}`;
		btn.style.cssText = "display:inline-flex;align-items:center;justify-content:center;padding:0;";
		try {
			setHtml(btn, ICON);
		} catch {
			btn.textContent = "▲";
			btn.style.cssText += "font-size:15px;line-height:1;color:#fff;opacity:0.85;";
		}
		btn.title = t("playTitle");
		btn.addEventListener("click", (e) => {
			e.preventDefault();
			e.stopPropagation();
			toggle();
		});
		controls.prepend(btn);
		syncButton();
	}
	loadSettings().then((s) => {
		settings = s;
	});
	watchSettings((s) => {
		settings = s;
		mod?.applyExternal(s);
	});
	setInterval(ensureButton, 1500);
	ensureButton();
	var onNavigate = () => {
		mod?.close();
		ensureButton();
	};
	window.addEventListener("yt-navigate-finish", onNavigate);
	document.addEventListener("yt-navigate-finish", onNavigate);
	window.addEventListener("pagehide", () => mod?.close());
	//#endregion
})();