!function(e,t){"object"==typeof exports&&"undefined"!=typeof module?t(exports,require("three")):"function"==typeof define&&define.amd?define(["exports","three"],t):t((e="undefined"!=typeof globalThis?globalThis:e||self).THREE_ADDONS={},e.THREE)}(this,(function(e,t){"use strict";function r(e,r){if(r===t.TrianglesDrawMode)return console.warn("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles."),e;if(r===t.TriangleFanDrawMode||r===t.TriangleStripDrawMode){let n=e.getIndex();if(null===n){const t=[],r=e.getAttribute("position");if(void 0===r)return console.error("THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible."),e;for(let e=0;e=2.0 are supported.")));const h=new _(s,{path:t||this.resourcePath||"",crossOrigin:this.crossOrigin,requestHeader:this.requestHeader,manager:this.manager,ktx2Loader:this.ktx2Loader,meshoptDecoder:this.meshoptDecoder});h.fileLoader.setRequestHeader(this.requestHeader);for(let e=0;e=0&&void 0===l[t]&&console.warn('THREE.GLTFLoader: Unknown extension "'+t+'".')}}h.setExtensions(o),h.setPlugins(l),h.parse(r,n)}parseAsync(e,t){const r=this;return new Promise((function(n,s){r.parse(e,t,n,s)}))}}function s(){let e={};return{get:function(t){return e[t]},add:function(t,r){e[t]=r},remove:function(t){delete e[t]},removeAll:function(){e={}}}}const i={KHR_BINARY_GLTF:"KHR_binary_glTF",KHR_DRACO_MESH_COMPRESSION:"KHR_draco_mesh_compression",KHR_LIGHTS_PUNCTUAL:"KHR_lights_punctual",KHR_MATERIALS_CLEARCOAT:"KHR_materials_clearcoat",KHR_MATERIALS_IOR:"KHR_materials_ior",KHR_MATERIALS_SHEEN:"KHR_materials_sheen",KHR_MATERIALS_SPECULAR:"KHR_materials_specular",KHR_MATERIALS_TRANSMISSION:"KHR_materials_transmission",KHR_MATERIALS_IRIDESCENCE:"KHR_materials_iridescence",KHR_MATERIALS_ANISOTROPY:"KHR_materials_anisotropy",KHR_MATERIALS_UNLIT:"KHR_materials_unlit",KHR_MATERIALS_VOLUME:"KHR_materials_volume",KHR_TEXTURE_BASISU:"KHR_texture_basisu",KHR_TEXTURE_TRANSFORM:"KHR_texture_transform",KHR_MESH_QUANTIZATION:"KHR_mesh_quantization",KHR_MATERIALS_EMISSIVE_STRENGTH:"KHR_materials_emissive_strength",EXT_MATERIALS_BUMP:"EXT_materials_bump",EXT_TEXTURE_WEBP:"EXT_texture_webp",EXT_TEXTURE_AVIF:"EXT_texture_avif",EXT_MESHOPT_COMPRESSION:"EXT_meshopt_compression",EXT_MESH_GPU_INSTANCING:"EXT_mesh_gpu_instancing"};class o{constructor(e){this.parser=e,this.name=i.KHR_LIGHTS_PUNCTUAL,this.cache={refs:{},uses:{}}}_markDefs(){const e=this.parser,t=this.parser.json.nodes||[];for(let r=0,n=t.length;r=0)throw new Error("THREE.GLTFLoader: setKTX2Loader must be called before loading KTX2 textures");return null}return t.loadTextureImage(e,s.source,i)}}class T{constructor(e){this.parser=e,this.name=i.EXT_TEXTURE_WEBP,this.isSupported=null}loadTexture(e){const t=this.name,r=this.parser,n=r.json,s=n.textures[e];if(!s.extensions||!s.extensions[t])return null;const i=s.extensions[t],o=n.images[i.source];let a=r.textureLoader;if(o.uri){const e=r.options.manager.getHandler(o.uri);null!==e&&(a=e)}return this.detectSupport().then((function(s){if(s)return r.loadTextureImage(e,i.source,a);if(n.extensionsRequired&&n.extensionsRequired.indexOf(t)>=0)throw new Error("THREE.GLTFLoader: WebP required by asset but unsupported.");return r.loadTexture(e)}))}detectSupport(){return this.isSupported||(this.isSupported=new Promise((function(e){const t=new Image;t.src="data:image/webp;base64,UklGRiIAAABXRUJQVlA4IBYAAAAwAQCdASoBAAEADsD+JaQAA3AAAAAA",t.onload=t.onerror=function(){e(1===t.height)}}))),this.isSupported}}class M{constructor(e){this.parser=e,this.name=i.EXT_TEXTURE_AVIF,this.isSupported=null}loadTexture(e){const t=this.name,r=this.parser,n=r.json,s=n.textures[e];if(!s.extensions||!s.extensions[t])return null;const i=s.extensions[t],o=n.images[i.source];let a=r.textureLoader;if(o.uri){const e=r.options.manager.getHandler(o.uri);null!==e&&(a=e)}return this.detectSupport().then((function(s){if(s)return r.loadTextureImage(e,i.source,a);if(n.extensionsRequired&&n.extensionsRequired.indexOf(t)>=0)throw new Error("THREE.GLTFLoader: AVIF required by asset but unsupported.");return r.loadTexture(e)}))}detectSupport(){return this.isSupported||(this.isSupported=new Promise((function(e){const t=new Image;t.src="data:image/avif;base64,AAAAIGZ0eXBhdmlmAAAAAGF2aWZtaWYxbWlhZk1BMUIAAADybWV0YQAAAAAAAAAoaGRscgAAAAAAAAAAcGljdAAAAAAAAAAAAAAAAGxpYmF2aWYAAAAADnBpdG0AAAAAAAEAAAAeaWxvYwAAAABEAAABAAEAAAABAAABGgAAABcAAAAoaWluZgAAAAAAAQAAABppbmZlAgAAAAABAABhdjAxQ29sb3IAAAAAamlwcnAAAABLaXBjbwAAABRpc3BlAAAAAAAAAAEAAAABAAAAEHBpeGkAAAAAAwgICAAAAAxhdjFDgQAMAAAAABNjb2xybmNseAACAAIABoAAAAAXaXBtYQAAAAAAAAABAAEEAQKDBAAAAB9tZGF0EgAKCBgABogQEDQgMgkQAAAAB8dSLfI=",t.onload=t.onerror=function(){e(1===t.height)}}))),this.isSupported}}class A{constructor(e){this.name=i.EXT_MESHOPT_COMPRESSION,this.parser=e}loadBufferView(e){const t=this.parser.json,r=t.bufferViews[e];if(r.extensions&&r.extensions[this.name]){const e=r.extensions[this.name],n=this.parser.getDependency("buffer",e.buffer),s=this.parser.options.meshoptDecoder;if(!s||!s.supported){if(t.extensionsRequired&&t.extensionsRequired.indexOf(this.name)>=0)throw new Error("THREE.GLTFLoader: setMeshoptDecoder must be called before loading compressed files");return null}return n.then((function(t){const r=e.byteOffset||0,n=e.byteLength||0,i=e.count,o=e.byteStride,a=new Uint8Array(t,r,n);return s.decodeGltfBufferAsync?s.decodeGltfBufferAsync(i,o,a,e.mode,e.filter).then((function(e){return e.buffer})):s.ready.then((function(){const t=new ArrayBuffer(i*o);return s.decodeGltfBuffer(new Uint8Array(t),i,o,a,e.mode,e.filter),t}))}))}return null}}class w{constructor(e){this.name=i.EXT_MESH_GPU_INSTANCING,this.parser=e}createNodeMesh(e){const r=this.parser.json,n=r.nodes[e];if(!n.extensions||!n.extensions[this.name]||void 0===n.mesh)return null;const s=r.meshes[n.mesh];for(const e of s.primitives)if(e.mode!==B.TRIANGLES&&e.mode!==B.TRIANGLE_STRIP&&e.mode!==B.TRIANGLE_FAN&&void 0!==e.mode)return null;const i=n.extensions[this.name].attributes,o=[],a={};for(const e in i)o.push(this.parser.getDependency("accessor",i[e]).then((t=>(a[e]=t,a[e]))));return o.length<1?null:(o.push(this.parser.createNodeMesh(e)),Promise.all(o).then((e=>{const r=e.pop(),n=r.isGroup?r.children:[r],s=e[0].count,i=[];for(const e of n){const r=new t.Matrix4,n=new t.Vector3,o=new t.Quaternion,l=new t.Vector3(1,1,1),c=new t.InstancedMesh(e.geometry,e.material,s);for(let e=0;e-1,o=i?navigator.userAgent.match(/Firefox\/([0-9]+)\./)[1]:-1),"undefined"==typeof createImageBitmap||n||i&&o<98?this.textureLoader=new t.TextureLoader(this.options.manager):this.textureLoader=new t.ImageBitmapLoader(this.options.manager),this.textureLoader.setCrossOrigin(this.options.crossOrigin),this.textureLoader.setRequestHeader(this.options.requestHeader),this.fileLoader=new t.FileLoader(this.options.manager),this.fileLoader.setResponseType("arraybuffer"),"use-credentials"===this.options.crossOrigin&&this.fileLoader.setWithCredentials(!0)}setExtensions(e){this.extensions=e}setPlugins(e){this.plugins=e}parse(e,t){const r=this,n=this.json,s=this.extensions;this.cache.removeAll(),this.nodeCache={},this._invokeAll((function(e){return e._markDefs&&e._markDefs()})),Promise.all(this._invokeAll((function(e){return e.beforeRoot&&e.beforeRoot()}))).then((function(){return Promise.all([r.getDependencies("scene"),r.getDependencies("animation"),r.getDependencies("camera")])})).then((function(t){const i={scene:t[0][n.scene||0],scenes:t[0],animations:t[1],cameras:t[2],asset:n.asset,parser:r,userData:{}};return V(s,i,n),X(i,n),Promise.all(r._invokeAll((function(e){return e.afterRoot&&e.afterRoot(i)}))).then((function(){e(i)}))})).catch(t)}_markDefs(){const e=this.json.nodes||[],t=this.json.skins||[],r=this.json.meshes||[];for(let r=0,n=t.length;r{const r=this.associations.get(e);null!=r&&this.associations.set(t,r);for(const[r,n]of e.children.entries())s(n,t.children[r])};return s(r,n),n.name+="_instance_"+e.uses[t]++,n}_invokeOne(e){const t=Object.values(this.plugins);t.push(this);for(let r=0;r=2&&f.setY(t,u[e*o+1]),o>=3&&f.setZ(t,u[e*o+2]),o>=4&&f.setW(t,u[e*o+3]),o>=5)throw new Error("THREE.GLTFLoader: Unsupported itemSize in sparse BufferAttribute.")}}return f}))}loadTexture(e){const t=this.json,r=this.options,n=t.textures[e].source,s=t.images[n];let i=this.textureLoader;if(s.uri){const e=r.manager.getHandler(s.uri);null!==e&&(i=e)}return this.loadTextureImage(e,n,i)}loadTextureImage(e,r,n){const s=this,i=this.json,o=i.textures[e],a=i.images[r],l=(a.uri||a.bufferView)+":"+o.sampler;if(this.textureCache[l])return this.textureCache[l];const c=this.loadImageSource(r,n).then((function(r){r.flipY=!1,r.name=o.name||a.name||"",""===r.name&&"string"==typeof a.uri&&!1===a.uri.startsWith("data:image/")&&(r.name=a.uri);const n=(i.samplers||{})[o.sampler]||{};return r.magFilter=I[n.magFilter]||t.LinearFilter,r.minFilter=I[n.minFilter]||t.LinearMipmapLinearFilter,r.wrapS=F[n.wrapS]||t.RepeatWrapping,r.wrapT=F[n.wrapT]||t.RepeatWrapping,s.associations.set(r,{textures:e}),r})).catch((function(){return null}));return this.textureCache[l]=c,c}loadImageSource(e,r){const n=this,s=this.json,i=this.options;if(void 0!==this.sourceCache[e])return this.sourceCache[e].then((e=>e.clone()));const o=s.images[e],a=self.URL||self.webkitURL;let l=o.uri||"",c=!1;if(void 0!==o.bufferView)l=n.getDependency("bufferView",o.bufferView).then((function(e){c=!0;const t=new Blob([e],{type:o.mimeType});return l=a.createObjectURL(t),l}));else if(void 0===o.uri)throw new Error("THREE.GLTFLoader: Image "+e+" is missing URI and bufferView");const h=Promise.resolve(l).then((function(e){return new Promise((function(n,s){let o=n;!0===r.isImageBitmapLoader&&(o=function(e){const r=new t.Texture(e);r.needsUpdate=!0,n(r)}),r.load(t.LoaderUtils.resolveURL(e,i.path),o,void 0,s)}))})).then((function(e){var t;return!0===c&&a.revokeObjectURL(l),e.userData.mimeType=o.mimeType||((t=o.uri).search(/\.jpe?g($|\?)/i)>0||0===t.search(/^data\:image\/jpeg/)?"image/jpeg":t.search(/\.webp($|\?)/i)>0||0===t.search(/^data\:image\/webp/)?"image/webp":"image/png"),e})).catch((function(e){throw console.error("THREE.GLTFLoader: Couldn't load texture",l),e}));return this.sourceCache[e]=h,h}assignTexture(e,t,r,n){const s=this;return this.getDependency("texture",r.index).then((function(o){if(!o)return null;if(void 0!==r.texCoord&&r.texCoord>0&&((o=o.clone()).channel=r.texCoord),s.extensions[i.KHR_TEXTURE_TRANSFORM]){const e=void 0!==r.extensions?r.extensions[i.KHR_TEXTURE_TRANSFORM]:void 0;if(e){const t=s.associations.get(o);o=s.extensions[i.KHR_TEXTURE_TRANSFORM].extendTexture(o,e),s.associations.set(o,t)}}return void 0!==n&&(o.colorSpace=n),e[t]=o,o}))}assignFinalMaterial(e){const r=e.geometry;let n=e.material;const s=void 0===r.attributes.tangent,i=void 0!==r.attributes.color,o=void 0===r.attributes.normal;if(e.isPoints){const e="PointsMaterial:"+n.uuid;let r=this.cache.get(e);r||(r=new t.PointsMaterial,t.Material.prototype.copy.call(r,n),r.color.copy(n.color),r.map=n.map,r.sizeAttenuation=!1,this.cache.add(e,r)),n=r}else if(e.isLine){const e="LineBasicMaterial:"+n.uuid;let r=this.cache.get(e);r||(r=new t.LineBasicMaterial,t.Material.prototype.copy.call(r,n),r.color.copy(n.color),r.map=n.map,this.cache.add(e,r)),n=r}if(s||i||o){let e="ClonedMaterial:"+n.uuid+":";s&&(e+="derivative-tangents:"),i&&(e+="vertex-colors:"),o&&(e+="flat-shading:");let t=this.cache.get(e);t||(t=n.clone(),i&&(t.vertexColors=!0),o&&(t.flatShading=!0),s&&(t.normalScale&&(t.normalScale.y*=-1),t.clearcoatNormalScale&&(t.clearcoatNormalScale.y*=-1)),this.cache.add(e,t),this.associations.set(t,this.associations.get(n))),n=t}e.material=n}getMaterialType(){return t.MeshStandardMaterial}loadMaterial(e){const r=this,n=this.json,s=this.extensions,o=n.materials[e];let a;const l={},c=[];if((o.extensions||{})[i.KHR_MATERIALS_UNLIT]){const e=s[i.KHR_MATERIALS_UNLIT];a=e.getMaterialType(),c.push(e.extendParams(l,o,r))}else{const n=o.pbrMetallicRoughness||{};if(l.color=new t.Color(1,1,1),l.opacity=1,Array.isArray(n.baseColorFactor)){const e=n.baseColorFactor;l.color.setRGB(e[0],e[1],e[2],t.LinearSRGBColorSpace),l.opacity=e[3]}void 0!==n.baseColorTexture&&c.push(r.assignTexture(l,"map",n.baseColorTexture,t.SRGBColorSpace)),l.metalness=void 0!==n.metallicFactor?n.metallicFactor:1,l.roughness=void 0!==n.roughnessFactor?n.roughnessFactor:1,void 0!==n.metallicRoughnessTexture&&(c.push(r.assignTexture(l,"metalnessMap",n.metallicRoughnessTexture)),c.push(r.assignTexture(l,"roughnessMap",n.metallicRoughnessTexture))),a=this._invokeOne((function(t){return t.getMaterialType&&t.getMaterialType(e)})),c.push(Promise.all(this._invokeAll((function(t){return t.extendMaterialParams&&t.extendMaterialParams(e,l)}))))}!0===o.doubleSided&&(l.side=t.DoubleSide);const h=o.alphaMode||z;if(h===W?(l.transparent=!0,l.depthWrite=!1):(l.transparent=!1,h===j&&(l.alphaTest=void 0!==o.alphaCutoff?o.alphaCutoff:.5)),void 0!==o.normalTexture&&a!==t.MeshBasicMaterial&&(c.push(r.assignTexture(l,"normalMap",o.normalTexture)),l.normalScale=new t.Vector2(1,1),void 0!==o.normalTexture.scale)){const e=o.normalTexture.scale;l.normalScale.set(e,e)}if(void 0!==o.occlusionTexture&&a!==t.MeshBasicMaterial&&(c.push(r.assignTexture(l,"aoMap",o.occlusionTexture)),void 0!==o.occlusionTexture.strength&&(l.aoMapIntensity=o.occlusionTexture.strength)),void 0!==o.emissiveFactor&&a!==t.MeshBasicMaterial){const e=o.emissiveFactor;l.emissive=(new t.Color).setRGB(e[0],e[1],e[2],t.LinearSRGBColorSpace)}return void 0!==o.emissiveTexture&&a!==t.MeshBasicMaterial&&c.push(r.assignTexture(l,"emissiveMap",o.emissiveTexture,t.SRGBColorSpace)),Promise.all(c).then((function(){const t=new a(l);return o.name&&(t.name=o.name),X(t,o),r.associations.set(t,{materials:e}),o.extensions&&V(s,t,o),t}))}createUniqueName(e){const r=t.PropertyBinding.sanitizeNodeName(e||"");return r in this.nodeNamesUsed?r+"_"+ ++this.nodeNamesUsed[r]:(this.nodeNamesUsed[r]=0,r)}loadGeometries(e){const r=this,n=this.extensions,s=this.primitiveCache;function o(e){return n[i.KHR_DRACO_MESH_COMPRESSION].decodePrimitive(e,r).then((function(t){return J(t,e,r)}))}const a=[];for(let n=0,l=e.length;n0&&Y(p,o),p.name=n.createUniqueName(o.name||"mesh_"+e),X(p,o),d.extensions&&V(i,p,d),n.assignFinalMaterial(p),h.push(p)}for(let t=0,r=h.length;t1?new t.Group:1===r.length?r[0]:new t.Object3D,a!==r[0])for(let e=0,t=r.length;e{const r=new Map;for(const[e,n]of s.associations)(e instanceof t.Material||e instanceof t.Texture)&&r.set(e,n);return e.traverse((e=>{const t=s.associations.get(e);null!=t&&r.set(e,t)})),r})(i),i}))}_createAnimationTracks(e,r,n,s,i){const o=[],a=e.name?e.name:e.uuid,l=[];let c;switch(k[i.path]===k.weights?e.traverse((function(e){e.morphTargetInfluences&&l.push(e.name?e.name:e.uuid)})):l.push(a),k[i.path]){case k.weights:c=t.NumberKeyframeTrack;break;case k.rotation:c=t.QuaternionKeyframeTrack;break;case k.position:case k.scale:c=t.VectorKeyframeTrack;break;default:if(1===n.itemSize)c=t.NumberKeyframeTrack;else c=t.VectorKeyframeTrack}const h=void 0!==s.interpolation?G[s.interpolation]:t.InterpolateLinear,u=this._getArrayFromAccessor(n);for(let e=0,t=l.length;e{this.parse(e,r,s)}),n,s)}parse(e,r,n=(()=>{})){this.decodeDracoFile(e,r,null,null,t.SRGBColorSpace).catch(n)}decodeDracoFile(e,r,n,s,i=t.LinearSRGBColorSpace,o=(()=>{})){const a={attributeIDs:n||this.defaultAttributeIDs,attributeTypes:s||this.defaultAttributeTypes,useUniqueIDs:!!n,vertexColorSpace:i};return this.decodeGeometry(e,a).then(r).catch(o)}decodeGeometry(e,t){const r=JSON.stringify(t);if($.has(e)){const t=$.get(e);if(t.key===r)return t.promise;if(0===e.byteLength)throw new Error("THREE.DRACOLoader: Unable to re-decode a buffer with different settings. Buffer has already been transferred.")}let n;const s=this.workerNextTaskID++,i=e.byteLength,o=this._getWorker(s,i).then((r=>(n=r,new Promise(((r,i)=>{n._callbacks[s]={resolve:r,reject:i},n.postMessage({type:"decode",id:s,taskConfig:t,buffer:e},[e])}))))).then((e=>this._createGeometry(e.geometry)));return o.catch((()=>!0)).then((()=>{n&&s&&this._releaseTask(n,s)})),$.set(e,{key:r,promise:o}),o}_createGeometry(e){const r=new t.BufferGeometry;e.index&&r.setIndex(new t.BufferAttribute(e.index.array,1));for(let n=0;n{n.load(e,t,void 0,r)}))}preload(){return this._initDecoder(),this}_initDecoder(){if(this.decoderPending)return this.decoderPending;const e="object"!=typeof WebAssembly||"js"===this.decoderConfig.type,t=[];return e?t.push(this._loadLibrary("draco_decoder.js","text")):(t.push(this._loadLibrary("draco_wasm_wrapper.js","text")),t.push(this._loadLibrary("draco_decoder.wasm","arraybuffer"))),this.decoderPending=Promise.all(t).then((t=>{const r=t[0];e||(this.decoderConfig.wasmBinary=t[1]);const n=te.toString(),s=["/* draco decoder */",r,"","/* worker */",n.substring(n.indexOf("{")+1,n.lastIndexOf("}"))].join("\n");this.workerSourceURL=URL.createObjectURL(new Blob([s]))})),this.decoderPending}_getWorker(e,t){return this._initDecoder().then((()=>{if(this.workerPool.lengtht._taskLoad?-1:1}));const r=this.workerPool[this.workerPool.length-1];return r._taskCosts[e]=t,r._taskLoad+=t,r}))}_releaseTask(e,t){e._taskLoad-=e._taskCosts[t],delete e._callbacks[t],delete e._taskCosts[t]}debug(){console.log("Task load: ",this.workerPool.map((e=>e._taskLoad)))}dispose(){for(let e=0;e{const t=e.draco,o=new t.Decoder;try{const e=function(e,t,n,s){const i=s.attributeIDs,o=s.attributeTypes;let a,l;const c=t.GetEncodedGeometryType(n);if(c===e.TRIANGULAR_MESH)a=new e.Mesh,l=t.DecodeArrayToMesh(n,n.byteLength,a);else{if(c!==e.POINT_CLOUD)throw new Error("THREE.DRACOLoader: Unexpected geometry type.");a=new e.PointCloud,l=t.DecodeArrayToPointCloud(n,n.byteLength,a)}if(!l.ok()||0===a.ptr)throw new Error("THREE.DRACOLoader: Decoding failed: "+l.error_msg());const h={index:null,attributes:[]};for(const n in i){const l=self[o[n]];let c,u;if(s.useUniqueIDs)u=i[n],c=t.GetAttributeByUniqueId(a,u);else{if(u=t.GetAttributeId(a,e[i[n]]),-1===u)continue;c=t.GetAttribute(a,u)}const d=r(e,t,a,n,l,c);"color"===n&&(d.vertexColorSpace=s.vertexColorSpace),h.attributes.push(d)}c===e.TRIANGULAR_MESH&&(h.index=function(e,t,r){const n=r.num_faces(),s=3*n,i=4*s,o=e._malloc(i);t.GetTrianglesUInt32Array(r,i,o);const a=new Uint32Array(e.HEAPF32.buffer,o,s).slice();return e._free(o),{array:a,itemSize:1}}(e,t,a));return e.destroy(a),h}(t,o,new Int8Array(n),i),a=e.attributes.map((e=>e.array.buffer));e.index&&a.push(e.index.array.buffer),self.postMessage({type:"decode",id:s.id,geometry:e},a)}catch(e){console.error(e),self.postMessage({type:"error",id:s.id,error:e.message})}finally{t.destroy(o)}}))}}}function re(e,r,n={}){const s=new t.Vector3,i=new t.Quaternion,o=new t.Vector3,a=new t.Matrix4,l=new t.Matrix4,c=new t.Matrix4;n.preserveMatrix=void 0===n.preserveMatrix||n.preserveMatrix,n.preservePosition=void 0===n.preservePosition||n.preservePosition,n.preserveHipPosition=void 0!==n.preserveHipPosition&&n.preserveHipPosition,n.useTargetMatrix=void 0!==n.useTargetMatrix&&n.useTargetMatrix,n.hip=void 0!==n.hip?n.hip:"hip",n.names=n.names||{};const h=r.isObject3D?r.skeleton.bones:se(r),u=e.isObject3D?e.skeleton.bones:se(e);let d,p,f,m,g;if(e.isObject3D?e.skeleton.pose():(n.useTargetMatrix=!0,n.preserveMatrix=!1),n.preservePosition){g=[];for(let e=0;ee&&(n.scale.set(1e-10,1e-10,1e-10),n.visible=!1),"Y"===n.name&&Math.abs(ye.copy(Oe).applyQuaternion(t).dot(this.eye))>e&&(n.scale.set(1e-10,1e-10,1e-10),n.visible=!1),"Z"===n.name&&Math.abs(ye.copy(Be).applyQuaternion(t).dot(this.eye))>e&&(n.scale.set(1e-10,1e-10,1e-10),n.visible=!1),"XY"===n.name&&Math.abs(ye.copy(Be).applyQuaternion(t).dot(this.eye)).9&&(n.visible=!1)),"Y"===this.axis&&(he.setFromEuler(be.set(0,0,Math.PI/2)),n.quaternion.copy(t).multiply(he),Math.abs(ye.copy(Oe).applyQuaternion(t).dot(this.eye))>.9&&(n.visible=!1)),"Z"===this.axis&&(he.setFromEuler(be.set(0,Math.PI/2,0)),n.quaternion.copy(t).multiply(he),Math.abs(ye.copy(Be).applyQuaternion(t).dot(this.eye))>.9&&(n.visible=!1)),"XYZE"===this.axis&&(he.setFromEuler(be.set(0,Math.PI/2,0)),ye.copy(this.rotationAxis),n.quaternion.setFromRotationMatrix(Ce.lookAt(Se,ye,Oe)),n.quaternion.multiply(he),n.visible=this.dragging),"E"===this.axis&&(n.visible=!1)):"START"===n.name?(n.position.copy(this.worldPositionStart),n.visible=this.dragging):"END"===n.name?(n.position.copy(this.worldPosition),n.visible=this.dragging):"DELTA"===n.name?(n.position.copy(this.worldPositionStart),n.quaternion.copy(this.worldQuaternionStart),le.set(1e-10,1e-10,1e-10).add(this.worldPositionStart).sub(this.worldPosition).multiplyScalar(-1),le.applyQuaternion(this.worldQuaternionStart.clone().invert()),n.scale.copy(le),n.visible=this.dragging):(n.quaternion.copy(t),this.dragging?n.position.copy(this.worldPositionStart):n.position.copy(this.worldPosition),this.axis&&(n.visible=-1!==this.axis.search(n.name)))}super.updateMatrixWorld(e)}}class He extends t.Mesh{constructor(){super(new t.PlaneGeometry(1e5,1e5,2,2),new t.MeshBasicMaterial({visible:!1,wireframe:!0,side:t.DoubleSide,transparent:!0,opacity:.1,toneMapped:!1})),this.isTransformControlsPlane=!0,this.type="TransformControlsPlane"}updateMatrixWorld(e){let t=this.space;switch(this.position.copy(this.worldPosition),"scale"===this.mode&&(t="local"),Ne.copy(De).applyQuaternion("local"===t?this.worldQuaternion:Pe),Ie.copy(Oe).applyQuaternion("local"===t?this.worldQuaternion:Pe),Fe.copy(Be).applyQuaternion("local"===t?this.worldQuaternion:Pe),ye.copy(Ie),this.mode){case"translate":case"scale":switch(this.axis){case"X":ye.copy(this.eye).cross(Ne),Le.copy(Ne).cross(ye);break;case"Y":ye.copy(this.eye).cross(Ie),Le.copy(Ie).cross(ye);break;case"Z":ye.copy(this.eye).cross(Fe),Le.copy(Fe).cross(ye);break;case"XY":Le.copy(Fe);break;case"YZ":Le.copy(Ne);break;case"XZ":ye.copy(Fe),Le.copy(Ie);break;case"XYZ":case"E":Le.set(0,0,0)}break;default:Le.set(0,0,0)}0===Le.length()?this.quaternion.copy(this.cameraQuaternion):(Re.lookAt(le.set(0,0,0),Le,ye),this.quaternion.setFromRotationMatrix(Re)),super.updateMatrixWorld(e)}}const ke=new t.Frustum,Ge=new t.Vector3,ze=new t.Vector3,je=new t.Vector3,We=new t.Vector3,Ve=new t.Vector3,Xe=new t.Vector3,Ye=new t.Vector3,Qe=new t.Vector3,qe=new t.Vector3,Ke=new t.Vector3,Ze=new t.Vector3,_e=new t.Vector3,Je=new t.Vector3,$e=new t.Vector3,et=new t.Matrix4,tt=new t.Quaternion,rt=new t.Vector3;const nt={name:"CopyShader",uniforms:{tDiffuse:{value:null},opacity:{value:1}},vertexShader:"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tuniform float opacity;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor = opacity * texel;\n\n\n\t\t}"};class st{constructor(){this.isPass=!0,this.enabled=!0,this.needsSwap=!0,this.clear=!1,this.renderToScreen=!1}setSize(){}render(){console.error("THREE.Pass: .render() must be implemented in derived pass.")}dispose(){}}const it=new t.OrthographicCamera(-1,1,1,-1,0,1);class ot extends t.BufferGeometry{constructor(){super(),this.setAttribute("position",new t.Float32BufferAttribute([-1,3,0,-1,-1,0,3,-1,0],3)),this.setAttribute("uv",new t.Float32BufferAttribute([0,2,0,0,2,0],2))}}const at=new ot;class lt{constructor(e){this._mesh=new t.Mesh(at,e)}dispose(){this._mesh.geometry.dispose()}render(e){e.render(this._mesh,it)}get material(){return this._mesh.material}set material(e){this._mesh.material=e}}class ct extends st{constructor(e,r){super(),this.textureID=void 0!==r?r:"tDiffuse",e instanceof t.ShaderMaterial?(this.uniforms=e.uniforms,this.material=e):e&&(this.uniforms=t.UniformsUtils.clone(e.uniforms),this.material=new t.ShaderMaterial({name:void 0!==e.name?e.name:"unspecified",defines:Object.assign({},e.defines),uniforms:this.uniforms,vertexShader:e.vertexShader,fragmentShader:e.fragmentShader})),this.fsQuad=new lt(this.material)}render(e,t,r){this.uniforms[this.textureID]&&(this.uniforms[this.textureID].value=r.texture),this.fsQuad.material=this.material,this.renderToScreen?(e.setRenderTarget(null),this.fsQuad.render(e)):(e.setRenderTarget(t),this.clear&&e.clear(e.autoClearColor,e.autoClearDepth,e.autoClearStencil),this.fsQuad.render(e))}dispose(){this.material.dispose(),this.fsQuad.dispose()}}class ht extends st{constructor(e,t){super(),this.scene=e,this.camera=t,this.clear=!0,this.needsSwap=!1,this.inverse=!1}render(e,t,r){const n=e.getContext(),s=e.state;let i,o;s.buffers.color.setMask(!1),s.buffers.depth.setMask(!1),s.buffers.color.setLocked(!0),s.buffers.depth.setLocked(!0),this.inverse?(i=0,o=1):(i=1,o=0),s.buffers.stencil.setTest(!0),s.buffers.stencil.setOp(n.REPLACE,n.REPLACE,n.REPLACE),s.buffers.stencil.setFunc(n.ALWAYS,i,4294967295),s.buffers.stencil.setClear(o),s.buffers.stencil.setLocked(!0),e.setRenderTarget(r),this.clear&&e.clear(),e.render(this.scene,this.camera),e.setRenderTarget(t),this.clear&&e.clear(),e.render(this.scene,this.camera),s.buffers.color.setLocked(!1),s.buffers.depth.setLocked(!1),s.buffers.color.setMask(!0),s.buffers.depth.setMask(!0),s.buffers.stencil.setLocked(!1),s.buffers.stencil.setFunc(n.EQUAL,1,4294967295),s.buffers.stencil.setOp(n.KEEP,n.KEEP,n.KEEP),s.buffers.stencil.setLocked(!0)}}class ut extends st{constructor(){super(),this.needsSwap=!1}render(e){e.state.buffers.stencil.setLocked(!1),e.state.buffers.stencil.setTest(!1)}}class dt extends st{constructor(e,r,n,s){super(),this.renderScene=r,this.renderCamera=n,this.selectedObjects=void 0!==s?s:[],this.visibleEdgeColor=new t.Color(1,1,1),this.hiddenEdgeColor=new t.Color(.1,.04,.02),this.edgeGlow=0,this.usePatternTexture=!1,this.edgeThickness=1,this.edgeStrength=3,this.downSampleRatio=2,this.pulsePeriod=0,this._visibilityCache=new Map,this.resolution=void 0!==e?new t.Vector2(e.x,e.y):new t.Vector2(256,256);const i=Math.round(this.resolution.x/this.downSampleRatio),o=Math.round(this.resolution.y/this.downSampleRatio);this.renderTargetMaskBuffer=new t.WebGLRenderTarget(this.resolution.x,this.resolution.y),this.renderTargetMaskBuffer.texture.name="OutlinePass.mask",this.renderTargetMaskBuffer.texture.generateMipmaps=!1,this.depthMaterial=new t.MeshDepthMaterial,this.depthMaterial.side=t.DoubleSide,this.depthMaterial.depthPacking=t.RGBADepthPacking,this.depthMaterial.blending=t.NoBlending,this.prepareMaskMaterial=this.getPrepareMaskMaterial(),this.prepareMaskMaterial.side=t.DoubleSide,this.prepareMaskMaterial.fragmentShader=function(e,t){const r=t.isPerspectiveCamera?"perspective":"orthographic";return e.replace(/DEPTH_TO_VIEW_Z/g,r+"DepthToViewZ")}(this.prepareMaskMaterial.fragmentShader,this.renderCamera),this.renderTargetDepthBuffer=new t.WebGLRenderTarget(this.resolution.x,this.resolution.y,{type:t.HalfFloatType}),this.renderTargetDepthBuffer.texture.name="OutlinePass.depth",this.renderTargetDepthBuffer.texture.generateMipmaps=!1,this.renderTargetMaskDownSampleBuffer=new t.WebGLRenderTarget(i,o,{type:t.HalfFloatType}),this.renderTargetMaskDownSampleBuffer.texture.name="OutlinePass.depthDownSample",this.renderTargetMaskDownSampleBuffer.texture.generateMipmaps=!1,this.renderTargetBlurBuffer1=new t.WebGLRenderTarget(i,o,{type:t.HalfFloatType}),this.renderTargetBlurBuffer1.texture.name="OutlinePass.blur1",this.renderTargetBlurBuffer1.texture.generateMipmaps=!1,this.renderTargetBlurBuffer2=new t.WebGLRenderTarget(Math.round(i/2),Math.round(o/2),{type:t.HalfFloatType}),this.renderTargetBlurBuffer2.texture.name="OutlinePass.blur2",this.renderTargetBlurBuffer2.texture.generateMipmaps=!1,this.edgeDetectionMaterial=this.getEdgeDetectionMaterial(),this.renderTargetEdgeBuffer1=new t.WebGLRenderTarget(i,o,{type:t.HalfFloatType}),this.renderTargetEdgeBuffer1.texture.name="OutlinePass.edge1",this.renderTargetEdgeBuffer1.texture.generateMipmaps=!1,this.renderTargetEdgeBuffer2=new t.WebGLRenderTarget(Math.round(i/2),Math.round(o/2),{type:t.HalfFloatType}),this.renderTargetEdgeBuffer2.texture.name="OutlinePass.edge2",this.renderTargetEdgeBuffer2.texture.generateMipmaps=!1;this.separableBlurMaterial1=this.getSeperableBlurMaterial(4),this.separableBlurMaterial1.uniforms.texSize.value.set(i,o),this.separableBlurMaterial1.uniforms.kernelRadius.value=1,this.separableBlurMaterial2=this.getSeperableBlurMaterial(4),this.separableBlurMaterial2.uniforms.texSize.value.set(Math.round(i/2),Math.round(o/2)),this.separableBlurMaterial2.uniforms.kernelRadius.value=4,this.overlayMaterial=this.getOverlayMaterial();const a=nt;this.copyUniforms=t.UniformsUtils.clone(a.uniforms),this.materialCopy=new t.ShaderMaterial({uniforms:this.copyUniforms,vertexShader:a.vertexShader,fragmentShader:a.fragmentShader,blending:t.NoBlending,depthTest:!1,depthWrite:!1}),this.enabled=!0,this.needsSwap=!1,this._oldClearColor=new t.Color,this.oldClearAlpha=1,this.fsQuad=new lt(null),this.tempPulseColor1=new t.Color,this.tempPulseColor2=new t.Color,this.textureMatrix=new t.Matrix4}dispose(){this.renderTargetMaskBuffer.dispose(),this.renderTargetDepthBuffer.dispose(),this.renderTargetMaskDownSampleBuffer.dispose(),this.renderTargetBlurBuffer1.dispose(),this.renderTargetBlurBuffer2.dispose(),this.renderTargetEdgeBuffer1.dispose(),this.renderTargetEdgeBuffer2.dispose(),this.depthMaterial.dispose(),this.prepareMaskMaterial.dispose(),this.edgeDetectionMaterial.dispose(),this.separableBlurMaterial1.dispose(),this.separableBlurMaterial2.dispose(),this.overlayMaterial.dispose(),this.materialCopy.dispose(),this.fsQuad.dispose()}setSize(e,t){this.renderTargetMaskBuffer.setSize(e,t),this.renderTargetDepthBuffer.setSize(e,t);let r=Math.round(e/this.downSampleRatio),n=Math.round(t/this.downSampleRatio);this.renderTargetMaskDownSampleBuffer.setSize(r,n),this.renderTargetBlurBuffer1.setSize(r,n),this.renderTargetEdgeBuffer1.setSize(r,n),this.separableBlurMaterial1.uniforms.texSize.value.set(r,n),r=Math.round(r/2),n=Math.round(n/2),this.renderTargetBlurBuffer2.setSize(r,n),this.renderTargetEdgeBuffer2.setSize(r,n),this.separableBlurMaterial2.uniforms.texSize.value.set(r,n)}changeVisibilityOfSelectedObjects(e){const t=this._visibilityCache;function r(r){r.isMesh&&(!0===e?r.visible=t.get(r):(t.set(r,r.visible),r.visible=e))}for(let e=0;e0){e.getClearColor(this._oldClearColor),this.oldClearAlpha=e.getClearAlpha();const t=e.autoClear;e.autoClear=!1,s&&e.state.buffers.stencil.setTest(!1),e.setClearColor(16777215,1),this.changeVisibilityOfSelectedObjects(!1);const n=this.renderScene.background;if(this.renderScene.background=null,this.renderScene.overrideMaterial=this.depthMaterial,e.setRenderTarget(this.renderTargetDepthBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this.changeVisibilityOfSelectedObjects(!0),this._visibilityCache.clear(),this.updateTextureMatrix(),this.changeVisibilityOfNonSelectedObjects(!1),this.renderScene.overrideMaterial=this.prepareMaskMaterial,this.prepareMaskMaterial.uniforms.cameraNearFar.value.set(this.renderCamera.near,this.renderCamera.far),this.prepareMaskMaterial.uniforms.depthTexture.value=this.renderTargetDepthBuffer.texture,this.prepareMaskMaterial.uniforms.textureMatrix.value=this.textureMatrix,e.setRenderTarget(this.renderTargetMaskBuffer),e.clear(),e.render(this.renderScene,this.renderCamera),this.renderScene.overrideMaterial=null,this.changeVisibilityOfNonSelectedObjects(!0),this._visibilityCache.clear(),this.renderScene.background=n,this.fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=this.renderTargetMaskBuffer.texture,e.setRenderTarget(this.renderTargetMaskDownSampleBuffer),e.clear(),this.fsQuad.render(e),this.tempPulseColor1.copy(this.visibleEdgeColor),this.tempPulseColor2.copy(this.hiddenEdgeColor),this.pulsePeriod>0){const e=.625+.75*Math.cos(.01*performance.now()/this.pulsePeriod)/2;this.tempPulseColor1.multiplyScalar(e),this.tempPulseColor2.multiplyScalar(e)}this.fsQuad.material=this.edgeDetectionMaterial,this.edgeDetectionMaterial.uniforms.maskTexture.value=this.renderTargetMaskDownSampleBuffer.texture,this.edgeDetectionMaterial.uniforms.texSize.value.set(this.renderTargetMaskDownSampleBuffer.width,this.renderTargetMaskDownSampleBuffer.height),this.edgeDetectionMaterial.uniforms.visibleEdgeColor.value=this.tempPulseColor1,this.edgeDetectionMaterial.uniforms.hiddenEdgeColor.value=this.tempPulseColor2,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.separableBlurMaterial1,this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=dt.BlurDirectionX,this.separableBlurMaterial1.uniforms.kernelRadius.value=this.edgeThickness,e.setRenderTarget(this.renderTargetBlurBuffer1),e.clear(),this.fsQuad.render(e),this.separableBlurMaterial1.uniforms.colorTexture.value=this.renderTargetBlurBuffer1.texture,this.separableBlurMaterial1.uniforms.direction.value=dt.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer1),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.separableBlurMaterial2,this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetEdgeBuffer1.texture,this.separableBlurMaterial2.uniforms.direction.value=dt.BlurDirectionX,e.setRenderTarget(this.renderTargetBlurBuffer2),e.clear(),this.fsQuad.render(e),this.separableBlurMaterial2.uniforms.colorTexture.value=this.renderTargetBlurBuffer2.texture,this.separableBlurMaterial2.uniforms.direction.value=dt.BlurDirectionY,e.setRenderTarget(this.renderTargetEdgeBuffer2),e.clear(),this.fsQuad.render(e),this.fsQuad.material=this.overlayMaterial,this.overlayMaterial.uniforms.maskTexture.value=this.renderTargetMaskBuffer.texture,this.overlayMaterial.uniforms.edgeTexture1.value=this.renderTargetEdgeBuffer1.texture,this.overlayMaterial.uniforms.edgeTexture2.value=this.renderTargetEdgeBuffer2.texture,this.overlayMaterial.uniforms.patternTexture.value=this.patternTexture,this.overlayMaterial.uniforms.edgeStrength.value=this.edgeStrength,this.overlayMaterial.uniforms.edgeGlow.value=this.edgeGlow,this.overlayMaterial.uniforms.usePatternTexture.value=this.usePatternTexture,s&&e.state.buffers.stencil.setTest(!0),e.setRenderTarget(r),this.fsQuad.render(e),e.setClearColor(this._oldClearColor,this.oldClearAlpha),e.autoClear=t}this.renderToScreen&&(this.fsQuad.material=this.materialCopy,this.copyUniforms.tDiffuse.value=r.texture,e.setRenderTarget(null),this.fsQuad.render(e))}getPrepareMaskMaterial(){return new t.ShaderMaterial({uniforms:{depthTexture:{value:null},cameraNearFar:{value:new t.Vector2(.5,.5)},textureMatrix:{value:null}},vertexShader:"#include \n\t\t\t\t#include \n\n\t\t\t\tvarying vec4 projTexCoord;\n\t\t\t\tvarying vec4 vPosition;\n\t\t\t\tuniform mat4 textureMatrix;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\t\t\t\t\t#include \n\n\t\t\t\t\tvPosition = mvPosition;\n\n\t\t\t\t\tvec4 worldPosition = vec4( transformed, 1.0 );\n\n\t\t\t\t\t#ifdef USE_INSTANCING\n\n\t\t\t\t\t\tworldPosition = instanceMatrix * worldPosition;\n\n\t\t\t\t\t#endif\n\n\t\t\t\t\tworldPosition = modelMatrix * worldPosition;\n\n\t\t\t\t\tprojTexCoord = textureMatrix * worldPosition;\n\n\t\t\t\t}",fragmentShader:"#include \n\t\t\t\tvarying vec4 vPosition;\n\t\t\t\tvarying vec4 projTexCoord;\n\t\t\t\tuniform sampler2D depthTexture;\n\t\t\t\tuniform vec2 cameraNearFar;\n\n\t\t\t\tvoid main() {\n\n\t\t\t\t\tfloat depth = unpackRGBAToDepth(texture2DProj( depthTexture, projTexCoord ));\n\t\t\t\t\tfloat viewZ = - DEPTH_TO_VIEW_Z( depth, cameraNearFar.x, cameraNearFar.y );\n\t\t\t\t\tfloat depthTest = (-vPosition.z > viewZ) ? 1.0 : 0.0;\n\t\t\t\t\tgl_FragColor = vec4(0.0, depthTest, 1.0, 1.0);\n\n\t\t\t\t}"})}getEdgeDetectionMaterial(){return new t.ShaderMaterial({uniforms:{maskTexture:{value:null},texSize:{value:new t.Vector2(.5,.5)},visibleEdgeColor:{value:new t.Vector3(1,1,1)},hiddenEdgeColor:{value:new t.Vector3(1,1,1)}},vertexShader:"varying vec2 vUv;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}",fragmentShader:"varying vec2 vUv;\n\n\t\t\t\tuniform sampler2D maskTexture;\n\t\t\t\tuniform vec2 texSize;\n\t\t\t\tuniform vec3 visibleEdgeColor;\n\t\t\t\tuniform vec3 hiddenEdgeColor;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec2 invSize = 1.0 / texSize;\n\t\t\t\t\tvec4 uvOffset = vec4(1.0, 0.0, 0.0, 1.0) * vec4(invSize, invSize);\n\t\t\t\t\tvec4 c1 = texture2D( maskTexture, vUv + uvOffset.xy);\n\t\t\t\t\tvec4 c2 = texture2D( maskTexture, vUv - uvOffset.xy);\n\t\t\t\t\tvec4 c3 = texture2D( maskTexture, vUv + uvOffset.yw);\n\t\t\t\t\tvec4 c4 = texture2D( maskTexture, vUv - uvOffset.yw);\n\t\t\t\t\tfloat diff1 = (c1.r - c2.r)*0.5;\n\t\t\t\t\tfloat diff2 = (c3.r - c4.r)*0.5;\n\t\t\t\t\tfloat d = length( vec2(diff1, diff2) );\n\t\t\t\t\tfloat a1 = min(c1.g, c2.g);\n\t\t\t\t\tfloat a2 = min(c3.g, c4.g);\n\t\t\t\t\tfloat visibilityFactor = min(a1, a2);\n\t\t\t\t\tvec3 edgeColor = 1.0 - visibilityFactor > 0.001 ? visibleEdgeColor : hiddenEdgeColor;\n\t\t\t\t\tgl_FragColor = vec4(edgeColor, 1.0) * vec4(d);\n\t\t\t\t}"})}getSeperableBlurMaterial(e){return new t.ShaderMaterial({defines:{MAX_RADIUS:e},uniforms:{colorTexture:{value:null},texSize:{value:new t.Vector2(.5,.5)},direction:{value:new t.Vector2(.5,.5)},kernelRadius:{value:1}},vertexShader:"varying vec2 vUv;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}",fragmentShader:"#include \n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tuniform sampler2D colorTexture;\n\t\t\t\tuniform vec2 texSize;\n\t\t\t\tuniform vec2 direction;\n\t\t\t\tuniform float kernelRadius;\n\n\t\t\t\tfloat gaussianPdf(in float x, in float sigma) {\n\t\t\t\t\treturn 0.39894 * exp( -0.5 * x * x/( sigma * sigma))/sigma;\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec2 invSize = 1.0 / texSize;\n\t\t\t\t\tfloat sigma = kernelRadius/2.0;\n\t\t\t\t\tfloat weightSum = gaussianPdf(0.0, sigma);\n\t\t\t\t\tvec4 diffuseSum = texture2D( colorTexture, vUv) * weightSum;\n\t\t\t\t\tvec2 delta = direction * invSize * kernelRadius/float(MAX_RADIUS);\n\t\t\t\t\tvec2 uvOffset = delta;\n\t\t\t\t\tfor( int i = 1; i <= MAX_RADIUS; i ++ ) {\n\t\t\t\t\t\tfloat x = kernelRadius * float(i) / float(MAX_RADIUS);\n\t\t\t\t\t\tfloat w = gaussianPdf(x, sigma);\n\t\t\t\t\t\tvec4 sample1 = texture2D( colorTexture, vUv + uvOffset);\n\t\t\t\t\t\tvec4 sample2 = texture2D( colorTexture, vUv - uvOffset);\n\t\t\t\t\t\tdiffuseSum += ((sample1 + sample2) * w);\n\t\t\t\t\t\tweightSum += (2.0 * w);\n\t\t\t\t\t\tuvOffset += delta;\n\t\t\t\t\t}\n\t\t\t\t\tgl_FragColor = diffuseSum/weightSum;\n\t\t\t\t}"})}getOverlayMaterial(){return new t.ShaderMaterial({uniforms:{maskTexture:{value:null},edgeTexture1:{value:null},edgeTexture2:{value:null},patternTexture:{value:null},edgeStrength:{value:1},edgeGlow:{value:1},usePatternTexture:{value:0}},vertexShader:"varying vec2 vUv;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}",fragmentShader:"varying vec2 vUv;\n\n\t\t\t\tuniform sampler2D maskTexture;\n\t\t\t\tuniform sampler2D edgeTexture1;\n\t\t\t\tuniform sampler2D edgeTexture2;\n\t\t\t\tuniform sampler2D patternTexture;\n\t\t\t\tuniform float edgeStrength;\n\t\t\t\tuniform float edgeGlow;\n\t\t\t\tuniform bool usePatternTexture;\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tvec4 edgeValue1 = texture2D(edgeTexture1, vUv);\n\t\t\t\t\tvec4 edgeValue2 = texture2D(edgeTexture2, vUv);\n\t\t\t\t\tvec4 maskColor = texture2D(maskTexture, vUv);\n\t\t\t\t\tvec4 patternColor = texture2D(patternTexture, 6.0 * vUv);\n\t\t\t\t\tfloat visibilityFactor = 1.0 - maskColor.g > 0.0 ? 1.0 : 0.5;\n\t\t\t\t\tvec4 edgeValue = edgeValue1 + edgeValue2 * edgeGlow;\n\t\t\t\t\tvec4 finalColor = edgeStrength * maskColor.r * edgeValue;\n\t\t\t\t\tif(usePatternTexture)\n\t\t\t\t\t\tfinalColor += + visibilityFactor * (1.0 - maskColor.r) * (1.0 - patternColor.r);\n\t\t\t\t\tgl_FragColor = finalColor;\n\t\t\t\t}",blending:t.AdditiveBlending,depthTest:!1,depthWrite:!1,transparent:!0})}}dt.BlurDirectionX=new t.Vector2(1,0),dt.BlurDirectionY=new t.Vector2(0,1);const pt={name:"SMAAEdgesShader",defines:{SMAA_THRESHOLD:"0.1"},uniforms:{tDiffuse:{value:null},resolution:{value:new t.Vector2(1/1024,1/512)}},vertexShader:"\n\n\t\tuniform vec2 resolution;\n\n\t\tvarying vec2 vUv;\n\t\tvarying vec4 vOffset[ 3 ];\n\n\t\tvoid SMAAEdgeDetectionVS( vec2 texcoord ) {\n\t\t\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component\n\t\t\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component\n\t\t\tvOffset[ 2 ] = texcoord.xyxy + resolution.xyxy * vec4( -2.0, 0.0, 0.0, 2.0 ); // WebGL port note: Changed sign in W component\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tSMAAEdgeDetectionVS( vUv );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\t\tvarying vec4 vOffset[ 3 ];\n\n\t\tvec4 SMAAColorEdgeDetectionPS( vec2 texcoord, vec4 offset[3], sampler2D colorTex ) {\n\t\t\tvec2 threshold = vec2( SMAA_THRESHOLD, SMAA_THRESHOLD );\n\n\t\t\t// Calculate color deltas:\n\t\t\tvec4 delta;\n\t\t\tvec3 C = texture2D( colorTex, texcoord ).rgb;\n\n\t\t\tvec3 Cleft = texture2D( colorTex, offset[0].xy ).rgb;\n\t\t\tvec3 t = abs( C - Cleft );\n\t\t\tdelta.x = max( max( t.r, t.g ), t.b );\n\n\t\t\tvec3 Ctop = texture2D( colorTex, offset[0].zw ).rgb;\n\t\t\tt = abs( C - Ctop );\n\t\t\tdelta.y = max( max( t.r, t.g ), t.b );\n\n\t\t\t// We do the usual threshold:\n\t\t\tvec2 edges = step( threshold, delta.xy );\n\n\t\t\t// Then discard if there is no edge:\n\t\t\tif ( dot( edges, vec2( 1.0, 1.0 ) ) == 0.0 )\n\t\t\t\tdiscard;\n\n\t\t\t// Calculate right and bottom deltas:\n\t\t\tvec3 Cright = texture2D( colorTex, offset[1].xy ).rgb;\n\t\t\tt = abs( C - Cright );\n\t\t\tdelta.z = max( max( t.r, t.g ), t.b );\n\n\t\t\tvec3 Cbottom = texture2D( colorTex, offset[1].zw ).rgb;\n\t\t\tt = abs( C - Cbottom );\n\t\t\tdelta.w = max( max( t.r, t.g ), t.b );\n\n\t\t\t// Calculate the maximum delta in the direct neighborhood:\n\t\t\tfloat maxDelta = max( max( max( delta.x, delta.y ), delta.z ), delta.w );\n\n\t\t\t// Calculate left-left and top-top deltas:\n\t\t\tvec3 Cleftleft = texture2D( colorTex, offset[2].xy ).rgb;\n\t\t\tt = abs( C - Cleftleft );\n\t\t\tdelta.z = max( max( t.r, t.g ), t.b );\n\n\t\t\tvec3 Ctoptop = texture2D( colorTex, offset[2].zw ).rgb;\n\t\t\tt = abs( C - Ctoptop );\n\t\t\tdelta.w = max( max( t.r, t.g ), t.b );\n\n\t\t\t// Calculate the final maximum delta:\n\t\t\tmaxDelta = max( max( maxDelta, delta.z ), delta.w );\n\n\t\t\t// Local contrast adaptation in action:\n\t\t\tedges.xy *= step( 0.5 * maxDelta, delta.xy );\n\n\t\t\treturn vec4( edges, 0.0, 0.0 );\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = SMAAColorEdgeDetectionPS( vUv, vOffset, tDiffuse );\n\n\t\t}"},ft={name:"SMAAWeightsShader",defines:{SMAA_MAX_SEARCH_STEPS:"8",SMAA_AREATEX_MAX_DISTANCE:"16",SMAA_AREATEX_PIXEL_SIZE:"( 1.0 / vec2( 160.0, 560.0 ) )",SMAA_AREATEX_SUBTEX_SIZE:"( 1.0 / 7.0 )"},uniforms:{tDiffuse:{value:null},tArea:{value:null},tSearch:{value:null},resolution:{value:new t.Vector2(1/1024,1/512)}},vertexShader:"\n\n\t\tuniform vec2 resolution;\n\n\t\tvarying vec2 vUv;\n\t\tvarying vec4 vOffset[ 3 ];\n\t\tvarying vec2 vPixcoord;\n\n\t\tvoid SMAABlendingWeightCalculationVS( vec2 texcoord ) {\n\t\t\tvPixcoord = texcoord / resolution;\n\n\t\t\t// We will use these offsets for the searches later on (see @PSEUDO_GATHER4):\n\t\t\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.25, 0.125, 1.25, 0.125 ); // WebGL port note: Changed sign in Y and W components\n\t\t\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( -0.125, 0.25, -0.125, -1.25 ); // WebGL port note: Changed sign in Y and W components\n\n\t\t\t// And these for the searches, they indicate the ends of the loops:\n\t\t\tvOffset[ 2 ] = vec4( vOffset[ 0 ].xz, vOffset[ 1 ].yw ) + vec4( -2.0, 2.0, -2.0, 2.0 ) * resolution.xxyy * float( SMAA_MAX_SEARCH_STEPS );\n\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tSMAABlendingWeightCalculationVS( vUv );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\t#define SMAASampleLevelZeroOffset( tex, coord, offset ) texture2D( tex, coord + float( offset ) * resolution, 0.0 )\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tArea;\n\t\tuniform sampler2D tSearch;\n\t\tuniform vec2 resolution;\n\n\t\tvarying vec2 vUv;\n\t\tvarying vec4 vOffset[3];\n\t\tvarying vec2 vPixcoord;\n\n\t\t#if __VERSION__ == 100\n\t\tvec2 round( vec2 x ) {\n\t\t\treturn sign( x ) * floor( abs( x ) + 0.5 );\n\t\t}\n\t\t#endif\n\n\t\tfloat SMAASearchLength( sampler2D searchTex, vec2 e, float bias, float scale ) {\n\t\t\t// Not required if searchTex accesses are set to point:\n\t\t\t// float2 SEARCH_TEX_PIXEL_SIZE = 1.0 / float2(66.0, 33.0);\n\t\t\t// e = float2(bias, 0.0) + 0.5 * SEARCH_TEX_PIXEL_SIZE +\n\t\t\t// e * float2(scale, 1.0) * float2(64.0, 32.0) * SEARCH_TEX_PIXEL_SIZE;\n\t\t\te.r = bias + e.r * scale;\n\t\t\treturn 255.0 * texture2D( searchTex, e, 0.0 ).r;\n\t\t}\n\n\t\tfloat SMAASearchXLeft( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n\t\t\t/**\n\t\t\t\t* @PSEUDO_GATHER4\n\t\t\t\t* This texcoord has been offset by (-0.25, -0.125) in the vertex shader to\n\t\t\t\t* sample between edge, thus fetching four edges in a row.\n\t\t\t\t* Sampling with different offsets in each direction allows to disambiguate\n\t\t\t\t* which edges are active from the four fetched ones.\n\t\t\t\t*/\n\t\t\tvec2 e = vec2( 0.0, 1.0 );\n\n\t\t\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n\t\t\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n\t\t\t\ttexcoord -= vec2( 2.0, 0.0 ) * resolution;\n\t\t\t\tif ( ! ( texcoord.x > end && e.g > 0.8281 && e.r == 0.0 ) ) break;\n\t\t\t}\n\n\t\t\t// We correct the previous (-0.25, -0.125) offset we applied:\n\t\t\ttexcoord.x += 0.25 * resolution.x;\n\n\t\t\t// The searches are bias by 1, so adjust the coords accordingly:\n\t\t\ttexcoord.x += resolution.x;\n\n\t\t\t// Disambiguate the length added by the last step:\n\t\t\ttexcoord.x += 2.0 * resolution.x; // Undo last step\n\t\t\ttexcoord.x -= resolution.x * SMAASearchLength(searchTex, e, 0.0, 0.5);\n\n\t\t\treturn texcoord.x;\n\t\t}\n\n\t\tfloat SMAASearchXRight( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n\t\t\tvec2 e = vec2( 0.0, 1.0 );\n\n\t\t\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n\t\t\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n\t\t\t\ttexcoord += vec2( 2.0, 0.0 ) * resolution;\n\t\t\t\tif ( ! ( texcoord.x < end && e.g > 0.8281 && e.r == 0.0 ) ) break;\n\t\t\t}\n\n\t\t\ttexcoord.x -= 0.25 * resolution.x;\n\t\t\ttexcoord.x -= resolution.x;\n\t\t\ttexcoord.x -= 2.0 * resolution.x;\n\t\t\ttexcoord.x += resolution.x * SMAASearchLength( searchTex, e, 0.5, 0.5 );\n\n\t\t\treturn texcoord.x;\n\t\t}\n\n\t\tfloat SMAASearchYUp( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n\t\t\tvec2 e = vec2( 1.0, 0.0 );\n\n\t\t\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n\t\t\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n\t\t\t\ttexcoord += vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign\n\t\t\t\tif ( ! ( texcoord.y > end && e.r > 0.8281 && e.g == 0.0 ) ) break;\n\t\t\t}\n\n\t\t\ttexcoord.y -= 0.25 * resolution.y; // WebGL port note: Changed sign\n\t\t\ttexcoord.y -= resolution.y; // WebGL port note: Changed sign\n\t\t\ttexcoord.y -= 2.0 * resolution.y; // WebGL port note: Changed sign\n\t\t\ttexcoord.y += resolution.y * SMAASearchLength( searchTex, e.gr, 0.0, 0.5 ); // WebGL port note: Changed sign\n\n\t\t\treturn texcoord.y;\n\t\t}\n\n\t\tfloat SMAASearchYDown( sampler2D edgesTex, sampler2D searchTex, vec2 texcoord, float end ) {\n\t\t\tvec2 e = vec2( 1.0, 0.0 );\n\n\t\t\tfor ( int i = 0; i < SMAA_MAX_SEARCH_STEPS; i ++ ) { // WebGL port note: Changed while to for\n\t\t\t\te = texture2D( edgesTex, texcoord, 0.0 ).rg;\n\t\t\t\ttexcoord -= vec2( 0.0, 2.0 ) * resolution; // WebGL port note: Changed sign\n\t\t\t\tif ( ! ( texcoord.y < end && e.r > 0.8281 && e.g == 0.0 ) ) break;\n\t\t\t}\n\n\t\t\ttexcoord.y += 0.25 * resolution.y; // WebGL port note: Changed sign\n\t\t\ttexcoord.y += resolution.y; // WebGL port note: Changed sign\n\t\t\ttexcoord.y += 2.0 * resolution.y; // WebGL port note: Changed sign\n\t\t\ttexcoord.y -= resolution.y * SMAASearchLength( searchTex, e.gr, 0.5, 0.5 ); // WebGL port note: Changed sign\n\n\t\t\treturn texcoord.y;\n\t\t}\n\n\t\tvec2 SMAAArea( sampler2D areaTex, vec2 dist, float e1, float e2, float offset ) {\n\t\t\t// Rounding prevents precision errors of bilinear filtering:\n\t\t\tvec2 texcoord = float( SMAA_AREATEX_MAX_DISTANCE ) * round( 4.0 * vec2( e1, e2 ) ) + dist;\n\n\t\t\t// We do a scale and bias for mapping to texel space:\n\t\t\ttexcoord = SMAA_AREATEX_PIXEL_SIZE * texcoord + ( 0.5 * SMAA_AREATEX_PIXEL_SIZE );\n\n\t\t\t// Move to proper place, according to the subpixel offset:\n\t\t\ttexcoord.y += SMAA_AREATEX_SUBTEX_SIZE * offset;\n\n\t\t\treturn texture2D( areaTex, texcoord, 0.0 ).rg;\n\t\t}\n\n\t\tvec4 SMAABlendingWeightCalculationPS( vec2 texcoord, vec2 pixcoord, vec4 offset[ 3 ], sampler2D edgesTex, sampler2D areaTex, sampler2D searchTex, ivec4 subsampleIndices ) {\n\t\t\tvec4 weights = vec4( 0.0, 0.0, 0.0, 0.0 );\n\n\t\t\tvec2 e = texture2D( edgesTex, texcoord ).rg;\n\n\t\t\tif ( e.g > 0.0 ) { // Edge at north\n\t\t\t\tvec2 d;\n\n\t\t\t\t// Find the distance to the left:\n\t\t\t\tvec2 coords;\n\t\t\t\tcoords.x = SMAASearchXLeft( edgesTex, searchTex, offset[ 0 ].xy, offset[ 2 ].x );\n\t\t\t\tcoords.y = offset[ 1 ].y; // offset[1].y = texcoord.y - 0.25 * resolution.y (@CROSSING_OFFSET)\n\t\t\t\td.x = coords.x;\n\n\t\t\t\t// Now fetch the left crossing edges, two at a time using bilinear\n\t\t\t\t// filtering. Sampling at -0.25 (see @CROSSING_OFFSET) enables to\n\t\t\t\t// discern what value each edge has:\n\t\t\t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).r;\n\n\t\t\t\t// Find the distance to the right:\n\t\t\t\tcoords.x = SMAASearchXRight( edgesTex, searchTex, offset[ 0 ].zw, offset[ 2 ].y );\n\t\t\t\td.y = coords.x;\n\n\t\t\t\t// We want the distances to be in pixel units (doing this here allow to\n\t\t\t\t// better interleave arithmetic and memory accesses):\n\t\t\t\td = d / resolution.x - pixcoord.x;\n\n\t\t\t\t// SMAAArea below needs a sqrt, as the areas texture is compressed\n\t\t\t\t// quadratically:\n\t\t\t\tvec2 sqrt_d = sqrt( abs( d ) );\n\n\t\t\t\t// Fetch the right crossing edges:\n\t\t\t\tcoords.y -= 1.0 * resolution.y; // WebGL port note: Added\n\t\t\t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 1, 0 ) ).r;\n\n\t\t\t\t// Ok, we know how this pattern looks like, now it is time for getting\n\t\t\t\t// the actual area:\n\t\t\t\tweights.rg = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.y ) );\n\t\t\t}\n\n\t\t\tif ( e.r > 0.0 ) { // Edge at west\n\t\t\t\tvec2 d;\n\n\t\t\t\t// Find the distance to the top:\n\t\t\t\tvec2 coords;\n\n\t\t\t\tcoords.y = SMAASearchYUp( edgesTex, searchTex, offset[ 1 ].xy, offset[ 2 ].z );\n\t\t\t\tcoords.x = offset[ 0 ].x; // offset[1].x = texcoord.x - 0.25 * resolution.x;\n\t\t\t\td.x = coords.y;\n\n\t\t\t\t// Fetch the top crossing edges:\n\t\t\t\tfloat e1 = texture2D( edgesTex, coords, 0.0 ).g;\n\n\t\t\t\t// Find the distance to the bottom:\n\t\t\t\tcoords.y = SMAASearchYDown( edgesTex, searchTex, offset[ 1 ].zw, offset[ 2 ].w );\n\t\t\t\td.y = coords.y;\n\n\t\t\t\t// We want the distances to be in pixel units:\n\t\t\t\td = d / resolution.y - pixcoord.y;\n\n\t\t\t\t// SMAAArea below needs a sqrt, as the areas texture is compressed\n\t\t\t\t// quadratically:\n\t\t\t\tvec2 sqrt_d = sqrt( abs( d ) );\n\n\t\t\t\t// Fetch the bottom crossing edges:\n\t\t\t\tcoords.y -= 1.0 * resolution.y; // WebGL port note: Added\n\t\t\t\tfloat e2 = SMAASampleLevelZeroOffset( edgesTex, coords, ivec2( 0, 1 ) ).g;\n\n\t\t\t\t// Get the area for this direction:\n\t\t\t\tweights.ba = SMAAArea( areaTex, sqrt_d, e1, e2, float( subsampleIndices.x ) );\n\t\t\t}\n\n\t\t\treturn weights;\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = SMAABlendingWeightCalculationPS( vUv, vPixcoord, vOffset, tDiffuse, tArea, tSearch, ivec4( 0.0 ) );\n\n\t\t}"},mt={name:"SMAABlendShader",uniforms:{tDiffuse:{value:null},tColor:{value:null},resolution:{value:new t.Vector2(1/1024,1/512)}},vertexShader:"\n\n\t\tuniform vec2 resolution;\n\n\t\tvarying vec2 vUv;\n\t\tvarying vec4 vOffset[ 2 ];\n\n\t\tvoid SMAANeighborhoodBlendingVS( vec2 texcoord ) {\n\t\t\tvOffset[ 0 ] = texcoord.xyxy + resolution.xyxy * vec4( -1.0, 0.0, 0.0, 1.0 ); // WebGL port note: Changed sign in W component\n\t\t\tvOffset[ 1 ] = texcoord.xyxy + resolution.xyxy * vec4( 1.0, 0.0, 0.0, -1.0 ); // WebGL port note: Changed sign in W component\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tSMAANeighborhoodBlendingVS( vUv );\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform sampler2D tColor;\n\t\tuniform vec2 resolution;\n\n\t\tvarying vec2 vUv;\n\t\tvarying vec4 vOffset[ 2 ];\n\n\t\tvec4 SMAANeighborhoodBlendingPS( vec2 texcoord, vec4 offset[ 2 ], sampler2D colorTex, sampler2D blendTex ) {\n\t\t\t// Fetch the blending weights for current pixel:\n\t\t\tvec4 a;\n\t\t\ta.xz = texture2D( blendTex, texcoord ).xz;\n\t\t\ta.y = texture2D( blendTex, offset[ 1 ].zw ).g;\n\t\t\ta.w = texture2D( blendTex, offset[ 1 ].xy ).a;\n\n\t\t\t// Is there any blending weight with a value greater than 0.0?\n\t\t\tif ( dot(a, vec4( 1.0, 1.0, 1.0, 1.0 )) < 1e-5 ) {\n\t\t\t\treturn texture2D( colorTex, texcoord, 0.0 );\n\t\t\t} else {\n\t\t\t\t// Up to 4 lines can be crossing a pixel (one through each edge). We\n\t\t\t\t// favor blending by choosing the line with the maximum weight for each\n\t\t\t\t// direction:\n\t\t\t\tvec2 offset;\n\t\t\t\toffset.x = a.a > a.b ? a.a : -a.b; // left vs. right\n\t\t\t\toffset.y = a.g > a.r ? -a.g : a.r; // top vs. bottom // WebGL port note: Changed signs\n\n\t\t\t\t// Then we go in the direction that has the maximum weight:\n\t\t\t\tif ( abs( offset.x ) > abs( offset.y )) { // horizontal vs. vertical\n\t\t\t\t\toffset.y = 0.0;\n\t\t\t\t} else {\n\t\t\t\t\toffset.x = 0.0;\n\t\t\t\t}\n\n\t\t\t\t// Fetch the opposite color and lerp by hand:\n\t\t\t\tvec4 C = texture2D( colorTex, texcoord, 0.0 );\n\t\t\t\ttexcoord += sign( offset ) * resolution;\n\t\t\t\tvec4 Cop = texture2D( colorTex, texcoord, 0.0 );\n\t\t\t\tfloat s = abs( offset.x ) > abs( offset.y ) ? abs( offset.x ) : abs( offset.y );\n\n\t\t\t\t// WebGL port note: Added gamma correction\n\t\t\t\tC.xyz = pow(C.xyz, vec3(2.2));\n\t\t\t\tCop.xyz = pow(Cop.xyz, vec3(2.2));\n\t\t\t\tvec4 mixed = mix(C, Cop, s);\n\t\t\t\tmixed.xyz = pow(mixed.xyz, vec3(1.0 / 2.2));\n\n\t\t\t\treturn mixed;\n\t\t\t}\n\t\t}\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = SMAANeighborhoodBlendingPS( vUv, vOffset, tColor, tDiffuse );\n\n\t\t}"};const gt={name:"OutputShader",uniforms:{tDiffuse:{value:null},toneMappingExposure:{value:1}},vertexShader:"\n\t\tprecision highp float;\n\n\t\tuniform mat4 modelViewMatrix;\n\t\tuniform mat4 projectionMatrix;\n\n\t\tattribute vec3 position;\n\t\tattribute vec2 uv;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\t\n\t\tprecision highp float;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\t#include \n\t\t#include \n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = texture2D( tDiffuse, vUv );\n\n\t\t\t// tone mapping\n\n\t\t\t#ifdef LINEAR_TONE_MAPPING\n\n\t\t\t\tgl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( REINHARD_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( CINEON_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = OptimizedCineonToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( ACES_FILMIC_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );\n\n\t\t\t#elif defined( AGX_TONE_MAPPING )\n\n\t\t\t\tgl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );\n\n\t\t\t#endif\n\n\t\t\t// color space\n\n\t\t\t#ifdef SRGB_TRANSFER\n\n\t\t\t\tgl_FragColor = sRGBTransferOETF( gl_FragColor );\n\n\t\t\t#endif\n\n\t\t}"};const xt={name:"LuminosityHighPassShader",shaderID:"luminosityHighPass",uniforms:{tDiffuse:{value:null},luminosityThreshold:{value:1},smoothWidth:{value:1},defaultColor:{value:new t.Color(0)},defaultOpacity:{value:0}},vertexShader:"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform vec3 defaultColor;\n\t\tuniform float defaultOpacity;\n\t\tuniform float luminosityThreshold;\n\t\tuniform float smoothWidth;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvec4 texel = texture2D( tDiffuse, vUv );\n\n\t\t\tvec3 luma = vec3( 0.299, 0.587, 0.114 );\n\n\t\t\tfloat v = dot( texel.xyz, luma );\n\n\t\t\tvec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );\n\n\t\t\tfloat alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );\n\n\t\t\tgl_FragColor = mix( outputColor, texel, alpha );\n\n\t\t}"};class vt extends st{constructor(e,r,n,s){super(),this.strength=void 0!==r?r:1,this.radius=n,this.threshold=s,this.resolution=void 0!==e?new t.Vector2(e.x,e.y):new t.Vector2(256,256),this.clearColor=new t.Color(0,0,0),this.renderTargetsHorizontal=[],this.renderTargetsVertical=[],this.nMips=5;let i=Math.round(this.resolution.x/2),o=Math.round(this.resolution.y/2);this.renderTargetBright=new t.WebGLRenderTarget(i,o,{type:t.HalfFloatType}),this.renderTargetBright.texture.name="UnrealBloomPass.bright",this.renderTargetBright.texture.generateMipmaps=!1;for(let e=0;e\n\t\t\t\tvarying vec2 vUv;\n\t\t\t\tuniform sampler2D colorTexture;\n\t\t\t\tuniform vec2 invSize;\n\t\t\t\tuniform vec2 direction;\n\t\t\t\tuniform float gaussianCoefficients[KERNEL_RADIUS];\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tfloat weightSum = gaussianCoefficients[0];\n\t\t\t\t\tvec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;\n\t\t\t\t\tfor( int i = 1; i < KERNEL_RADIUS; i ++ ) {\n\t\t\t\t\t\tfloat x = float(i);\n\t\t\t\t\t\tfloat w = gaussianCoefficients[i];\n\t\t\t\t\t\tvec2 uvOffset = direction * invSize * x;\n\t\t\t\t\t\tvec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;\n\t\t\t\t\t\tvec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;\n\t\t\t\t\t\tdiffuseSum += (sample1 + sample2) * w;\n\t\t\t\t\t\tweightSum += 2.0 * w;\n\t\t\t\t\t}\n\t\t\t\t\tgl_FragColor = vec4(diffuseSum/weightSum, 1.0);\n\t\t\t\t}"})}getCompositeMaterial(e){return new t.ShaderMaterial({defines:{NUM_MIPS:e},uniforms:{blurTexture1:{value:null},blurTexture2:{value:null},blurTexture3:{value:null},blurTexture4:{value:null},blurTexture5:{value:null},bloomStrength:{value:1},bloomFactors:{value:null},bloomTintColors:{value:null},bloomRadius:{value:0}},vertexShader:"varying vec2 vUv;\n\t\t\t\tvoid main() {\n\t\t\t\t\tvUv = uv;\n\t\t\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\t\t\t\t}",fragmentShader:"varying vec2 vUv;\n\t\t\t\tuniform sampler2D blurTexture1;\n\t\t\t\tuniform sampler2D blurTexture2;\n\t\t\t\tuniform sampler2D blurTexture3;\n\t\t\t\tuniform sampler2D blurTexture4;\n\t\t\t\tuniform sampler2D blurTexture5;\n\t\t\t\tuniform float bloomStrength;\n\t\t\t\tuniform float bloomRadius;\n\t\t\t\tuniform float bloomFactors[NUM_MIPS];\n\t\t\t\tuniform vec3 bloomTintColors[NUM_MIPS];\n\n\t\t\t\tfloat lerpBloomFactor(const in float factor) {\n\t\t\t\t\tfloat mirrorFactor = 1.2 - factor;\n\t\t\t\t\treturn mix(factor, mirrorFactor, bloomRadius);\n\t\t\t\t}\n\n\t\t\t\tvoid main() {\n\t\t\t\t\tgl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +\n\t\t\t\t\t\tlerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );\n\t\t\t\t}"})}}vt.BlurDirectionX=new t.Vector2(1,0),vt.BlurDirectionY=new t.Vector2(0,1);const Tt={name:"BrightnessContrastShader",uniforms:{tDiffuse:{value:null},brightness:{value:0},contrast:{value:0}},vertexShader:"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float brightness;\n\t\tuniform float contrast;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = texture2D( tDiffuse, vUv );\n\n\t\t\tgl_FragColor.rgb += brightness;\n\n\t\t\tif (contrast > 0.0) {\n\t\t\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) / (1.0 - contrast) + 0.5;\n\t\t\t} else {\n\t\t\t\tgl_FragColor.rgb = (gl_FragColor.rgb - 0.5) * (1.0 + contrast) + 0.5;\n\t\t\t}\n\n\t\t}"},Mt={name:"HueSaturationShader",uniforms:{tDiffuse:{value:null},hue:{value:0},saturation:{value:0}},vertexShader:"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tuniform sampler2D tDiffuse;\n\t\tuniform float hue;\n\t\tuniform float saturation;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = texture2D( tDiffuse, vUv );\n\n\t\t\t// hue\n\t\t\tfloat angle = hue * 3.14159265;\n\t\t\tfloat s = sin(angle), c = cos(angle);\n\t\t\tvec3 weights = (vec3(2.0 * c, -sqrt(3.0) * s - c, sqrt(3.0) * s - c) + 1.0) / 3.0;\n\t\t\tfloat len = length(gl_FragColor.rgb);\n\t\t\tgl_FragColor.rgb = vec3(\n\t\t\t\tdot(gl_FragColor.rgb, weights.xyz),\n\t\t\t\tdot(gl_FragColor.rgb, weights.zxy),\n\t\t\t\tdot(gl_FragColor.rgb, weights.yzx)\n\t\t\t);\n\n\t\t\t// saturation\n\t\t\tfloat average = (gl_FragColor.r + gl_FragColor.g + gl_FragColor.b) / 3.0;\n\t\t\tif (saturation > 0.0) {\n\t\t\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (1.0 - 1.0 / (1.001 - saturation));\n\t\t\t} else {\n\t\t\t\tgl_FragColor.rgb += (average - gl_FragColor.rgb) * (-saturation);\n\t\t\t}\n\n\t\t}"},At={name:"ExposureShader",uniforms:{tDiffuse:{value:null},exposure:{value:1}},vertexShader:"\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tvUv = uv;\n\t\t\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n\n\t\t}",fragmentShader:"\n\n\t\tuniform float exposure;\n\n\t\tuniform sampler2D tDiffuse;\n\n\t\tvarying vec2 vUv;\n\n\t\tvoid main() {\n\n\t\t\tgl_FragColor = texture2D( tDiffuse, vUv );\n\t\t\tgl_FragColor.rgb *= exposure;\n\n\t\t}"};e.BrightnessContrastShader=Tt,e.DRACOLoader=ee,e.EffectComposer=class{constructor(e,r){if(this.renderer=e,this._pixelRatio=e.getPixelRatio(),void 0===r){const n=e.getSize(new t.Vector2);this._width=n.width,this._height=n.height,(r=new t.WebGLRenderTarget(this._width*this._pixelRatio,this._height*this._pixelRatio,{type:t.HalfFloatType})).texture.name="EffectComposer.rt1"}else this._width=r.width,this._height=r.height;this.renderTarget1=r,this.renderTarget2=r.clone(),this.renderTarget2.texture.name="EffectComposer.rt2",this.writeBuffer=this.renderTarget1,this.readBuffer=this.renderTarget2,this.renderToScreen=!0,this.passes=[],this.copyPass=new ct(nt),this.copyPass.material.blending=t.NoBlending,this.clock=new t.Clock}swapBuffers(){const e=this.readBuffer;this.readBuffer=this.writeBuffer,this.writeBuffer=e}addPass(e){this.passes.push(e),e.setSize(this._width*this._pixelRatio,this._height*this._pixelRatio)}insertPass(e,t){this.passes.splice(t,0,e),e.setSize(this._width*this._pixelRatio,this._height*this._pixelRatio)}removePass(e){const t=this.passes.indexOf(e);-1!==t&&this.passes.splice(t,1)}isLastEnabledPass(e){for(let t=e+1;t0)for(let r=0;r