// Version 2.32.2 globe.gl - https://github.com/vasturiano/globe.gl
(function (global, factory) {
  typeof exports === 'object' && typeof module !== 'undefined' ? module.exports = factory() :
  typeof define === 'function' && define.amd ? define(factory) :
  (global = typeof globalThis !== 'undefined' ? globalThis : global || self, global.Globe = factory());
})(this, (function () { 'use strict';

  function styleInject$1(css, ref) {
    if ( ref === void 0 ) ref = {};
    var insertAt = ref.insertAt;

    if (!css || typeof document === 'undefined') { return; }

    var head = document.head || document.getElementsByTagName('head')[0];
    var style = document.createElement('style');
    style.type = 'text/css';

    if (insertAt === 'top') {
      if (head.firstChild) {
        head.insertBefore(style, head.firstChild);
      } else {
        head.appendChild(style);
      }
    } else {
      head.appendChild(style);
    }

    if (style.styleSheet) {
      style.styleSheet.cssText = css;
    } else {
      style.appendChild(document.createTextNode(css));
    }
  }

  var css_248z$1 = ".scene-container .clickable {\n  cursor: pointer;\n}";
  styleInject$1(css_248z$1);

  function ownKeys$2(e, r) {
    var t = Object.keys(e);
    if (Object.getOwnPropertySymbols) {
      var o = Object.getOwnPropertySymbols(e);
      r && (o = o.filter(function (r) {
        return Object.getOwnPropertyDescriptor(e, r).enumerable;
      })), t.push.apply(t, o);
    }
    return t;
  }
  function _objectSpread2$2(e) {
    for (var r = 1; r < arguments.length; r++) {
      var t = null != arguments[r] ? arguments[r] : {};
      r % 2 ? ownKeys$2(Object(t), !0).forEach(function (r) {
        _defineProperty$3(e, r, t[r]);
      }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys$2(Object(t)).forEach(function (r) {
        Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
      });
    }
    return e;
  }
  function _toPrimitive$7(t, r) {
    if ("object" != typeof t || !t) return t;
    var e = t[Symbol.toPrimitive];
    if (void 0 !== e) {
      var i = e.call(t, r || "default");
      if ("object" != typeof i) return i;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return ("string" === r ? String : Number)(t);
  }
  function _toPropertyKey$7(t) {
    var i = _toPrimitive$7(t, "string");
    return "symbol" == typeof i ? i : String(i);
  }
  function _defineProperty$3(obj, key, value) {
    key = _toPropertyKey$7(key);
    if (key in obj) {
      Object.defineProperty(obj, key, {
        value: value,
        enumerable: true,
        configurable: true,
        writable: true
      });
    } else {
      obj[key] = value;
    }
    return obj;
  }
  function _objectWithoutPropertiesLoose$3(source, excluded) {
    if (source == null) return {};
    var target = {};
    var sourceKeys = Object.keys(source);
    var key, i;
    for (i = 0; i < sourceKeys.length; i++) {
      key = sourceKeys[i];
      if (excluded.indexOf(key) >= 0) continue;
      target[key] = source[key];
    }
    return target;
  }
  function _objectWithoutProperties$3(source, excluded) {
    if (source == null) return {};
    var target = _objectWithoutPropertiesLoose$3(source, excluded);
    var key, i;
    if (Object.getOwnPropertySymbols) {
      var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
      for (i = 0; i < sourceSymbolKeys.length; i++) {
        key = sourceSymbolKeys[i];
        if (excluded.indexOf(key) >= 0) continue;
        if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
        target[key] = source[key];
      }
    }
    return target;
  }
  function _toConsumableArray$5(arr) {
    return _arrayWithoutHoles$5(arr) || _iterableToArray$5(arr) || _unsupportedIterableToArray$7(arr) || _nonIterableSpread$5();
  }
  function _arrayWithoutHoles$5(arr) {
    if (Array.isArray(arr)) return _arrayLikeToArray$7(arr);
  }
  function _iterableToArray$5(iter) {
    if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
  }
  function _unsupportedIterableToArray$7(o, minLen) {
    if (!o) return;
    if (typeof o === "string") return _arrayLikeToArray$7(o, minLen);
    var n = Object.prototype.toString.call(o).slice(8, -1);
    if (n === "Object" && o.constructor) n = o.constructor.name;
    if (n === "Map" || n === "Set") return Array.from(o);
    if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$7(o, minLen);
  }
  function _arrayLikeToArray$7(arr, len) {
    if (len == null || len > arr.length) len = arr.length;
    for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
    return arr2;
  }
  function _nonIterableSpread$5() {
    throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }

  /**
   * @license
   * Copyright 2010-2023 Three.js Authors
   * SPDX-License-Identifier: MIT
   */
  const REVISION = '161';

  const MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2, ROTATE: 0, DOLLY: 1, PAN: 2 };
  const TOUCH = { ROTATE: 0, PAN: 1, DOLLY_PAN: 2, DOLLY_ROTATE: 3 };
  const CullFaceNone = 0;
  const CullFaceBack = 1;
  const CullFaceFront = 2;
  const PCFShadowMap = 1;
  const PCFSoftShadowMap = 2;
  const VSMShadowMap = 3;
  const FrontSide = 0;
  const BackSide = 1;
  const DoubleSide = 2;
  const NoBlending = 0;
  const NormalBlending = 1;
  const AdditiveBlending = 2;
  const SubtractiveBlending = 3;
  const MultiplyBlending = 4;
  const CustomBlending = 5;
  const AddEquation = 100;
  const SubtractEquation = 101;
  const ReverseSubtractEquation = 102;
  const MinEquation = 103;
  const MaxEquation = 104;
  const ZeroFactor = 200;
  const OneFactor = 201;
  const SrcColorFactor = 202;
  const OneMinusSrcColorFactor = 203;
  const SrcAlphaFactor = 204;
  const OneMinusSrcAlphaFactor = 205;
  const DstAlphaFactor = 206;
  const OneMinusDstAlphaFactor = 207;
  const DstColorFactor = 208;
  const OneMinusDstColorFactor = 209;
  const SrcAlphaSaturateFactor = 210;
  const ConstantColorFactor = 211;
  const OneMinusConstantColorFactor = 212;
  const ConstantAlphaFactor = 213;
  const OneMinusConstantAlphaFactor = 214;
  const NeverDepth = 0;
  const AlwaysDepth = 1;
  const LessDepth = 2;
  const LessEqualDepth = 3;
  const EqualDepth = 4;
  const GreaterEqualDepth = 5;
  const GreaterDepth = 6;
  const NotEqualDepth = 7;
  const MultiplyOperation = 0;
  const MixOperation = 1;
  const AddOperation = 2;
  const NoToneMapping = 0;
  const LinearToneMapping = 1;
  const ReinhardToneMapping = 2;
  const CineonToneMapping = 3;
  const ACESFilmicToneMapping = 4;
  const CustomToneMapping = 5;
  const AgXToneMapping = 6;

  const UVMapping = 300;
  const CubeReflectionMapping = 301;
  const CubeRefractionMapping = 302;
  const EquirectangularReflectionMapping = 303;
  const EquirectangularRefractionMapping = 304;
  const CubeUVReflectionMapping = 306;
  const RepeatWrapping = 1000;
  const ClampToEdgeWrapping = 1001;
  const MirroredRepeatWrapping = 1002;
  const NearestFilter = 1003;
  const NearestMipmapNearestFilter = 1004;
  const NearestMipmapLinearFilter = 1005;
  const LinearFilter = 1006;
  const LinearMipmapNearestFilter = 1007;
  const LinearMipmapLinearFilter = 1008;
  const UnsignedByteType = 1009;
  const ByteType = 1010;
  const ShortType = 1011;
  const UnsignedShortType = 1012;
  const IntType = 1013;
  const UnsignedIntType = 1014;
  const FloatType = 1015;
  const HalfFloatType = 1016;
  const UnsignedShort4444Type = 1017;
  const UnsignedShort5551Type = 1018;
  const UnsignedInt248Type = 1020;
  const AlphaFormat = 1021;
  const RGBAFormat = 1023;
  const LuminanceFormat = 1024;
  const LuminanceAlphaFormat = 1025;
  const DepthFormat = 1026;
  const DepthStencilFormat = 1027;
  const RedFormat = 1028;
  const RedIntegerFormat = 1029;
  const RGFormat = 1030;
  const RGIntegerFormat = 1031;
  const RGBAIntegerFormat = 1033;

  const RGB_S3TC_DXT1_Format = 33776;
  const RGBA_S3TC_DXT1_Format = 33777;
  const RGBA_S3TC_DXT3_Format = 33778;
  const RGBA_S3TC_DXT5_Format = 33779;
  const RGB_PVRTC_4BPPV1_Format = 35840;
  const RGB_PVRTC_2BPPV1_Format = 35841;
  const RGBA_PVRTC_4BPPV1_Format = 35842;
  const RGBA_PVRTC_2BPPV1_Format = 35843;
  const RGB_ETC1_Format = 36196;
  const RGB_ETC2_Format = 37492;
  const RGBA_ETC2_EAC_Format = 37496;
  const RGBA_ASTC_4x4_Format = 37808;
  const RGBA_ASTC_5x4_Format = 37809;
  const RGBA_ASTC_5x5_Format = 37810;
  const RGBA_ASTC_6x5_Format = 37811;
  const RGBA_ASTC_6x6_Format = 37812;
  const RGBA_ASTC_8x5_Format = 37813;
  const RGBA_ASTC_8x6_Format = 37814;
  const RGBA_ASTC_8x8_Format = 37815;
  const RGBA_ASTC_10x5_Format = 37816;
  const RGBA_ASTC_10x6_Format = 37817;
  const RGBA_ASTC_10x8_Format = 37818;
  const RGBA_ASTC_10x10_Format = 37819;
  const RGBA_ASTC_12x10_Format = 37820;
  const RGBA_ASTC_12x12_Format = 37821;
  const RGBA_BPTC_Format = 36492;
  const RGB_BPTC_SIGNED_Format = 36494;
  const RGB_BPTC_UNSIGNED_Format = 36495;
  const RED_RGTC1_Format = 36283;
  const SIGNED_RED_RGTC1_Format = 36284;
  const RED_GREEN_RGTC2_Format = 36285;
  const SIGNED_RED_GREEN_RGTC2_Format = 36286;
  const TrianglesDrawMode = 0;
  const TriangleStripDrawMode = 1;
  const TriangleFanDrawMode = 2;
  /** @deprecated Use LinearSRGBColorSpace or NoColorSpace in three.js r152+. */
  const LinearEncoding = 3000;
  /** @deprecated Use SRGBColorSpace in three.js r152+. */
  const sRGBEncoding = 3001;
  const BasicDepthPacking = 3200;
  const RGBADepthPacking = 3201;
  const TangentSpaceNormalMap = 0;
  const ObjectSpaceNormalMap = 1;

  // Color space string identifiers, matching CSS Color Module Level 4 and WebGPU names where available.
  const NoColorSpace = '';
  const SRGBColorSpace = 'srgb';
  const LinearSRGBColorSpace = 'srgb-linear';
  const DisplayP3ColorSpace = 'display-p3';
  const LinearDisplayP3ColorSpace = 'display-p3-linear';

  const LinearTransfer = 'linear';
  const SRGBTransfer = 'srgb';

  const Rec709Primaries = 'rec709';
  const P3Primaries = 'p3';
  const KeepStencilOp = 7680;
  const AlwaysStencilFunc = 519;

  const NeverCompare = 512;
  const LessCompare = 513;
  const EqualCompare = 514;
  const LessEqualCompare = 515;
  const GreaterCompare = 516;
  const NotEqualCompare = 517;
  const GreaterEqualCompare = 518;
  const AlwaysCompare = 519;

  const StaticDrawUsage = 35044;
  const GLSL3 = '300 es';

  const _SRGBAFormat = 1035; // fallback for WebGL 1

  const WebGLCoordinateSystem = 2000;
  const WebGPUCoordinateSystem = 2001;

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

  class EventDispatcher {

  	addEventListener( type, listener ) {

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

  		const listeners = this._listeners;

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

  			listeners[ type ] = [];

  		}

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

  			listeners[ type ].push( listener );

  		}

  	}

  	hasEventListener( type, listener ) {

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

  		const listeners = this._listeners;

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

  	}

  	removeEventListener( type, listener ) {

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

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

  		if ( listenerArray !== undefined ) {

  			const index = listenerArray.indexOf( listener );

  			if ( index !== - 1 ) {

  				listenerArray.splice( index, 1 );

  			}

  		}

  	}

  	dispatchEvent( event ) {

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

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

  		if ( listenerArray !== undefined ) {

  			event.target = this;

  			// Make a copy, in case listeners are removed while iterating.
  			const array = listenerArray.slice( 0 );

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

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

  			}

  			event.target = null;

  		}

  	}

  }

  const _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' ];

  let _seed = 1234567;


  const DEG2RAD = Math.PI / 180;
  const RAD2DEG = 180 / Math.PI;

  // http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
  function generateUUID() {

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

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

  }

  function clamp( value, min, max ) {

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

  }

  // compute euclidean modulo of m % n
  // https://en.wikipedia.org/wiki/Modulo_operation
  function euclideanModulo( n, m ) {

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

  }

  // Linear mapping from range <a1, a2> to range <b1, b2>
  function mapLinear( x, a1, a2, b1, b2 ) {

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

  }

  // https://www.gamedev.net/tutorials/programming/general-and-gameplay-programming/inverse-lerp-a-super-useful-yet-often-overlooked-function-r5230/
  function inverseLerp( x, y, value ) {

  	if ( x !== y ) {

  		return ( value - x ) / ( y - x );

  	} else {

  		return 0;

  	}

  }

  // https://en.wikipedia.org/wiki/Linear_interpolation
  function lerp( x, y, t ) {

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

  }

  // http://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
  function damp( x, y, lambda, dt ) {

  	return lerp( x, y, 1 - Math.exp( - lambda * dt ) );

  }

  // https://www.desmos.com/calculator/vcsjnyz7x4
  function pingpong( x, length = 1 ) {

  	return length - Math.abs( euclideanModulo( x, length * 2 ) - length );

  }

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

  }

  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 );

  }

  // Random integer from <low, high> interval
  function randInt( low, high ) {

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

  }

  // Random float from <low, high> interval
  function randFloat( low, high ) {

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

  }

  // Random float from <-range/2, range/2> interval
  function randFloatSpread( range ) {

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

  }

  // Deterministic pseudo-random float in the interval [ 0, 1 ]
  function seededRandom( s ) {

  	if ( s !== undefined ) _seed = s;

  	// Mulberry32 generator

  	let t = _seed += 0x6D2B79F5;

  	t = Math.imul( t ^ t >>> 15, t | 1 );

  	t ^= t + Math.imul( t ^ t >>> 7, t | 61 );

  	return ( ( t ^ t >>> 14 ) >>> 0 ) / 4294967296;

  }

  function degToRad( degrees ) {

  	return degrees * DEG2RAD;

  }

  function radToDeg( radians ) {

  	return radians * RAD2DEG;

  }

  function isPowerOfTwo( value ) {

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

  }

  function ceilPowerOfTwo( value ) {

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

  }

  function floorPowerOfTwo( value ) {

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

  }

  function setQuaternionFromProperEuler( q, a, b, c, order ) {

  	// Intrinsic Proper Euler Angles - see https://en.wikipedia.org/wiki/Euler_angles

  	// 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'
  	// angles are in radians

  	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:
  			console.warn( 'THREE.MathUtils: .setQuaternionFromProperEuler() encountered an unknown order: ' + order );

  	}

  }

  function denormalize( value, array ) {

  	switch ( array.constructor ) {

  		case Float32Array:

  			return value;

  		case Uint32Array:

  			return value / 4294967295.0;

  		case Uint16Array:

  			return value / 65535.0;

  		case Uint8Array:

  			return value / 255.0;

  		case Int32Array:

  			return Math.max( value / 2147483647.0, - 1.0 );

  		case Int16Array:

  			return Math.max( value / 32767.0, - 1.0 );

  		case Int8Array:

  			return Math.max( value / 127.0, - 1.0 );

  		default:

  			throw new Error( 'Invalid component type.' );

  	}

  }

  function normalize$1( value, array ) {

  	switch ( array.constructor ) {

  		case Float32Array:

  			return value;

  		case Uint32Array:

  			return Math.round( value * 4294967295.0 );

  		case Uint16Array:

  			return Math.round( value * 65535.0 );

  		case Uint8Array:

  			return Math.round( value * 255.0 );

  		case Int32Array:

  			return Math.round( value * 2147483647.0 );

  		case Int16Array:

  			return Math.round( value * 32767.0 );

  		case Int8Array:

  			return Math.round( value * 127.0 );

  		default:

  			throw new Error( 'Invalid component type.' );

  	}

  }

  const MathUtils = {
  	DEG2RAD: DEG2RAD,
  	RAD2DEG: RAD2DEG,
  	generateUUID: generateUUID,
  	clamp: clamp,
  	euclideanModulo: euclideanModulo,
  	mapLinear: mapLinear,
  	inverseLerp: inverseLerp,
  	lerp: lerp,
  	damp: damp,
  	pingpong: pingpong,
  	smoothstep: smoothstep,
  	smootherstep: smootherstep,
  	randInt: randInt,
  	randFloat: randFloat,
  	randFloatSpread: randFloatSpread,
  	seededRandom: seededRandom,
  	degToRad: degToRad,
  	radToDeg: radToDeg,
  	isPowerOfTwo: isPowerOfTwo,
  	ceilPowerOfTwo: ceilPowerOfTwo,
  	floorPowerOfTwo: floorPowerOfTwo,
  	setQuaternionFromProperEuler: setQuaternionFromProperEuler,
  	normalize: normalize$1,
  	denormalize: denormalize
  };

  class Vector2 {

  	constructor( x = 0, y = 0 ) {

  		Vector2.prototype.isVector2 = true;

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

  	}

  	get width() {

  		return this.x;

  	}

  	set width( value ) {

  		this.x = value;

  	}

  	get height() {

  		return this.y;

  	}

  	set height( value ) {

  		this.y = value;

  	}

  	set( x, y ) {

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

  		return this;

  	}

  	setScalar( scalar ) {

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

  		return this;

  	}

  	setX( x ) {

  		this.x = x;

  		return this;

  	}

  	setY( y ) {

  		this.y = y;

  		return this;

  	}

  	setComponent( index, value ) {

  		switch ( index ) {

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

  		}

  		return this;

  	}

  	getComponent( index ) {

  		switch ( index ) {

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

  		}

  	}

  	clone() {

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

  	}

  	copy( v ) {

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

  		return this;

  	}

  	add( v ) {

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

  		return this;

  	}

  	addScalar( s ) {

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

  		return this;

  	}

  	addVectors( a, b ) {

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

  		return this;

  	}

  	addScaledVector( v, s ) {

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

  		return this;

  	}

  	sub( v ) {

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

  		return this;

  	}

  	subScalar( s ) {

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

  		return this;

  	}

  	subVectors( a, b ) {

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

  		return this;

  	}

  	multiply( v ) {

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

  		return this;

  	}

  	multiplyScalar( scalar ) {

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

  		return this;

  	}

  	divide( v ) {

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

  		return this;

  	}

  	divideScalar( scalar ) {

  		return this.multiplyScalar( 1 / scalar );

  	}

  	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;

  	}

  	min( v ) {

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

  		return this;

  	}

  	max( v ) {

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

  		return this;

  	}

  	clamp( min, max ) {

  		// assumes min < max, componentwise

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

  		return this;

  	}

  	clampScalar( minVal, maxVal ) {

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

  		return this;

  	}

  	clampLength( min, max ) {

  		const length = this.length();

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

  	}

  	floor() {

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

  		return this;

  	}

  	ceil() {

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

  		return this;

  	}

  	round() {

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

  		return this;

  	}

  	roundToZero() {

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

  		return this;

  	}

  	negate() {

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

  		return this;

  	}

  	dot( v ) {

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

  	}

  	cross( v ) {

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

  	}

  	lengthSq() {

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

  	}

  	length() {

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

  	}

  	manhattanLength() {

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

  	}

  	normalize() {

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

  	}

  	angle() {

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

  		const angle = Math.atan2( - this.y, - this.x ) + Math.PI;

  		return angle;

  	}

  	angleTo( v ) {

  		const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );

  		if ( denominator === 0 ) return Math.PI / 2;

  		const theta = this.dot( v ) / denominator;

  		// clamp, to handle numerical problems

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

  	}

  	distanceTo( v ) {

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

  	}

  	distanceToSquared( v ) {

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

  	}

  	manhattanDistanceTo( v ) {

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

  	}

  	setLength( length ) {

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

  	}

  	lerp( v, alpha ) {

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

  		return this;

  	}

  	lerpVectors( v1, v2, alpha ) {

  		this.x = v1.x + ( v2.x - v1.x ) * alpha;
  		this.y = v1.y + ( v2.y - v1.y ) * alpha;

  		return this;

  	}

  	equals( v ) {

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

  	}

  	fromArray( array, offset = 0 ) {

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

  		return this;

  	}

  	toArray( array = [], offset = 0 ) {

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

  		return array;

  	}

  	fromBufferAttribute( attribute, index ) {

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

  		return this;

  	}

  	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;

  	}

  	random() {

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

  		return this;

  	}

  	*[ Symbol.iterator ]() {

  		yield this.x;
  		yield this.y;

  	}

  }

  class Matrix3 {

  	constructor( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

  		Matrix3.prototype.isMatrix3 = true;

  		this.elements = [

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

  		];

  		if ( n11 !== undefined ) {

  			this.set( n11, n12, n13, n21, n22, n23, n31, n32, n33 );

  		}

  	}

  	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;

  	}

  	identity() {

  		this.set(

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

  		);

  		return this;

  	}

  	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;

  	}

  	extractBasis( xAxis, yAxis, zAxis ) {

  		xAxis.setFromMatrix3Column( this, 0 );
  		yAxis.setFromMatrix3Column( this, 1 );
  		zAxis.setFromMatrix3Column( this, 2 );

  		return this;

  	}

  	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;

  	}

  	multiply( m ) {

  		return this.multiplyMatrices( this, m );

  	}

  	premultiply( m ) {

  		return this.multiplyMatrices( m, this );

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  	getNormalMatrix( matrix4 ) {

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

  	}

  	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;

  	}

  	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;

  	}

  	//

  	scale( sx, sy ) {

  		this.premultiply( _m3.makeScale( sx, sy ) );

  		return this;

  	}

  	rotate( theta ) {

  		this.premultiply( _m3.makeRotation( - theta ) );

  		return this;

  	}

  	translate( tx, ty ) {

  		this.premultiply( _m3.makeTranslation( tx, ty ) );

  		return this;

  	}

  	// for 2D Transforms

  	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;

  	}

  	makeRotation( theta ) {

  		// counterclockwise

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

  		this.set(

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

  		);

  		return this;

  	}

  	makeScale( x, y ) {

  		this.set(

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

  		);

  		return this;

  	}

  	//

  	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;

  	}

  	fromArray( array, offset = 0 ) {

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

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

  		}

  		return this;

  	}

  	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;

  	}

  	clone() {

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

  	}

  }

  const _m3 = /*@__PURE__*/ new Matrix3();

  function arrayNeedsUint32( array ) {

  	// assumes larger values usually on last

  	for ( let i = array.length - 1; i >= 0; -- i ) {

  		if ( array[ i ] >= 65535 ) return true; // account for PRIMITIVE_RESTART_FIXED_INDEX, #24565

  	}

  	return false;

  }

  function createElementNS( name ) {

  	return document.createElementNS( 'http://www.w3.org/1999/xhtml', name );

  }

  function createCanvasElement() {

  	const canvas = createElementNS( 'canvas' );
  	canvas.style.display = 'block';
  	return canvas;

  }

  const _cache = {};

  function warnOnce( message ) {

  	if ( message in _cache ) return;

  	_cache[ message ] = true;

  	console.warn( message );

  }

  /**
   * Matrices converting P3 <-> Rec. 709 primaries, without gamut mapping
   * or clipping. Based on W3C specifications for sRGB and Display P3,
   * and ICC specifications for the D50 connection space. Values in/out
   * are _linear_ sRGB and _linear_ Display P3.
   *
   * Note that both sRGB and Display P3 use the sRGB transfer functions.
   *
   * Reference:
   * - http://www.russellcottrell.com/photo/matrixCalculator.htm
   */

  const LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = /*@__PURE__*/ new Matrix3().set(
  	0.8224621, 0.177538, 0.0,
  	0.0331941, 0.9668058, 0.0,
  	0.0170827, 0.0723974, 0.9105199,
  );

  const LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = /*@__PURE__*/ new Matrix3().set(
  	1.2249401, - 0.2249404, 0.0,
  	- 0.0420569, 1.0420571, 0.0,
  	- 0.0196376, - 0.0786361, 1.0982735
  );

  /**
   * Defines supported color spaces by transfer function and primaries,
   * and provides conversions to/from the Linear-sRGB reference space.
   */
  const COLOR_SPACES = {
  	[ LinearSRGBColorSpace ]: {
  		transfer: LinearTransfer,
  		primaries: Rec709Primaries,
  		toReference: ( color ) => color,
  		fromReference: ( color ) => color,
  	},
  	[ SRGBColorSpace ]: {
  		transfer: SRGBTransfer,
  		primaries: Rec709Primaries,
  		toReference: ( color ) => color.convertSRGBToLinear(),
  		fromReference: ( color ) => color.convertLinearToSRGB(),
  	},
  	[ LinearDisplayP3ColorSpace ]: {
  		transfer: LinearTransfer,
  		primaries: P3Primaries,
  		toReference: ( color ) => color.applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
  		fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ),
  	},
  	[ DisplayP3ColorSpace ]: {
  		transfer: SRGBTransfer,
  		primaries: P3Primaries,
  		toReference: ( color ) => color.convertSRGBToLinear().applyMatrix3( LINEAR_DISPLAY_P3_TO_LINEAR_SRGB ),
  		fromReference: ( color ) => color.applyMatrix3( LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 ).convertLinearToSRGB(),
  	},
  };

  const SUPPORTED_WORKING_COLOR_SPACES = new Set( [ LinearSRGBColorSpace, LinearDisplayP3ColorSpace ] );

  const ColorManagement = {

  	enabled: true,

  	_workingColorSpace: LinearSRGBColorSpace,

  	get workingColorSpace() {

  		return this._workingColorSpace;

  	},

  	set workingColorSpace( colorSpace ) {

  		if ( ! SUPPORTED_WORKING_COLOR_SPACES.has( colorSpace ) ) {

  			throw new Error( `Unsupported working color space, "${ colorSpace }".` );

  		}

  		this._workingColorSpace = colorSpace;

  	},

  	convert: function ( color, sourceColorSpace, targetColorSpace ) {

  		if ( this.enabled === false || sourceColorSpace === targetColorSpace || ! sourceColorSpace || ! targetColorSpace ) {

  			return color;

  		}

  		const sourceToReference = COLOR_SPACES[ sourceColorSpace ].toReference;
  		const targetFromReference = COLOR_SPACES[ targetColorSpace ].fromReference;

  		return targetFromReference( sourceToReference( color ) );

  	},

  	fromWorkingColorSpace: function ( color, targetColorSpace ) {

  		return this.convert( color, this._workingColorSpace, targetColorSpace );

  	},

  	toWorkingColorSpace: function ( color, sourceColorSpace ) {

  		return this.convert( color, sourceColorSpace, this._workingColorSpace );

  	},

  	getPrimaries: function ( colorSpace ) {

  		return COLOR_SPACES[ colorSpace ].primaries;

  	},

  	getTransfer: function ( colorSpace ) {

  		if ( colorSpace === NoColorSpace ) return LinearTransfer;

  		return COLOR_SPACES[ colorSpace ].transfer;

  	},

  };


  function SRGBToLinear( c ) {

  	return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );

  }

  function LinearToSRGB( c ) {

  	return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;

  }

  let _canvas;

  class ImageUtils {

  	static getDataURL( image ) {

  		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 === undefined ) _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;

  		}

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

  			console.warn( 'THREE.ImageUtils.getDataURL: Image converted to jpg for performance reasons', image );

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

  		} else {

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

  		}

  	}

  	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 {

  					// assuming float

  					data[ i ] = SRGBToLinear( data[ i ] );

  				}

  			}

  			return {
  				data: data,
  				width: image.width,
  				height: image.height
  			};

  		} else {

  			console.warn( 'THREE.ImageUtils.sRGBToLinear(): Unsupported image type. No color space conversion applied.' );
  			return image;

  		}

  	}

  }

  let _sourceId = 0;

  class Source {

  	constructor( data = null ) {

  		this.isSource = true;

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

  		this.uuid = generateUUID();

  		this.data = data;
  		this.dataReady = true;

  		this.version = 0;

  	}

  	set needsUpdate( value ) {

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

  	}

  	toJSON( meta ) {

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

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

  			return meta.images[ this.uuid ];

  		}

  		const output = {
  			uuid: this.uuid,
  			url: ''
  		};

  		const data = this.data;

  		if ( data !== null ) {

  			let url;

  			if ( Array.isArray( data ) ) {

  				// cube texture

  				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 {

  				// texture

  				url = serializeImage( data );

  			}

  			output.url = url;

  		}

  		if ( ! isRootObject ) {

  			meta.images[ this.uuid ] = output;

  		}

  		return output;

  	}

  }

  function serializeImage( image ) {

  	if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  		( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  		( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {

  		// default images

  		return ImageUtils.getDataURL( image );

  	} else {

  		if ( image.data ) {

  			// images of DataTexture

  			return {
  				data: Array.from( image.data ),
  				width: image.width,
  				height: image.height,
  				type: image.data.constructor.name
  			};

  		} else {

  			console.warn( 'THREE.Texture: Unable to serialize Texture.' );
  			return {};

  		}

  	}

  }

  let _textureId = 0;

  class Texture extends EventDispatcher {

  	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 = NoColorSpace ) {

  		super();

  		this.isTexture = true;

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

  		this.uuid = generateUUID();

  		this.name = '';

  		this.source = new Source( image );
  		this.mipmaps = [];

  		this.mapping = mapping;
  		this.channel = 0;

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

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

  		this.anisotropy = anisotropy;

  		this.format = format;
  		this.internalFormat = null;
  		this.type = type;

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

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

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

  		if ( typeof colorSpace === 'string' ) {

  			this.colorSpace = colorSpace;

  		} else { // @deprecated, r152

  			warnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' );
  			this.colorSpace = colorSpace === sRGBEncoding ? SRGBColorSpace : NoColorSpace;

  		}


  		this.userData = {};

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

  		this.isRenderTargetTexture = false; // indicates whether a texture belongs to a render target or not
  		this.needsPMREMUpdate = false; // indicates whether this texture should be processed by PMREMGenerator or not (only relevant for render target textures)

  	}

  	get image() {

  		return this.source.data;

  	}

  	set image( value = null ) {

  		this.source.data = value;

  	}

  	updateMatrix() {

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

  	}

  	clone() {

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

  	}

  	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.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.userData = JSON.parse( JSON.stringify( source.userData ) );

  		this.needsUpdate = true;

  		return this;

  	}

  	toJSON( meta ) {

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

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

  			return meta.textures[ this.uuid ];

  		}

  		const output = {

  			metadata: {
  				version: 4.6,
  				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,
  			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;

  	}

  	dispose() {

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

  	}

  	transformUv( uv ) {

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

  		uv.applyMatrix3( this.matrix );

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

  			switch ( this.wrapS ) {

  				case RepeatWrapping:

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

  				case ClampToEdgeWrapping:

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

  				case MirroredRepeatWrapping:

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

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

  					} else {

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

  					}

  					break;

  			}

  		}

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

  			switch ( this.wrapT ) {

  				case RepeatWrapping:

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

  				case ClampToEdgeWrapping:

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

  				case MirroredRepeatWrapping:

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

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

  					} else {

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

  					}

  					break;

  			}

  		}

  		if ( this.flipY ) {

  			uv.y = 1 - uv.y;

  		}

  		return uv;

  	}

  	set needsUpdate( value ) {

  		if ( value === true ) {

  			this.version ++;
  			this.source.needsUpdate = true;

  		}

  	}

  	get encoding() { // @deprecated, r152

  		warnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' );
  		return this.colorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding;

  	}

  	set encoding( encoding ) { // @deprecated, r152

  		warnOnce( 'THREE.Texture: Property .encoding has been replaced by .colorSpace.' );
  		this.colorSpace = encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace;

  	}

  }

  Texture.DEFAULT_IMAGE = null;
  Texture.DEFAULT_MAPPING = UVMapping;
  Texture.DEFAULT_ANISOTROPY = 1;

  class Vector4 {

  	constructor( x = 0, y = 0, z = 0, w = 1 ) {

  		Vector4.prototype.isVector4 = true;

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

  	}

  	get width() {

  		return this.z;

  	}

  	set width( value ) {

  		this.z = value;

  	}

  	get height() {

  		return this.w;

  	}

  	set height( value ) {

  		this.w = value;

  	}

  	set( x, y, z, w ) {

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

  		return this;

  	}

  	setScalar( scalar ) {

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

  		return this;

  	}

  	setX( x ) {

  		this.x = x;

  		return this;

  	}

  	setY( y ) {

  		this.y = y;

  		return this;

  	}

  	setZ( z ) {

  		this.z = z;

  		return this;

  	}

  	setW( w ) {

  		this.w = w;

  		return this;

  	}

  	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( 'index is out of range: ' + index );

  		}

  		return this;

  	}

  	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( 'index is out of range: ' + index );

  		}

  	}

  	clone() {

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

  	}

  	copy( v ) {

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

  		return this;

  	}

  	add( v ) {

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

  		return this;

  	}

  	addScalar( s ) {

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

  		return this;

  	}

  	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;

  	}

  	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;

  	}

  	sub( v ) {

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

  		return this;

  	}

  	subScalar( s ) {

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

  		return this;

  	}

  	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;

  	}

  	multiply( v ) {

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

  		return this;

  	}

  	multiplyScalar( scalar ) {

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

  		return this;

  	}

  	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;

  	}

  	divideScalar( scalar ) {

  		return this.multiplyScalar( 1 / scalar );

  	}

  	setAxisAngleFromQuaternion( q ) {

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

  		// q is assumed to be normalized

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

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

  		if ( s < 0.0001 ) {

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

  		} else {

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

  		}

  		return this;

  	}

  	setAxisAngleFromRotationMatrix( m ) {

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

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

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

  			te = m.elements,

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

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

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

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

  				// this singularity is identity matrix so angle = 0

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

  				return this; // zero angle, arbitrary axis

  			}

  			// otherwise this singularity is angle = 180

  			angle = Math.PI;

  			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 ) ) {

  				// m11 is the largest diagonal term

  				if ( xx < epsilon ) {

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

  				} else {

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

  				}

  			} else if ( yy > zz ) {

  				// m22 is the largest diagonal term

  				if ( yy < epsilon ) {

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

  				} else {

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

  				}

  			} else {

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

  				if ( zz < epsilon ) {

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

  				} else {

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

  				}

  			}

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

  			return this; // return 180 deg rotation

  		}

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

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

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

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

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

  		return this;

  	}

  	min( v ) {

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

  		return this;

  	}

  	max( v ) {

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

  		return this;

  	}

  	clamp( min, max ) {

  		// assumes min < max, componentwise

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

  		return this;

  	}

  	clampScalar( minVal, maxVal ) {

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

  		return this;

  	}

  	clampLength( min, max ) {

  		const length = this.length();

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

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  	negate() {

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

  		return this;

  	}

  	dot( v ) {

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

  	}

  	lengthSq() {

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

  	}

  	length() {

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

  	}

  	manhattanLength() {

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

  	}

  	normalize() {

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

  	}

  	setLength( length ) {

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

  	}

  	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;

  	}

  	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;

  	}

  	equals( v ) {

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

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  }

  /*
   In options, we can specify:
   * Texture parameters for an auto-generated target texture
   * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
  */
  class RenderTarget extends EventDispatcher {

  	constructor( width = 1, height = 1, options = {} ) {

  		super();

  		this.isRenderTarget = true;

  		this.width = width;
  		this.height = height;
  		this.depth = 1;

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

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

  		const image = { width: width, height: height, depth: 1 };

  		if ( options.encoding !== undefined ) {

  			// @deprecated, r152
  			warnOnce( 'THREE.WebGLRenderTarget: option.encoding has been replaced by option.colorSpace.' );
  			options.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace;

  		}

  		options = Object.assign( {
  			generateMipmaps: false,
  			internalFormat: null,
  			minFilter: LinearFilter,
  			depthBuffer: true,
  			stencilBuffer: false,
  			depthTexture: null,
  			samples: 0
  		}, options );

  		this.texture = new Texture( image, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );
  		this.texture.isRenderTargetTexture = true;

  		this.texture.flipY = false;
  		this.texture.generateMipmaps = options.generateMipmaps;
  		this.texture.internalFormat = options.internalFormat;

  		this.depthBuffer = options.depthBuffer;
  		this.stencilBuffer = options.stencilBuffer;

  		this.depthTexture = options.depthTexture;

  		this.samples = options.samples;

  	}

  	setSize( width, height, depth = 1 ) {

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

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

  			this.texture.image.width = width;
  			this.texture.image.height = height;
  			this.texture.image.depth = depth;

  			this.dispose();

  		}

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

  	}

  	clone() {

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

  	}

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

  		// ensure image object is not shared, see #20328

  		const image = Object.assign( {}, source.texture.image );
  		this.texture.source = new Source( image );

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

  		if ( source.depthTexture !== null ) this.depthTexture = source.depthTexture.clone();

  		this.samples = source.samples;

  		return this;

  	}

  	dispose() {

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

  	}

  }

  class WebGLRenderTarget extends RenderTarget {

  	constructor( width = 1, height = 1, options = {} ) {

  		super( width, height, options );

  		this.isWebGLRenderTarget = true;

  	}

  }

  class DataArrayTexture extends Texture {

  	constructor( data = null, width = 1, height = 1, depth = 1 ) {

  		super( null );

  		this.isDataArrayTexture = true;

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

  		this.magFilter = NearestFilter;
  		this.minFilter = NearestFilter;

  		this.wrapR = ClampToEdgeWrapping;

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

  	}

  }

  class Data3DTexture extends Texture {

  	constructor( data = null, width = 1, height = 1, depth = 1 ) {

  		// We're going to add .setXXX() methods for setting properties later.
  		// Users can still set in DataTexture3D directly.
  		//
  		//	const texture = new THREE.DataTexture3D( data, width, height, depth );
  		// 	texture.anisotropy = 16;
  		//
  		// See #14839

  		super( null );

  		this.isData3DTexture = true;

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

  		this.magFilter = NearestFilter;
  		this.minFilter = NearestFilter;

  		this.wrapR = ClampToEdgeWrapping;

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

  	}

  }

  class Quaternion {

  	constructor( x = 0, y = 0, z = 0, w = 1 ) {

  		this.isQuaternion = true;

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

  	}

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

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

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

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

  		if ( t === 0 ) {

  			dst[ dstOffset + 0 ] = x0;
  			dst[ dstOffset + 1 ] = y0;
  			dst[ dstOffset + 2 ] = z0;
  			dst[ dstOffset + 3 ] = w0;
  			return;

  		}

  		if ( t === 1 ) {

  			dst[ dstOffset + 0 ] = x1;
  			dst[ dstOffset + 1 ] = y1;
  			dst[ dstOffset + 2 ] = z1;
  			dst[ dstOffset + 3 ] = w1;
  			return;

  		}

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

  			let s = 1 - t;
  			const cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
  				dir = ( cos >= 0 ? 1 : - 1 ),
  				sqrSin = 1 - cos * cos;

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

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

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

  			}

  			const tDir = t * dir;

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

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

  				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;

  	}

  	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;

  	}

  	get x() {

  		return this._x;

  	}

  	set x( value ) {

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

  	}

  	get y() {

  		return this._y;

  	}

  	set y( value ) {

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

  	}

  	get z() {

  		return this._z;

  	}

  	set z( value ) {

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

  	}

  	get w() {

  		return this._w;

  	}

  	set w( value ) {

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

  	}

  	set( x, y, z, w ) {

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

  		this._onChangeCallback();

  		return this;

  	}

  	clone() {

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

  	}

  	copy( quaternion ) {

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

  		this._onChangeCallback();

  		return this;

  	}

  	setFromEuler( euler, update = true ) {

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

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

  		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:
  				console.warn( 'THREE.Quaternion: .setFromEuler() encountered an unknown order: ' + order );

  		}

  		if ( update === true ) this._onChangeCallback();

  		return this;

  	}

  	setFromAxisAngle( axis, angle ) {

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

  		// assumes axis is normalized

  		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;

  	}

  	setFromRotationMatrix( m ) {

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

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

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

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

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

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

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

  		} else if ( m22 > m33 ) {

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

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

  		} else {

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

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

  		}

  		this._onChangeCallback();

  		return this;

  	}

  	setFromUnitVectors( vFrom, vTo ) {

  		// assumes direction vectors vFrom and vTo are normalized

  		let r = vFrom.dot( vTo ) + 1;

  		if ( r < Number.EPSILON ) {

  			// vFrom and vTo point in opposite directions

  			r = 0;

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

  				this._x = - vFrom.y;
  				this._y = vFrom.x;
  				this._z = 0;
  				this._w = r;

  			} else {

  				this._x = 0;
  				this._y = - vFrom.z;
  				this._z = vFrom.y;
  				this._w = r;

  			}

  		} else {

  			// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3

  			this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
  			this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
  			this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
  			this._w = r;

  		}

  		return this.normalize();

  	}

  	angleTo( q ) {

  		return 2 * Math.acos( Math.abs( clamp( this.dot( q ), - 1, 1 ) ) );

  	}

  	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;

  	}

  	identity() {

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

  	}

  	invert() {

  		// quaternion is assumed to have unit length

  		return this.conjugate();

  	}

  	conjugate() {

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

  		this._onChangeCallback();

  		return this;

  	}

  	dot( v ) {

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

  	}

  	lengthSq() {

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

  	}

  	length() {

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

  	}

  	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;

  	}

  	multiply( q ) {

  		return this.multiplyQuaternions( this, q );

  	}

  	premultiply( q ) {

  		return this.multiplyQuaternions( q, this );

  	}

  	multiplyQuaternions( a, b ) {

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

  		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;

  	}

  	slerp( qb, t ) {

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

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

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

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

  		if ( cosHalfTheta < 0 ) {

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

  			cosHalfTheta = - cosHalfTheta;

  		} else {

  			this.copy( qb );

  		}

  		if ( cosHalfTheta >= 1.0 ) {

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

  			return this;

  		}

  		const sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;

  		if ( sqrSinHalfTheta <= Number.EPSILON ) {

  			const s = 1 - t;
  			this._w = s * w + t * this._w;
  			this._x = s * x + t * this._x;
  			this._y = s * y + t * this._y;
  			this._z = s * z + t * this._z;

  			this.normalize(); // normalize calls _onChangeCallback()

  			return this;

  		}

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

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

  		this._onChangeCallback();

  		return this;

  	}

  	slerpQuaternions( qa, qb, t ) {

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

  	}

  	random() {

  		// Derived from http://planning.cs.uiuc.edu/node198.html
  		// Note, this source uses w, x, y, z ordering,
  		// so we swap the order below.

  		const u1 = Math.random();
  		const sqrt1u1 = Math.sqrt( 1 - u1 );
  		const sqrtu1 = Math.sqrt( u1 );

  		const u2 = 2 * Math.PI * Math.random();

  		const u3 = 2 * Math.PI * Math.random();

  		return this.set(
  			sqrt1u1 * Math.cos( u2 ),
  			sqrtu1 * Math.sin( u3 ),
  			sqrtu1 * Math.cos( u3 ),
  			sqrt1u1 * Math.sin( u2 ),
  		);

  	}

  	equals( quaternion ) {

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

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  }

  class Vector3 {

  	constructor( x = 0, y = 0, z = 0 ) {

  		Vector3.prototype.isVector3 = true;

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

  	}

  	set( x, y, z ) {

  		if ( z === undefined ) z = this.z; // sprite.scale.set(x,y)

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

  		return this;

  	}

  	setScalar( scalar ) {

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

  		return this;

  	}

  	setX( x ) {

  		this.x = x;

  		return this;

  	}

  	setY( y ) {

  		this.y = y;

  		return this;

  	}

  	setZ( z ) {

  		this.z = z;

  		return this;

  	}

  	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( 'index is out of range: ' + index );

  		}

  		return this;

  	}

  	getComponent( index ) {

  		switch ( index ) {

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

  		}

  	}

  	clone() {

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

  	}

  	copy( v ) {

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

  		return this;

  	}

  	add( v ) {

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

  		return this;

  	}

  	addScalar( s ) {

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

  		return this;

  	}

  	addVectors( a, b ) {

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

  		return this;

  	}

  	addScaledVector( v, s ) {

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

  		return this;

  	}

  	sub( v ) {

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

  		return this;

  	}

  	subScalar( s ) {

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

  		return this;

  	}

  	subVectors( a, b ) {

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

  		return this;

  	}

  	multiply( v ) {

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

  		return this;

  	}

  	multiplyScalar( scalar ) {

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

  		return this;

  	}

  	multiplyVectors( a, b ) {

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

  		return this;

  	}

  	applyEuler( euler ) {

  		return this.applyQuaternion( _quaternion$4.setFromEuler( euler ) );

  	}

  	applyAxisAngle( axis, angle ) {

  		return this.applyQuaternion( _quaternion$4.setFromAxisAngle( axis, angle ) );

  	}

  	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;

  	}

  	applyNormalMatrix( m ) {

  		return this.applyMatrix3( m ).normalize();

  	}

  	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;

  	}

  	applyQuaternion( q ) {

  		// quaternion q is assumed to have unit length

  		const vx = this.x, vy = this.y, vz = this.z;
  		const qx = q.x, qy = q.y, qz = q.z, qw = q.w;

  		// t = 2 * cross( q.xyz, v );
  		const tx = 2 * ( qy * vz - qz * vy );
  		const ty = 2 * ( qz * vx - qx * vz );
  		const tz = 2 * ( qx * vy - qy * vx );

  		// v + q.w * t + cross( q.xyz, t );
  		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;

  	}

  	project( camera ) {

  		return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );

  	}

  	unproject( camera ) {

  		return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );

  	}

  	transformDirection( m ) {

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

  		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();

  	}

  	divide( v ) {

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

  		return this;

  	}

  	divideScalar( scalar ) {

  		return this.multiplyScalar( 1 / scalar );

  	}

  	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;

  	}

  	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;

  	}

  	clamp( min, max ) {

  		// assumes min < max, componentwise

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

  		return this;

  	}

  	clampScalar( minVal, maxVal ) {

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

  		return this;

  	}

  	clampLength( min, max ) {

  		const length = this.length();

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

  	}

  	floor() {

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

  		return this;

  	}

  	ceil() {

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

  		return this;

  	}

  	round() {

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

  		return this;

  	}

  	roundToZero() {

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

  		return this;

  	}

  	negate() {

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

  		return this;

  	}

  	dot( v ) {

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

  	}

  	// TODO lengthSquared?

  	lengthSq() {

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

  	}

  	length() {

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

  	}

  	manhattanLength() {

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

  	}

  	normalize() {

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

  	}

  	setLength( length ) {

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

  	}

  	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;

  	}

  	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;

  	}

  	cross( v ) {

  		return this.crossVectors( this, v );

  	}

  	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;

  	}

  	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 );

  	}

  	projectOnPlane( planeNormal ) {

  		_vector$c.copy( this ).projectOnVector( planeNormal );

  		return this.sub( _vector$c );

  	}

  	reflect( normal ) {

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

  		return this.sub( _vector$c.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );

  	}

  	angleTo( v ) {

  		const denominator = Math.sqrt( this.lengthSq() * v.lengthSq() );

  		if ( denominator === 0 ) return Math.PI / 2;

  		const theta = this.dot( v ) / denominator;

  		// clamp, to handle numerical problems

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

  	}

  	distanceTo( v ) {

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

  	}

  	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;

  	}

  	manhattanDistanceTo( v ) {

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

  	}

  	setFromSpherical( s ) {

  		return this.setFromSphericalCoords( s.radius, s.phi, s.theta );

  	}

  	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;

  	}

  	setFromCylindrical( c ) {

  		return this.setFromCylindricalCoords( c.radius, c.theta, c.y );

  	}

  	setFromCylindricalCoords( radius, theta, y ) {

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

  		return this;

  	}

  	setFromMatrixPosition( m ) {

  		const e = m.elements;

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

  		return this;

  	}

  	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;

  	}

  	setFromMatrixColumn( m, index ) {

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

  	}

  	setFromMatrix3Column( m, index ) {

  		return this.fromArray( m.elements, index * 3 );

  	}

  	setFromEuler( e ) {

  		this.x = e._x;
  		this.y = e._y;
  		this.z = e._z;

  		return this;

  	}

  	setFromColor( c ) {

  		this.x = c.r;
  		this.y = c.g;
  		this.z = c.b;

  		return this;

  	}

  	equals( v ) {

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

  	}

  	fromArray( array, offset = 0 ) {

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

  		return this;

  	}

  	toArray( array = [], offset = 0 ) {

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

  		return array;

  	}

  	fromBufferAttribute( attribute, index ) {

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

  		return this;

  	}

  	random() {

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

  		return this;

  	}

  	randomDirection() {

  		// Derived from https://mathworld.wolfram.com/SpherePointPicking.html

  		const u = ( Math.random() - 0.5 ) * 2;
  		const t = Math.random() * Math.PI * 2;
  		const f = Math.sqrt( 1 - u ** 2 );

  		this.x = f * Math.cos( t );
  		this.y = f * Math.sin( t );
  		this.z = u;

  		return this;

  	}

  	*[ Symbol.iterator ]() {

  		yield this.x;
  		yield this.y;
  		yield this.z;

  	}

  }

  const _vector$c = /*@__PURE__*/ new Vector3();
  const _quaternion$4 = /*@__PURE__*/ new Quaternion();

  class Box3 {

  	constructor( min = new Vector3( + Infinity, + Infinity, + Infinity ), max = new Vector3( - Infinity, - Infinity, - Infinity ) ) {

  		this.isBox3 = true;

  		this.min = min;
  		this.max = max;

  	}

  	set( min, max ) {

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

  		return this;

  	}

  	setFromArray( array ) {

  		this.makeEmpty();

  		for ( let i = 0, il = array.length; i < il; i += 3 ) {

  			this.expandByPoint( _vector$b.fromArray( array, i ) );

  		}

  		return this;

  	}

  	setFromBufferAttribute( attribute ) {

  		this.makeEmpty();

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

  			this.expandByPoint( _vector$b.fromBufferAttribute( attribute, i ) );

  		}

  		return this;

  	}

  	setFromPoints( points ) {

  		this.makeEmpty();

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

  			this.expandByPoint( points[ i ] );

  		}

  		return this;

  	}

  	setFromCenterAndSize( center, size ) {

  		const halfSize = _vector$b.copy( size ).multiplyScalar( 0.5 );

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

  		return this;

  	}

  	setFromObject( object, precise = false ) {

  		this.makeEmpty();

  		return this.expandByObject( object, precise );

  	}

  	clone() {

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

  	}

  	copy( box ) {

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

  		return this;

  	}

  	makeEmpty() {

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

  		return this;

  	}

  	isEmpty() {

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

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

  	}

  	getCenter( target ) {

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

  	}

  	getSize( target ) {

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

  	}

  	expandByPoint( point ) {

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

  		return this;

  	}

  	expandByVector( vector ) {

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

  		return this;

  	}

  	expandByScalar( scalar ) {

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

  		return this;

  	}

  	expandByObject( object, precise = false ) {

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

  		object.updateWorldMatrix( false, false );

  		const geometry = object.geometry;

  		if ( geometry !== undefined ) {

  			const positionAttribute = geometry.getAttribute( 'position' );

  			// precise AABB computation based on vertex data requires at least a position attribute.
  			// instancing isn't supported so far and uses the normal (conservative) code path.

  			if ( precise === true && positionAttribute !== undefined && 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 !== undefined ) {

  					// object-level bounding box

  					if ( object.boundingBox === null ) {

  						object.computeBoundingBox();

  					}

  					_box$4.copy( object.boundingBox );


  				} else {

  					// geometry-level bounding box

  					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;

  	}

  	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 ? false : true;

  	}

  	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;

  	}

  	getParameter( point, target ) {

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

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

  	}

  	intersectsBox( box ) {

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

  	}

  	intersectsSphere( sphere ) {

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

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

  	}

  	intersectsPlane( plane ) {

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

  		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 );

  	}

  	intersectsTriangle( triangle ) {

  		if ( this.isEmpty() ) {

  			return false;

  		}

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

  		// translate triangle to aabb origin
  		_v0$2.subVectors( triangle.a, _center );
  		_v1$7.subVectors( triangle.b, _center );
  		_v2$4.subVectors( triangle.c, _center );

  		// compute edge vectors for triangle
  		_f0.subVectors( _v1$7, _v0$2 );
  		_f1.subVectors( _v2$4, _v1$7 );
  		_f2.subVectors( _v0$2, _v2$4 );

  		// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
  		// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
  		// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
  		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$2, _v1$7, _v2$4, _extents ) ) {

  			return false;

  		}

  		// test 3 face normals from the aabb
  		axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
  		if ( ! satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents ) ) {

  			return false;

  		}

  		// finally testing the face normal of the triangle
  		// use already existing triangle edge vectors here
  		_triangleNormal.crossVectors( _f0, _f1 );
  		axes = [ _triangleNormal.x, _triangleNormal.y, _triangleNormal.z ];

  		return satForAxes( axes, _v0$2, _v1$7, _v2$4, _extents );

  	}

  	clampPoint( point, target ) {

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

  	}

  	distanceToPoint( point ) {

  		return this.clampPoint( point, _vector$b ).distanceTo( point );

  	}

  	getBoundingSphere( target ) {

  		if ( this.isEmpty() ) {

  			target.makeEmpty();

  		} else {

  			this.getCenter( target.center );

  			target.radius = this.getSize( _vector$b ).length() * 0.5;

  		}

  		return target;

  	}

  	intersect( box ) {

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

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

  		return this;

  	}

  	union( box ) {

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

  		return this;

  	}

  	applyMatrix4( matrix ) {

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

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

  		this.setFromPoints( _points$1 );

  		return this;

  	}

  	translate( offset ) {

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

  		return this;

  	}

  	equals( box ) {

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

  	}

  }

  const _points$1 = [
  	/*@__PURE__*/ new Vector3(),
  	/*@__PURE__*/ new Vector3(),
  	/*@__PURE__*/ new Vector3(),
  	/*@__PURE__*/ new Vector3(),
  	/*@__PURE__*/ new Vector3(),
  	/*@__PURE__*/ new Vector3(),
  	/*@__PURE__*/ new Vector3(),
  	/*@__PURE__*/ new Vector3()
  ];

  const _vector$b = /*@__PURE__*/ new Vector3();

  const _box$4 = /*@__PURE__*/ new Box3();

  // triangle centered vertices

  const _v0$2 = /*@__PURE__*/ new Vector3();
  const _v1$7 = /*@__PURE__*/ new Vector3();
  const _v2$4 = /*@__PURE__*/ new Vector3();

  // triangle edge vectors

  const _f0 = /*@__PURE__*/ new Vector3();
  const _f1 = /*@__PURE__*/ new Vector3();
  const _f2 = /*@__PURE__*/ new Vector3();

  const _center = /*@__PURE__*/ new Vector3();
  const _extents = /*@__PURE__*/ new Vector3();
  const _triangleNormal = /*@__PURE__*/ new Vector3();
  const _testAxis = /*@__PURE__*/ new Vector3();

  function satForAxes( axes, v0, v1, v2, extents ) {

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

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

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

  		}

  	}

  	return true;

  }

  const _box$3 = /*@__PURE__*/ new Box3();
  const _v1$6 = /*@__PURE__*/ new Vector3();
  const _v2$3 = /*@__PURE__*/ new Vector3();

  class Sphere {

  	constructor( center = new Vector3(), radius = - 1 ) {

  		this.isSphere = true;

  		this.center = center;
  		this.radius = radius;

  	}

  	set( center, radius ) {

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

  		return this;

  	}

  	setFromPoints( points, optionalCenter ) {

  		const center = this.center;

  		if ( optionalCenter !== undefined ) {

  			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;

  	}

  	copy( sphere ) {

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

  		return this;

  	}

  	isEmpty() {

  		return ( this.radius < 0 );

  	}

  	makeEmpty() {

  		this.center.set( 0, 0, 0 );
  		this.radius = - 1;

  		return this;

  	}

  	containsPoint( point ) {

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

  	}

  	distanceToPoint( point ) {

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

  	}

  	intersectsSphere( sphere ) {

  		const radiusSum = this.radius + sphere.radius;

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

  	}

  	intersectsBox( box ) {

  		return box.intersectsSphere( this );

  	}

  	intersectsPlane( plane ) {

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

  	}

  	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;

  	}

  	getBoundingBox( target ) {

  		if ( this.isEmpty() ) {

  			// Empty sphere produces empty bounding box
  			target.makeEmpty();
  			return target;

  		}

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

  		return target;

  	}

  	applyMatrix4( matrix ) {

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

  		return this;

  	}

  	translate( offset ) {

  		this.center.add( offset );

  		return this;

  	}

  	expandByPoint( point ) {

  		if ( this.isEmpty() ) {

  			this.center.copy( point );

  			this.radius = 0;

  			return this;

  		}

  		_v1$6.subVectors( point, this.center );

  		const lengthSq = _v1$6.lengthSq();

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

  			// calculate the minimal sphere

  			const length = Math.sqrt( lengthSq );

  			const delta = ( length - this.radius ) * 0.5;

  			this.center.addScaledVector( _v1$6, delta / length );

  			this.radius += delta;

  		}

  		return this;

  	}

  	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$3.subVectors( sphere.center, this.center ).setLength( sphere.radius );

  			this.expandByPoint( _v1$6.copy( sphere.center ).add( _v2$3 ) );

  			this.expandByPoint( _v1$6.copy( sphere.center ).sub( _v2$3 ) );

  		}

  		return this;

  	}

  	equals( sphere ) {

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

  	}

  	clone() {

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

  	}

  }

  const _vector$a = /*@__PURE__*/ new Vector3();
  const _segCenter = /*@__PURE__*/ new Vector3();
  const _segDir = /*@__PURE__*/ new Vector3();
  const _diff = /*@__PURE__*/ new Vector3();

  const _edge1 = /*@__PURE__*/ new Vector3();
  const _edge2 = /*@__PURE__*/ new Vector3();
  const _normal$1 = /*@__PURE__*/ new Vector3();

  class Ray {

  	constructor( origin = new Vector3(), direction = new Vector3( 0, 0, - 1 ) ) {

  		this.origin = origin;
  		this.direction = direction;

  	}

  	set( origin, direction ) {

  		this.origin.copy( origin );
  		this.direction.copy( direction );

  		return this;

  	}

  	copy( ray ) {

  		this.origin.copy( ray.origin );
  		this.direction.copy( ray.direction );

  		return this;

  	}

  	at( t, target ) {

  		return target.copy( this.origin ).addScaledVector( this.direction, t );

  	}

  	lookAt( v ) {

  		this.direction.copy( v ).sub( this.origin ).normalize();

  		return this;

  	}

  	recast( t ) {

  		this.origin.copy( this.at( t, _vector$a ) );

  		return this;

  	}

  	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 );

  	}

  	distanceToPoint( point ) {

  		return Math.sqrt( this.distanceSqToPoint( point ) );

  	}

  	distanceSqToPoint( point ) {

  		const directionDistance = _vector$a.subVectors( point, this.origin ).dot( this.direction );

  		// point behind the ray

  		if ( directionDistance < 0 ) {

  			return this.origin.distanceToSquared( point );

  		}

  		_vector$a.copy( this.origin ).addScaledVector( this.direction, directionDistance );

  		return _vector$a.distanceToSquared( point );

  	}

  	distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

  		// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteDistRaySegment.h
  		// It returns the min distance between the ray and the segment
  		// defined by v0 and v1
  		// It can also set two optional targets :
  		// - The closest point on the ray
  		// - The closest point on the segment

  		_segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
  		_segDir.copy( v1 ).sub( v0 ).normalize();
  		_diff.copy( this.origin ).sub( _segCenter );

  		const segExtent = v0.distanceTo( v1 ) * 0.5;
  		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 ) {

  			// The ray and segment are not parallel.

  			s0 = a01 * b1 - b0;
  			s1 = a01 * b0 - b1;
  			extDet = segExtent * det;

  			if ( s0 >= 0 ) {

  				if ( s1 >= - extDet ) {

  					if ( s1 <= extDet ) {

  						// region 0
  						// Minimum at interior points of ray and segment.

  						const invDet = 1 / det;
  						s0 *= invDet;
  						s1 *= invDet;
  						sqrDist = s0 * ( s0 + a01 * s1 + 2 * b0 ) + s1 * ( a01 * s0 + s1 + 2 * b1 ) + c;

  					} else {

  						// region 1

  						s1 = segExtent;
  						s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  						sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

  					}

  				} else {

  					// region 5

  					s1 = - segExtent;
  					s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

  				}

  			} else {

  				if ( s1 <= - extDet ) {

  					// region 4

  					s0 = Math.max( 0, - ( - a01 * segExtent + b0 ) );
  					s1 = ( s0 > 0 ) ? - segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

  				} else if ( s1 <= extDet ) {

  					// region 3

  					s0 = 0;
  					s1 = Math.min( Math.max( - segExtent, - b1 ), segExtent );
  					sqrDist = s1 * ( s1 + 2 * b1 ) + c;

  				} else {

  					// region 2

  					s0 = Math.max( 0, - ( a01 * segExtent + b0 ) );
  					s1 = ( s0 > 0 ) ? segExtent : Math.min( Math.max( - segExtent, - b1 ), segExtent );
  					sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

  				}

  			}

  		} else {

  			// Ray and segment are parallel.

  			s1 = ( a01 > 0 ) ? - segExtent : segExtent;
  			s0 = Math.max( 0, - ( a01 * s1 + b0 ) );
  			sqrDist = - s0 * s0 + s1 * ( s1 + 2 * b1 ) + c;

  		}

  		if ( optionalPointOnRay ) {

  			optionalPointOnRay.copy( this.origin ).addScaledVector( this.direction, s0 );

  		}

  		if ( optionalPointOnSegment ) {

  			optionalPointOnSegment.copy( _segCenter ).addScaledVector( _segDir, s1 );

  		}

  		return sqrDist;

  	}

  	intersectSphere( sphere, target ) {

  		_vector$a.subVectors( sphere.center, this.origin );
  		const tca = _vector$a.dot( this.direction );
  		const d2 = _vector$a.dot( _vector$a ) - tca * tca;
  		const radius2 = sphere.radius * sphere.radius;

  		if ( d2 > radius2 ) return null;

  		const thc = Math.sqrt( radius2 - d2 );

  		// t0 = first intersect point - entrance on front of sphere
  		const t0 = tca - thc;

  		// t1 = second intersect point - exit point on back of sphere
  		const t1 = tca + thc;

  		// test to see if t1 is behind the ray - if so, return null
  		if ( t1 < 0 ) return null;

  		// test to see if t0 is behind the ray:
  		// if it is, the ray is inside the sphere, so return the second exit point scaled by t1,
  		// in order to always return an intersect point that is in front of the ray.
  		if ( t0 < 0 ) return this.at( t1, target );

  		// else t0 is in front of the ray, so return the first collision point scaled by t0
  		return this.at( t0, target );

  	}

  	intersectsSphere( sphere ) {

  		return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );

  	}

  	distanceToPlane( plane ) {

  		const denominator = plane.normal.dot( this.direction );

  		if ( denominator === 0 ) {

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

  				return 0;

  			}

  			// Null is preferable to undefined since undefined means.... it is undefined

  			return null;

  		}

  		const t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;

  		// Return if the ray never intersects the plane

  		return t >= 0 ? t : null;

  	}

  	intersectPlane( plane, target ) {

  		const t = this.distanceToPlane( plane );

  		if ( t === null ) {

  			return null;

  		}

  		return this.at( t, target );

  	}

  	intersectsPlane( plane ) {

  		// check if the ray lies on the plane first

  		const distToPoint = plane.distanceToPoint( this.origin );

  		if ( distToPoint === 0 ) {

  			return true;

  		}

  		const denominator = plane.normal.dot( this.direction );

  		if ( denominator * distToPoint < 0 ) {

  			return true;

  		}

  		// ray origin is behind the plane (and is pointing behind it)

  		return false;

  	}

  	intersectBox( 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;

  		//return point closest to the ray (positive side)

  		if ( tmax < 0 ) return null;

  		return this.at( tmin >= 0 ? tmin : tmax, target );

  	}

  	intersectsBox( box ) {

  		return this.intersectBox( box, _vector$a ) !== null;

  	}

  	intersectTriangle( a, b, c, backfaceCulling, target ) {

  		// Compute the offset origin, edges, and normal.

  		// from https://github.com/pmjoniak/GeometricTools/blob/master/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h

  		_edge1.subVectors( b, a );
  		_edge2.subVectors( c, a );
  		_normal$1.crossVectors( _edge1, _edge2 );

  		// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
  		// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
  		//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
  		//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
  		//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
  		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 ) );

  		// b1 < 0, no intersection
  		if ( DdQxE2 < 0 ) {

  			return null;

  		}

  		const DdE1xQ = sign * this.direction.dot( _edge1.cross( _diff ) );

  		// b2 < 0, no intersection
  		if ( DdE1xQ < 0 ) {

  			return null;

  		}

  		// b1+b2 > 1, no intersection
  		if ( DdQxE2 + DdE1xQ > DdN ) {

  			return null;

  		}

  		// Line intersects triangle, check if ray does.
  		const QdN = - sign * _diff.dot( _normal$1 );

  		// t < 0, no intersection
  		if ( QdN < 0 ) {

  			return null;

  		}

  		// Ray intersects triangle.
  		return this.at( QdN / DdN, target );

  	}

  	applyMatrix4( matrix4 ) {

  		this.origin.applyMatrix4( matrix4 );
  		this.direction.transformDirection( matrix4 );

  		return this;

  	}

  	equals( ray ) {

  		return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );

  	}

  	clone() {

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

  	}

  }

  class Matrix4 {

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

  		Matrix4.prototype.isMatrix4 = true;

  		this.elements = [

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

  		];

  		if ( n11 !== undefined ) {

  			this.set( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 );

  		}

  	}

  	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;

  	}

  	identity() {

  		this.set(

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

  		);

  		return this;

  	}

  	clone() {

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

  	}

  	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;

  	}

  	copyPosition( m ) {

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

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

  		return this;

  	}

  	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;

  	}

  	extractBasis( xAxis, yAxis, zAxis ) {

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

  		return this;

  	}

  	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;

  	}

  	extractRotation( m ) {

  		// this method does not support reflection matrices

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

  		const scaleX = 1 / _v1$5.setFromMatrixColumn( m, 0 ).length();
  		const scaleY = 1 / _v1$5.setFromMatrixColumn( m, 1 ).length();
  		const scaleZ = 1 / _v1$5.setFromMatrixColumn( m, 2 ).length();

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

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

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

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

  		return this;

  	}

  	makeRotationFromEuler( 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;

  		}

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

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

  		return this;

  	}

  	makeRotationFromQuaternion( q ) {

  		return this.compose( _zero, q, _one );

  	}

  	lookAt( eye, target, up ) {

  		const te = this.elements;

  		_z.subVectors( eye, target );

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

  			// eye and target are in the same position

  			_z.z = 1;

  		}

  		_z.normalize();
  		_x.crossVectors( up, _z );

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

  			// up and z are parallel

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

  				_z.x += 0.0001;

  			} else {

  				_z.z += 0.0001;

  			}

  			_z.normalize();
  			_x.crossVectors( up, _z );

  		}

  		_x.normalize();
  		_y.crossVectors( _z, _x );

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

  		return this;

  	}

  	multiply( m ) {

  		return this.multiplyMatrices( this, m );

  	}

  	premultiply( m ) {

  		return this.multiplyMatrices( m, this );

  	}

  	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;

  	}

  	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;

  	}

  	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 ];

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

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

  		);

  	}

  	transpose() {

  		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;

  	}

  	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;

  	}

  	invert() {

  		// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
  		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 ],

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

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

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

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

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

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

  		return this;

  	}

  	scale( 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;

  	}

  	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 ) );

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  	makeRotationAxis( axis, angle ) {

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

  		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;

  	}

  	makeScale( x, y, z ) {

  		this.set(

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

  		);

  		return this;

  	}

  	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;

  	}

  	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;

  	}

  	decompose( position, quaternion, scale ) {

  		const te = this.elements;

  		let sx = _v1$5.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
  		const sy = _v1$5.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
  		const sz = _v1$5.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();

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

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

  		// scale the rotation part
  		_m1$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;

  	}

  	makePerspective( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {

  		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 ( coordinateSystem === WebGLCoordinateSystem ) {

  			c = - ( far + near ) / ( far - near );
  			d = ( - 2 * far * near ) / ( far - near );

  		} else if ( coordinateSystem === WebGPUCoordinateSystem ) {

  			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;

  	}

  	makeOrthographic( left, right, top, bottom, near, far, coordinateSystem = WebGLCoordinateSystem ) {

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

  		const x = ( right + left ) * w;
  		const y = ( top + bottom ) * h;

  		let z, zInv;

  		if ( coordinateSystem === WebGLCoordinateSystem ) {

  			z = ( far + near ) * p;
  			zInv = - 2 * p;

  		} else if ( coordinateSystem === WebGPUCoordinateSystem ) {

  			z = near * p;
  			zInv = - 1 * p;

  		} else {

  			throw new Error( 'THREE.Matrix4.makeOrthographic(): Invalid coordinate system: ' + coordinateSystem );

  		}

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

  		return this;

  	}

  	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;

  	}

  	fromArray( array, offset = 0 ) {

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

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

  		}

  		return this;

  	}

  	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;

  	}

  }

  const _v1$5 = /*@__PURE__*/ new Vector3();
  const _m1$2 = /*@__PURE__*/ new Matrix4();
  const _zero = /*@__PURE__*/ new Vector3( 0, 0, 0 );
  const _one = /*@__PURE__*/ new Vector3( 1, 1, 1 );
  const _x = /*@__PURE__*/ new Vector3();
  const _y = /*@__PURE__*/ new Vector3();
  const _z = /*@__PURE__*/ new Vector3();

  const _matrix$1 = /*@__PURE__*/ new Matrix4();
  const _quaternion$3 = /*@__PURE__*/ new Quaternion();

  class Euler {

  	constructor( x = 0, y = 0, z = 0, order = Euler.DEFAULT_ORDER ) {

  		this.isEuler = true;

  		this._x = x;
  		this._y = y;
  		this._z = z;
  		this._order = order;

  	}

  	get x() {

  		return this._x;

  	}

  	set x( value ) {

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

  	}

  	get y() {

  		return this._y;

  	}

  	set y( value ) {

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

  	}

  	get z() {

  		return this._z;

  	}

  	set z( value ) {

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

  	}

  	get order() {

  		return this._order;

  	}

  	set order( value ) {

  		this._order = value;
  		this._onChangeCallback();

  	}

  	set( x, y, z, order = this._order ) {

  		this._x = x;
  		this._y = y;
  		this._z = z;
  		this._order = order;

  		this._onChangeCallback();

  		return this;

  	}

  	clone() {

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

  	}

  	copy( euler ) {

  		this._x = euler._x;
  		this._y = euler._y;
  		this._z = euler._z;
  		this._order = euler._order;

  		this._onChangeCallback();

  		return this;

  	}

  	setFromRotationMatrix( m, order = this._order, update = true ) {

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

  		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 ) < 0.9999999 ) {

  					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 ) < 0.9999999 ) {

  					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 ) < 0.9999999 ) {

  					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 ) < 0.9999999 ) {

  					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 ) < 0.9999999 ) {

  					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 ) < 0.9999999 ) {

  					this._x = Math.atan2( m32, m22 );
  					this._y = Math.atan2( m13, m11 );

  				} else {

  					this._x = Math.atan2( - m23, m33 );
  					this._y = 0;

  				}

  				break;

  			default:

  				console.warn( 'THREE.Euler: .setFromRotationMatrix() encountered an unknown order: ' + order );

  		}

  		this._order = order;

  		if ( update === true ) this._onChangeCallback();

  		return this;

  	}

  	setFromQuaternion( q, order, update ) {

  		_matrix$1.makeRotationFromQuaternion( q );

  		return this.setFromRotationMatrix( _matrix$1, order, update );

  	}

  	setFromVector3( v, order = this._order ) {

  		return this.set( v.x, v.y, v.z, order );

  	}

  	reorder( newOrder ) {

  		// WARNING: this discards revolution information -bhouston

  		_quaternion$3.setFromEuler( this );

  		return this.setFromQuaternion( _quaternion$3, newOrder );

  	}

  	equals( euler ) {

  		return ( euler._x === this._x ) && ( euler._y === this._y ) && ( euler._z === this._z ) && ( euler._order === this._order );

  	}

  	fromArray( array ) {

  		this._x = array[ 0 ];
  		this._y = array[ 1 ];
  		this._z = array[ 2 ];
  		if ( array[ 3 ] !== undefined ) this._order = array[ 3 ];

  		this._onChangeCallback();

  		return this;

  	}

  	toArray( 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;

  	}

  }

  Euler.DEFAULT_ORDER = 'XYZ';

  class Layers {

  	constructor() {

  		this.mask = 1 | 0;

  	}

  	set( channel ) {

  		this.mask = ( 1 << channel | 0 ) >>> 0;

  	}

  	enable( channel ) {

  		this.mask |= 1 << channel | 0;

  	}

  	enableAll() {

  		this.mask = 0xffffffff | 0;

  	}

  	toggle( channel ) {

  		this.mask ^= 1 << channel | 0;

  	}

  	disable( channel ) {

  		this.mask &= ~ ( 1 << channel | 0 );

  	}

  	disableAll() {

  		this.mask = 0;

  	}

  	test( layers ) {

  		return ( this.mask & layers.mask ) !== 0;

  	}

  	isEnabled( channel ) {

  		return ( this.mask & ( 1 << channel | 0 ) ) !== 0;

  	}

  }

  let _object3DId = 0;

  const _v1$4 = /*@__PURE__*/ new Vector3();
  const _q1 = /*@__PURE__*/ new Quaternion();
  const _m1$1 = /*@__PURE__*/ new Matrix4();
  const _target = /*@__PURE__*/ new Vector3();

  const _position$3 = /*@__PURE__*/ new Vector3();
  const _scale$2 = /*@__PURE__*/ new Vector3();
  const _quaternion$2 = /*@__PURE__*/ new Quaternion();

  const _xAxis = /*@__PURE__*/ new Vector3( 1, 0, 0 );
  const _yAxis = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  const _zAxis = /*@__PURE__*/ new Vector3( 0, 0, 1 );

  const _addedEvent = { type: 'added' };
  const _removedEvent = { type: 'removed' };

  class Object3D extends EventDispatcher {

  	constructor() {

  		super();

  		this.isObject3D = true;

  		Object.defineProperty( this, 'id', { value: _object3DId ++ } );

  		this.uuid = generateUUID();

  		this.name = '';
  		this.type = 'Object3D';

  		this.parent = null;
  		this.children = [];

  		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, undefined, false );

  		}

  		rotation._onChange( onRotationChange );
  		quaternion._onChange( onQuaternionChange );

  		Object.defineProperties( this, {
  			position: {
  				configurable: true,
  				enumerable: true,
  				value: position
  			},
  			rotation: {
  				configurable: true,
  				enumerable: true,
  				value: rotation
  			},
  			quaternion: {
  				configurable: true,
  				enumerable: true,
  				value: quaternion
  			},
  			scale: {
  				configurable: true,
  				enumerable: true,
  				value: scale
  			},
  			modelViewMatrix: {
  				value: new Matrix4()
  			},
  			normalMatrix: {
  				value: new Matrix3()
  			}
  		} );

  		this.matrix = new Matrix4();
  		this.matrixWorld = new Matrix4();

  		this.matrixAutoUpdate = Object3D.DEFAULT_MATRIX_AUTO_UPDATE;

  		this.matrixWorldAutoUpdate = Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE; // checked by the renderer
  		this.matrixWorldNeedsUpdate = false;

  		this.layers = new Layers();
  		this.visible = true;

  		this.castShadow = false;
  		this.receiveShadow = false;

  		this.frustumCulled = true;
  		this.renderOrder = 0;

  		this.animations = [];

  		this.userData = {};

  	}

  	onBeforeShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}

  	onAfterShadow( /* renderer, object, camera, shadowCamera, geometry, depthMaterial, group */ ) {}

  	onBeforeRender( /* renderer, scene, camera, geometry, material, group */ ) {}

  	onAfterRender( /* renderer, scene, camera, geometry, material, group */ ) {}

  	applyMatrix4( matrix ) {

  		if ( this.matrixAutoUpdate ) this.updateMatrix();

  		this.matrix.premultiply( matrix );

  		this.matrix.decompose( this.position, this.quaternion, this.scale );

  	}

  	applyQuaternion( q ) {

  		this.quaternion.premultiply( q );

  		return this;

  	}

  	setRotationFromAxisAngle( axis, angle ) {

  		// assumes axis is normalized

  		this.quaternion.setFromAxisAngle( axis, angle );

  	}

  	setRotationFromEuler( euler ) {

  		this.quaternion.setFromEuler( euler, true );

  	}

  	setRotationFromMatrix( m ) {

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

  		this.quaternion.setFromRotationMatrix( m );

  	}

  	setRotationFromQuaternion( q ) {

  		// assumes q is normalized

  		this.quaternion.copy( q );

  	}

  	rotateOnAxis( axis, angle ) {

  		// rotate object on axis in object space
  		// axis is assumed to be normalized

  		_q1.setFromAxisAngle( axis, angle );

  		this.quaternion.multiply( _q1 );

  		return this;

  	}

  	rotateOnWorldAxis( axis, angle ) {

  		// rotate object on axis in world space
  		// axis is assumed to be normalized
  		// method assumes no rotated parent

  		_q1.setFromAxisAngle( axis, angle );

  		this.quaternion.premultiply( _q1 );

  		return this;

  	}

  	rotateX( angle ) {

  		return this.rotateOnAxis( _xAxis, angle );

  	}

  	rotateY( angle ) {

  		return this.rotateOnAxis( _yAxis, angle );

  	}

  	rotateZ( angle ) {

  		return this.rotateOnAxis( _zAxis, angle );

  	}

  	translateOnAxis( axis, distance ) {

  		// translate object by distance along axis in object space
  		// axis is assumed to be normalized

  		_v1$4.copy( axis ).applyQuaternion( this.quaternion );

  		this.position.add( _v1$4.multiplyScalar( distance ) );

  		return this;

  	}

  	translateX( distance ) {

  		return this.translateOnAxis( _xAxis, distance );

  	}

  	translateY( distance ) {

  		return this.translateOnAxis( _yAxis, distance );

  	}

  	translateZ( distance ) {

  		return this.translateOnAxis( _zAxis, distance );

  	}

  	localToWorld( vector ) {

  		this.updateWorldMatrix( true, false );

  		return vector.applyMatrix4( this.matrixWorld );

  	}

  	worldToLocal( vector ) {

  		this.updateWorldMatrix( true, false );

  		return vector.applyMatrix4( _m1$1.copy( this.matrixWorld ).invert() );

  	}

  	lookAt( x, y, z ) {

  		// This method does not support objects having non-uniformly-scaled parent(s)

  		if ( x.isVector3 ) {

  			_target.copy( x );

  		} else {

  			_target.set( x, y, z );

  		}

  		const parent = this.parent;

  		this.updateWorldMatrix( true, false );

  		_position$3.setFromMatrixPosition( this.matrixWorld );

  		if ( this.isCamera || this.isLight ) {

  			_m1$1.lookAt( _position$3, _target, this.up );

  		} else {

  			_m1$1.lookAt( _target, _position$3, this.up );

  		}

  		this.quaternion.setFromRotationMatrix( _m1$1 );

  		if ( parent ) {

  			_m1$1.extractRotation( parent.matrixWorld );
  			_q1.setFromRotationMatrix( _m1$1 );
  			this.quaternion.premultiply( _q1.invert() );

  		}

  	}

  	add( object ) {

  		if ( arguments.length > 1 ) {

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

  				this.add( arguments[ i ] );

  			}

  			return this;

  		}

  		if ( object === this ) {

  			console.error( 'THREE.Object3D.add: object can\'t be added as a child of itself.', object );
  			return this;

  		}

  		if ( object && object.isObject3D ) {

  			if ( object.parent !== null ) {

  				object.parent.remove( object );

  			}

  			object.parent = this;
  			this.children.push( object );

  			object.dispatchEvent( _addedEvent );

  		} else {

  			console.error( 'THREE.Object3D.add: object not an instance of THREE.Object3D.', object );

  		}

  		return this;

  	}

  	remove( 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 );

  		}

  		return this;

  	}

  	removeFromParent() {

  		const parent = this.parent;

  		if ( parent !== null ) {

  			parent.remove( this );

  		}

  		return this;

  	}

  	clear() {

  		return this.remove( ... this.children );

  	}

  	attach( object ) {

  		// adds object as a child of this, while maintaining the object's world transform

  		// Note: This method does not support scene graphs having non-uniformly-scaled nodes(s)

  		this.updateWorldMatrix( true, false );

  		_m1$1.copy( this.matrixWorld ).invert();

  		if ( object.parent !== null ) {

  			object.parent.updateWorldMatrix( true, false );

  			_m1$1.multiply( object.parent.matrixWorld );

  		}

  		object.applyMatrix4( _m1$1 );

  		this.add( object );

  		object.updateWorldMatrix( false, true );

  		return this;

  	}

  	getObjectById( id ) {

  		return this.getObjectByProperty( 'id', id );

  	}

  	getObjectByName( name ) {

  		return this.getObjectByProperty( 'name', name );

  	}

  	getObjectByProperty( name, value ) {

  		if ( this[ name ] === value ) return this;

  		for ( let i = 0, l = this.children.length; i < l; i ++ ) {

  			const child = this.children[ i ];
  			const object = child.getObjectByProperty( name, value );

  			if ( object !== undefined ) {

  				return object;

  			}

  		}

  		return undefined;

  	}

  	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;

  	}

  	getWorldPosition( target ) {

  		this.updateWorldMatrix( true, false );

  		return target.setFromMatrixPosition( this.matrixWorld );

  	}

  	getWorldQuaternion( target ) {

  		this.updateWorldMatrix( true, false );

  		this.matrixWorld.decompose( _position$3, target, _scale$2 );

  		return target;

  	}

  	getWorldScale( target ) {

  		this.updateWorldMatrix( true, false );

  		this.matrixWorld.decompose( _position$3, _quaternion$2, target );

  		return target;

  	}

  	getWorldDirection( target ) {

  		this.updateWorldMatrix( true, false );

  		const e = this.matrixWorld.elements;

  		return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();

  	}

  	raycast( /* raycaster, intersects */ ) {}

  	traverse( callback ) {

  		callback( this );

  		const children = this.children;

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

  			children[ i ].traverse( callback );

  		}

  	}

  	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 );

  		}

  	}

  	traverseAncestors( callback ) {

  		const parent = this.parent;

  		if ( parent !== null ) {

  			callback( parent );

  			parent.traverseAncestors( callback );

  		}

  	}

  	updateMatrix() {

  		this.matrix.compose( this.position, this.quaternion, this.scale );

  		this.matrixWorldNeedsUpdate = true;

  	}

  	updateMatrixWorld( force ) {

  		if ( this.matrixAutoUpdate ) this.updateMatrix();

  		if ( this.matrixWorldNeedsUpdate || force ) {

  			if ( this.parent === null ) {

  				this.matrixWorld.copy( this.matrix );

  			} else {

  				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

  			}

  			this.matrixWorldNeedsUpdate = false;

  			force = true;

  		}

  		// update children

  		const children = this.children;

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

  			const child = children[ i ];

  			if ( child.matrixWorldAutoUpdate === true || force === true ) {

  				child.updateMatrixWorld( force );

  			}

  		}

  	}

  	updateWorldMatrix( updateParents, updateChildren ) {

  		const parent = this.parent;

  		if ( updateParents === true && parent !== null && parent.matrixWorldAutoUpdate === true ) {

  			parent.updateWorldMatrix( true, false );

  		}

  		if ( this.matrixAutoUpdate ) this.updateMatrix();

  		if ( this.parent === null ) {

  			this.matrixWorld.copy( this.matrix );

  		} else {

  			this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );

  		}

  		// update children

  		if ( updateChildren === true ) {

  			const children = this.children;

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

  				const child = children[ i ];

  				if ( child.matrixWorldAutoUpdate === true ) {

  					child.updateWorldMatrix( false, true );

  				}

  			}

  		}

  	}

  	toJSON( meta ) {

  		// meta is a string when called from JSON.stringify
  		const isRootObject = ( meta === undefined || typeof meta === 'string' );

  		const output = {};

  		// meta is a hash used to collect geometries, materials.
  		// not providing it implies that this is the root object
  		// being serialized.
  		if ( isRootObject ) {

  			// initialize meta obj
  			meta = {
  				geometries: {},
  				materials: {},
  				textures: {},
  				images: {},
  				shapes: {},
  				skeletons: {},
  				animations: {},
  				nodes: {}
  			};

  			output.metadata = {
  				version: 4.6,
  				type: 'Object',
  				generator: 'Object3D.toJSON'
  			};

  		}

  		// standard Object3D serialization

  		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 ( 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.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;

  		// object specific properties

  		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.visibility = this._visibility;
  			object.active = this._active;
  			object.bounds = this._bounds.map( bound => ( {
  				boxInitialized: bound.boxInitialized,
  				boxMin: bound.box.min.toArray(),
  				boxMax: bound.box.max.toArray(),

  				sphereInitialized: bound.sphereInitialized,
  				sphereRadius: bound.sphere.radius,
  				sphereCenter: bound.sphere.center.toArray()
  			} ) );

  			object.maxGeometryCount = this._maxGeometryCount;
  			object.maxVertexCount = this._maxVertexCount;
  			object.maxIndexCount = this._maxIndexCount;

  			object.geometryInitialized = this._geometryInitialized;
  			object.geometryCount = this._geometryCount;

  			object.matricesTexture = this._matricesTexture.toJSON( meta );

  			if ( this.boundingSphere !== null ) {

  				object.boundingSphere = {
  					center: object.boundingSphere.center.toArray(),
  					radius: object.boundingSphere.radius
  				};

  			}

  			if ( this.boundingBox !== null ) {

  				object.boundingBox = {
  					min: object.boundingBox.min.toArray(),
  					max: object.boundingBox.max.toArray()
  				};

  			}

  		}

  		//

  		function serialize( library, element ) {

  			if ( library[ element.uuid ] === undefined ) {

  				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 !== undefined && parameters.shapes !== undefined ) {

  				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 !== undefined ) {

  				serialize( meta.skeletons, this.skeleton );

  				object.skeleton = this.skeleton.uuid;

  			}

  		}

  		if ( this.material !== undefined ) {

  			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;

  		// extract data from the cache hash
  		// remove metadata on each item
  		// and return as array
  		function extractFromCache( cache ) {

  			const values = [];
  			for ( const key in cache ) {

  				const data = cache[ key ];
  				delete data.metadata;
  				values.push( data );

  			}

  			return values;

  		}

  	}

  	clone( recursive ) {

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

  	}

  	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.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.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;

  	}

  }

  Object3D.DEFAULT_UP = /*@__PURE__*/ new Vector3( 0, 1, 0 );
  Object3D.DEFAULT_MATRIX_AUTO_UPDATE = true;
  Object3D.DEFAULT_MATRIX_WORLD_AUTO_UPDATE = true;

  const _v0$1 = /*@__PURE__*/ new Vector3();
  const _v1$3 = /*@__PURE__*/ new Vector3();
  const _v2$2 = /*@__PURE__*/ new Vector3();
  const _v3$2 = /*@__PURE__*/ new Vector3();

  const _vab = /*@__PURE__*/ new Vector3();
  const _vac = /*@__PURE__*/ new Vector3();
  const _vbc = /*@__PURE__*/ new Vector3();
  const _vap = /*@__PURE__*/ new Vector3();
  const _vbp = /*@__PURE__*/ new Vector3();
  const _vcp = /*@__PURE__*/ new Vector3();

  class Triangle {

  	constructor( a = new Vector3(), b = new Vector3(), c = new Vector3() ) {

  		this.a = a;
  		this.b = b;
  		this.c = c;

  	}

  	static getNormal( a, b, c, target ) {

  		target.subVectors( c, b );
  		_v0$1.subVectors( a, b );
  		target.cross( _v0$1 );

  		const targetLengthSq = target.lengthSq();
  		if ( targetLengthSq > 0 ) {

  			return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );

  		}

  		return target.set( 0, 0, 0 );

  	}

  	// static/instance method to calculate barycentric coordinates
  	// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
  	static getBarycoord( point, a, b, c, target ) {

  		_v0$1.subVectors( c, a );
  		_v1$3.subVectors( b, a );
  		_v2$2.subVectors( point, a );

  		const dot00 = _v0$1.dot( _v0$1 );
  		const dot01 = _v0$1.dot( _v1$3 );
  		const dot02 = _v0$1.dot( _v2$2 );
  		const dot11 = _v1$3.dot( _v1$3 );
  		const dot12 = _v1$3.dot( _v2$2 );

  		const denom = ( dot00 * dot11 - dot01 * dot01 );

  		// collinear or singular triangle
  		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;

  		// barycentric coordinates must always sum to 1
  		return target.set( 1 - u - v, v, u );

  	}

  	static containsPoint( point, a, b, c ) {

  		// if the triangle is degenerate then we can't contain a point
  		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 );

  	}

  	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;

  	}

  	static isFrontFacing( a, b, c, direction ) {

  		_v0$1.subVectors( c, b );
  		_v1$3.subVectors( a, b );

  		// strictly front facing
  		return ( _v0$1.cross( _v1$3 ).dot( direction ) < 0 ) ? true : false;

  	}

  	set( a, b, c ) {

  		this.a.copy( a );
  		this.b.copy( b );
  		this.c.copy( c );

  		return this;

  	}

  	setFromPointsAndIndices( points, i0, i1, i2 ) {

  		this.a.copy( points[ i0 ] );
  		this.b.copy( points[ i1 ] );
  		this.c.copy( points[ i2 ] );

  		return this;

  	}

  	setFromAttributeAndIndices( attribute, i0, i1, i2 ) {

  		this.a.fromBufferAttribute( attribute, i0 );
  		this.b.fromBufferAttribute( attribute, i1 );
  		this.c.fromBufferAttribute( attribute, i2 );

  		return this;

  	}

  	clone() {

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

  	}

  	copy( triangle ) {

  		this.a.copy( triangle.a );
  		this.b.copy( triangle.b );
  		this.c.copy( triangle.c );

  		return this;

  	}

  	getArea() {

  		_v0$1.subVectors( this.c, this.b );
  		_v1$3.subVectors( this.a, this.b );

  		return _v0$1.cross( _v1$3 ).length() * 0.5;

  	}

  	getMidpoint( target ) {

  		return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

  	}

  	getNormal( target ) {

  		return Triangle.getNormal( this.a, this.b, this.c, target );

  	}

  	getPlane( target ) {

  		return target.setFromCoplanarPoints( this.a, this.b, this.c );

  	}

  	getBarycoord( point, target ) {

  		return Triangle.getBarycoord( point, this.a, this.b, this.c, target );

  	}

  	getInterpolation( point, v1, v2, v3, target ) {

  		return Triangle.getInterpolation( point, this.a, this.b, this.c, v1, v2, v3, target );

  	}

  	containsPoint( point ) {

  		return Triangle.containsPoint( point, this.a, this.b, this.c );

  	}

  	isFrontFacing( direction ) {

  		return Triangle.isFrontFacing( this.a, this.b, this.c, direction );

  	}

  	intersectsBox( box ) {

  		return box.intersectsTriangle( this );

  	}

  	closestPointToPoint( p, target ) {

  		const a = this.a, b = this.b, c = this.c;
  		let v, w;

  		// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
  		// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
  		// under the accompanying license; see chapter 5.1.5 for detailed explanation.
  		// basically, we're distinguishing which of the voronoi regions of the triangle
  		// the point lies in with the minimum amount of redundant computation.

  		_vab.subVectors( b, a );
  		_vac.subVectors( c, a );
  		_vap.subVectors( p, a );
  		const d1 = _vab.dot( _vap );
  		const d2 = _vac.dot( _vap );
  		if ( d1 <= 0 && d2 <= 0 ) {

  			// vertex region of A; barycentric coords (1, 0, 0)
  			return target.copy( a );

  		}

  		_vbp.subVectors( p, b );
  		const d3 = _vab.dot( _vbp );
  		const d4 = _vac.dot( _vbp );
  		if ( d3 >= 0 && d4 <= d3 ) {

  			// vertex region of B; barycentric coords (0, 1, 0)
  			return target.copy( b );

  		}

  		const vc = d1 * d4 - d3 * d2;
  		if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {

  			v = d1 / ( d1 - d3 );
  			// edge region of AB; barycentric coords (1-v, v, 0)
  			return target.copy( a ).addScaledVector( _vab, v );

  		}

  		_vcp.subVectors( p, c );
  		const d5 = _vab.dot( _vcp );
  		const d6 = _vac.dot( _vcp );
  		if ( d6 >= 0 && d5 <= d6 ) {

  			// vertex region of C; barycentric coords (0, 0, 1)
  			return target.copy( c );

  		}

  		const vb = d5 * d2 - d1 * d6;
  		if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {

  			w = d2 / ( d2 - d6 );
  			// edge region of AC; barycentric coords (1-w, 0, w)
  			return target.copy( a ).addScaledVector( _vac, w );

  		}

  		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 ) );
  			// edge region of BC; barycentric coords (0, 1-w, w)
  			return target.copy( b ).addScaledVector( _vbc, w ); // edge region of BC

  		}

  		// face region
  		const denom = 1 / ( va + vb + vc );
  		// u = va * denom
  		v = vb * denom;
  		w = vc * denom;

  		return target.copy( a ).addScaledVector( _vab, v ).addScaledVector( _vac, w );

  	}

  	equals( triangle ) {

  		return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );

  	}

  }

  const _colorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
  	'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
  	'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
  	'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
  	'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
  	'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
  	'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
  	'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
  	'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
  	'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
  	'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
  	'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
  	'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
  	'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
  	'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
  	'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
  	'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
  	'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
  	'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
  	'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
  	'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
  	'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
  	'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
  	'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };

  const _hslA = { h: 0, s: 0, l: 0 };
  const _hslB = { h: 0, s: 0, l: 0 };

  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;

  }

  let Color$1 = class Color {

  	constructor( r, g, b ) {

  		this.isColor = true;

  		this.r = 1;
  		this.g = 1;
  		this.b = 1;

  		return this.set( r, g, b );

  	}

  	set( r, g, b ) {

  		if ( g === undefined && b === undefined ) {

  			// r is THREE.Color, hex or string

  			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;

  	}

  	setScalar( scalar ) {

  		this.r = scalar;
  		this.g = scalar;
  		this.b = scalar;

  		return this;

  	}

  	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.toWorkingColorSpace( this, colorSpace );

  		return this;

  	}

  	setRGB( r, g, b, colorSpace = ColorManagement.workingColorSpace ) {

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

  		ColorManagement.toWorkingColorSpace( this, colorSpace );

  		return this;

  	}

  	setHSL( h, s, l, colorSpace = ColorManagement.workingColorSpace ) {

  		// h,s,l ranges are in 0.0 - 1.0
  		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 <= 0.5 ? 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.toWorkingColorSpace( this, colorSpace );

  		return this;

  	}

  	setStyle( style, colorSpace = SRGBColorSpace ) {

  		function handleAlpha( string ) {

  			if ( string === undefined ) return;

  			if ( parseFloat( string ) < 1 ) {

  				console.warn( 'THREE.Color: Alpha component of ' + style + ' will be ignored.' );

  			}

  		}


  		let m;

  		if ( m = /^(\w+)\(([^\)]*)\)/.exec( style ) ) {

  			// rgb / hsl

  			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 ) ) {

  						// rgb(255,0,0) rgba(255,0,0,0.5)

  						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 ) ) {

  						// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)

  						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 ) ) {

  						// hsl(120,50%,50%) hsla(120,50%,50%,0.5)

  						handleAlpha( color[ 4 ] );

  						return this.setHSL(
  							parseFloat( color[ 1 ] ) / 360,
  							parseFloat( color[ 2 ] ) / 100,
  							parseFloat( color[ 3 ] ) / 100,
  							colorSpace
  						);

  					}

  					break;

  				default:

  					console.warn( 'THREE.Color: Unknown color model ' + style );

  			}

  		} else if ( m = /^\#([A-Fa-f\d]+)$/.exec( style ) ) {

  			// hex color

  			const hex = m[ 1 ];
  			const size = hex.length;

  			if ( size === 3 ) {

  				// #ff0
  				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 ) {

  				// #ff0000
  				return this.setHex( parseInt( hex, 16 ), colorSpace );

  			} else {

  				console.warn( 'THREE.Color: Invalid hex color ' + style );

  			}

  		} else if ( style && style.length > 0 ) {

  			return this.setColorName( style, colorSpace );

  		}

  		return this;

  	}

  	setColorName( style, colorSpace = SRGBColorSpace ) {

  		// color keywords
  		const hex = _colorKeywords[ style.toLowerCase() ];

  		if ( hex !== undefined ) {

  			// red
  			this.setHex( hex, colorSpace );

  		} else {

  			// unknown color
  			console.warn( 'THREE.Color: Unknown color ' + style );

  		}

  		return this;

  	}

  	clone() {

  		return new this.constructor( this.r, this.g, this.b );

  	}

  	copy( color ) {

  		this.r = color.r;
  		this.g = color.g;
  		this.b = color.b;

  		return this;

  	}

  	copySRGBToLinear( color ) {

  		this.r = SRGBToLinear( color.r );
  		this.g = SRGBToLinear( color.g );
  		this.b = SRGBToLinear( color.b );

  		return this;

  	}

  	copyLinearToSRGB( color ) {

  		this.r = LinearToSRGB( color.r );
  		this.g = LinearToSRGB( color.g );
  		this.b = LinearToSRGB( color.b );

  		return this;

  	}

  	convertSRGBToLinear() {

  		this.copySRGBToLinear( this );

  		return this;

  	}

  	convertLinearToSRGB() {

  		this.copyLinearToSRGB( this );

  		return this;

  	}

  	getHex( colorSpace = SRGBColorSpace ) {

  		ColorManagement.fromWorkingColorSpace( _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 ) );

  	}

  	getHexString( colorSpace = SRGBColorSpace ) {

  		return ( '000000' + this.getHex( colorSpace ).toString( 16 ) ).slice( - 6 );

  	}

  	getHSL( target, colorSpace = ColorManagement.workingColorSpace ) {

  		// h,s,l ranges are in 0.0 - 1.0

  		ColorManagement.fromWorkingColorSpace( _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 ) / 2.0;

  		if ( min === max ) {

  			hue = 0;
  			saturation = 0;

  		} else {

  			const delta = max - min;

  			saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

  			switch ( max ) {

  				case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
  				case g: hue = ( b - r ) / delta + 2; break;
  				case b: hue = ( r - g ) / delta + 4; break;

  			}

  			hue /= 6;

  		}

  		target.h = hue;
  		target.s = saturation;
  		target.l = lightness;

  		return target;

  	}

  	getRGB( target, colorSpace = ColorManagement.workingColorSpace ) {

  		ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );

  		target.r = _color.r;
  		target.g = _color.g;
  		target.b = _color.b;

  		return target;

  	}

  	getStyle( colorSpace = SRGBColorSpace ) {

  		ColorManagement.fromWorkingColorSpace( _color.copy( this ), colorSpace );

  		const r = _color.r, g = _color.g, b = _color.b;

  		if ( colorSpace !== SRGBColorSpace ) {

  			// Requires CSS Color Module Level 4 (https://www.w3.org/TR/css-color-4/).
  			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 ) })`;

  	}

  	offsetHSL( h, s, l ) {

  		this.getHSL( _hslA );

  		return this.setHSL( _hslA.h + h, _hslA.s + s, _hslA.l + l );

  	}

  	add( color ) {

  		this.r += color.r;
  		this.g += color.g;
  		this.b += color.b;

  		return this;

  	}

  	addColors( color1, color2 ) {

  		this.r = color1.r + color2.r;
  		this.g = color1.g + color2.g;
  		this.b = color1.b + color2.b;

  		return this;

  	}

  	addScalar( s ) {

  		this.r += s;
  		this.g += s;
  		this.b += s;

  		return this;

  	}

  	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;

  	}

  	multiply( color ) {

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

  		return this;

  	}

  	multiplyScalar( s ) {

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

  		return this;

  	}

  	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;

  	}

  	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;

  	}

  	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;

  	}

  	setFromVector3( v ) {

  		this.r = v.x;
  		this.g = v.y;
  		this.b = v.z;

  		return this;

  	}

  	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;

  	}

  	equals( c ) {

  		return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

  	}

  	fromArray( array, offset = 0 ) {

  		this.r = array[ offset ];
  		this.g = array[ offset + 1 ];
  		this.b = array[ offset + 2 ];

  		return this;

  	}

  	toArray( array = [], offset = 0 ) {

  		array[ offset ] = this.r;
  		array[ offset + 1 ] = this.g;
  		array[ offset + 2 ] = this.b;

  		return array;

  	}

  	fromBufferAttribute( attribute, index ) {

  		this.r = attribute.getX( index );
  		this.g = attribute.getY( index );
  		this.b = attribute.getZ( index );

  		return this;

  	}

  	toJSON() {

  		return this.getHex();

  	}

  	*[ Symbol.iterator ]() {

  		yield this.r;
  		yield this.g;
  		yield this.b;

  	}

  };

  const _color = /*@__PURE__*/ new Color$1();

  Color$1.NAMES = _colorKeywords;

  let _materialId = 0;

  class Material extends EventDispatcher {

  	constructor() {

  		super();

  		this.isMaterial = true;

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

  		this.uuid = generateUUID();

  		this.name = '';
  		this.type = 'Material';

  		this.blending = NormalBlending;
  		this.side = FrontSide;
  		this.vertexColors = false;

  		this.opacity = 1;
  		this.transparent = false;
  		this.alphaHash = false;

  		this.blendSrc = SrcAlphaFactor;
  		this.blendDst = OneMinusSrcAlphaFactor;
  		this.blendEquation = AddEquation;
  		this.blendSrcAlpha = null;
  		this.blendDstAlpha = null;
  		this.blendEquationAlpha = null;
  		this.blendColor = new Color$1( 0, 0, 0 );
  		this.blendAlpha = 0;

  		this.depthFunc = LessEqualDepth;
  		this.depthTest = true;
  		this.depthWrite = true;

  		this.stencilWriteMask = 0xff;
  		this.stencilFunc = AlwaysStencilFunc;
  		this.stencilRef = 0;
  		this.stencilFuncMask = 0xff;
  		this.stencilFail = KeepStencilOp;
  		this.stencilZFail = KeepStencilOp;
  		this.stencilZPass = KeepStencilOp;
  		this.stencilWrite = false;

  		this.clippingPlanes = null;
  		this.clipIntersection = false;
  		this.clipShadows = false;

  		this.shadowSide = null;

  		this.colorWrite = true;

  		this.precision = null; // override the renderer's default precision for this material

  		this.polygonOffset = false;
  		this.polygonOffsetFactor = 0;
  		this.polygonOffsetUnits = 0;

  		this.dithering = false;

  		this.alphaToCoverage = false;
  		this.premultipliedAlpha = false;
  		this.forceSinglePass = false;

  		this.visible = true;

  		this.toneMapped = true;

  		this.userData = {};

  		this.version = 0;

  		this._alphaTest = 0;

  	}

  	get alphaTest() {

  		return this._alphaTest;

  	}

  	set alphaTest( value ) {

  		if ( this._alphaTest > 0 !== value > 0 ) {

  			this.version ++;

  		}

  		this._alphaTest = value;

  	}

  	onBuild( /* shaderobject, renderer */ ) {}

  	onBeforeRender( /* renderer, scene, camera, geometry, object, group */ ) {}

  	onBeforeCompile( /* shaderobject, renderer */ ) {}

  	customProgramCacheKey() {

  		return this.onBeforeCompile.toString();

  	}

  	setValues( values ) {

  		if ( values === undefined ) return;

  		for ( const key in values ) {

  			const newValue = values[ key ];

  			if ( newValue === undefined ) {

  				console.warn( `THREE.Material: parameter '${ key }' has value of undefined.` );
  				continue;

  			}

  			const currentValue = this[ key ];

  			if ( currentValue === undefined ) {

  				console.warn( `THREE.Material: '${ key }' is not a property of THREE.${ this.type }.` );
  				continue;

  			}

  			if ( currentValue && currentValue.isColor ) {

  				currentValue.set( newValue );

  			} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

  				currentValue.copy( newValue );

  			} else {

  				this[ key ] = newValue;

  			}

  		}

  	}

  	toJSON( meta ) {

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

  		if ( isRootObject ) {

  			meta = {
  				textures: {},
  				images: {}
  			};

  		}

  		const data = {
  			metadata: {
  				version: 4.6,
  				type: 'Material',
  				generator: 'Material.toJSON'
  			}
  		};

  		// standard Material serialization
  		data.uuid = this.uuid;
  		data.type = this.type;

  		if ( this.name !== '' ) data.name = this.name;

  		if ( this.color && this.color.isColor ) data.color = this.color.getHex();

  		if ( this.roughness !== undefined ) data.roughness = this.roughness;
  		if ( this.metalness !== undefined ) data.metalness = this.metalness;

  		if ( this.sheen !== undefined ) data.sheen = this.sheen;
  		if ( this.sheenColor && this.sheenColor.isColor ) data.sheenColor = this.sheenColor.getHex();
  		if ( this.sheenRoughness !== undefined ) data.sheenRoughness = this.sheenRoughness;
  		if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
  		if ( this.emissiveIntensity && this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;

  		if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
  		if ( this.specularIntensity !== undefined ) data.specularIntensity = this.specularIntensity;
  		if ( this.specularColor && this.specularColor.isColor ) data.specularColor = this.specularColor.getHex();
  		if ( this.shininess !== undefined ) data.shininess = this.shininess;
  		if ( this.clearcoat !== undefined ) data.clearcoat = this.clearcoat;
  		if ( this.clearcoatRoughness !== undefined ) data.clearcoatRoughness = this.clearcoatRoughness;

  		if ( this.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.iridescence !== undefined ) data.iridescence = this.iridescence;
  		if ( this.iridescenceIOR !== undefined ) data.iridescenceIOR = this.iridescenceIOR;
  		if ( this.iridescenceThicknessRange !== undefined ) 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 !== undefined ) data.anisotropy = this.anisotropy;
  		if ( this.anisotropyRotation !== undefined ) 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 !== undefined ) data.combine = this.combine;

  		}

  		if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
  		if ( this.reflectivity !== undefined ) data.reflectivity = this.reflectivity;
  		if ( this.refractionRatio !== undefined ) data.refractionRatio = this.refractionRatio;

  		if ( this.gradientMap && this.gradientMap.isTexture ) {

  			data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

  		}

  		if ( this.transmission !== undefined ) data.transmission = this.transmission;
  		if ( this.transmissionMap && this.transmissionMap.isTexture ) data.transmissionMap = this.transmissionMap.toJSON( meta ).uuid;
  		if ( this.thickness !== undefined ) data.thickness = this.thickness;
  		if ( this.thicknessMap && this.thicknessMap.isTexture ) data.thicknessMap = this.thicknessMap.toJSON( meta ).uuid;
  		if ( this.attenuationDistance !== undefined && this.attenuationDistance !== Infinity ) data.attenuationDistance = this.attenuationDistance;
  		if ( this.attenuationColor !== undefined ) data.attenuationColor = this.attenuationColor.getHex();

  		if ( this.size !== undefined ) data.size = this.size;
  		if ( this.shadowSide !== null ) data.shadowSide = this.shadowSide;
  		if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

  		if ( this.blending !== NormalBlending ) data.blending = this.blending;
  		if ( this.side !== FrontSide ) 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 !== SrcAlphaFactor ) data.blendSrc = this.blendSrc;
  		if ( this.blendDst !== OneMinusSrcAlphaFactor ) data.blendDst = this.blendDst;
  		if ( this.blendEquation !== AddEquation ) 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 !== LessEqualDepth ) 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 !== 0xff ) data.stencilWriteMask = this.stencilWriteMask;
  		if ( this.stencilFunc !== AlwaysStencilFunc ) data.stencilFunc = this.stencilFunc;
  		if ( this.stencilRef !== 0 ) data.stencilRef = this.stencilRef;
  		if ( this.stencilFuncMask !== 0xff ) data.stencilFuncMask = this.stencilFuncMask;
  		if ( this.stencilFail !== KeepStencilOp ) data.stencilFail = this.stencilFail;
  		if ( this.stencilZFail !== KeepStencilOp ) data.stencilZFail = this.stencilZFail;
  		if ( this.stencilZPass !== KeepStencilOp ) data.stencilZPass = this.stencilZPass;
  		if ( this.stencilWrite === true ) data.stencilWrite = this.stencilWrite;

  		// rotation (SpriteMaterial)
  		if ( this.rotation !== undefined && 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 !== undefined && this.linewidth !== 1 ) data.linewidth = this.linewidth;
  		if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
  		if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
  		if ( this.scale !== undefined ) data.scale = this.scale;

  		if ( this.dithering === true ) data.dithering = true;

  		if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
  		if ( this.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.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;

  		// TODO: Copied from Object3D.toJSON

  		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;

  	}

  	clone() {

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

  	}

  	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.visible = source.visible;

  		this.toneMapped = source.toneMapped;

  		this.userData = JSON.parse( JSON.stringify( source.userData ) );

  		return this;

  	}

  	dispose() {

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

  	}

  	set needsUpdate( value ) {

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

  	}

  }

  class MeshBasicMaterial extends Material {

  	constructor( parameters ) {

  		super();

  		this.isMeshBasicMaterial = true;

  		this.type = 'MeshBasicMaterial';

  		this.color = new Color$1( 0xffffff ); // emissive

  		this.map = null;

  		this.lightMap = null;
  		this.lightMapIntensity = 1.0;

  		this.aoMap = null;
  		this.aoMapIntensity = 1.0;

  		this.specularMap = null;

  		this.alphaMap = null;

  		this.envMap = null;
  		this.combine = MultiplyOperation;
  		this.reflectivity = 1;
  		this.refractionRatio = 0.98;

  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  		this.wireframeLinecap = 'round';
  		this.wireframeLinejoin = 'round';

  		this.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.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;

  	}

  }

  const _vector$9 = /*@__PURE__*/ new Vector3();
  const _vector2$1 = /*@__PURE__*/ new Vector2();

  class BufferAttribute {

  	constructor( array, itemSize, normalized = false ) {

  		if ( Array.isArray( array ) ) {

  			throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

  		}

  		this.isBufferAttribute = true;

  		this.name = '';

  		this.array = array;
  		this.itemSize = itemSize;
  		this.count = array !== undefined ? array.length / itemSize : 0;
  		this.normalized = normalized;

  		this.usage = StaticDrawUsage;
  		this._updateRange = { offset: 0, count: - 1 };
  		this.updateRanges = [];
  		this.gpuType = FloatType;

  		this.version = 0;

  	}

  	onUploadCallback() {}

  	set needsUpdate( value ) {

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

  	}

  	get updateRange() {

  		warnOnce( 'THREE.BufferAttribute: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159
  		return this._updateRange;

  	}

  	setUsage( value ) {

  		this.usage = value;

  		return this;

  	}

  	addUpdateRange( start, count ) {

  		this.updateRanges.push( { start, count } );

  	}

  	clearUpdateRanges() {

  		this.updateRanges.length = 0;

  	}

  	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;

  	}

  	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;

  	}

  	copyArray( array ) {

  		this.array.set( array );

  		return this;

  	}

  	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$9.fromBufferAttribute( this, i );
  				_vector$9.applyMatrix3( m );

  				this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );

  			}

  		}

  		return this;

  	}

  	applyMatrix4( m ) {

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

  			_vector$9.fromBufferAttribute( this, i );

  			_vector$9.applyMatrix4( m );

  			this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );

  		}

  		return this;

  	}

  	applyNormalMatrix( m ) {

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

  			_vector$9.fromBufferAttribute( this, i );

  			_vector$9.applyNormalMatrix( m );

  			this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );

  		}

  		return this;

  	}

  	transformDirection( m ) {

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

  			_vector$9.fromBufferAttribute( this, i );

  			_vector$9.transformDirection( m );

  			this.setXYZ( i, _vector$9.x, _vector$9.y, _vector$9.z );

  		}

  		return this;

  	}

  	set( value, offset = 0 ) {

  		// Matching BufferAttribute constructor, do not normalize the array.
  		this.array.set( value, offset );

  		return this;

  	}

  	getComponent( index, component ) {

  		let value = this.array[ index * this.itemSize + component ];

  		if ( this.normalized ) value = denormalize( value, this.array );

  		return value;

  	}

  	setComponent( index, component, value ) {

  		if ( this.normalized ) value = normalize$1( value, this.array );

  		this.array[ index * this.itemSize + component ] = value;

  		return this;

  	}

  	getX( index ) {

  		let x = this.array[ index * this.itemSize ];

  		if ( this.normalized ) x = denormalize( x, this.array );

  		return x;

  	}

  	setX( index, x ) {

  		if ( this.normalized ) x = normalize$1( x, this.array );

  		this.array[ index * this.itemSize ] = x;

  		return this;

  	}

  	getY( index ) {

  		let y = this.array[ index * this.itemSize + 1 ];

  		if ( this.normalized ) y = denormalize( y, this.array );

  		return y;

  	}

  	setY( index, y ) {

  		if ( this.normalized ) y = normalize$1( y, this.array );

  		this.array[ index * this.itemSize + 1 ] = y;

  		return this;

  	}

  	getZ( index ) {

  		let z = this.array[ index * this.itemSize + 2 ];

  		if ( this.normalized ) z = denormalize( z, this.array );

  		return z;

  	}

  	setZ( index, z ) {

  		if ( this.normalized ) z = normalize$1( z, this.array );

  		this.array[ index * this.itemSize + 2 ] = z;

  		return this;

  	}

  	getW( index ) {

  		let w = this.array[ index * this.itemSize + 3 ];

  		if ( this.normalized ) w = denormalize( w, this.array );

  		return w;

  	}

  	setW( index, w ) {

  		if ( this.normalized ) w = normalize$1( w, this.array );

  		this.array[ index * this.itemSize + 3 ] = w;

  		return this;

  	}

  	setXY( index, x, y ) {

  		index *= this.itemSize;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );

  		}

  		this.array[ index + 0 ] = x;
  		this.array[ index + 1 ] = y;

  		return this;

  	}

  	setXYZ( index, x, y, z ) {

  		index *= this.itemSize;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );
  			z = normalize$1( z, this.array );

  		}

  		this.array[ index + 0 ] = x;
  		this.array[ index + 1 ] = y;
  		this.array[ index + 2 ] = z;

  		return this;

  	}

  	setXYZW( index, x, y, z, w ) {

  		index *= this.itemSize;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );
  			z = normalize$1( z, this.array );
  			w = normalize$1( 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;

  	}

  	onUpload( callback ) {

  		this.onUploadCallback = callback;

  		return this;

  	}

  	clone() {

  		return new this.constructor( this.array, this.itemSize ).copy( this );

  	}

  	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 !== StaticDrawUsage ) data.usage = this.usage;

  		return data;

  	}

  }

  class Uint16BufferAttribute extends BufferAttribute {

  	constructor( array, itemSize, normalized ) {

  		super( new Uint16Array( array ), itemSize, normalized );

  	}

  }

  class Uint32BufferAttribute extends BufferAttribute {

  	constructor( array, itemSize, normalized ) {

  		super( new Uint32Array( array ), itemSize, normalized );

  	}

  }


  class Float32BufferAttribute extends BufferAttribute {

  	constructor( array, itemSize, normalized ) {

  		super( new Float32Array( array ), itemSize, normalized );

  	}

  }

  let _id$2 = 0;

  const _m1 = /*@__PURE__*/ new Matrix4();
  const _obj = /*@__PURE__*/ new Object3D();
  const _offset = /*@__PURE__*/ new Vector3();
  const _box$2 = /*@__PURE__*/ new Box3();
  const _boxMorphTargets = /*@__PURE__*/ new Box3();
  const _vector$8 = /*@__PURE__*/ new Vector3();

  class BufferGeometry extends EventDispatcher {

  	constructor() {

  		super();

  		this.isBufferGeometry = true;

  		Object.defineProperty( this, 'id', { value: _id$2 ++ } );

  		this.uuid = generateUUID();

  		this.name = '';
  		this.type = 'BufferGeometry';

  		this.index = null;
  		this.attributes = {};

  		this.morphAttributes = {};
  		this.morphTargetsRelative = false;

  		this.groups = [];

  		this.boundingBox = null;
  		this.boundingSphere = null;

  		this.drawRange = { start: 0, count: Infinity };

  		this.userData = {};

  	}

  	getIndex() {

  		return this.index;

  	}

  	setIndex( index ) {

  		if ( Array.isArray( index ) ) {

  			this.index = new ( arrayNeedsUint32( index ) ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );

  		} else {

  			this.index = index;

  		}

  		return this;

  	}

  	getAttribute( name ) {

  		return this.attributes[ name ];

  	}

  	setAttribute( name, attribute ) {

  		this.attributes[ name ] = attribute;

  		return this;

  	}

  	deleteAttribute( name ) {

  		delete this.attributes[ name ];

  		return this;

  	}

  	hasAttribute( name ) {

  		return this.attributes[ name ] !== undefined;

  	}

  	addGroup( start, count, materialIndex = 0 ) {

  		this.groups.push( {

  			start: start,
  			count: count,
  			materialIndex: materialIndex

  		} );

  	}

  	clearGroups() {

  		this.groups = [];

  	}

  	setDrawRange( start, count ) {

  		this.drawRange.start = start;
  		this.drawRange.count = count;

  	}

  	applyMatrix4( matrix ) {

  		const position = this.attributes.position;

  		if ( position !== undefined ) {

  			position.applyMatrix4( matrix );

  			position.needsUpdate = true;

  		}

  		const normal = this.attributes.normal;

  		if ( normal !== undefined ) {

  			const normalMatrix = new Matrix3().getNormalMatrix( matrix );

  			normal.applyNormalMatrix( normalMatrix );

  			normal.needsUpdate = true;

  		}

  		const tangent = this.attributes.tangent;

  		if ( tangent !== undefined ) {

  			tangent.transformDirection( matrix );

  			tangent.needsUpdate = true;

  		}

  		if ( this.boundingBox !== null ) {

  			this.computeBoundingBox();

  		}

  		if ( this.boundingSphere !== null ) {

  			this.computeBoundingSphere();

  		}

  		return this;

  	}

  	applyQuaternion( q ) {

  		_m1.makeRotationFromQuaternion( q );

  		this.applyMatrix4( _m1 );

  		return this;

  	}

  	rotateX( angle ) {

  		// rotate geometry around world x-axis

  		_m1.makeRotationX( angle );

  		this.applyMatrix4( _m1 );

  		return this;

  	}

  	rotateY( angle ) {

  		// rotate geometry around world y-axis

  		_m1.makeRotationY( angle );

  		this.applyMatrix4( _m1 );

  		return this;

  	}

  	rotateZ( angle ) {

  		// rotate geometry around world z-axis

  		_m1.makeRotationZ( angle );

  		this.applyMatrix4( _m1 );

  		return this;

  	}

  	translate( x, y, z ) {

  		// translate geometry

  		_m1.makeTranslation( x, y, z );

  		this.applyMatrix4( _m1 );

  		return this;

  	}

  	scale( x, y, z ) {

  		// scale geometry

  		_m1.makeScale( x, y, z );

  		this.applyMatrix4( _m1 );

  		return this;

  	}

  	lookAt( vector ) {

  		_obj.lookAt( vector );

  		_obj.updateMatrix();

  		this.applyMatrix4( _obj.matrix );

  		return this;

  	}

  	center() {

  		this.computeBoundingBox();

  		this.boundingBox.getCenter( _offset ).negate();

  		this.translate( _offset.x, _offset.y, _offset.z );

  		return this;

  	}

  	setFromPoints( points ) {

  		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 ) );

  		return this;

  	}

  	computeBoundingBox() {

  		if ( this.boundingBox === null ) {

  			this.boundingBox = new Box3();

  		}

  		const position = this.attributes.position;
  		const morphAttributesPosition = this.morphAttributes.position;

  		if ( position && position.isGLBufferAttribute ) {

  			console.error( 'THREE.BufferGeometry.computeBoundingBox(): GLBufferAttribute requires a manual bounding box. Alternatively set "mesh.frustumCulled" to "false".', this );

  			this.boundingBox.set(
  				new Vector3( - Infinity, - Infinity, - Infinity ),
  				new Vector3( + Infinity, + Infinity, + Infinity )
  			);

  			return;

  		}

  		if ( position !== undefined ) {

  			this.boundingBox.setFromBufferAttribute( position );

  			// process morph attributes if present

  			if ( morphAttributesPosition ) {

  				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

  					const morphAttribute = morphAttributesPosition[ i ];
  					_box$2.setFromBufferAttribute( morphAttribute );

  					if ( this.morphTargetsRelative ) {

  						_vector$8.addVectors( this.boundingBox.min, _box$2.min );
  						this.boundingBox.expandByPoint( _vector$8 );

  						_vector$8.addVectors( this.boundingBox.max, _box$2.max );
  						this.boundingBox.expandByPoint( _vector$8 );

  					} else {

  						this.boundingBox.expandByPoint( _box$2.min );
  						this.boundingBox.expandByPoint( _box$2.max );

  					}

  				}

  			}

  		} else {

  			this.boundingBox.makeEmpty();

  		}

  		if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

  			console.error( 'THREE.BufferGeometry.computeBoundingBox(): Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

  		}

  	}

  	computeBoundingSphere() {

  		if ( this.boundingSphere === null ) {

  			this.boundingSphere = new Sphere();

  		}

  		const position = this.attributes.position;
  		const morphAttributesPosition = this.morphAttributes.position;

  		if ( position && position.isGLBufferAttribute ) {

  			console.error( 'THREE.BufferGeometry.computeBoundingSphere(): GLBufferAttribute requires a manual bounding sphere. Alternatively set "mesh.frustumCulled" to "false".', this );

  			this.boundingSphere.set( new Vector3(), Infinity );

  			return;

  		}

  		if ( position ) {

  			// first, find the center of the bounding sphere

  			const center = this.boundingSphere.center;

  			_box$2.setFromBufferAttribute( position );

  			// process morph attributes if present

  			if ( morphAttributesPosition ) {

  				for ( let i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {

  					const morphAttribute = morphAttributesPosition[ i ];
  					_boxMorphTargets.setFromBufferAttribute( morphAttribute );

  					if ( this.morphTargetsRelative ) {

  						_vector$8.addVectors( _box$2.min, _boxMorphTargets.min );
  						_box$2.expandByPoint( _vector$8 );

  						_vector$8.addVectors( _box$2.max, _boxMorphTargets.max );
  						_box$2.expandByPoint( _vector$8 );

  					} else {

  						_box$2.expandByPoint( _boxMorphTargets.min );
  						_box$2.expandByPoint( _boxMorphTargets.max );

  					}

  				}

  			}

  			_box$2.getCenter( center );

  			// second, try to find a boundingSphere with a radius smaller than the
  			// boundingSphere of the boundingBox: sqrt(3) smaller in the best case

  			let maxRadiusSq = 0;

  			for ( let i = 0, il = position.count; i < il; i ++ ) {

  				_vector$8.fromBufferAttribute( position, i );

  				maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );

  			}

  			// process morph attributes if present

  			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$8.fromBufferAttribute( morphAttribute, j );

  						if ( morphTargetsRelative ) {

  							_offset.fromBufferAttribute( position, j );
  							_vector$8.add( _offset );

  						}

  						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( _vector$8 ) );

  					}

  				}

  			}

  			this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

  			if ( isNaN( this.boundingSphere.radius ) ) {

  				console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

  			}

  		}

  	}

  	computeTangents() {

  		const index = this.index;
  		const attributes = this.attributes;

  		// based on http://www.terathon.com/code/tangent.html
  		// (per vertex tangents)

  		if ( index === null ||
  			 attributes.position === undefined ||
  			 attributes.normal === undefined ||
  			 attributes.uv === undefined ) {

  			console.error( 'THREE.BufferGeometry: .computeTangents() failed. Missing required attributes (index, position, normal or uv)' );
  			return;

  		}

  		const indices = index.array;
  		const positions = attributes.position.array;
  		const normals = attributes.normal.array;
  		const uvs = attributes.uv.array;

  		const nVertices = positions.length / 3;

  		if ( this.hasAttribute( 'tangent' ) === false ) {

  			this.setAttribute( 'tangent', new BufferAttribute( new Float32Array( 4 * nVertices ), 4 ) );

  		}

  		const tangents = this.getAttribute( 'tangent' ).array;

  		const tan1 = [], tan2 = [];

  		for ( let i = 0; i < nVertices; 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.fromArray( positions, a * 3 );
  			vB.fromArray( positions, b * 3 );
  			vC.fromArray( positions, c * 3 );

  			uvA.fromArray( uvs, a * 2 );
  			uvB.fromArray( uvs, b * 2 );
  			uvC.fromArray( uvs, c * 2 );

  			vB.sub( vA );
  			vC.sub( vA );

  			uvB.sub( uvA );
  			uvC.sub( uvA );

  			const r = 1.0 / ( uvB.x * uvC.y - uvC.x * uvB.y );

  			// silently ignore degenerate uv triangles having coincident or colinear vertices

  			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: indices.length
  			} ];

  		}

  		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(
  					indices[ j + 0 ],
  					indices[ j + 1 ],
  					indices[ j + 2 ]
  				);

  			}

  		}

  		const tmp = new Vector3(), tmp2 = new Vector3();
  		const n = new Vector3(), n2 = new Vector3();

  		function handleVertex( v ) {

  			n.fromArray( normals, v * 3 );
  			n2.copy( n );

  			const t = tan1[ v ];

  			// Gram-Schmidt orthogonalize

  			tmp.copy( t );
  			tmp.sub( n.multiplyScalar( n.dot( t ) ) ).normalize();

  			// Calculate handedness

  			tmp2.crossVectors( n2, t );
  			const test = tmp2.dot( tan2[ v ] );
  			const w = ( test < 0.0 ) ? - 1.0 : 1.0;

  			tangents[ v * 4 ] = tmp.x;
  			tangents[ v * 4 + 1 ] = tmp.y;
  			tangents[ v * 4 + 2 ] = tmp.z;
  			tangents[ v * 4 + 3 ] = 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( indices[ j + 0 ] );
  				handleVertex( indices[ j + 1 ] );
  				handleVertex( indices[ j + 2 ] );

  			}

  		}

  	}

  	computeVertexNormals() {

  		const index = this.index;
  		const positionAttribute = this.getAttribute( 'position' );

  		if ( positionAttribute !== undefined ) {

  			let normalAttribute = this.getAttribute( 'normal' );

  			if ( normalAttribute === undefined ) {

  				normalAttribute = new BufferAttribute( new Float32Array( positionAttribute.count * 3 ), 3 );
  				this.setAttribute( 'normal', normalAttribute );

  			} else {

  				// reset existing normals to zero

  				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();

  			// indexed elements

  			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 {

  				// non-indexed elements (unconnected triangle soup)

  				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;

  		}

  	}

  	normalizeNormals() {

  		const normals = this.attributes.normal;

  		for ( let i = 0, il = normals.count; i < il; i ++ ) {

  			_vector$8.fromBufferAttribute( normals, i );

  			_vector$8.normalize();

  			normals.setXYZ( i, _vector$8.x, _vector$8.y, _vector$8.z );

  		}

  	}

  	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 ) {

  			console.warn( 'THREE.BufferGeometry.toNonIndexed(): BufferGeometry is already non-indexed.' );
  			return this;

  		}

  		const geometry2 = new BufferGeometry();

  		const indices = this.index.array;
  		const attributes = this.attributes;

  		// attributes

  		for ( const name in attributes ) {

  			const attribute = attributes[ name ];

  			const newAttribute = convertBufferAttribute( attribute, indices );

  			geometry2.setAttribute( name, newAttribute );

  		}

  		// morph attributes

  		const morphAttributes = this.morphAttributes;

  		for ( const name in morphAttributes ) {

  			const morphArray = [];
  			const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

  			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;

  		// groups

  		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;

  	}

  	toJSON() {

  		const data = {
  			metadata: {
  				version: 4.6,
  				type: 'BufferGeometry',
  				generator: 'BufferGeometry.toJSON'
  			}
  		};

  		// standard BufferGeometry serialization

  		data.uuid = this.uuid;
  		data.type = this.type;
  		if ( this.name !== '' ) data.name = this.name;
  		if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;

  		if ( this.parameters !== undefined ) {

  			const parameters = this.parameters;

  			for ( const key in parameters ) {

  				if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

  			}

  			return data;

  		}

  		// for simplicity the code assumes attributes are not shared across geometries, see #15811

  		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 = {
  				center: boundingSphere.center.toArray(),
  				radius: boundingSphere.radius
  			};

  		}

  		return data;

  	}

  	clone() {

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

  	}

  	copy( source ) {

  		// reset

  		this.index = null;
  		this.attributes = {};
  		this.morphAttributes = {};
  		this.groups = [];
  		this.boundingBox = null;
  		this.boundingSphere = null;

  		// used for storing cloned, shared data

  		const data = {};

  		// name

  		this.name = source.name;

  		// index

  		const index = source.index;

  		if ( index !== null ) {

  			this.setIndex( index.clone( data ) );

  		}

  		// attributes

  		const attributes = source.attributes;

  		for ( const name in attributes ) {

  			const attribute = attributes[ name ];
  			this.setAttribute( name, attribute.clone( data ) );

  		}

  		// morph attributes

  		const morphAttributes = source.morphAttributes;

  		for ( const name in morphAttributes ) {

  			const array = [];
  			const morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

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

  				array.push( morphAttribute[ i ].clone( data ) );

  			}

  			this.morphAttributes[ name ] = array;

  		}

  		this.morphTargetsRelative = source.morphTargetsRelative;

  		// groups

  		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 );

  		}

  		// bounding box

  		const boundingBox = source.boundingBox;

  		if ( boundingBox !== null ) {

  			this.boundingBox = boundingBox.clone();

  		}

  		// bounding sphere

  		const boundingSphere = source.boundingSphere;

  		if ( boundingSphere !== null ) {

  			this.boundingSphere = boundingSphere.clone();

  		}

  		// draw range

  		this.drawRange.start = source.drawRange.start;
  		this.drawRange.count = source.drawRange.count;

  		// user data

  		this.userData = source.userData;

  		return this;

  	}

  	dispose() {

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

  	}

  }

  const _inverseMatrix$3 = /*@__PURE__*/ new Matrix4();
  const _ray$3 = /*@__PURE__*/ new Ray();
  const _sphere$6 = /*@__PURE__*/ new Sphere();
  const _sphereHitAt = /*@__PURE__*/ new Vector3();

  const _vA$1 = /*@__PURE__*/ new Vector3();
  const _vB$1 = /*@__PURE__*/ new Vector3();
  const _vC$1 = /*@__PURE__*/ new Vector3();

  const _tempA = /*@__PURE__*/ new Vector3();
  const _morphA = /*@__PURE__*/ new Vector3();

  const _uvA$1 = /*@__PURE__*/ new Vector2();
  const _uvB$1 = /*@__PURE__*/ new Vector2();
  const _uvC$1 = /*@__PURE__*/ new Vector2();

  const _normalA = /*@__PURE__*/ new Vector3();
  const _normalB = /*@__PURE__*/ new Vector3();
  const _normalC = /*@__PURE__*/ new Vector3();

  const _intersectionPoint = /*@__PURE__*/ new Vector3();
  const _intersectionPointWorld = /*@__PURE__*/ new Vector3();

  class Mesh extends Object3D {

  	constructor( geometry = new BufferGeometry(), material = new MeshBasicMaterial() ) {

  		super();

  		this.isMesh = true;

  		this.type = 'Mesh';

  		this.geometry = geometry;
  		this.material = material;

  		this.updateMorphTargets();

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		if ( source.morphTargetInfluences !== undefined ) {

  			this.morphTargetInfluences = source.morphTargetInfluences.slice();

  		}

  		if ( source.morphTargetDictionary !== undefined ) {

  			this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );

  		}

  		this.material = Array.isArray( source.material ) ? source.material.slice() : source.material;
  		this.geometry = source.geometry;

  		return this;

  	}

  	updateMorphTargets() {

  		const geometry = this.geometry;

  		const morphAttributes = geometry.morphAttributes;
  		const keys = Object.keys( morphAttributes );

  		if ( keys.length > 0 ) {

  			const morphAttribute = morphAttributes[ keys[ 0 ] ];

  			if ( morphAttribute !== undefined ) {

  				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;

  				}

  			}

  		}

  	}

  	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;

  	}

  	raycast( raycaster, intersects ) {

  		const geometry = this.geometry;
  		const material = this.material;
  		const matrixWorld = this.matrixWorld;

  		if ( material === undefined ) return;

  		// test with bounding sphere in world space

  		if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

  		_sphere$6.copy( geometry.boundingSphere );
  		_sphere$6.applyMatrix4( matrixWorld );

  		// check distance from ray origin to bounding sphere

  		_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;

  		}

  		// convert ray to local space of mesh

  		_inverseMatrix$3.copy( matrixWorld ).invert();
  		_ray$3.copy( raycaster.ray ).applyMatrix4( _inverseMatrix$3 );

  		// test with bounding box in local space

  		if ( geometry.boundingBox !== null ) {

  			if ( _ray$3.intersectsBox( geometry.boundingBox ) === false ) return;

  		}

  		// test for intersections with geometry

  		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 ) {

  			// indexed buffer geometry

  			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 ); // triangle number in indexed buffer semantics
  							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 ); // triangle number in indexed buffer semantics
  						intersects.push( intersection );

  					}

  				}

  			}

  		} else if ( position !== undefined ) {

  			// non-indexed buffer geometry

  			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 ); // triangle number in non-indexed buffer semantics
  							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 ); // triangle number in non-indexed buffer semantics
  						intersects.push( intersection );

  					}

  				}

  			}

  		}

  	}

  }

  function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {

  	let intersect;

  	if ( material.side === BackSide ) {

  		intersect = ray.intersectTriangle( pC, pB, pA, true, point );

  	} else {

  		intersect = ray.intersectTriangle( pA, pB, pC, ( material.side === FrontSide ), 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: distance,
  		point: _intersectionPointWorld.clone(),
  		object: object
  	};

  }

  function checkGeometryIntersection( object, material, raycaster, ray, uv, uv1, normal, a, b, c ) {

  	object.getVertexPosition( a, _vA$1 );
  	object.getVertexPosition( b, _vB$1 );
  	object.getVertexPosition( c, _vC$1 );

  	const intersection = checkIntersection( object, material, raycaster, ray, _vA$1, _vB$1, _vC$1, _intersectionPoint );

  	if ( intersection ) {

  		if ( uv ) {

  			_uvA$1.fromBufferAttribute( uv, a );
  			_uvB$1.fromBufferAttribute( uv, b );
  			_uvC$1.fromBufferAttribute( uv, c );

  			intersection.uv = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );

  		}

  		if ( uv1 ) {

  			_uvA$1.fromBufferAttribute( uv1, a );
  			_uvB$1.fromBufferAttribute( uv1, b );
  			_uvC$1.fromBufferAttribute( uv1, c );

  			intersection.uv1 = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _uvA$1, _uvB$1, _uvC$1, new Vector2() );
  			intersection.uv2 = intersection.uv1; // @deprecated, r152

  		}

  		if ( normal ) {

  			_normalA.fromBufferAttribute( normal, a );
  			_normalB.fromBufferAttribute( normal, b );
  			_normalC.fromBufferAttribute( normal, c );

  			intersection.normal = Triangle.getInterpolation( _intersectionPoint, _vA$1, _vB$1, _vC$1, _normalA, _normalB, _normalC, new Vector3() );

  			if ( intersection.normal.dot( ray.direction ) > 0 ) {

  				intersection.normal.multiplyScalar( - 1 );

  			}

  		}

  		const face = {
  			a: a,
  			b: b,
  			c: c,
  			normal: new Vector3(),
  			materialIndex: 0
  		};

  		Triangle.getNormal( _vA$1, _vB$1, _vC$1, face.normal );

  		intersection.face = face;

  	}

  	return intersection;

  }

  class BoxGeometry extends BufferGeometry {

  	constructor( width = 1, height = 1, depth = 1, widthSegments = 1, heightSegments = 1, depthSegments = 1 ) {

  		super();

  		this.type = 'BoxGeometry';

  		this.parameters = {
  			width: width,
  			height: height,
  			depth: depth,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments,
  			depthSegments: depthSegments
  		};

  		const scope = this;

  		// segments

  		widthSegments = Math.floor( widthSegments );
  		heightSegments = Math.floor( heightSegments );
  		depthSegments = Math.floor( depthSegments );

  		// buffers

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

  		// helper variables

  		let numberOfVertices = 0;
  		let groupStart = 0;

  		// build each side of the box geometry

  		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
  		buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
  		buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
  		buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
  		buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
  		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz

  		// build geometry

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

  		function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {

  			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();

  			// generate vertices, normals and uvs

  			for ( let iy = 0; iy < gridY1; iy ++ ) {

  				const y = iy * segmentHeight - heightHalf;

  				for ( let ix = 0; ix < gridX1; ix ++ ) {

  					const x = ix * segmentWidth - widthHalf;

  					// set values to correct vector component

  					vector[ u ] = x * udir;
  					vector[ v ] = y * vdir;
  					vector[ w ] = depthHalf;

  					// now apply vector to vertex buffer

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

  					// set values to correct vector component

  					vector[ u ] = 0;
  					vector[ v ] = 0;
  					vector[ w ] = depth > 0 ? 1 : - 1;

  					// now apply vector to normal buffer

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

  					// uvs

  					uvs.push( ix / gridX );
  					uvs.push( 1 - ( iy / gridY ) );

  					// counters

  					vertexCounter += 1;

  				}

  			}

  			// indices

  			// 1. you need three indices to draw a single face
  			// 2. a single segment consists of two faces
  			// 3. so we need to generate six (2*3) indices per segment

  			for ( 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;

  					// faces

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

  					// increase counter

  					groupCount += 6;

  				}

  			}

  			// add a group to the geometry. this will ensure multi material support

  			scope.addGroup( groupStart, groupCount, materialIndex );

  			// calculate new start value for groups

  			groupStart += groupCount;

  			// update total number of vertices

  			numberOfVertices += vertexCounter;

  		}

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	static fromJSON( data ) {

  		return new BoxGeometry( data.width, data.height, data.depth, data.widthSegments, data.heightSegments, data.depthSegments );

  	}

  }

  /**
   * Uniform Utilities
   */

  function cloneUniforms( src ) {

  	const dst = {};

  	for ( const u in src ) {

  		dst[ u ] = {};

  		for ( const p in src[ u ] ) {

  			const property = src[ u ][ p ];

  			if ( property && ( property.isColor ||
  				property.isMatrix3 || property.isMatrix4 ||
  				property.isVector2 || property.isVector3 || property.isVector4 ||
  				property.isTexture || property.isQuaternion ) ) {

  				if ( property.isRenderTargetTexture ) {

  					console.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 ) ) {

  				dst[ u ][ p ] = property.slice();

  			} else {

  				dst[ u ][ p ] = property;

  			}

  		}

  	}

  	return dst;

  }

  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 cloneUniformsGroups( src ) {

  	const dst = [];

  	for ( let u = 0; u < src.length; u ++ ) {

  		dst.push( src[ u ].clone() );

  	}

  	return dst;

  }

  function getUnlitUniformColorSpace( renderer ) {

  	if ( renderer.getRenderTarget() === null ) {

  		// https://github.com/mrdoob/three.js/pull/23937#issuecomment-1111067398
  		return renderer.outputColorSpace;

  	}

  	return ColorManagement.workingColorSpace;

  }

  // Legacy

  const UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };

  var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";

  var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";

  class ShaderMaterial extends Material {

  	constructor( parameters ) {

  		super();

  		this.isShaderMaterial = true;

  		this.type = 'ShaderMaterial';

  		this.defines = {};
  		this.uniforms = {};
  		this.uniformsGroups = [];

  		this.vertexShader = default_vertex;
  		this.fragmentShader = default_fragment;

  		this.linewidth = 1;

  		this.wireframe = false;
  		this.wireframeLinewidth = 1;

  		this.fog = false; // set to use scene fog
  		this.lights = false; // set to use scene lights
  		this.clipping = false; // set to use user-defined clipping planes

  		this.forceSinglePass = true;

  		this.extensions = {
  			derivatives: false, // set to use derivatives
  			fragDepth: false, // set to use fragment depth values
  			drawBuffers: false, // set to use draw buffers
  			shaderTextureLOD: false, // set to use shader texture LOD
  			clipCullDistance: false, // set to use vertex shader clipping
  			multiDraw: false // set to use vertex shader multi_draw / enable gl_DrawID
  		};

  		// When rendered geometry doesn't include these attributes but the material does,
  		// use these default values in WebGL. This avoids errors when buffer data is missing.
  		this.defaultAttributeValues = {
  			'color': [ 1, 1, 1 ],
  			'uv': [ 0, 0 ],
  			'uv1': [ 0, 0 ]
  		};

  		this.index0AttributeName = undefined;
  		this.uniformsNeedUpdate = false;

  		this.glslVersion = null;

  		if ( parameters !== undefined ) {

  			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;

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.glslVersion = this.glslVersion;
  		data.uniforms = {};

  		for ( const name in this.uniforms ) {

  			const uniform = this.uniforms[ name ];
  			const value = uniform.value;

  			if ( value && value.isTexture ) {

  				data.uniforms[ name ] = {
  					type: 't',
  					value: value.toJSON( meta ).uuid
  				};

  			} else if ( value && value.isColor ) {

  				data.uniforms[ name ] = {
  					type: 'c',
  					value: value.getHex()
  				};

  			} else if ( value && value.isVector2 ) {

  				data.uniforms[ name ] = {
  					type: 'v2',
  					value: value.toArray()
  				};

  			} else if ( value && value.isVector3 ) {

  				data.uniforms[ name ] = {
  					type: 'v3',
  					value: value.toArray()
  				};

  			} else if ( value && value.isVector4 ) {

  				data.uniforms[ name ] = {
  					type: 'v4',
  					value: value.toArray()
  				};

  			} else if ( value && value.isMatrix3 ) {

  				data.uniforms[ name ] = {
  					type: 'm3',
  					value: value.toArray()
  				};

  			} else if ( value && value.isMatrix4 ) {

  				data.uniforms[ name ] = {
  					type: 'm4',
  					value: value.toArray()
  				};

  			} else {

  				data.uniforms[ name ] = {
  					value: value
  				};

  				// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far

  			}

  		}

  		if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;

  		data.vertexShader = this.vertexShader;
  		data.fragmentShader = this.fragmentShader;

  		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;

  	}

  }

  class Camera extends Object3D {

  	constructor() {

  		super();

  		this.isCamera = true;

  		this.type = 'Camera';

  		this.matrixWorldInverse = new Matrix4();

  		this.projectionMatrix = new Matrix4();
  		this.projectionMatrixInverse = new Matrix4();

  		this.coordinateSystem = WebGLCoordinateSystem;

  	}

  	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;

  	}

  	getWorldDirection( target ) {

  		return super.getWorldDirection( target ).negate();

  	}

  	updateMatrixWorld( force ) {

  		super.updateMatrixWorld( force );

  		this.matrixWorldInverse.copy( this.matrixWorld ).invert();

  	}

  	updateWorldMatrix( updateParents, updateChildren ) {

  		super.updateWorldMatrix( updateParents, updateChildren );

  		this.matrixWorldInverse.copy( this.matrixWorld ).invert();

  	}

  	clone() {

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

  	}

  }

  const _v3$1 = /*@__PURE__*/ new Vector3();
  const _minTarget = /*@__PURE__*/ new Vector2();
  const _maxTarget = /*@__PURE__*/ new Vector2();


  class PerspectiveCamera extends Camera {

  	constructor( fov = 50, aspect = 1, near = 0.1, far = 2000 ) {

  		super();

  		this.isPerspectiveCamera = true;

  		this.type = 'PerspectiveCamera';

  		this.fov = fov;
  		this.zoom = 1;

  		this.near = near;
  		this.far = far;
  		this.focus = 10;

  		this.aspect = aspect;
  		this.view = null;

  		this.filmGauge = 35;	// width of the film (default in millimeters)
  		this.filmOffset = 0;	// horizontal film offset (same unit as gauge)

  		this.updateProjectionMatrix();

  	}

  	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 .filmGauge.
  	 *
  	 * The default film gauge is 35, so that the focal length can be specified for
  	 * a 35mm (full frame) camera.
  	 *
  	 * Values for focal length and film gauge must have the same unit.
  	 */
  	setFocalLength( focalLength ) {

  		/** see {@link http://www.bobatkins.com/photography/technical/field_of_view.html} */
  		const vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;

  		this.fov = RAD2DEG * 2 * Math.atan( vExtentSlope );
  		this.updateProjectionMatrix();

  	}

  	/**
  	 * Calculates the focal length from the current .fov and .filmGauge.
  	 */
  	getFocalLength() {

  		const vExtentSlope = Math.tan( DEG2RAD * 0.5 * this.fov );

  		return 0.5 * this.getFilmHeight() / vExtentSlope;

  	}

  	getEffectiveFOV() {

  		return RAD2DEG * 2 * Math.atan(
  			Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom );

  	}

  	getFilmWidth() {

  		// film not completely covered in portrait format (aspect < 1)
  		return this.filmGauge * Math.min( this.aspect, 1 );

  	}

  	getFilmHeight() {

  		// film not completely covered in landscape format (aspect > 1)
  		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.
  	 */
  	getViewBounds( distance, minTarget, maxTarget ) {

  		_v3$1.set( - 1, - 1, 0.5 ).applyMatrix4( this.projectionMatrixInverse );

  		minTarget.set( _v3$1.x, _v3$1.y ).multiplyScalar( - distance / _v3$1.z );

  		_v3$1.set( 1, 1, 0.5 ).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.
  	 * Copies the result into the target Vector2, where x is width and y is height.
  	 */
  	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
  	 *
  	 *   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.
  	 */
  	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();

  	}

  	clearViewOffset() {

  		if ( this.view !== null ) {

  			this.view.enabled = false;

  		}

  		this.updateProjectionMatrix();

  	}

  	updateProjectionMatrix() {

  		const near = this.near;
  		let top = near * Math.tan( DEG2RAD * 0.5 * this.fov ) / this.zoom;
  		let height = 2 * top;
  		let width = this.aspect * height;
  		let left = - 0.5 * 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.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;

  	}

  }

  const fov = - 90; // negative fov is not an error
  const aspect = 1;

  class CubeCamera extends Object3D {

  	constructor( near, far, renderTarget ) {

  		super();

  		this.type = 'CubeCamera';

  		this.renderTarget = renderTarget;
  		this.coordinateSystem = null;
  		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 );

  	}

  	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 === WebGLCoordinateSystem ) {

  			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 === WebGPUCoordinateSystem ) {

  			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();

  		}

  	}

  	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;

  		renderer.setRenderTarget( renderTarget, 0, activeMipmapLevel );
  		renderer.render( scene, cameraPX );

  		renderer.setRenderTarget( renderTarget, 1, activeMipmapLevel );
  		renderer.render( scene, cameraNX );

  		renderer.setRenderTarget( renderTarget, 2, activeMipmapLevel );
  		renderer.render( scene, cameraPY );

  		renderer.setRenderTarget( renderTarget, 3, activeMipmapLevel );
  		renderer.render( scene, cameraNY );

  		renderer.setRenderTarget( renderTarget, 4, activeMipmapLevel );
  		renderer.render( scene, cameraPZ );

  		// mipmaps are generated during the last call of render()
  		// at this point, all sides of the cube render target are defined

  		renderTarget.texture.generateMipmaps = generateMipmaps;

  		renderer.setRenderTarget( renderTarget, 5, activeMipmapLevel );
  		renderer.render( scene, cameraNZ );

  		renderer.setRenderTarget( currentRenderTarget, currentActiveCubeFace, currentActiveMipmapLevel );

  		renderer.xr.enabled = currentXrEnabled;

  		renderTarget.texture.needsPMREMUpdate = true;

  	}

  }

  class CubeTexture extends Texture {

  	constructor( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace ) {

  		images = images !== undefined ? images : [];
  		mapping = mapping !== undefined ? mapping : CubeReflectionMapping;

  		super( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, colorSpace );

  		this.isCubeTexture = true;

  		this.flipY = false;

  	}

  	get images() {

  		return this.image;

  	}

  	set images( value ) {

  		this.image = value;

  	}

  }

  class WebGLCubeRenderTarget extends WebGLRenderTarget {

  	constructor( size = 1, options = {} ) {

  		super( size, size, options );

  		this.isWebGLCubeRenderTarget = true;

  		const image = { width: size, height: size, depth: 1 };
  		const images = [ image, image, image, image, image, image ];

  		if ( options.encoding !== undefined ) {

  			// @deprecated, r152
  			warnOnce( 'THREE.WebGLCubeRenderTarget: option.encoding has been replaced by option.colorSpace.' );
  			options.colorSpace = options.encoding === sRGBEncoding ? SRGBColorSpace : NoColorSpace;

  		}

  		this.texture = new CubeTexture( images, options.mapping, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.colorSpace );

  		// By convention -- likely based on the RenderMan spec from the 1990's -- cube maps are specified by WebGL (and three.js)
  		// in a coordinate system in which positive-x is to the right when looking up the positive-z axis -- in other words,
  		// in a left-handed coordinate system. By continuing this convention, preexisting cube maps continued to render correctly.

  		// three.js uses a right-handed coordinate system. So environment maps used in three.js appear to have px and nx swapped
  		// and the flag isRenderTargetTexture controls this conversion. The flip is not required when using WebGLCubeRenderTarget.texture
  		// as a cube texture (this is detected when isRenderTargetTexture is set to true for cube textures).

  		this.texture.isRenderTargetTexture = true;

  		this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
  		this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;

  	}

  	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: /* glsl */`

				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: /* glsl */`

				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: BackSide,
  			blending: NoBlending

  		} );

  		material.uniforms.tEquirect.value = texture;

  		const mesh = new Mesh( geometry, material );

  		const currentMinFilter = texture.minFilter;

  		// Avoid blurred poles
  		if ( texture.minFilter === LinearMipmapLinearFilter ) texture.minFilter = LinearFilter;

  		const camera = new CubeCamera( 1, 10, this );
  		camera.update( renderer, mesh );

  		texture.minFilter = currentMinFilter;

  		mesh.geometry.dispose();
  		mesh.material.dispose();

  		return this;

  	}

  	clear( renderer, color, depth, stencil ) {

  		const currentRenderTarget = renderer.getRenderTarget();

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

  			renderer.setRenderTarget( this, i );

  			renderer.clear( color, depth, stencil );

  		}

  		renderer.setRenderTarget( currentRenderTarget );

  	}

  }

  const _vector1 = /*@__PURE__*/ new Vector3();
  const _vector2 = /*@__PURE__*/ new Vector3();
  const _normalMatrix = /*@__PURE__*/ new Matrix3();

  class Plane {

  	constructor( normal = new Vector3( 1, 0, 0 ), constant = 0 ) {

  		this.isPlane = true;

  		// normal is assumed to be normalized

  		this.normal = normal;
  		this.constant = constant;

  	}

  	set( normal, constant ) {

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

  		return this;

  	}

  	setComponents( x, y, z, w ) {

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

  		return this;

  	}

  	setFromNormalAndCoplanarPoint( normal, point ) {

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

  		return this;

  	}

  	setFromCoplanarPoints( a, b, c ) {

  		const normal = _vector1.subVectors( c, b ).cross( _vector2.subVectors( a, b ) ).normalize();

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

  		this.setFromNormalAndCoplanarPoint( normal, a );

  		return this;

  	}

  	copy( plane ) {

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

  		return this;

  	}

  	normalize() {

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

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

  		return this;

  	}

  	negate() {

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

  		return this;

  	}

  	distanceToPoint( point ) {

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

  	}

  	distanceToSphere( sphere ) {

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

  	}

  	projectPoint( point, target ) {

  		return target.copy( point ).addScaledVector( this.normal, - this.distanceToPoint( point ) );

  	}

  	intersectLine( line, target ) {

  		const direction = line.delta( _vector1 );

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

  		if ( denominator === 0 ) {

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

  				return target.copy( line.start );

  			}

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

  		}

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

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

  			return null;

  		}

  		return target.copy( line.start ).addScaledVector( direction, t );

  	}

  	intersectsLine( line ) {

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

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

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

  	}

  	intersectsBox( box ) {

  		return box.intersectsPlane( this );

  	}

  	intersectsSphere( sphere ) {

  		return sphere.intersectsPlane( this );

  	}

  	coplanarPoint( target ) {

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

  	}

  	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;

  	}

  	translate( offset ) {

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

  		return this;

  	}

  	equals( plane ) {

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

  	}

  	clone() {

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

  	}

  }

  const _sphere$5 = /*@__PURE__*/ new Sphere();
  const _vector$7 = /*@__PURE__*/ new Vector3();

  class Frustum {

  	constructor( p0 = new Plane(), p1 = new Plane(), p2 = new Plane(), p3 = new Plane(), p4 = new Plane(), p5 = new Plane() ) {

  		this.planes = [ p0, p1, p2, p3, p4, p5 ];

  	}

  	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;

  	}

  	copy( frustum ) {

  		const planes = this.planes;

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

  			planes[ i ].copy( frustum.planes[ i ] );

  		}

  		return this;

  	}

  	setFromProjectionMatrix( m, coordinateSystem = WebGLCoordinateSystem ) {

  		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();
  		planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();

  		if ( coordinateSystem === WebGLCoordinateSystem ) {

  			planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();

  		} else if ( coordinateSystem === WebGPUCoordinateSystem ) {

  			planes[ 5 ].setComponents( me2, me6, me10, me14 ).normalize();

  		} else {

  			throw new Error( 'THREE.Frustum.setFromProjectionMatrix(): Invalid coordinate system: ' + coordinateSystem );

  		}

  		return this;

  	}

  	intersectsObject( object ) {

  		if ( object.boundingSphere !== undefined ) {

  			if ( object.boundingSphere === null ) object.computeBoundingSphere();

  			_sphere$5.copy( object.boundingSphere ).applyMatrix4( object.matrixWorld );

  		} else {

  			const geometry = object.geometry;

  			if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

  			_sphere$5.copy( geometry.boundingSphere ).applyMatrix4( object.matrixWorld );

  		}

  		return this.intersectsSphere( _sphere$5 );

  	}

  	intersectsSprite( sprite ) {

  		_sphere$5.center.set( 0, 0, 0 );
  		_sphere$5.radius = 0.7071067811865476;
  		_sphere$5.applyMatrix4( sprite.matrixWorld );

  		return this.intersectsSphere( _sphere$5 );

  	}

  	intersectsSphere( sphere ) {

  		const planes = this.planes;
  		const center = sphere.center;
  		const negRadius = - sphere.radius;

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

  			const distance = planes[ i ].distanceToPoint( center );

  			if ( distance < negRadius ) {

  				return false;

  			}

  		}

  		return true;

  	}

  	intersectsBox( box ) {

  		const planes = this.planes;

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

  			const plane = planes[ i ];

  			// corner at max distance

  			_vector$7.x = plane.normal.x > 0 ? box.max.x : box.min.x;
  			_vector$7.y = plane.normal.y > 0 ? box.max.y : box.min.y;
  			_vector$7.z = plane.normal.z > 0 ? box.max.z : box.min.z;

  			if ( plane.distanceToPoint( _vector$7 ) < 0 ) {

  				return false;

  			}

  		}

  		return true;

  	}

  	containsPoint( point ) {

  		const planes = this.planes;

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

  			if ( planes[ i ].distanceToPoint( point ) < 0 ) {

  				return false;

  			}

  		}

  		return true;

  	}

  	clone() {

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

  	}

  }

  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;

  			requestId = context.requestAnimationFrame( onAnimationFrame );

  			isAnimating = true;

  		},

  		stop: function () {

  			context.cancelAnimationFrame( requestId );

  			isAnimating = false;

  		},

  		setAnimationLoop: function ( callback ) {

  			animationLoop = callback;

  		},

  		setContext: function ( value ) {

  			context = value;

  		}

  	};

  }

  function WebGLAttributes( gl, capabilities ) {

  	const isWebGL2 = capabilities.isWebGL2;

  	const buffers = 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 ( array instanceof Uint16Array ) {

  			if ( attribute.isFloat16BufferAttribute ) {

  				if ( isWebGL2 ) {

  					type = gl.HALF_FLOAT;

  				} else {

  					throw new Error( 'THREE.WebGLAttributes: Usage of Float16BufferAttribute requires WebGL2.' );

  				}

  			} 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: buffer,
  			type: type,
  			bytesPerElement: array.BYTES_PER_ELEMENT,
  			version: attribute.version,
  			size: size
  		};

  	}

  	function updateBuffer( buffer, attribute, bufferType ) {

  		const array = attribute.array;
  		const updateRange = attribute._updateRange; // @deprecated, r159
  		const updateRanges = attribute.updateRanges;

  		gl.bindBuffer( bufferType, buffer );

  		if ( updateRange.count === - 1 && updateRanges.length === 0 ) {

  			// Not using update ranges
  			gl.bufferSubData( bufferType, 0, array );

  		}

  		if ( updateRanges.length !== 0 ) {

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

  				const range = updateRanges[ i ];
  				if ( isWebGL2 ) {

  					gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
  						array, range.start, range.count );

  				} else {

  					gl.bufferSubData( bufferType, range.start * array.BYTES_PER_ELEMENT,
  						array.subarray( range.start, range.start + range.count ) );

  				}

  			}

  			attribute.clearUpdateRanges();

  		}

  		// @deprecated, r159
  		if ( updateRange.count !== - 1 ) {

  			if ( isWebGL2 ) {

  				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  					array, updateRange.offset, updateRange.count );

  			} else {

  				gl.bufferSubData( bufferType, updateRange.offset * array.BYTES_PER_ELEMENT,
  					array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );

  			}

  			updateRange.count = - 1; // reset range

  		}

  		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.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;

  		}

  		if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;

  		const data = buffers.get( attribute );

  		if ( data === undefined ) {

  			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: get,
  		remove: remove,
  		update: update

  	};

  }

  class PlaneGeometry extends BufferGeometry {

  	constructor( width = 1, height = 1, widthSegments = 1, heightSegments = 1 ) {

  		super();

  		this.type = 'PlaneGeometry';

  		this.parameters = {
  			width: width,
  			height: height,
  			widthSegments: widthSegments,
  			heightSegments: 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;

  	}

  	static fromJSON( data ) {

  		return new PlaneGeometry( data.width, data.height, data.widthSegments, data.heightSegments );

  	}

  }

  var alphahash_fragment = "#ifdef USE_ALPHAHASH\n\tif ( diffuseColor.a < getAlphaHashThreshold( vPosition ) ) discard;\n#endif";

  var alphahash_pars_fragment = "#ifdef USE_ALPHAHASH\n\tconst float ALPHA_HASH_SCALE = 0.05;\n\tfloat hash2D( vec2 value ) {\n\t\treturn fract( 1.0e4 * sin( 17.0 * value.x + 0.1 * value.y ) * ( 0.1 + abs( sin( 13.0 * value.y + value.x ) ) ) );\n\t}\n\tfloat hash3D( vec3 value ) {\n\t\treturn hash2D( vec2( hash2D( value.xy ), value.z ) );\n\t}\n\tfloat getAlphaHashThreshold( vec3 position ) {\n\t\tfloat maxDeriv = max(\n\t\t\tlength( dFdx( position.xyz ) ),\n\t\t\tlength( dFdy( position.xyz ) )\n\t\t);\n\t\tfloat pixScale = 1.0 / ( ALPHA_HASH_SCALE * maxDeriv );\n\t\tvec2 pixScales = vec2(\n\t\t\texp2( floor( log2( pixScale ) ) ),\n\t\t\texp2( ceil( log2( pixScale ) ) )\n\t\t);\n\t\tvec2 alpha = vec2(\n\t\t\thash3D( floor( pixScales.x * position.xyz ) ),\n\t\t\thash3D( floor( pixScales.y * position.xyz ) )\n\t\t);\n\t\tfloat lerpFactor = fract( log2( pixScale ) );\n\t\tfloat x = ( 1.0 - lerpFactor ) * alpha.x + lerpFactor * alpha.y;\n\t\tfloat a = min( lerpFactor, 1.0 - lerpFactor );\n\t\tvec3 cases = vec3(\n\t\t\tx * x / ( 2.0 * a * ( 1.0 - a ) ),\n\t\t\t( x - 0.5 * a ) / ( 1.0 - a ),\n\t\t\t1.0 - ( ( 1.0 - x ) * ( 1.0 - x ) / ( 2.0 * a * ( 1.0 - a ) ) )\n\t\t);\n\t\tfloat threshold = ( x < ( 1.0 - a ) )\n\t\t\t? ( ( x < a ) ? cases.x : cases.y )\n\t\t\t: cases.z;\n\t\treturn clamp( threshold , 1.0e-6, 1.0 );\n\t}\n#endif";

  var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vAlphaMapUv ).g;\n#endif";

  var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

  var alphatest_fragment = "#ifdef USE_ALPHATEST\n\t#ifdef ALPHA_TO_COVERAGE\n\tdiffuseColor.a = smoothstep( alphaTest, alphaTest + fwidth( diffuseColor.a ), diffuseColor.a );\n\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\tif ( diffuseColor.a < alphaTest ) discard;\n\t#endif\n#endif";

  var alphatest_pars_fragment = "#ifdef USE_ALPHATEST\n\tuniform float alphaTest;\n#endif";

  var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vAoMapUv ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_CLEARCOAT ) \n\t\tclearcoatSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_SHEEN ) \n\t\tsheenSpecularIndirect *= ambientOcclusion;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD )\n\t\tfloat dotNV = saturate( dot( geometryNormal, geometryViewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.roughness );\n\t#endif\n#endif";

  var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

  var batching_pars_vertex = "#ifdef USE_BATCHING\n\tattribute float batchId;\n\tuniform highp sampler2D batchingTexture;\n\tmat4 getBatchingMatrix( const in float i ) {\n\t\tint size = textureSize( batchingTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( batchingTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( batchingTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( batchingTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( batchingTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif";

  var batching_vertex = "#ifdef USE_BATCHING\n\tmat4 batchingMatrix = getBatchingMatrix( batchId );\n#endif";

  var begin_vertex = "vec3 transformed = vec3( position );\n#ifdef USE_ALPHAHASH\n\tvPosition = vec3( position );\n#endif";

  var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";

  var bsdfs = "float G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_BlinnPhong( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, 1.0, dotVH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n} // validated";

  var iridescence_fragment = "#ifdef USE_IRIDESCENCE\n\tconst mat3 XYZ_TO_REC709 = mat3(\n\t\t 3.2404542, -0.9692660,  0.0556434,\n\t\t-1.5371385,  1.8760108, -0.2040259,\n\t\t-0.4985314,  0.0415560,  1.0572252\n\t);\n\tvec3 Fresnel0ToIor( vec3 fresnel0 ) {\n\t\tvec3 sqrtF0 = sqrt( fresnel0 );\n\t\treturn ( vec3( 1.0 ) + sqrtF0 ) / ( vec3( 1.0 ) - sqrtF0 );\n\t}\n\tvec3 IorToFresnel0( vec3 transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - vec3( incidentIor ) ) / ( transmittedIor + vec3( incidentIor ) ) );\n\t}\n\tfloat IorToFresnel0( float transmittedIor, float incidentIor ) {\n\t\treturn pow2( ( transmittedIor - incidentIor ) / ( transmittedIor + incidentIor ));\n\t}\n\tvec3 evalSensitivity( float OPD, vec3 shift ) {\n\t\tfloat phase = 2.0 * PI * OPD * 1.0e-9;\n\t\tvec3 val = vec3( 5.4856e-13, 4.4201e-13, 5.2481e-13 );\n\t\tvec3 pos = vec3( 1.6810e+06, 1.7953e+06, 2.2084e+06 );\n\t\tvec3 var = vec3( 4.3278e+09, 9.3046e+09, 6.6121e+09 );\n\t\tvec3 xyz = val * sqrt( 2.0 * PI * var ) * cos( pos * phase + shift ) * exp( - pow2( phase ) * var );\n\t\txyz.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\t\txyz /= 1.0685e-7;\n\t\tvec3 rgb = XYZ_TO_REC709 * xyz;\n\t\treturn rgb;\n\t}\n\tvec3 evalIridescence( float outsideIOR, float eta2, float cosTheta1, float thinFilmThickness, vec3 baseF0 ) {\n\t\tvec3 I;\n\t\tfloat iridescenceIOR = mix( outsideIOR, eta2, smoothstep( 0.0, 0.03, thinFilmThickness ) );\n\t\tfloat sinTheta2Sq = pow2( outsideIOR / iridescenceIOR ) * ( 1.0 - pow2( cosTheta1 ) );\n\t\tfloat cosTheta2Sq = 1.0 - sinTheta2Sq;\n\t\tif ( cosTheta2Sq < 0.0 ) {\n\t\t\treturn vec3( 1.0 );\n\t\t}\n\t\tfloat cosTheta2 = sqrt( cosTheta2Sq );\n\t\tfloat R0 = IorToFresnel0( iridescenceIOR, outsideIOR );\n\t\tfloat R12 = F_Schlick( R0, 1.0, cosTheta1 );\n\t\tfloat T121 = 1.0 - R12;\n\t\tfloat phi12 = 0.0;\n\t\tif ( iridescenceIOR < outsideIOR ) phi12 = PI;\n\t\tfloat phi21 = PI - phi12;\n\t\tvec3 baseIOR = Fresnel0ToIor( clamp( baseF0, 0.0, 0.9999 ) );\t\tvec3 R1 = IorToFresnel0( baseIOR, iridescenceIOR );\n\t\tvec3 R23 = F_Schlick( R1, 1.0, cosTheta2 );\n\t\tvec3 phi23 = vec3( 0.0 );\n\t\tif ( baseIOR[ 0 ] < iridescenceIOR ) phi23[ 0 ] = PI;\n\t\tif ( baseIOR[ 1 ] < iridescenceIOR ) phi23[ 1 ] = PI;\n\t\tif ( baseIOR[ 2 ] < iridescenceIOR ) phi23[ 2 ] = PI;\n\t\tfloat OPD = 2.0 * iridescenceIOR * thinFilmThickness * cosTheta2;\n\t\tvec3 phi = vec3( phi21 ) + phi23;\n\t\tvec3 R123 = clamp( R12 * R23, 1e-5, 0.9999 );\n\t\tvec3 r123 = sqrt( R123 );\n\t\tvec3 Rs = pow2( T121 ) * R23 / ( vec3( 1.0 ) - R123 );\n\t\tvec3 C0 = R12 + Rs;\n\t\tI = C0;\n\t\tvec3 Cm = Rs - T121;\n\t\tfor ( int m = 1; m <= 2; ++ m ) {\n\t\t\tCm *= r123;\n\t\t\tvec3 Sm = 2.0 * evalSensitivity( float( m ) * OPD, float( m ) * phi );\n\t\t\tI += Cm * Sm;\n\t\t}\n\t\treturn max( I, vec3( 0.0 ) );\n\t}\n#endif";

  var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vBumpMapUv );\n\t\tvec2 dSTdy = dFdy( vBumpMapUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vBumpMapUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vBumpMapUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy, float faceDirection ) {\n\t\tvec3 vSigmaX = normalize( dFdx( surf_pos.xyz ) );\n\t\tvec3 vSigmaY = normalize( dFdy( surf_pos.xyz ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 ) * faceDirection;\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";

  var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#ifdef ALPHA_TO_COVERAGE\n\t\tfloat distanceToPlane, distanceGradient;\n\t\tfloat clipOpacity = 1.0;\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\tclipOpacity *= smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\tif ( clipOpacity == 0.0 ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tfloat unionClipOpacity = 1.0;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tdistanceToPlane = - dot( vClipPosition, plane.xyz ) + plane.w;\n\t\t\t\tdistanceGradient = fwidth( distanceToPlane ) / 2.0;\n\t\t\t\tunionClipOpacity *= 1.0 - smoothstep( - distanceGradient, distanceGradient, distanceToPlane );\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tclipOpacity *= 1.0 - unionClipOpacity;\n\t\t#endif\n\t\tdiffuseColor.a *= clipOpacity;\n\t\tif ( diffuseColor.a == 0.0 ) discard;\n\t#else\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tif ( dot( vClipPosition, plane.xyz ) > plane.w ) discard;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\t\tbool clipped = true;\n\t\t\t#pragma unroll_loop_start\n\t\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\t\tplane = clippingPlanes[ i ];\n\t\t\t\tclipped = ( dot( vClipPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t\t}\n\t\t\t#pragma unroll_loop_end\n\t\t\tif ( clipped ) discard;\n\t\t#endif\n\t#endif\n#endif";

  var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";

  var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvarying vec3 vClipPosition;\n#endif";

  var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0\n\tvClipPosition = - mvPosition.xyz;\n#endif";

  var color_fragment = "#if defined( USE_COLOR_ALPHA )\n\tdiffuseColor *= vColor;\n#elif defined( USE_COLOR )\n\tdiffuseColor.rgb *= vColor;\n#endif";

  var color_pars_fragment = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR )\n\tvarying vec3 vColor;\n#endif";

  var color_pars_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvarying vec4 vColor;\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvarying vec3 vColor;\n#endif";

  var color_vertex = "#if defined( USE_COLOR_ALPHA )\n\tvColor = vec4( 1.0 );\n#elif defined( USE_COLOR ) || defined( USE_INSTANCING_COLOR )\n\tvColor = vec3( 1.0 );\n#endif\n#ifdef USE_COLOR\n\tvColor *= color;\n#endif\n#ifdef USE_INSTANCING_COLOR\n\tvColor.xyz *= instanceColor.xyz;\n#endif";

  var 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\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract( sin( sn ) * c );\n}\n#ifdef HIGH_PRECISION\n\tfloat precisionSafeLength( vec3 v ) { return length( v ); }\n#else\n\tfloat precisionSafeLength( vec3 v ) {\n\t\tfloat maxComponent = max3( abs( v ) );\n\t\treturn length( v / maxComponent ) * maxComponent;\n\t}\n#endif\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\n#ifdef USE_ALPHAHASH\n\tvarying vec3 vPosition;\n#endif\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nmat3 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat luminance( const in vec3 rgb ) {\n\tconst vec3 weights = vec3( 0.2126729, 0.7151522, 0.0721750 );\n\treturn dot( weights, rgb );\n}\nbool isPerspectiveMatrix( mat4 m ) {\n\treturn m[ 2 ][ 3 ] == - 1.0;\n}\nvec2 equirectUv( in vec3 dir ) {\n\tfloat u = atan( dir.z, dir.x ) * RECIPROCAL_PI2 + 0.5;\n\tfloat v = asin( clamp( dir.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\treturn vec2( u, v );\n}\nvec3 BRDF_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n}\nfloat F_Schlick( const in float f0, const in float f90, const in float dotVH ) {\n\tfloat fresnel = exp2( ( - 5.55473 * dotVH - 6.98316 ) * dotVH );\n\treturn f0 * ( 1.0 - fresnel ) + ( f90 * fresnel );\n} // validated";

  var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n\t#define cubeUV_minMipLevel 4.0\n\t#define cubeUV_minTileSize 16.0\n\tfloat getFace( vec3 direction ) {\n\t\tvec3 absDirection = abs( direction );\n\t\tfloat face = - 1.0;\n\t\tif ( absDirection.x > absDirection.z ) {\n\t\t\tif ( absDirection.x > absDirection.y )\n\t\t\t\tface = direction.x > 0.0 ? 0.0 : 3.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t} else {\n\t\t\tif ( absDirection.z > absDirection.y )\n\t\t\t\tface = direction.z > 0.0 ? 2.0 : 5.0;\n\t\t\telse\n\t\t\t\tface = direction.y > 0.0 ? 1.0 : 4.0;\n\t\t}\n\t\treturn face;\n\t}\n\tvec2 getUV( vec3 direction, float face ) {\n\t\tvec2 uv;\n\t\tif ( face == 0.0 ) {\n\t\t\tuv = vec2( direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 1.0 ) {\n\t\t\tuv = vec2( - direction.x, - direction.z ) / abs( direction.y );\n\t\t} else if ( face == 2.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.y ) / abs( direction.z );\n\t\t} else if ( face == 3.0 ) {\n\t\t\tuv = vec2( - direction.z, direction.y ) / abs( direction.x );\n\t\t} else if ( face == 4.0 ) {\n\t\t\tuv = vec2( - direction.x, direction.z ) / abs( direction.y );\n\t\t} else {\n\t\t\tuv = vec2( direction.x, direction.y ) / abs( direction.z );\n\t\t}\n\t\treturn 0.5 * ( uv + 1.0 );\n\t}\n\tvec3 bilinearCubeUV( sampler2D envMap, vec3 direction, float mipInt ) {\n\t\tfloat face = getFace( direction );\n\t\tfloat filterInt = max( cubeUV_minMipLevel - mipInt, 0.0 );\n\t\tmipInt = max( mipInt, cubeUV_minMipLevel );\n\t\tfloat faceSize = exp2( mipInt );\n\t\thighp vec2 uv = getUV( direction, face ) * ( faceSize - 2.0 ) + 1.0;\n\t\tif ( face > 2.0 ) {\n\t\t\tuv.y += faceSize;\n\t\t\tface -= 3.0;\n\t\t}\n\t\tuv.x += face * faceSize;\n\t\tuv.x += filterInt * 3.0 * cubeUV_minTileSize;\n\t\tuv.y += 4.0 * ( exp2( CUBEUV_MAX_MIP ) - faceSize );\n\t\tuv.x *= CUBEUV_TEXEL_WIDTH;\n\t\tuv.y *= CUBEUV_TEXEL_HEIGHT;\n\t\t#ifdef texture2DGradEXT\n\t\t\treturn texture2DGradEXT( envMap, uv, vec2( 0.0 ), vec2( 0.0 ) ).rgb;\n\t\t#else\n\t\t\treturn texture2D( envMap, uv ).rgb;\n\t\t#endif\n\t}\n\t#define cubeUV_r0 1.0\n\t#define cubeUV_m0 - 2.0\n\t#define cubeUV_r1 0.8\n\t#define cubeUV_m1 - 1.0\n\t#define cubeUV_r4 0.4\n\t#define cubeUV_m4 2.0\n\t#define cubeUV_r5 0.305\n\t#define cubeUV_m5 3.0\n\t#define cubeUV_r6 0.21\n\t#define cubeUV_m6 4.0\n\tfloat roughnessToMip( float roughness ) {\n\t\tfloat mip = 0.0;\n\t\tif ( roughness >= cubeUV_r1 ) {\n\t\t\tmip = ( cubeUV_r0 - roughness ) * ( cubeUV_m1 - cubeUV_m0 ) / ( cubeUV_r0 - cubeUV_r1 ) + cubeUV_m0;\n\t\t} else if ( roughness >= cubeUV_r4 ) {\n\t\t\tmip = ( cubeUV_r1 - roughness ) * ( cubeUV_m4 - cubeUV_m1 ) / ( cubeUV_r1 - cubeUV_r4 ) + cubeUV_m1;\n\t\t} else if ( roughness >= cubeUV_r5 ) {\n\t\t\tmip = ( cubeUV_r4 - roughness ) * ( cubeUV_m5 - cubeUV_m4 ) / ( cubeUV_r4 - cubeUV_r5 ) + cubeUV_m4;\n\t\t} else if ( roughness >= cubeUV_r6 ) {\n\t\t\tmip = ( cubeUV_r5 - roughness ) * ( cubeUV_m6 - cubeUV_m5 ) / ( cubeUV_r5 - cubeUV_r6 ) + cubeUV_m5;\n\t\t} else {\n\t\t\tmip = - 2.0 * log2( 1.16 * roughness );\t\t}\n\t\treturn mip;\n\t}\n\tvec4 textureCubeUV( sampler2D envMap, vec3 sampleDir, float roughness ) {\n\t\tfloat mip = clamp( roughnessToMip( roughness ), cubeUV_m0, CUBEUV_MAX_MIP );\n\t\tfloat mipF = fract( mip );\n\t\tfloat mipInt = floor( mip );\n\t\tvec3 color0 = bilinearCubeUV( envMap, sampleDir, mipInt );\n\t\tif ( mipF == 0.0 ) {\n\t\t\treturn vec4( color0, 1.0 );\n\t\t} else {\n\t\t\tvec3 color1 = bilinearCubeUV( envMap, sampleDir, mipInt + 1.0 );\n\t\t\treturn vec4( mix( color0, color1, mipF ), 1.0 );\n\t\t}\n\t}\n#endif";

  var defaultnormal_vertex = "vec3 transformedNormal = objectNormal;\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = objectTangent;\n#endif\n#ifdef USE_BATCHING\n\tmat3 bm = mat3( batchingMatrix );\n\ttransformedNormal /= vec3( dot( bm[ 0 ], bm[ 0 ] ), dot( bm[ 1 ], bm[ 1 ] ), dot( bm[ 2 ], bm[ 2 ] ) );\n\ttransformedNormal = bm * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = bm * transformedTangent;\n\t#endif\n#endif\n#ifdef USE_INSTANCING\n\tmat3 im = mat3( instanceMatrix );\n\ttransformedNormal /= vec3( dot( im[ 0 ], im[ 0 ] ), dot( im[ 1 ], im[ 1 ] ), dot( im[ 2 ], im[ 2 ] ) );\n\ttransformedNormal = im * transformedNormal;\n\t#ifdef USE_TANGENT\n\t\ttransformedTangent = im * transformedTangent;\n\t#endif\n#endif\ntransformedNormal = normalMatrix * transformedNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\ttransformedTangent = ( modelViewMatrix * vec4( transformedTangent, 0.0 ) ).xyz;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";

  var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";

  var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, vDisplacementMapUv ).x * displacementScale + displacementBias );\n#endif";

  var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vEmissiveMapUv );\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";

  var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";

  var colorspace_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";

  var colorspace_pars_fragment = "\nconst mat3 LINEAR_SRGB_TO_LINEAR_DISPLAY_P3 = mat3(\n\tvec3( 0.8224621, 0.177538, 0.0 ),\n\tvec3( 0.0331941, 0.9668058, 0.0 ),\n\tvec3( 0.0170827, 0.0723974, 0.9105199 )\n);\nconst mat3 LINEAR_DISPLAY_P3_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.2249401, - 0.2249404, 0.0 ),\n\tvec3( - 0.0420569, 1.0420571, 0.0 ),\n\tvec3( - 0.0196376, - 0.0786361, 1.0982735 )\n);\nvec4 LinearSRGBToLinearDisplayP3( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_SRGB_TO_LINEAR_DISPLAY_P3, value.a );\n}\nvec4 LinearDisplayP3ToLinearSRGB( in vec4 value ) {\n\treturn vec4( value.rgb * LINEAR_DISPLAY_P3_TO_LINEAR_SRGB, value.a );\n}\nvec4 LinearTransferOETF( in vec4 value ) {\n\treturn value;\n}\nvec4 sRGBTransferOETF( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn sRGBTransferOETF( value );\n}";

  var envmap_fragment = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvec3 cameraToFrag;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToFrag = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToFrag = normalize( vWorldPosition - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToFrag, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToFrag, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";

  var envmap_common_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float envMapIntensity;\n\tuniform float flipEnvMap;\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\t\n#endif";

  var envmap_pars_fragment = "#ifdef USE_ENVMAP\n\tuniform float reflectivity;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\tvarying vec3 vWorldPosition;\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif";

  var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( LAMBERT )\n\t\t#define ENV_WORLDPOS\n\t#endif\n\t#ifdef ENV_WORLDPOS\n\t\t\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif";

  var envmap_vertex = "#ifdef USE_ENVMAP\n\t#ifdef ENV_WORLDPOS\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex;\n\t\tif ( isOrthographic ) {\n\t\t\tcameraToVertex = normalize( vec3( - viewMatrix[ 0 ][ 2 ], - viewMatrix[ 1 ][ 2 ], - viewMatrix[ 2 ][ 2 ] ) );\n\t\t} else {\n\t\t\tcameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\t}\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif";

  var fog_vertex = "#ifdef USE_FOG\n\tvFogDepth = - mvPosition.z;\n#endif";

  var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float vFogDepth;\n#endif";

  var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 1.0 - exp( - fogDensity * fogDensity * vFogDepth * vFogDepth );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, vFogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif";

  var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float vFogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";

  var gradientmap_pars_fragment = "#ifdef USE_GRADIENTMAP\n\tuniform sampler2D gradientMap;\n#endif\nvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\tfloat dotNL = dot( normal, lightDirection );\n\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t#ifdef USE_GRADIENTMAP\n\t\treturn vec3( texture2D( gradientMap, coord ).r );\n\t#else\n\t\tvec2 fw = fwidth( coord ) * 0.5;\n\t\treturn mix( vec3( 0.7 ), vec3( 1.0 ), smoothstep( 0.7 - fw.x, 0.7 + fw.x, coord.x ) );\n\t#endif\n}";

  var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\treflectedLight.indirectDiffuse += lightMapIrradiance;\n#endif";

  var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

  var lights_lambert_fragment = "LambertMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularStrength = specularStrength;";

  var lights_lambert_pars_fragment = "varying vec3 vViewPosition;\nstruct LambertMaterial {\n\tvec3 diffuseColor;\n\tfloat 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\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.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\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Lambert\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Lambert";

  var lights_pars_begin = "uniform bool receiveShadow;\nuniform vec3 ambientLightColor;\n#if defined( USE_LIGHT_PROBES )\n\tuniform vec3 lightProbe[ 9 ];\n#endif\nvec3 shGetIrradianceAt( in vec3 normal, in vec3 shCoefficients[ 9 ] ) {\n\tfloat x = normal.x, y = normal.y, z = normal.z;\n\tvec3 result = shCoefficients[ 0 ] * 0.886227;\n\tresult += shCoefficients[ 1 ] * 2.0 * 0.511664 * y;\n\tresult += shCoefficients[ 2 ] * 2.0 * 0.511664 * z;\n\tresult += shCoefficients[ 3 ] * 2.0 * 0.511664 * x;\n\tresult += shCoefficients[ 4 ] * 2.0 * 0.429043 * x * y;\n\tresult += shCoefficients[ 5 ] * 2.0 * 0.429043 * y * z;\n\tresult += shCoefficients[ 6 ] * ( 0.743125 * z * z - 0.247708 );\n\tresult += shCoefficients[ 7 ] * 2.0 * 0.429043 * x * z;\n\tresult += shCoefficients[ 8 ] * 0.429043 * ( x * x - y * y );\n\treturn result;\n}\nvec3 getLightProbeIrradiance( const in vec3 lightProbe[ 9 ], const in vec3 normal ) {\n\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\tvec3 irradiance = shGetIrradianceAt( worldNormal, lightProbe );\n\treturn irradiance;\n}\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\treturn irradiance;\n}\nfloat getDistanceAttenuation( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t#if defined ( LEGACY_LIGHTS )\n\t\tif ( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\t\treturn pow( saturate( - lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t\t}\n\t\treturn 1.0;\n\t#else\n\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\tif ( cutoffDistance > 0.0 ) {\n\t\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t}\n\t\treturn distanceFalloff;\n\t#endif\n}\nfloat getSpotAttenuation( const in float coneCosine, const in float penumbraCosine, const in float angleCosine ) {\n\treturn smoothstep( coneCosine, penumbraCosine, angleCosine );\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalLightInfo( const in DirectionalLight directionalLight, out IncidentLight light ) {\n\t\tlight.color = directionalLight.color;\n\t\tlight.direction = directionalLight.direction;\n\t\tlight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointLightInfo( const in PointLight pointLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = pointLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tlight.color = pointLight.color;\n\t\tlight.color *= getDistanceAttenuation( lightDistance, pointLight.distance, pointLight.decay );\n\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotLightInfo( const in SpotLight spotLight, const in vec3 geometryPosition, out IncidentLight light ) {\n\t\tvec3 lVector = spotLight.position - geometryPosition;\n\t\tlight.direction = normalize( lVector );\n\t\tfloat angleCos = dot( light.direction, spotLight.direction );\n\t\tfloat spotAttenuation = getSpotAttenuation( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\tif ( spotAttenuation > 0.0 ) {\n\t\t\tfloat lightDistance = length( lVector );\n\t\t\tlight.color = spotLight.color * spotAttenuation;\n\t\t\tlight.color *= getDistanceAttenuation( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tlight.visible = ( light.color != vec3( 0.0 ) );\n\t\t} else {\n\t\t\tlight.color = vec3( 0.0 );\n\t\t\tlight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in vec3 normal ) {\n\t\tfloat dotNL = dot( normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\treturn irradiance;\n\t}\n#endif";

  var envmap_physical_pars_fragment = "#ifdef USE_ENVMAP\n\tvec3 getIBLIrradiance( const in vec3 normal ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, worldNormal, 1.0 );\n\t\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\tvec3 getIBLRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness ) {\n\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\tvec3 reflectVec = reflect( - viewDir, normal );\n\t\t\treflectVec = normalize( mix( reflectVec, normal, roughness * roughness) );\n\t\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\t\tvec4 envMapColor = textureCubeUV( envMap, reflectVec, roughness );\n\t\t\treturn envMapColor.rgb * envMapIntensity;\n\t\t#else\n\t\t\treturn vec3( 0.0 );\n\t\t#endif\n\t}\n\t#ifdef USE_ANISOTROPY\n\t\tvec3 getIBLAnisotropyRadiance( const in vec3 viewDir, const in vec3 normal, const in float roughness, const in vec3 bitangent, const in float anisotropy ) {\n\t\t\t#ifdef ENVMAP_TYPE_CUBE_UV\n\t\t\t\tvec3 bentNormal = cross( bitangent, viewDir );\n\t\t\t\tbentNormal = normalize( cross( bentNormal, bitangent ) );\n\t\t\t\tbentNormal = normalize( mix( bentNormal, normal, pow2( pow2( 1.0 - anisotropy * ( 1.0 - roughness ) ) ) ) );\n\t\t\t\treturn getIBLRadiance( viewDir, bentNormal, roughness );\n\t\t\t#else\n\t\t\t\treturn vec3( 0.0 );\n\t\t\t#endif\n\t\t}\n\t#endif\n#endif";

  var lights_toon_fragment = "ToonMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;";

  var lights_toon_pars_fragment = "varying vec3 vViewPosition;\nstruct ToonMaterial {\n\tvec3 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\tvec3 irradiance = getGradientIrradiance( geometryNormal, directLight.direction ) * directLight.color;\n\treflectedLight.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\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_Toon\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Toon";

  var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";

  var lights_phong_pars_fragment = "varying vec3 vViewPosition;\nstruct BlinnPhongMaterial {\n\tvec3 diffuseColor;\n\tvec3 specularColor;\n\tfloat specularShininess;\n\tfloat 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\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n\treflectedLight.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\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong";

  var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - 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\tmaterial.ior = ior;\n\t#ifdef USE_SPECULAR\n\t\tfloat specularIntensityFactor = specularIntensity;\n\t\tvec3 specularColorFactor = specularColor;\n\t\t#ifdef USE_SPECULAR_COLORMAP\n\t\t\tspecularColorFactor *= texture2D( specularColorMap, vSpecularColorMapUv ).rgb;\n\t\t#endif\n\t\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\t\tspecularIntensityFactor *= texture2D( specularIntensityMap, vSpecularIntensityMapUv ).a;\n\t\t#endif\n\t\tmaterial.specularF90 = mix( specularIntensityFactor, 1.0, metalnessFactor );\n\t#else\n\t\tfloat specularIntensityFactor = 1.0;\n\t\tvec3 specularColorFactor = vec3( 1.0 );\n\t\tmaterial.specularF90 = 1.0;\n\t#endif\n\tmaterial.specularColor = mix( min( pow2( ( material.ior - 1.0 ) / ( material.ior + 1.0 ) ) * specularColorFactor, vec3( 1.0 ) ) * specularIntensityFactor, diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( 0.04 ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.specularF90 = 1.0;\n#endif\n#ifdef USE_CLEARCOAT\n\tmaterial.clearcoat = clearcoat;\n\tmaterial.clearcoatRoughness = clearcoatRoughness;\n\tmaterial.clearcoatF0 = vec3( 0.04 );\n\tmaterial.clearcoatF90 = 1.0;\n\t#ifdef USE_CLEARCOATMAP\n\t\tmaterial.clearcoat *= texture2D( clearcoatMap, vClearcoatMapUv ).x;\n\t#endif\n\t#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\t\tmaterial.clearcoatRoughness *= texture2D( clearcoatRoughnessMap, vClearcoatRoughnessMapUv ).y;\n\t#endif\n\tmaterial.clearcoat = saturate( material.clearcoat );\tmaterial.clearcoatRoughness = max( material.clearcoatRoughness, 0.0525 );\n\tmaterial.clearcoatRoughness += geometryRoughness;\n\tmaterial.clearcoatRoughness = min( material.clearcoatRoughness, 1.0 );\n#endif\n#ifdef USE_IRIDESCENCE\n\tmaterial.iridescence = iridescence;\n\tmaterial.iridescenceIOR = iridescenceIOR;\n\t#ifdef USE_IRIDESCENCEMAP\n\t\tmaterial.iridescence *= texture2D( iridescenceMap, vIridescenceMapUv ).r;\n\t#endif\n\t#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\t\tmaterial.iridescenceThickness = (iridescenceThicknessMaximum - iridescenceThicknessMinimum) * texture2D( iridescenceThicknessMap, vIridescenceThicknessMapUv ).g + iridescenceThicknessMinimum;\n\t#else\n\t\tmaterial.iridescenceThickness = iridescenceThicknessMaximum;\n\t#endif\n#endif\n#ifdef USE_SHEEN\n\tmaterial.sheenColor = sheenColor;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tmaterial.sheenColor *= texture2D( sheenColorMap, vSheenColorMapUv ).rgb;\n\t#endif\n\tmaterial.sheenRoughness = clamp( sheenRoughness, 0.07, 1.0 );\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tmaterial.sheenRoughness *= texture2D( sheenRoughnessMap, vSheenRoughnessMapUv ).a;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\t#ifdef USE_ANISOTROPYMAP\n\t\tmat2 anisotropyMat = mat2( anisotropyVector.x, anisotropyVector.y, - anisotropyVector.y, anisotropyVector.x );\n\t\tvec3 anisotropyPolar = texture2D( anisotropyMap, vAnisotropyMapUv ).rgb;\n\t\tvec2 anisotropyV = anisotropyMat * normalize( 2.0 * anisotropyPolar.rg - vec2( 1.0 ) ) * anisotropyPolar.b;\n\t#else\n\t\tvec2 anisotropyV = anisotropyVector;\n\t#endif\n\tmaterial.anisotropy = length( anisotropyV );\n\tif( material.anisotropy == 0.0 ) {\n\t\tanisotropyV = vec2( 1.0, 0.0 );\n\t} else {\n\t\tanisotropyV /= material.anisotropy;\n\t\tmaterial.anisotropy = saturate( material.anisotropy );\n\t}\n\tmaterial.alphaT = mix( pow2( material.roughness ), 1.0, pow2( material.anisotropy ) );\n\tmaterial.anisotropyT = tbn[ 0 ] * anisotropyV.x + tbn[ 1 ] * anisotropyV.y;\n\tmaterial.anisotropyB = tbn[ 1 ] * anisotropyV.x - tbn[ 0 ] * anisotropyV.y;\n#endif";

  var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3 diffuseColor;\n\tfloat roughness;\n\tvec3 specularColor;\n\tfloat specularF90;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat clearcoat;\n\t\tfloat clearcoatRoughness;\n\t\tvec3 clearcoatF0;\n\t\tfloat clearcoatF90;\n\t#endif\n\t#ifdef USE_IRIDESCENCE\n\t\tfloat iridescence;\n\t\tfloat iridescenceIOR;\n\t\tfloat iridescenceThickness;\n\t\tvec3 iridescenceFresnel;\n\t\tvec3 iridescenceF0;\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tvec3 sheenColor;\n\t\tfloat sheenRoughness;\n\t#endif\n\t#ifdef IOR\n\t\tfloat ior;\n\t#endif\n\t#ifdef USE_TRANSMISSION\n\t\tfloat transmission;\n\t\tfloat transmissionAlpha;\n\t\tfloat thickness;\n\t\tfloat attenuationDistance;\n\t\tvec3 attenuationColor;\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat anisotropy;\n\t\tfloat alphaT;\n\t\tvec3 anisotropyT;\n\t\tvec3 anisotropyB;\n\t#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\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\n#ifdef USE_ANISOTROPY\n\tfloat 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\t\tfloat gv = dotNL * length( vec3( alphaT * dotTV, alphaB * dotBV, dotNV ) );\n\t\tfloat gl = dotNV * length( vec3( alphaT * dotTL, alphaB * dotBL, dotNL ) );\n\t\tfloat v = 0.5 / ( gv + gl );\n\t\treturn saturate(v);\n\t}\n\tfloat D_GGX_Anisotropic( const in float alphaT, const in float alphaB, const in float dotNH, const in float dotTH, const in float dotBH ) {\n\t\tfloat a2 = alphaT * alphaB;\n\t\thighp vec3 v = vec3( alphaB * dotTH, alphaT * dotBH, a2 * dotNH );\n\t\thighp float v2 = dot( v, v );\n\t\tfloat w2 = a2 / v2;\n\t\treturn RECIPROCAL_PI * a2 * pow2 ( w2 );\n\t}\n#endif\n#ifdef USE_CLEARCOAT\n\tvec3 BRDF_GGX_Clearcoat( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material) {\n\t\tvec3 f0 = material.clearcoatF0;\n\t\tfloat f90 = material.clearcoatF90;\n\t\tfloat roughness = material.clearcoatRoughness;\n\t\tfloat alpha = pow2( roughness );\n\t\tvec3 halfDir = normalize( lightDir + viewDir );\n\t\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\t\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\t\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\t\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\t\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t\treturn F * ( V * D );\n\t}\n#endif\nvec3 BRDF_GGX( const in vec3 lightDir, const in vec3 viewDir, const in vec3 normal, const in PhysicalMaterial material ) {\n\tvec3 f0 = material.specularColor;\n\tfloat f90 = material.specularF90;\n\tfloat roughness = material.roughness;\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat dotVH = saturate( dot( viewDir, halfDir ) );\n\tvec3 F = F_Schlick( f0, f90, dotVH );\n\t#ifdef USE_IRIDESCENCE\n\t\tF = mix( F, material.iridescenceFresnel, material.iridescence );\n\t#endif\n\t#ifdef USE_ANISOTROPY\n\t\tfloat dotTL = dot( material.anisotropyT, lightDir );\n\t\tfloat dotTV = dot( material.anisotropyT, viewDir );\n\t\tfloat dotTH = dot( material.anisotropyT, halfDir );\n\t\tfloat dotBL = dot( material.anisotropyB, lightDir );\n\t\tfloat dotBV = dot( material.anisotropyB, viewDir );\n\t\tfloat dotBH = dot( material.anisotropyB, halfDir );\n\t\tfloat V = V_GGX_SmithCorrelated_Anisotropic( material.alphaT, alpha, dotTV, dotBV, dotTL, dotBL, dotNV, dotNL );\n\t\tfloat D = D_GGX_Anisotropic( material.alphaT, alpha, dotNH, dotTH, dotBH );\n\t#else\n\t\tfloat V = V_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\t\tfloat D = D_GGX( alpha, dotNH );\n\t#endif\n\treturn F * ( V * D );\n}\nvec2 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\n#if defined( USE_SHEEN )\nfloat D_Charlie( float roughness, float dotNH ) {\n\tfloat alpha = pow2( roughness );\n\tfloat invAlpha = 1.0 / alpha;\n\tfloat cos2h = dotNH * dotNH;\n\tfloat sin2h = max( 1.0 - cos2h, 0.0078125 );\n\treturn ( 2.0 + invAlpha ) * pow( sin2h, invAlpha * 0.5 ) / ( 2.0 * PI );\n}\nfloat V_Neubelt( float dotNV, float dotNL ) {\n\treturn 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\tvec3 halfDir = normalize( lightDir + viewDir );\n\tfloat dotNL = saturate( dot( normal, lightDir ) );\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat dotNH = saturate( dot( normal, halfDir ) );\n\tfloat D = D_Charlie( sheenRoughness, dotNH );\n\tfloat V = V_Neubelt( dotNV, dotNL );\n\treturn sheenColor * ( D * V );\n}\n#endif\nfloat IBLSheenBRDF( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tfloat r2 = roughness * roughness;\n\tfloat a = roughness < 0.25 ? -339.2 * r2 + 161.4 * roughness - 25.9 : -8.48 * r2 + 14.3 * roughness - 9.95;\n\tfloat b = roughness < 0.25 ? 44.0 * r2 - 23.7 * roughness + 3.26 : 1.97 * r2 - 3.27 * roughness + 0.72;\n\tfloat DG = exp( a * dotNV + b ) + ( roughness < 0.25 ? 0.0 : 0.1 * ( roughness - 0.25 ) );\n\treturn saturate( DG * RECIPROCAL_PI );\n}\nvec2 DFGApprox( const in vec3 normal, const in vec3 viewDir, const in float roughness ) {\n\tfloat dotNV = saturate( dot( normal, viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 fab = vec2( - 1.04, 1.04 ) * a004 + r.zw;\n\treturn fab;\n}\nvec3 EnvironmentBRDF( const in vec3 normal, const in vec3 viewDir, const in vec3 specularColor, const in float specularF90, const in float roughness ) {\n\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\treturn 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\tvec2 fab = DFGApprox( normal, viewDir, roughness );\n\t#ifdef USE_IRIDESCENCE\n\t\tvec3 Fr = mix( specularColor, iridescenceF0, iridescence );\n\t#else\n\t\tvec3 Fr = specularColor;\n\t#endif\n\tvec3 FssEss = Fr * fab.x + specularF90 * fab.y;\n\tfloat Ess = fab.x + fab.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = Fr + ( 1.0 - Fr ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid 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\t\tvec3 normal = geometryNormal;\n\t\tvec3 viewDir = geometryViewDir;\n\t\tvec3 position = geometryPosition;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.roughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(    0, 1,    0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in vec3 geometryPosition, const in vec3 geometryNormal, const in vec3 geometryViewDir, const in vec3 geometryClearcoatNormal, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometryNormal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNLcc = saturate( dot( geometryClearcoatNormal, directLight.direction ) );\n\t\tvec3 ccIrradiance = dotNLcc * directLight.color;\n\t\tclearcoatSpecularDirect += ccIrradiance * BRDF_GGX_Clearcoat( directLight.direction, geometryViewDir, geometryClearcoatNormal, material );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularDirect += irradiance * BRDF_Sheen( directLight.direction, geometryViewDir, geometryNormal, material.sheenColor, material.sheenRoughness );\n\t#endif\n\treflectedLight.directSpecular += irradiance * BRDF_GGX( directLight.direction, geometryViewDir, geometryNormal, material );\n\treflectedLight.directDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\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\treflectedLight.indirectDiffuse += irradiance * BRDF_Lambert( material.diffuseColor );\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\t#ifdef USE_CLEARCOAT\n\t\tclearcoatSpecularIndirect += clearcoatRadiance * EnvironmentBRDF( geometryClearcoatNormal, geometryViewDir, material.clearcoatF0, material.clearcoatF90, material.clearcoatRoughness );\n\t#endif\n\t#ifdef USE_SHEEN\n\t\tsheenSpecularIndirect += irradiance * material.sheenColor * IBLSheenBRDF( geometryNormal, geometryViewDir, material.sheenRoughness );\n\t#endif\n\tvec3 singleScattering = vec3( 0.0 );\n\tvec3 multiScattering = vec3( 0.0 );\n\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t#ifdef USE_IRIDESCENCE\n\t\tcomputeMultiscatteringIridescence( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.iridescence, material.iridescenceFresnel, material.roughness, singleScattering, multiScattering );\n\t#else\n\t\tcomputeMultiscattering( geometryNormal, geometryViewDir, material.specularColor, material.specularF90, material.roughness, singleScattering, multiScattering );\n\t#endif\n\tvec3 totalScattering = singleScattering + multiScattering;\n\tvec3 diffuse = material.diffuseColor * ( 1.0 - max( max( totalScattering.r, totalScattering.g ), totalScattering.b ) );\n\treflectedLight.indirectSpecular += radiance * singleScattering;\n\treflectedLight.indirectSpecular += multiScattering * cosineWeightedIrradiance;\n\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}";

  var lights_fragment_begin = "\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\tgeometryClearcoatNormal = clearcoatNormal;\n#endif\n#ifdef USE_IRIDESCENCE\n\tfloat dotNVi = saturate( dot( normal, geometryViewDir ) );\n\tif ( material.iridescenceThickness == 0.0 ) {\n\t\tmaterial.iridescence = 0.0;\n\t} else {\n\t\tmaterial.iridescence = saturate( material.iridescence );\n\t}\n\tif ( material.iridescence > 0.0 ) {\n\t\tmaterial.iridescenceFresnel = evalIridescence( 1.0, material.iridescenceIOR, dotNVi, material.iridescenceThickness, material.specularColor );\n\t\tmaterial.iridescenceF0 = Schlick_to_F0( material.iridescenceFresnel, 1.0, dotNVi );\n\t}\n#endif\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointLightInfo( pointLight, geometryPosition, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_POINT_LIGHT_SHADOWS )\n\t\tpointLightShadow = pointLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getPointShadow( pointShadowMap[ i ], pointLightShadow.shadowMapSize, pointLightShadow.shadowBias, pointLightShadow.shadowRadius, vPointShadowCoord[ i ], pointLightShadow.shadowCameraNear, pointLightShadow.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tvec4 spotColor;\n\tvec3 spotLightCoord;\n\tbool inSpotLightMap;\n\t#if defined( USE_SHADOWMAP ) && NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotLightInfo( spotLight, geometryPosition, directLight );\n\t\t#if ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#define SPOT_LIGHT_MAP_INDEX UNROLLED_LOOP_INDEX\n\t\t#elif ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t#define SPOT_LIGHT_MAP_INDEX NUM_SPOT_LIGHT_MAPS\n\t\t#else\n\t\t#define SPOT_LIGHT_MAP_INDEX ( UNROLLED_LOOP_INDEX - NUM_SPOT_LIGHT_SHADOWS + NUM_SPOT_LIGHT_SHADOWS_WITH_MAPS )\n\t\t#endif\n\t\t#if ( SPOT_LIGHT_MAP_INDEX < NUM_SPOT_LIGHT_MAPS )\n\t\t\tspotLightCoord = vSpotLightCoord[ i ].xyz / vSpotLightCoord[ i ].w;\n\t\t\tinSpotLightMap = all( lessThan( abs( spotLightCoord * 2. - 1. ), vec3( 1.0 ) ) );\n\t\t\tspotColor = texture2D( spotLightMap[ SPOT_LIGHT_MAP_INDEX ], spotLightCoord.xy );\n\t\t\tdirectLight.color = inSpotLightMap ? directLight.color * spotColor.rgb : directLight.color;\n\t\t#endif\n\t\t#undef SPOT_LIGHT_MAP_INDEX\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\tspotLightShadow = spotLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( spotShadowMap[ i ], spotLightShadow.shadowMapSize, spotLightShadow.shadowBias, spotLightShadow.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\t#if defined( USE_SHADOWMAP ) && NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLightShadow;\n\t#endif\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalLightInfo( directionalLight, directLight );\n\t\t#if defined( USE_SHADOWMAP ) && ( UNROLLED_LOOP_INDEX < NUM_DIR_LIGHT_SHADOWS )\n\t\tdirectionalLightShadow = directionalLightShadows[ i ];\n\t\tdirectLight.color *= ( directLight.visible && receiveShadow ) ? getShadow( directionalShadowMap[ i ], directionalLightShadow.shadowMapSize, directionalLightShadow.shadowBias, directionalLightShadow.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n\t}\n\t#pragma unroll_loop_end\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 iblIrradiance = vec3( 0.0 );\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if defined( USE_LIGHT_PROBES )\n\t\tirradiance += getLightProbeIrradiance( lightProbe, geometryNormal );\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometryNormal );\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearcoatRadiance = vec3( 0.0 );\n#endif";

  var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\tvec3 lightMapIrradiance = lightMapTexel.rgb * lightMapIntensity;\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( STANDARD ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tiblIrradiance += getIBLIrradiance( geometryNormal );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\t#ifdef USE_ANISOTROPY\n\t\tradiance += getIBLAnisotropyRadiance( geometryViewDir, geometryNormal, material.roughness, material.anisotropyB, material.anisotropy );\n\t#else\n\t\tradiance += getIBLRadiance( geometryViewDir, geometryNormal, material.roughness );\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tclearcoatRadiance += getIBLRadiance( geometryViewDir, geometryClearcoatNormal, material.clearcoatRoughness );\n\t#endif\n#endif";

  var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, iblIrradiance, clearcoatRadiance, geometryPosition, geometryNormal, geometryViewDir, geometryClearcoatNormal, material, reflectedLight );\n#endif";

  var logdepthbuf_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tgl_FragDepthEXT = vIsPerspective == 0.0 ? gl_FragCoord.z : log2( vFragDepth ) * logDepthBufFC * 0.5;\n#endif";

  var logdepthbuf_pars_fragment = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n\tvarying float vIsPerspective;\n#endif";

  var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t\tvarying float vIsPerspective;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";

  var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t\tvIsPerspective = float( isPerspectiveMatrix( projectionMatrix ) );\n\t#else\n\t\tif ( isPerspectiveMatrix( projectionMatrix ) ) {\n\t\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\t\tgl_Position.z *= gl_Position.w;\n\t\t}\n\t#endif\n#endif";

  var map_fragment = "#ifdef USE_MAP\n\tvec4 sampledDiffuseColor = texture2D( map, vMapUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\tsampledDiffuseColor = vec4( mix( pow( sampledDiffuseColor.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), sampledDiffuseColor.rgb * 0.0773993808, vec3( lessThanEqual( sampledDiffuseColor.rgb, vec3( 0.04045 ) ) ) ), sampledDiffuseColor.w );\n\t\n\t#endif\n\tdiffuseColor *= sampledDiffuseColor;\n#endif";

  var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";

  var map_particle_fragment = "#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t#if defined( USE_POINTS_UV )\n\t\tvec2 uv = vUv;\n\t#else\n\t\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tdiffuseColor *= texture2D( map, uv );\n#endif\n#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, uv ).g;\n#endif";

  var map_particle_pars_fragment = "#if defined( USE_POINTS_UV )\n\tvarying vec2 vUv;\n#else\n\t#if defined( USE_MAP ) || defined( USE_ALPHAMAP )\n\t\tuniform mat3 uvTransform;\n\t#endif\n#endif\n#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";

  var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vMetalnessMapUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";

  var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

  var morphcolor_vertex = "#if defined( USE_MORPHCOLORS ) && defined( MORPHTARGETS_TEXTURE )\n\tvColor *= morphTargetBaseInfluence;\n\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t#if defined( USE_COLOR_ALPHA )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ) * morphTargetInfluences[ i ];\n\t\t#elif defined( USE_COLOR )\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) vColor += getMorph( gl_VertexID, i, 2 ).rgb * morphTargetInfluences[ i ];\n\t\t#endif\n\t}\n#endif";

  var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) objectNormal += getMorph( gl_VertexID, i, 1 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\tobjectNormal += morphNormal0 * morphTargetInfluences[ 0 ];\n\t\tobjectNormal += morphNormal1 * morphTargetInfluences[ 1 ];\n\t\tobjectNormal += morphNormal2 * morphTargetInfluences[ 2 ];\n\t\tobjectNormal += morphNormal3 * morphTargetInfluences[ 3 ];\n\t#endif\n#endif";

  var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\tuniform float morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tuniform float morphTargetInfluences[ MORPHTARGETS_COUNT ];\n\t\tuniform sampler2DArray morphTargetsTexture;\n\t\tuniform ivec2 morphTargetsTextureSize;\n\t\tvec4 getMorph( const in int vertexIndex, const in int morphTargetIndex, const in int offset ) {\n\t\t\tint texelIndex = vertexIndex * MORPHTARGETS_TEXTURE_STRIDE + offset;\n\t\t\tint y = texelIndex / morphTargetsTextureSize.x;\n\t\t\tint x = texelIndex - y * morphTargetsTextureSize.x;\n\t\t\tivec3 morphUV = ivec3( x, y, morphTargetIndex );\n\t\t\treturn texelFetch( morphTargetsTexture, morphUV, 0 );\n\t\t}\n\t#else\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\tuniform float morphTargetInfluences[ 8 ];\n\t\t#else\n\t\t\tuniform float morphTargetInfluences[ 4 ];\n\t\t#endif\n\t#endif\n#endif";

  var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed *= morphTargetBaseInfluence;\n\t#ifdef MORPHTARGETS_TEXTURE\n\t\tfor ( int i = 0; i < MORPHTARGETS_COUNT; i ++ ) {\n\t\t\tif ( morphTargetInfluences[ i ] != 0.0 ) transformed += getMorph( gl_VertexID, i, 0 ).xyz * morphTargetInfluences[ i ];\n\t\t}\n\t#else\n\t\ttransformed += morphTarget0 * morphTargetInfluences[ 0 ];\n\t\ttransformed += morphTarget1 * morphTargetInfluences[ 1 ];\n\t\ttransformed += morphTarget2 * morphTargetInfluences[ 2 ];\n\t\ttransformed += morphTarget3 * morphTargetInfluences[ 3 ];\n\t\t#ifndef USE_MORPHNORMALS\n\t\t\ttransformed += morphTarget4 * morphTargetInfluences[ 4 ];\n\t\t\ttransformed += morphTarget5 * morphTargetInfluences[ 5 ];\n\t\t\ttransformed += morphTarget6 * morphTargetInfluences[ 6 ];\n\t\t\ttransformed += morphTarget7 * morphTargetInfluences[ 7 ];\n\t\t#endif\n\t#endif\n#endif";

  var normal_fragment_begin = "float faceDirection = gl_FrontFacing ? 1.0 : - 1.0;\n#ifdef FLAT_SHADED\n\tvec3 fdx = dFdx( vViewPosition );\n\tvec3 fdy = dFdy( vViewPosition );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal *= faceDirection;\n\t#endif\n#endif\n#if defined( USE_NORMALMAP_TANGENTSPACE ) || defined( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY )\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn = getTangentFrame( - vViewPosition, normal,\n\t\t#if defined( USE_NORMALMAP )\n\t\t\tvNormalMapUv\n\t\t#elif defined( USE_CLEARCOAT_NORMALMAP )\n\t\t\tvClearcoatNormalMapUv\n\t\t#else\n\t\t\tvUv\n\t\t#endif\n\t\t);\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn[0] *= faceDirection;\n\t\ttbn[1] *= faceDirection;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\t#ifdef USE_TANGENT\n\t\tmat3 tbn2 = mat3( normalize( vTangent ), normalize( vBitangent ), normal );\n\t#else\n\t\tmat3 tbn2 = getTangentFrame( - vViewPosition, normal, vClearcoatNormalMapUv );\n\t#endif\n\t#if defined( DOUBLE_SIDED ) && ! defined( FLAT_SHADED )\n\t\ttbn2[0] *= faceDirection;\n\t\ttbn2[1] *= faceDirection;\n\t#endif\n#endif\nvec3 nonPerturbedNormal = normal;";

  var normal_fragment_maps = "#ifdef USE_NORMALMAP_OBJECTSPACE\n\tnormal = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\t#ifdef FLIP_SIDED\n\t\tnormal = - normal;\n\t#endif\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * faceDirection;\n\t#endif\n\tnormal = normalize( normalMatrix * normal );\n#elif defined( USE_NORMALMAP_TANGENTSPACE )\n\tvec3 mapN = texture2D( normalMap, vNormalMapUv ).xyz * 2.0 - 1.0;\n\tmapN.xy *= normalScale;\n\tnormal = normalize( tbn * mapN );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( - vViewPosition, normal, dHdxy_fwd(), faceDirection );\n#endif";

  var normal_pars_fragment = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";

  var normal_pars_vertex = "#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif";

  var normal_vertex = "#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif";

  var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n#endif\n#ifdef USE_NORMALMAP_OBJECTSPACE\n\tuniform mat3 normalMatrix;\n#endif\n#if ! defined ( USE_TANGENT ) && ( defined ( USE_NORMALMAP_TANGENTSPACE ) || defined ( USE_CLEARCOAT_NORMALMAP ) || defined( USE_ANISOTROPY ) )\n\tmat3 getTangentFrame( vec3 eye_pos, vec3 surf_norm, vec2 uv ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( uv.st );\n\t\tvec2 st1 = dFdy( uv.st );\n\t\tvec3 N = surf_norm;\n\t\tvec3 q1perp = cross( q1, N );\n\t\tvec3 q0perp = cross( N, q0 );\n\t\tvec3 T = q1perp * st0.x + q0perp * st1.x;\n\t\tvec3 B = q1perp * st0.y + q0perp * st1.y;\n\t\tfloat det = max( dot( T, T ), dot( B, B ) );\n\t\tfloat scale = ( det == 0.0 ) ? 0.0 : inversesqrt( det );\n\t\treturn mat3( T * scale, B * scale, N );\n\t}\n#endif";

  var clearcoat_normal_fragment_begin = "#ifdef USE_CLEARCOAT\n\tvec3 clearcoatNormal = nonPerturbedNormal;\n#endif";

  var clearcoat_normal_fragment_maps = "#ifdef USE_CLEARCOAT_NORMALMAP\n\tvec3 clearcoatMapN = texture2D( clearcoatNormalMap, vClearcoatNormalMapUv ).xyz * 2.0 - 1.0;\n\tclearcoatMapN.xy *= clearcoatNormalScale;\n\tclearcoatNormal = normalize( tbn2 * clearcoatMapN );\n#endif";

  var clearcoat_pars_fragment = "#ifdef USE_CLEARCOATMAP\n\tuniform sampler2D clearcoatMap;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform sampler2D clearcoatNormalMap;\n\tuniform vec2 clearcoatNormalScale;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform sampler2D clearcoatRoughnessMap;\n#endif";

  var iridescence_pars_fragment = "#ifdef USE_IRIDESCENCEMAP\n\tuniform sampler2D iridescenceMap;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform sampler2D iridescenceThicknessMap;\n#endif";

  var 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 );";

  var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256., 256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nvec2 packDepthToRG( in highp float v ) {\n\treturn packDepthToRGBA( v ).yx;\n}\nfloat unpackRGToDepth( const in highp vec2 v ) {\n\treturn unpackRGBAToDepth( vec4( v.xy, 0.0, 0.0 ) );\n}\nvec4 pack2HalfToRGBA( vec2 v ) {\n\tvec4 r = vec4( v.x, fract( v.x * 255.0 ), v.y, fract( v.y * 255.0 ) );\n\treturn vec4( r.x - r.y / 255.0, r.y, r.z - r.w / 255.0, r.w );\n}\nvec2 unpackRGBATo2Half( vec4 v ) {\n\treturn vec2( v.x + ( v.y / 255.0 ), v.z + ( v.w / 255.0 ) );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn depth * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( ( near + viewZ ) * far ) / ( ( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float depth, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * depth - far );\n}";

  var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";

  var project_vertex = "vec4 mvPosition = vec4( transformed, 1.0 );\n#ifdef USE_BATCHING\n\tmvPosition = batchingMatrix * mvPosition;\n#endif\n#ifdef USE_INSTANCING\n\tmvPosition = instanceMatrix * mvPosition;\n#endif\nmvPosition = modelViewMatrix * mvPosition;\ngl_Position = projectionMatrix * mvPosition;";

  var dithering_fragment = "#ifdef DITHERING\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";

  var dithering_pars_fragment = "#ifdef DITHERING\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";

  var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vRoughnessMapUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";

  var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";

  var shadowmap_pars_fragment = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#if NUM_SPOT_LIGHT_MAPS > 0\n\tuniform sampler2D spotLightMap[ NUM_SPOT_LIGHT_MAPS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHT_SHADOWS ];\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tvec2 texture2DDistribution( sampler2D shadow, vec2 uv ) {\n\t\treturn unpackRGBATo2Half( texture2D( shadow, uv ) );\n\t}\n\tfloat VSMShadow (sampler2D shadow, vec2 uv, float compare ){\n\t\tfloat occlusion = 1.0;\n\t\tvec2 distribution = texture2DDistribution( shadow, uv );\n\t\tfloat hard_shadow = step( compare , distribution.x );\n\t\tif (hard_shadow != 1.0 ) {\n\t\t\tfloat distance = compare - distribution.x ;\n\t\t\tfloat variance = max( 0.00000, distribution.y * distribution.y );\n\t\t\tfloat softness_probability = variance / (variance + distance * distance );\t\t\tsoftness_probability = clamp( ( softness_probability - 0.3 ) / ( 0.95 - 0.3 ), 0.0, 1.0 );\t\t\tocclusion = clamp( max( hard_shadow, softness_probability ), 0.0, 1.0 );\n\t\t}\n\t\treturn occlusion;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbool inFrustum = shadowCoord.x >= 0.0 && shadowCoord.x <= 1.0 && shadowCoord.y >= 0.0 && shadowCoord.y <= 1.0;\n\t\tbool frustumTest = inFrustum && shadowCoord.z <= 1.0;\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tfloat dx2 = dx0 / 2.0;\n\t\t\tfloat dy2 = dy0 / 2.0;\n\t\t\tfloat dx3 = dx1 / 2.0;\n\t\t\tfloat dy3 = dy1 / 2.0;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy2 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx2, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx3, dy3 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 17.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx = texelSize.x;\n\t\t\tfloat dy = texelSize.y;\n\t\t\tvec2 uv = shadowCoord.xy;\n\t\t\tvec2 f = fract( uv * shadowMapSize + 0.5 );\n\t\t\tuv -= f * texelSize;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, uv, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( dx, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + vec2( 0.0, dy ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, uv + texelSize, shadowCoord.z ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 0.0 ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( -dx, dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, dy ), shadowCoord.z ),\n\t\t\t\t\t f.x ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( 0.0, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( 0.0, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( texture2DCompare( shadowMap, uv + vec2( dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t texture2DCompare( shadowMap, uv + vec2( dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t f.y ) +\n\t\t\t\tmix( mix( texture2DCompare( shadowMap, uv + vec2( -dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, -dy ), shadowCoord.z ),\n\t\t\t\t\t\t  f.x ),\n\t\t\t\t\t mix( texture2DCompare( shadowMap, uv + vec2( -dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t  texture2DCompare( shadowMap, uv + vec2( 2.0 * dx, 2.0 * dy ), shadowCoord.z ),\n\t\t\t\t\t\t  f.x ),\n\t\t\t\t\t f.y )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_VSM )\n\t\t\tshadow = VSMShadow( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT ) || defined( SHADOWMAP_TYPE_VSM )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";

  var shadowmap_pars_vertex = "#if NUM_SPOT_LIGHT_COORDS > 0\n\tuniform mat4 spotLightMatrix[ NUM_SPOT_LIGHT_COORDS ];\n\tvarying vec4 vSpotLightCoord[ NUM_SPOT_LIGHT_COORDS ];\n#endif\n#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHT_SHADOWS ];\n\t\tstruct DirectionalLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform DirectionalLightShadow directionalLightShadows[ NUM_DIR_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\t\tstruct SpotLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t};\n\t\tuniform SpotLightShadow spotLightShadows[ NUM_SPOT_LIGHT_SHADOWS ];\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHT_SHADOWS ];\n\t\tstruct PointLightShadow {\n\t\t\tfloat shadowBias;\n\t\t\tfloat shadowNormalBias;\n\t\t\tfloat shadowRadius;\n\t\t\tvec2 shadowMapSize;\n\t\t\tfloat shadowCameraNear;\n\t\t\tfloat shadowCameraFar;\n\t\t};\n\t\tuniform PointLightShadow pointLightShadows[ NUM_POINT_LIGHT_SHADOWS ];\n\t#endif\n#endif";

  var shadowmap_vertex = "#if ( defined( USE_SHADOWMAP ) && ( NUM_DIR_LIGHT_SHADOWS > 0 || NUM_POINT_LIGHT_SHADOWS > 0 ) ) || ( NUM_SPOT_LIGHT_COORDS > 0 )\n\tvec3 shadowWorldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\tvec4 shadowWorldPosition;\n#endif\n#if defined( USE_SHADOWMAP )\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * directionalLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\t\t#pragma unroll_loop_start\n\t\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\t\tshadowWorldPosition = worldPosition + vec4( shadowWorldNormal * pointLightShadows[ i ].shadowNormalBias, 0 );\n\t\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * shadowWorldPosition;\n\t\t}\n\t\t#pragma unroll_loop_end\n\t#endif\n#endif\n#if NUM_SPOT_LIGHT_COORDS > 0\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_COORDS; i ++ ) {\n\t\tshadowWorldPosition = worldPosition;\n\t\t#if ( defined( USE_SHADOWMAP ) && UNROLLED_LOOP_INDEX < NUM_SPOT_LIGHT_SHADOWS )\n\t\t\tshadowWorldPosition.xyz += shadowWorldNormal * spotLightShadows[ i ].shadowNormalBias;\n\t\t#endif\n\t\tvSpotLightCoord[ i ] = spotLightMatrix[ i ] * shadowWorldPosition;\n\t}\n\t#pragma unroll_loop_end\n#endif";

  var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHT_SHADOWS > 0\n\tDirectionalLightShadow directionalLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_DIR_LIGHT_SHADOWS; i ++ ) {\n\t\tdirectionalLight = directionalLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_SPOT_LIGHT_SHADOWS > 0\n\tSpotLightShadow spotLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_SPOT_LIGHT_SHADOWS; i ++ ) {\n\t\tspotLight = spotLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotLightCoord[ i ] ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#if NUM_POINT_LIGHT_SHADOWS > 0\n\tPointLightShadow pointLight;\n\t#pragma unroll_loop_start\n\tfor ( int i = 0; i < NUM_POINT_LIGHT_SHADOWS; i ++ ) {\n\t\tpointLight = pointLightShadows[ i ];\n\t\tshadow *= receiveShadow ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#pragma unroll_loop_end\n\t#endif\n\t#endif\n\treturn shadow;\n}";

  var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";

  var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\tuniform highp sampler2D boneTexture;\n\tmat4 getBoneMatrix( const in float i ) {\n\t\tint size = textureSize( boneTexture, 0 ).x;\n\t\tint j = int( i ) * 4;\n\t\tint x = j % size;\n\t\tint y = j / size;\n\t\tvec4 v1 = texelFetch( boneTexture, ivec2( x, y ), 0 );\n\t\tvec4 v2 = texelFetch( boneTexture, ivec2( x + 1, y ), 0 );\n\t\tvec4 v3 = texelFetch( boneTexture, ivec2( x + 2, y ), 0 );\n\t\tvec4 v4 = texelFetch( boneTexture, ivec2( x + 3, y ), 0 );\n\t\treturn mat4( v1, v2, v3, v4 );\n\t}\n#endif";

  var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";

  var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";

  var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vSpecularMapUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";

  var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";

  var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";

  var tonemapping_pars_fragment = "#ifndef saturate\n#define saturate( a ) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn saturate( toneMappingExposure * color );\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 RRTAndODTFit( vec3 v ) {\n\tvec3 a = v * ( v + 0.0245786 ) - 0.000090537;\n\tvec3 b = v * ( 0.983729 * v + 0.4329510 ) + 0.238081;\n\treturn a / b;\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tconst mat3 ACESInputMat = mat3(\n\t\tvec3( 0.59719, 0.07600, 0.02840 ),\t\tvec3( 0.35458, 0.90834, 0.13383 ),\n\t\tvec3( 0.04823, 0.01566, 0.83777 )\n\t);\n\tconst mat3 ACESOutputMat = mat3(\n\t\tvec3(  1.60475, -0.10208, -0.00327 ),\t\tvec3( -0.53108,  1.10813, -0.07276 ),\n\t\tvec3( -0.07367, -0.00605,  1.07602 )\n\t);\n\tcolor *= toneMappingExposure / 0.6;\n\tcolor = ACESInputMat * color;\n\tcolor = RRTAndODTFit( color );\n\tcolor = ACESOutputMat * color;\n\treturn saturate( color );\n}\nconst mat3 LINEAR_REC2020_TO_LINEAR_SRGB = mat3(\n\tvec3( 1.6605, - 0.1246, - 0.0182 ),\n\tvec3( - 0.5876, 1.1329, - 0.1006 ),\n\tvec3( - 0.0728, - 0.0083, 1.1187 )\n);\nconst mat3 LINEAR_SRGB_TO_LINEAR_REC2020 = mat3(\n\tvec3( 0.6274, 0.0691, 0.0164 ),\n\tvec3( 0.3293, 0.9195, 0.0880 ),\n\tvec3( 0.0433, 0.0113, 0.8956 )\n);\nvec3 agxDefaultContrastApprox( vec3 x ) {\n\tvec3 x2 = x * x;\n\tvec3 x4 = x2 * x2;\n\treturn + 15.5 * x4 * x2\n\t\t- 40.14 * x4 * x\n\t\t+ 31.96 * x4\n\t\t- 6.868 * x2 * x\n\t\t+ 0.4298 * x2\n\t\t+ 0.1191 * x\n\t\t- 0.00232;\n}\nvec3 AgXToneMapping( vec3 color ) {\n\tconst mat3 AgXInsetMatrix = mat3(\n\t\tvec3( 0.856627153315983, 0.137318972929847, 0.11189821299995 ),\n\t\tvec3( 0.0951212405381588, 0.761241990602591, 0.0767994186031903 ),\n\t\tvec3( 0.0482516061458583, 0.101439036467562, 0.811302368396859 )\n\t);\n\tconst mat3 AgXOutsetMatrix = mat3(\n\t\tvec3( 1.1271005818144368, - 0.1413297634984383, - 0.14132976349843826 ),\n\t\tvec3( - 0.11060664309660323, 1.157823702216272, - 0.11060664309660294 ),\n\t\tvec3( - 0.016493938717834573, - 0.016493938717834257, 1.2519364065950405 )\n\t);\n\tconst float AgxMinEv = - 12.47393;\tconst float AgxMaxEv = 4.026069;\n\tcolor *= toneMappingExposure;\n\tcolor = LINEAR_SRGB_TO_LINEAR_REC2020 * color;\n\tcolor = AgXInsetMatrix * color;\n\tcolor = max( color, 1e-10 );\tcolor = log2( color );\n\tcolor = ( color - AgxMinEv ) / ( AgxMaxEv - AgxMinEv );\n\tcolor = clamp( color, 0.0, 1.0 );\n\tcolor = agxDefaultContrastApprox( color );\n\tcolor = AgXOutsetMatrix * color;\n\tcolor = pow( max( vec3( 0.0 ), color ), vec3( 2.2 ) );\n\tcolor = LINEAR_REC2020_TO_LINEAR_SRGB * color;\n\tcolor = clamp( color, 0.0, 1.0 );\n\treturn color;\n}\nvec3 CustomToneMapping( vec3 color ) { return color; }";

  var transmission_fragment = "#ifdef USE_TRANSMISSION\n\tmaterial.transmission = transmission;\n\tmaterial.transmissionAlpha = 1.0;\n\tmaterial.thickness = thickness;\n\tmaterial.attenuationDistance = attenuationDistance;\n\tmaterial.attenuationColor = attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tmaterial.transmission *= texture2D( transmissionMap, vTransmissionMapUv ).r;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tmaterial.thickness *= texture2D( thicknessMap, vThicknessMapUv ).g;\n\t#endif\n\tvec3 pos = vWorldPosition;\n\tvec3 v = normalize( cameraPosition - pos );\n\tvec3 n = inverseTransformDirection( normal, viewMatrix );\n\tvec4 transmitted = getIBLVolumeRefraction(\n\t\tn, v, material.roughness, material.diffuseColor, material.specularColor, material.specularF90,\n\t\tpos, modelMatrix, viewMatrix, projectionMatrix, material.ior, material.thickness,\n\t\tmaterial.attenuationColor, material.attenuationDistance );\n\tmaterial.transmissionAlpha = mix( material.transmissionAlpha, transmitted.a, material.transmission );\n\ttotalDiffuse = mix( totalDiffuse, transmitted.rgb, material.transmission );\n#endif";

  var transmission_pars_fragment = "#ifdef USE_TRANSMISSION\n\tuniform float transmission;\n\tuniform float thickness;\n\tuniform float attenuationDistance;\n\tuniform vec3 attenuationColor;\n\t#ifdef USE_TRANSMISSIONMAP\n\t\tuniform sampler2D transmissionMap;\n\t#endif\n\t#ifdef USE_THICKNESSMAP\n\t\tuniform sampler2D thicknessMap;\n\t#endif\n\tuniform vec2 transmissionSamplerSize;\n\tuniform sampler2D transmissionSamplerMap;\n\tuniform mat4 modelMatrix;\n\tuniform mat4 projectionMatrix;\n\tvarying vec3 vWorldPosition;\n\tfloat w0( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - a + 3.0 ) - 3.0 ) + 1.0 );\n\t}\n\tfloat w1( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a *  a * ( 3.0 * a - 6.0 ) + 4.0 );\n\t}\n\tfloat w2( float a ){\n\t\treturn ( 1.0 / 6.0 ) * ( a * ( a * ( - 3.0 * a + 3.0 ) + 3.0 ) + 1.0 );\n\t}\n\tfloat w3( float a ) {\n\t\treturn ( 1.0 / 6.0 ) * ( a * a * a );\n\t}\n\tfloat g0( float a ) {\n\t\treturn w0( a ) + w1( a );\n\t}\n\tfloat g1( float a ) {\n\t\treturn w2( a ) + w3( a );\n\t}\n\tfloat h0( float a ) {\n\t\treturn - 1.0 + w1( a ) / ( w0( a ) + w1( a ) );\n\t}\n\tfloat h1( float a ) {\n\t\treturn 1.0 + w3( a ) / ( w2( a ) + w3( a ) );\n\t}\n\tvec4 bicubic( sampler2D tex, vec2 uv, vec4 texelSize, float lod ) {\n\t\tuv = uv * texelSize.zw + 0.5;\n\t\tvec2 iuv = floor( uv );\n\t\tvec2 fuv = fract( uv );\n\t\tfloat g0x = g0( fuv.x );\n\t\tfloat g1x = g1( fuv.x );\n\t\tfloat h0x = h0( fuv.x );\n\t\tfloat h1x = h1( fuv.x );\n\t\tfloat h0y = h0( fuv.y );\n\t\tfloat h1y = h1( fuv.y );\n\t\tvec2 p0 = ( vec2( iuv.x + h0x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p1 = ( vec2( iuv.x + h1x, iuv.y + h0y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p2 = ( vec2( iuv.x + h0x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\tvec2 p3 = ( vec2( iuv.x + h1x, iuv.y + h1y ) - 0.5 ) * texelSize.xy;\n\t\treturn g0( fuv.y ) * ( g0x * textureLod( tex, p0, lod ) + g1x * textureLod( tex, p1, lod ) ) +\n\t\t\tg1( fuv.y ) * ( g0x * textureLod( tex, p2, lod ) + g1x * textureLod( tex, p3, lod ) );\n\t}\n\tvec4 textureBicubic( sampler2D sampler, vec2 uv, float lod ) {\n\t\tvec2 fLodSize = vec2( textureSize( sampler, int( lod ) ) );\n\t\tvec2 cLodSize = vec2( textureSize( sampler, int( lod + 1.0 ) ) );\n\t\tvec2 fLodSizeInv = 1.0 / fLodSize;\n\t\tvec2 cLodSizeInv = 1.0 / cLodSize;\n\t\tvec4 fSample = bicubic( sampler, uv, vec4( fLodSizeInv, fLodSize ), floor( lod ) );\n\t\tvec4 cSample = bicubic( sampler, uv, vec4( cLodSizeInv, cLodSize ), ceil( lod ) );\n\t\treturn mix( fSample, cSample, fract( lod ) );\n\t}\n\tvec3 getVolumeTransmissionRay( const in vec3 n, const in vec3 v, const in float thickness, const in float ior, const in mat4 modelMatrix ) {\n\t\tvec3 refractionVector = refract( - v, normalize( n ), 1.0 / ior );\n\t\tvec3 modelScale;\n\t\tmodelScale.x = length( vec3( modelMatrix[ 0 ].xyz ) );\n\t\tmodelScale.y = length( vec3( modelMatrix[ 1 ].xyz ) );\n\t\tmodelScale.z = length( vec3( modelMatrix[ 2 ].xyz ) );\n\t\treturn normalize( refractionVector ) * thickness * modelScale;\n\t}\n\tfloat applyIorToRoughness( const in float roughness, const in float ior ) {\n\t\treturn roughness * clamp( ior * 2.0 - 2.0, 0.0, 1.0 );\n\t}\n\tvec4 getTransmissionSample( const in vec2 fragCoord, const in float roughness, const in float ior ) {\n\t\tfloat lod = log2( transmissionSamplerSize.x ) * applyIorToRoughness( roughness, ior );\n\t\treturn textureBicubic( transmissionSamplerMap, fragCoord.xy, lod );\n\t}\n\tvec3 volumeAttenuation( const in float transmissionDistance, const in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tif ( isinf( attenuationDistance ) ) {\n\t\t\treturn vec3( 1.0 );\n\t\t} else {\n\t\t\tvec3 attenuationCoefficient = -log( attenuationColor ) / attenuationDistance;\n\t\t\tvec3 transmittance = exp( - attenuationCoefficient * transmissionDistance );\t\t\treturn transmittance;\n\t\t}\n\t}\n\tvec4 getIBLVolumeRefraction( const in vec3 n, const in vec3 v, const in float roughness, const in vec3 diffuseColor,\n\t\tconst in vec3 specularColor, const in float specularF90, const in vec3 position, const in mat4 modelMatrix,\n\t\tconst in mat4 viewMatrix, const in mat4 projMatrix, const in float ior, const in float thickness,\n\t\tconst in vec3 attenuationColor, const in float attenuationDistance ) {\n\t\tvec3 transmissionRay = getVolumeTransmissionRay( n, v, thickness, ior, modelMatrix );\n\t\tvec3 refractedRayExit = position + transmissionRay;\n\t\tvec4 ndcPos = projMatrix * viewMatrix * vec4( refractedRayExit, 1.0 );\n\t\tvec2 refractionCoords = ndcPos.xy / ndcPos.w;\n\t\trefractionCoords += 1.0;\n\t\trefractionCoords /= 2.0;\n\t\tvec4 transmittedLight = getTransmissionSample( refractionCoords, roughness, ior );\n\t\tvec3 transmittance = diffuseColor * volumeAttenuation( length( transmissionRay ), attenuationColor, attenuationDistance );\n\t\tvec3 attenuatedColor = transmittance * transmittedLight.rgb;\n\t\tvec3 F = EnvironmentBRDF( n, v, specularColor, specularF90, roughness );\n\t\tfloat transmittanceFactor = ( transmittance.r + transmittance.g + transmittance.b ) / 3.0;\n\t\treturn vec4( ( 1.0 - F ) * attenuatedColor, 1.0 - ( 1.0 - transmittedLight.a ) * transmittanceFactor );\n\t}\n#endif";

  var uv_pars_fragment = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif";

  var uv_pars_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvarying vec2 vUv;\n#endif\n#ifdef USE_MAP\n\tuniform mat3 mapTransform;\n\tvarying vec2 vMapUv;\n#endif\n#ifdef USE_ALPHAMAP\n\tuniform mat3 alphaMapTransform;\n\tvarying vec2 vAlphaMapUv;\n#endif\n#ifdef USE_LIGHTMAP\n\tuniform mat3 lightMapTransform;\n\tvarying vec2 vLightMapUv;\n#endif\n#ifdef USE_AOMAP\n\tuniform mat3 aoMapTransform;\n\tvarying vec2 vAoMapUv;\n#endif\n#ifdef USE_BUMPMAP\n\tuniform mat3 bumpMapTransform;\n\tvarying vec2 vBumpMapUv;\n#endif\n#ifdef USE_NORMALMAP\n\tuniform mat3 normalMapTransform;\n\tvarying vec2 vNormalMapUv;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tuniform mat3 displacementMapTransform;\n\tvarying vec2 vDisplacementMapUv;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tuniform mat3 emissiveMapTransform;\n\tvarying vec2 vEmissiveMapUv;\n#endif\n#ifdef USE_METALNESSMAP\n\tuniform mat3 metalnessMapTransform;\n\tvarying vec2 vMetalnessMapUv;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tuniform mat3 roughnessMapTransform;\n\tvarying vec2 vRoughnessMapUv;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tuniform mat3 anisotropyMapTransform;\n\tvarying vec2 vAnisotropyMapUv;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tuniform mat3 clearcoatMapTransform;\n\tvarying vec2 vClearcoatMapUv;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tuniform mat3 clearcoatNormalMapTransform;\n\tvarying vec2 vClearcoatNormalMapUv;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tuniform mat3 clearcoatRoughnessMapTransform;\n\tvarying vec2 vClearcoatRoughnessMapUv;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tuniform mat3 sheenColorMapTransform;\n\tvarying vec2 vSheenColorMapUv;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tuniform mat3 sheenRoughnessMapTransform;\n\tvarying vec2 vSheenRoughnessMapUv;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tuniform mat3 iridescenceMapTransform;\n\tvarying vec2 vIridescenceMapUv;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tuniform mat3 iridescenceThicknessMapTransform;\n\tvarying vec2 vIridescenceThicknessMapUv;\n#endif\n#ifdef USE_SPECULARMAP\n\tuniform mat3 specularMapTransform;\n\tvarying vec2 vSpecularMapUv;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tuniform mat3 specularColorMapTransform;\n\tvarying vec2 vSpecularColorMapUv;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tuniform mat3 specularIntensityMapTransform;\n\tvarying vec2 vSpecularIntensityMapUv;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tuniform mat3 transmissionMapTransform;\n\tvarying vec2 vTransmissionMapUv;\n#endif\n#ifdef USE_THICKNESSMAP\n\tuniform mat3 thicknessMapTransform;\n\tvarying vec2 vThicknessMapUv;\n#endif";

  var uv_vertex = "#if defined( USE_UV ) || defined( USE_ANISOTROPY )\n\tvUv = vec3( uv, 1 ).xy;\n#endif\n#ifdef USE_MAP\n\tvMapUv = ( mapTransform * vec3( MAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ALPHAMAP\n\tvAlphaMapUv = ( alphaMapTransform * vec3( ALPHAMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_LIGHTMAP\n\tvLightMapUv = ( lightMapTransform * vec3( LIGHTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_AOMAP\n\tvAoMapUv = ( aoMapTransform * vec3( AOMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_BUMPMAP\n\tvBumpMapUv = ( bumpMapTransform * vec3( BUMPMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_NORMALMAP\n\tvNormalMapUv = ( normalMapTransform * vec3( NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_DISPLACEMENTMAP\n\tvDisplacementMapUv = ( displacementMapTransform * vec3( DISPLACEMENTMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_EMISSIVEMAP\n\tvEmissiveMapUv = ( emissiveMapTransform * vec3( EMISSIVEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_METALNESSMAP\n\tvMetalnessMapUv = ( metalnessMapTransform * vec3( METALNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ROUGHNESSMAP\n\tvRoughnessMapUv = ( roughnessMapTransform * vec3( ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_ANISOTROPYMAP\n\tvAnisotropyMapUv = ( anisotropyMapTransform * vec3( ANISOTROPYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOATMAP\n\tvClearcoatMapUv = ( clearcoatMapTransform * vec3( CLEARCOATMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_NORMALMAP\n\tvClearcoatNormalMapUv = ( clearcoatNormalMapTransform * vec3( CLEARCOAT_NORMALMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_CLEARCOAT_ROUGHNESSMAP\n\tvClearcoatRoughnessMapUv = ( clearcoatRoughnessMapTransform * vec3( CLEARCOAT_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCEMAP\n\tvIridescenceMapUv = ( iridescenceMapTransform * vec3( IRIDESCENCEMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_IRIDESCENCE_THICKNESSMAP\n\tvIridescenceThicknessMapUv = ( iridescenceThicknessMapTransform * vec3( IRIDESCENCE_THICKNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_COLORMAP\n\tvSheenColorMapUv = ( sheenColorMapTransform * vec3( SHEEN_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SHEEN_ROUGHNESSMAP\n\tvSheenRoughnessMapUv = ( sheenRoughnessMapTransform * vec3( SHEEN_ROUGHNESSMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULARMAP\n\tvSpecularMapUv = ( specularMapTransform * vec3( SPECULARMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_COLORMAP\n\tvSpecularColorMapUv = ( specularColorMapTransform * vec3( SPECULAR_COLORMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_SPECULAR_INTENSITYMAP\n\tvSpecularIntensityMapUv = ( specularIntensityMapTransform * vec3( SPECULAR_INTENSITYMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_TRANSMISSIONMAP\n\tvTransmissionMapUv = ( transmissionMapTransform * vec3( TRANSMISSIONMAP_UV, 1 ) ).xy;\n#endif\n#ifdef USE_THICKNESSMAP\n\tvThicknessMapUv = ( thicknessMapTransform * vec3( THICKNESSMAP_UV, 1 ) ).xy;\n#endif";

  var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP ) || defined ( USE_TRANSMISSION ) || NUM_SPOT_LIGHT_COORDS > 0\n\tvec4 worldPosition = vec4( transformed, 1.0 );\n\t#ifdef USE_BATCHING\n\t\tworldPosition = batchingMatrix * worldPosition;\n\t#endif\n\t#ifdef USE_INSTANCING\n\t\tworldPosition = instanceMatrix * worldPosition;\n\t#endif\n\tworldPosition = modelMatrix * worldPosition;\n#endif";

  const vertex$h = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";

  const fragment$h = "uniform sampler2D t2D;\nuniform float backgroundIntensity;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\t#ifdef DECODE_VIDEO_TEXTURE\n\t\ttexColor = 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\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";

  const vertex$g = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";

  const fragment$g = "#ifdef ENVMAP_TYPE_CUBE\n\tuniform samplerCube envMap;\n#elif defined( ENVMAP_TYPE_CUBE_UV )\n\tuniform sampler2D envMap;\n#endif\nuniform float flipEnvMap;\nuniform float backgroundBlurriness;\nuniform float backgroundIntensity;\nvarying vec3 vWorldDirection;\n#include <cube_uv_reflection_fragment>\nvoid main() {\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 texColor = textureCube( envMap, vec3( flipEnvMap * vWorldDirection.x, vWorldDirection.yz ) );\n\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec4 texColor = textureCubeUV( envMap, vWorldDirection, backgroundBlurriness );\n\t#else\n\t\tvec4 texColor = vec4( 0.0, 0.0, 0.0, 1.0 );\n\t#endif\n\ttexColor.rgb *= backgroundIntensity;\n\tgl_FragColor = texColor;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";

  const vertex$f = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";

  const fragment$f = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = texColor;\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";

  const vertex$e = "#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\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvHighPrecisionZW = gl_Position.zw;\n}";

  const fragment$e = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <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\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <logdepthbuf_fragment>\n\tfloat fragCoordZ = 0.5 * vHighPrecisionZW[0] / vHighPrecisionZW[1] + 0.5;\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - fragCoordZ ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( fragCoordZ );\n\t#endif\n}";

  const vertex$d = "#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\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";

  const fragment$d = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <alphatest_pars_fragment>\n#include <alphahash_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <clipping_planes_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";

  const vertex$c = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";

  const fragment$c = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV = equirectUv( direction );\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n}";

  const vertex$b = "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\tvLineDistance = scale * lineDistance;\n\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$b = "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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

  const vertex$a = "#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\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#if defined ( USE_ENVMAP ) || defined ( USE_SKINNING )\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinbase_vertex>\n\t\t#include <skinnormal_vertex>\n\t\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$a = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying 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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\tvec4 lightMapTexel = texture2D( lightMap, vLightMapUv );\n\t\treflectedLight.indirectDiffuse += lightMapTexel.rgb * lightMapIntensity * RECIPROCAL_PI;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$9 = "#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\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$9 = "#define LAMBERT\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <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 <envmap_common_pars_fragment>\n#include <envmap_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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_lambert_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$8 = "#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\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";

  const fragment$8 = "#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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t#else\n\t\tvec4 matcapColor = vec4( vec3( mix( 0.2, 0.8, uv.y ) ), 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$7 = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying 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\t#include <uv_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";

  const fragment$7 = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP_TANGENTSPACE )\n\tvarying vec3 vViewPosition;\n#endif\n#include <packing>\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\tvec4 diffuseColor = vec4( 0.0, 0.0, 0.0, opacity );\n\t#include <clipping_planes_fragment>\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), diffuseColor.a );\n\t#ifdef OPAQUE\n\t\tgl_FragColor.a = 1.0;\n\t#endif\n}";

  const vertex$6 = "#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\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$6 = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <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 <envmap_common_pars_fragment>\n#include <envmap_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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$5 = "#define STANDARD\nvarying vec3 vViewPosition;\n#ifdef USE_TRANSMISSION\n\tvarying 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\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n#ifdef USE_TRANSMISSION\n\tvWorldPosition = worldPosition.xyz;\n#endif\n}";

  const fragment$5 = "#define STANDARD\n#ifdef PHYSICAL\n\t#define IOR\n\t#define USE_SPECULAR\n#endif\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifdef IOR\n\tuniform float ior;\n#endif\n#ifdef USE_SPECULAR\n\tuniform float specularIntensity;\n\tuniform vec3 specularColor;\n\t#ifdef USE_SPECULAR_COLORMAP\n\t\tuniform sampler2D specularColorMap;\n\t#endif\n\t#ifdef USE_SPECULAR_INTENSITYMAP\n\t\tuniform sampler2D specularIntensityMap;\n\t#endif\n#endif\n#ifdef USE_CLEARCOAT\n\tuniform float clearcoat;\n\tuniform float clearcoatRoughness;\n#endif\n#ifdef USE_IRIDESCENCE\n\tuniform float iridescence;\n\tuniform float iridescenceIOR;\n\tuniform float iridescenceThicknessMinimum;\n\tuniform float iridescenceThicknessMaximum;\n#endif\n#ifdef USE_SHEEN\n\tuniform vec3 sheenColor;\n\tuniform float sheenRoughness;\n\t#ifdef USE_SHEEN_COLORMAP\n\t\tuniform sampler2D sheenColorMap;\n\t#endif\n\t#ifdef USE_SHEEN_ROUGHNESSMAP\n\t\tuniform sampler2D sheenRoughnessMap;\n\t#endif\n#endif\n#ifdef USE_ANISOTROPY\n\tuniform vec2 anisotropyVector;\n\t#ifdef USE_ANISOTROPYMAP\n\t\tuniform sampler2D anisotropyMap;\n\t#endif\n#endif\nvarying vec3 vViewPosition;\n#include <common>\n#include <packing>\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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <clearcoat_normal_fragment_begin>\n\t#include <clearcoat_normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 totalDiffuse = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse;\n\tvec3 totalSpecular = reflectedLight.directSpecular + reflectedLight.indirectSpecular;\n\t#include <transmission_fragment>\n\tvec3 outgoingLight = totalDiffuse + totalSpecular + totalEmissiveRadiance;\n\t#ifdef USE_SHEEN\n\t\tfloat sheenEnergyComp = 1.0 - 0.157 * max3( material.sheenColor );\n\t\toutgoingLight = outgoingLight * sheenEnergyComp + sheenSpecularDirect + sheenSpecularIndirect;\n\t#endif\n\t#ifdef USE_CLEARCOAT\n\t\tfloat dotNVcc = saturate( dot( geometryClearcoatNormal, geometryViewDir ) );\n\t\tvec3 Fcc = F_Schlick( material.clearcoatF0, material.clearcoatF90, dotNVcc );\n\t\toutgoingLight = outgoingLight * ( 1.0 - material.clearcoat * Fcc ) + ( clearcoatSpecularDirect + clearcoatSpecularIndirect ) * material.clearcoat;\n\t#endif\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$4 = "#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\t#include <uv_vertex>\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <normal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$4 = "#define TOON\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_toon_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";

  const vertex$3 = "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\tvarying vec2 vUv;\n\tuniform mat3 uvTransform;\n#endif\nvoid main() {\n\t#ifdef USE_POINTS_UV\n\t\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\t#endif\n\t#include <color_vertex>\n\t#include <morphcolor_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$3 = "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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n}";

  const vertex$2 = "#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\t#include <batching_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$2 = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <logdepthbuf_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n}";

  const vertex$1 = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = isPerspectiveMatrix( projectionMatrix );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";

  const fragment$1 = "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\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <alphahash_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\t#include <opaque_fragment>\n\t#include <tonemapping_fragment>\n\t#include <colorspace_fragment>\n\t#include <fog_fragment>\n}";

  const ShaderChunk = {
  	alphahash_fragment: alphahash_fragment,
  	alphahash_pars_fragment: alphahash_pars_fragment,
  	alphamap_fragment: alphamap_fragment,
  	alphamap_pars_fragment: alphamap_pars_fragment,
  	alphatest_fragment: alphatest_fragment,
  	alphatest_pars_fragment: alphatest_pars_fragment,
  	aomap_fragment: aomap_fragment,
  	aomap_pars_fragment: aomap_pars_fragment,
  	batching_pars_vertex: batching_pars_vertex,
  	batching_vertex: batching_vertex,
  	begin_vertex: begin_vertex,
  	beginnormal_vertex: beginnormal_vertex,
  	bsdfs: bsdfs,
  	iridescence_fragment: iridescence_fragment,
  	bumpmap_pars_fragment: bumpmap_pars_fragment,
  	clipping_planes_fragment: clipping_planes_fragment,
  	clipping_planes_pars_fragment: clipping_planes_pars_fragment,
  	clipping_planes_pars_vertex: clipping_planes_pars_vertex,
  	clipping_planes_vertex: clipping_planes_vertex,
  	color_fragment: color_fragment,
  	color_pars_fragment: color_pars_fragment,
  	color_pars_vertex: color_pars_vertex,
  	color_vertex: color_vertex,
  	common: common,
  	cube_uv_reflection_fragment: cube_uv_reflection_fragment,
  	defaultnormal_vertex: defaultnormal_vertex,
  	displacementmap_pars_vertex: displacementmap_pars_vertex,
  	displacementmap_vertex: displacementmap_vertex,
  	emissivemap_fragment: emissivemap_fragment,
  	emissivemap_pars_fragment: emissivemap_pars_fragment,
  	colorspace_fragment: colorspace_fragment,
  	colorspace_pars_fragment: colorspace_pars_fragment,
  	envmap_fragment: envmap_fragment,
  	envmap_common_pars_fragment: envmap_common_pars_fragment,
  	envmap_pars_fragment: envmap_pars_fragment,
  	envmap_pars_vertex: envmap_pars_vertex,
  	envmap_physical_pars_fragment: envmap_physical_pars_fragment,
  	envmap_vertex: envmap_vertex,
  	fog_vertex: fog_vertex,
  	fog_pars_vertex: fog_pars_vertex,
  	fog_fragment: fog_fragment,
  	fog_pars_fragment: fog_pars_fragment,
  	gradientmap_pars_fragment: gradientmap_pars_fragment,
  	lightmap_fragment: lightmap_fragment,
  	lightmap_pars_fragment: lightmap_pars_fragment,
  	lights_lambert_fragment: lights_lambert_fragment,
  	lights_lambert_pars_fragment: lights_lambert_pars_fragment,
  	lights_pars_begin: lights_pars_begin,
  	lights_toon_fragment: lights_toon_fragment,
  	lights_toon_pars_fragment: lights_toon_pars_fragment,
  	lights_phong_fragment: lights_phong_fragment,
  	lights_phong_pars_fragment: lights_phong_pars_fragment,
  	lights_physical_fragment: lights_physical_fragment,
  	lights_physical_pars_fragment: lights_physical_pars_fragment,
  	lights_fragment_begin: lights_fragment_begin,
  	lights_fragment_maps: lights_fragment_maps,
  	lights_fragment_end: lights_fragment_end,
  	logdepthbuf_fragment: logdepthbuf_fragment,
  	logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
  	logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
  	logdepthbuf_vertex: logdepthbuf_vertex,
  	map_fragment: map_fragment,
  	map_pars_fragment: map_pars_fragment,
  	map_particle_fragment: map_particle_fragment,
  	map_particle_pars_fragment: map_particle_pars_fragment,
  	metalnessmap_fragment: metalnessmap_fragment,
  	metalnessmap_pars_fragment: metalnessmap_pars_fragment,
  	morphcolor_vertex: morphcolor_vertex,
  	morphnormal_vertex: morphnormal_vertex,
  	morphtarget_pars_vertex: morphtarget_pars_vertex,
  	morphtarget_vertex: morphtarget_vertex,
  	normal_fragment_begin: normal_fragment_begin,
  	normal_fragment_maps: normal_fragment_maps,
  	normal_pars_fragment: normal_pars_fragment,
  	normal_pars_vertex: normal_pars_vertex,
  	normal_vertex: normal_vertex,
  	normalmap_pars_fragment: normalmap_pars_fragment,
  	clearcoat_normal_fragment_begin: clearcoat_normal_fragment_begin,
  	clearcoat_normal_fragment_maps: clearcoat_normal_fragment_maps,
  	clearcoat_pars_fragment: clearcoat_pars_fragment,
  	iridescence_pars_fragment: iridescence_pars_fragment,
  	opaque_fragment: opaque_fragment,
  	packing: packing,
  	premultiplied_alpha_fragment: premultiplied_alpha_fragment,
  	project_vertex: project_vertex,
  	dithering_fragment: dithering_fragment,
  	dithering_pars_fragment: dithering_pars_fragment,
  	roughnessmap_fragment: roughnessmap_fragment,
  	roughnessmap_pars_fragment: roughnessmap_pars_fragment,
  	shadowmap_pars_fragment: shadowmap_pars_fragment,
  	shadowmap_pars_vertex: shadowmap_pars_vertex,
  	shadowmap_vertex: shadowmap_vertex,
  	shadowmask_pars_fragment: shadowmask_pars_fragment,
  	skinbase_vertex: skinbase_vertex,
  	skinning_pars_vertex: skinning_pars_vertex,
  	skinning_vertex: skinning_vertex,
  	skinnormal_vertex: skinnormal_vertex,
  	specularmap_fragment: specularmap_fragment,
  	specularmap_pars_fragment: specularmap_pars_fragment,
  	tonemapping_fragment: tonemapping_fragment,
  	tonemapping_pars_fragment: tonemapping_pars_fragment,
  	transmission_fragment: transmission_fragment,
  	transmission_pars_fragment: transmission_pars_fragment,
  	uv_pars_fragment: uv_pars_fragment,
  	uv_pars_vertex: uv_pars_vertex,
  	uv_vertex: uv_vertex,
  	worldpos_vertex: worldpos_vertex,

  	background_vert: vertex$h,
  	background_frag: fragment$h,
  	backgroundCube_vert: vertex$g,
  	backgroundCube_frag: fragment$g,
  	cube_vert: vertex$f,
  	cube_frag: fragment$f,
  	depth_vert: vertex$e,
  	depth_frag: fragment$e,
  	distanceRGBA_vert: vertex$d,
  	distanceRGBA_frag: fragment$d,
  	equirect_vert: vertex$c,
  	equirect_frag: fragment$c,
  	linedashed_vert: vertex$b,
  	linedashed_frag: fragment$b,
  	meshbasic_vert: vertex$a,
  	meshbasic_frag: fragment$a,
  	meshlambert_vert: vertex$9,
  	meshlambert_frag: fragment$9,
  	meshmatcap_vert: vertex$8,
  	meshmatcap_frag: fragment$8,
  	meshnormal_vert: vertex$7,
  	meshnormal_frag: fragment$7,
  	meshphong_vert: vertex$6,
  	meshphong_frag: fragment$6,
  	meshphysical_vert: vertex$5,
  	meshphysical_frag: fragment$5,
  	meshtoon_vert: vertex$4,
  	meshtoon_frag: fragment$4,
  	points_vert: vertex$3,
  	points_frag: fragment$3,
  	shadow_vert: vertex$2,
  	shadow_frag: fragment$2,
  	sprite_vert: vertex$1,
  	sprite_frag: fragment$1
  };

  /**
   * Uniforms library for shared webgl shaders
   */

  const UniformsLib = {

  	common: {

  		diffuse: { value: /*@__PURE__*/ new Color$1( 0xffffff ) },
  		opacity: { value: 1.0 },

  		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 },
  		flipEnvMap: { value: - 1 },
  		reflectivity: { value: 1.0 }, // basic, lambert, phong
  		ior: { value: 1.5 }, // physical
  		refractionRatio: { value: 0.98 }, // basic, lambert, phong

  	},

  	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: 0.00025 },
  		fogNear: { value: 1 },
  		fogFar: { value: 2000 },
  		fogColor: { value: /*@__PURE__*/ new Color$1( 0xffffff ) }

  	},

  	lights: {

  		ambientLightColor: { value: [] },

  		lightProbe: { value: [] },

  		directionalLights: { value: [], properties: {
  			direction: {},
  			color: {}
  		} },

  		directionalLightShadows: { value: [], properties: {
  			shadowBias: {},
  			shadowNormalBias: {},
  			shadowRadius: {},
  			shadowMapSize: {}
  		} },

  		directionalShadowMap: { value: [] },
  		directionalShadowMatrix: { value: [] },

  		spotLights: { value: [], properties: {
  			color: {},
  			position: {},
  			direction: {},
  			distance: {},
  			coneCos: {},
  			penumbraCos: {},
  			decay: {}
  		} },

  		spotLightShadows: { value: [], properties: {
  			shadowBias: {},
  			shadowNormalBias: {},
  			shadowRadius: {},
  			shadowMapSize: {}
  		} },

  		spotLightMap: { value: [] },
  		spotShadowMap: { value: [] },
  		spotLightMatrix: { value: [] },

  		pointLights: { value: [], properties: {
  			color: {},
  			position: {},
  			decay: {},
  			distance: {}
  		} },

  		pointLightShadows: { value: [], properties: {
  			shadowBias: {},
  			shadowNormalBias: {},
  			shadowRadius: {},
  			shadowMapSize: {},
  			shadowCameraNear: {},
  			shadowCameraFar: {}
  		} },

  		pointShadowMap: { value: [] },
  		pointShadowMatrix: { value: [] },

  		hemisphereLights: { value: [], properties: {
  			direction: {},
  			skyColor: {},
  			groundColor: {}
  		} },

  		// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
  		rectAreaLights: { value: [], properties: {
  			color: {},
  			position: {},
  			width: {},
  			height: {}
  		} },

  		ltc_1: { value: null },
  		ltc_2: { value: null }

  	},

  	points: {

  		diffuse: { value: /*@__PURE__*/ new Color$1( 0xffffff ) },
  		opacity: { value: 1.0 },
  		size: { value: 1.0 },
  		scale: { value: 1.0 },
  		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$1( 0xffffff ) },
  		opacity: { value: 1.0 },
  		center: { value: /*@__PURE__*/ new Vector2( 0.5, 0.5 ) },
  		rotation: { value: 0.0 },
  		map: { value: null },
  		mapTransform: { value: /*@__PURE__*/ new Matrix3() },
  		alphaMap: { value: null },
  		alphaMapTransform: { value: /*@__PURE__*/ new Matrix3() },
  		alphaTest: { value: 0 }

  	}

  };

  const 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$1( 0x000000 ) }
  			}
  		] ),

  		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$1( 0x000000 ) },
  				specular: { value: /*@__PURE__*/ new Color$1( 0x111111 ) },
  				shininess: { value: 30 }
  			}
  		] ),

  		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$1( 0x000000 ) },
  				roughness: { value: 1.0 },
  				metalness: { value: 0.0 },
  				envMapIntensity: { value: 1 } // temporary
  			}
  		] ),

  		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$1( 0x000000 ) }
  			}
  		] ),

  		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: 1.0 }
  			}
  		] ),

  		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 },
  			flipEnvMap: { value: - 1 },
  			backgroundBlurriness: { value: 0 },
  			backgroundIntensity: { value: 1 }
  		},

  		vertexShader: ShaderChunk.backgroundCube_vert,
  		fragmentShader: ShaderChunk.backgroundCube_frag

  	},

  	cube: {

  		uniforms: {
  			tCube: { value: null },
  			tFlip: { value: - 1 },
  			opacity: { value: 1.0 }
  		},

  		vertexShader: ShaderChunk.cube_vert,
  		fragmentShader: ShaderChunk.cube_frag

  	},

  	equirect: {

  		uniforms: {
  			tEquirect: { value: null },
  		},

  		vertexShader: ShaderChunk.equirect_vert,
  		fragmentShader: ShaderChunk.equirect_frag

  	},

  	distanceRGBA: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.common,
  			UniformsLib.displacementmap,
  			{
  				referencePosition: { value: /*@__PURE__*/ new Vector3() },
  				nearDistance: { value: 1 },
  				farDistance: { value: 1000 }
  			}
  		] ),

  		vertexShader: ShaderChunk.distanceRGBA_vert,
  		fragmentShader: ShaderChunk.distanceRGBA_frag

  	},

  	shadow: {

  		uniforms: /*@__PURE__*/ mergeUniforms( [
  			UniformsLib.lights,
  			UniformsLib.fog,
  			{
  				color: { value: /*@__PURE__*/ new Color$1( 0x00000 ) },
  				opacity: { value: 1.0 }
  			},
  		] ),

  		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() },
  			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$1( 0x000000 ) },
  			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$1( 0x000000 ) },
  			specularColor: { value: /*@__PURE__*/ new Color$1( 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

  };

  const _rgb = { r: 0, b: 0, g: 0 };

  function WebGLBackground( renderer, cubemaps, cubeuvmaps, state, objects, alpha, premultipliedAlpha ) {

  	const clearColor = new Color$1( 0x000000 );
  	let clearAlpha = alpha === true ? 0 : 1;

  	let planeMesh;
  	let boxMesh;

  	let currentBackground = null;
  	let currentBackgroundVersion = 0;
  	let currentTonemapping = null;

  	function render( renderList, scene ) {

  		let forceClear = false;
  		let background = scene.isScene === true ? scene.background : null;

  		if ( background && background.isTexture ) {

  			const usePMREM = scene.backgroundBlurriness > 0; // use PMREM if the user wants to blur the background
  			background = ( usePMREM ? cubeuvmaps : cubemaps ).get( background );

  		}

  		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 ) {

  			renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );

  		}

  		if ( background && ( background.isCubeTexture || background.mapping === CubeUVReflectionMapping ) ) {

  			if ( boxMesh === undefined ) {

  				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: BackSide,
  						depthTest: false,
  						depthWrite: false,
  						fog: false
  					} )
  				);

  				boxMesh.geometry.deleteAttribute( 'normal' );
  				boxMesh.geometry.deleteAttribute( 'uv' );

  				boxMesh.onBeforeRender = function ( renderer, scene, camera ) {

  					this.matrixWorld.copyPosition( camera.matrixWorld );

  				};

  				// add "envMap" material property so the renderer can evaluate it like for built-in materials
  				Object.defineProperty( boxMesh.material, 'envMap', {

  					get: function () {

  						return this.uniforms.envMap.value;

  					}

  				} );

  				objects.update( boxMesh );

  			}

  			boxMesh.material.uniforms.envMap.value = background;
  			boxMesh.material.uniforms.flipEnvMap.value = ( background.isCubeTexture && background.isRenderTargetTexture === false ) ? - 1 : 1;
  			boxMesh.material.uniforms.backgroundBlurriness.value = scene.backgroundBlurriness;
  			boxMesh.material.uniforms.backgroundIntensity.value = scene.backgroundIntensity;
  			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();

  			// push to the pre-sorted opaque render list
  			renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );

  		} else if ( background && background.isTexture ) {

  			if ( planeMesh === undefined ) {

  				planeMesh = new Mesh(
  					new PlaneGeometry( 2, 2 ),
  					new ShaderMaterial( {
  						name: 'BackgroundMaterial',
  						uniforms: cloneUniforms( ShaderLib.background.uniforms ),
  						vertexShader: ShaderLib.background.vertexShader,
  						fragmentShader: ShaderLib.background.fragmentShader,
  						side: FrontSide,
  						depthTest: false,
  						depthWrite: false,
  						fog: false
  					} )
  				);

  				planeMesh.geometry.deleteAttribute( 'normal' );

  				// add "map" material property so the renderer can evaluate it like for built-in materials
  				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();

  			// push to the pre-sorted opaque render list
  			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 );

  	}

  	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: render

  	};

  }

  function WebGLBindingStates( gl, extensions, attributes, capabilities ) {

  	const maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );

  	const extension = capabilities.isWebGL2 ? null : extensions.get( 'OES_vertex_array_object' );
  	const vaoAvailable = capabilities.isWebGL2 || extension !== null;

  	const bindingStates = {};

  	const defaultState = createBindingState( null );
  	let currentState = defaultState;
  	let forceUpdate = false;

  	function setup( object, material, program, geometry, index ) {

  		let updateBuffers = false;

  		if ( vaoAvailable ) {

  			const state = getBindingState( geometry, program, material );

  			if ( currentState !== state ) {

  				currentState = state;
  				bindVertexArrayObject( currentState.object );

  			}

  			updateBuffers = needsUpdate( object, geometry, program, index );

  			if ( updateBuffers ) saveCache( object, geometry, program, index );

  		} else {

  			const wireframe = ( material.wireframe === true );

  			if ( currentState.geometry !== geometry.id ||
  				currentState.program !== program.id ||
  				currentState.wireframe !== wireframe ) {

  				currentState.geometry = geometry.id;
  				currentState.program = program.id;
  				currentState.wireframe = wireframe;

  				updateBuffers = true;

  			}

  		}

  		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() {

  		if ( capabilities.isWebGL2 ) return gl.createVertexArray();

  		return extension.createVertexArrayOES();

  	}

  	function bindVertexArrayObject( vao ) {

  		if ( capabilities.isWebGL2 ) return gl.bindVertexArray( vao );

  		return extension.bindVertexArrayOES( vao );

  	}

  	function deleteVertexArrayObject( vao ) {

  		if ( capabilities.isWebGL2 ) return gl.deleteVertexArray( vao );

  		return extension.deleteVertexArrayOES( vao );

  	}

  	function getBindingState( geometry, program, material ) {

  		const wireframe = ( material.wireframe === true );

  		let programMap = bindingStates[ geometry.id ];

  		if ( programMap === undefined ) {

  			programMap = {};
  			bindingStates[ geometry.id ] = programMap;

  		}

  		let stateMap = programMap[ program.id ];

  		if ( stateMap === undefined ) {

  			stateMap = {};
  			programMap[ program.id ] = stateMap;

  		}

  		let state = stateMap[ wireframe ];

  		if ( state === undefined ) {

  			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 {

  			// for backward compatibility on non-VAO support browser
  			geometry: null,
  			program: null,
  			wireframe: false,

  			newAttributes: newAttributes,
  			enabledAttributes: enabledAttributes,
  			attributeDivisors: 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 ) {

  			const programAttribute = programAttributes[ name ];

  			if ( programAttribute.location >= 0 ) {

  				const cachedAttribute = cachedAttributes[ name ];
  				let geometryAttribute = geometryAttributes[ name ];

  				if ( geometryAttribute === undefined ) {

  					if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;
  					if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;

  				}

  				if ( cachedAttribute === undefined ) 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 ) {

  			const programAttribute = programAttributes[ name ];

  			if ( programAttribute.location >= 0 ) {

  				let attribute = attributes[ name ];

  				if ( attribute === undefined ) {

  					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 ) {

  			const extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );

  			extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( 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 ) {

  		if ( capabilities.isWebGL2 === false && ( object.isInstancedMesh || geometry.isInstancedBufferGeometry ) ) {

  			if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) return;

  		}

  		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 === undefined ) {

  					if ( name === 'instanceMatrix' && object.instanceMatrix ) geometryAttribute = object.instanceMatrix;
  					if ( name === 'instanceColor' && object.instanceColor ) geometryAttribute = object.instanceColor;

  				}

  				if ( geometryAttribute !== undefined ) {

  					const normalized = geometryAttribute.normalized;
  					const size = geometryAttribute.itemSize;

  					const attribute = attributes.get( geometryAttribute );

  					// TODO Attribute may not be available on context restore

  					if ( attribute === undefined ) continue;

  					const buffer = attribute.buffer;
  					const type = attribute.type;
  					const bytesPerElement = attribute.bytesPerElement;

  					// check for integer attributes (WebGL 2 only)

  					const integer = ( capabilities.isWebGL2 === true && ( type === gl.INT || type === gl.UNSIGNED_INT || geometryAttribute.gpuType === IntType ) );

  					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 === undefined ) {

  								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 === undefined ) {

  								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 !== undefined ) {

  					const value = materialDefaultAttributeValues[ name ];

  					if ( value !== undefined ) {

  						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 programMap = bindingStates[ geometryId ];

  			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 ] === undefined ) return;

  		const programMap = bindingStates[ geometry.id ];

  		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 programMap = bindingStates[ geometryId ];

  			if ( programMap[ program.id ] === undefined ) continue;

  			const stateMap = programMap[ program.id ];

  			for ( const wireframe in stateMap ) {

  				deleteVertexArrayObject( stateMap[ wireframe ].object );

  				delete stateMap[ wireframe ];

  			}

  			delete programMap[ program.id ];

  		}

  	}

  	function reset() {

  		resetDefaultState();
  		forceUpdate = true;

  		if ( currentState === defaultState ) return;

  		currentState = defaultState;
  		bindVertexArrayObject( currentState.object );

  	}

  	// for backward-compatibility

  	function resetDefaultState() {

  		defaultState.geometry = null;
  		defaultState.program = null;
  		defaultState.wireframe = false;

  	}

  	return {

  		setup: setup,
  		reset: reset,
  		resetDefaultState: resetDefaultState,
  		dispose: dispose,
  		releaseStatesOfGeometry: releaseStatesOfGeometry,
  		releaseStatesOfProgram: releaseStatesOfProgram,

  		initAttributes: initAttributes,
  		enableAttribute: enableAttribute,
  		disableUnusedAttributes: disableUnusedAttributes

  	};

  }

  function WebGLBufferRenderer( gl, extensions, info, capabilities ) {

  	const isWebGL2 = capabilities.isWebGL2;

  	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;

  		let extension, methodName;

  		if ( isWebGL2 ) {

  			extension = gl;
  			methodName = 'drawArraysInstanced';

  		} else {

  			extension = extensions.get( 'ANGLE_instanced_arrays' );
  			methodName = 'drawArraysInstancedANGLE';

  			if ( extension === null ) {

  				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  				return;

  			}

  		}

  		extension[ methodName ]( mode, start, count, primcount );

  		info.update( count, mode, primcount );

  	}

  	function renderMultiDraw( starts, counts, drawCount ) {

  		if ( drawCount === 0 ) return;

  		const extension = extensions.get( 'WEBGL_multi_draw' );
  		if ( extension === null ) {

  			for ( let i = 0; i < drawCount; i ++ ) {

  				this.render( starts[ i ], counts[ i ] );

  			}

  		} else {

  			extension.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 ) {

  	let maxAnisotropy;

  	function getMaxAnisotropy() {

  		if ( maxAnisotropy !== undefined ) 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 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';

  	}

  	const isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl.constructor.name === 'WebGL2RenderingContext';

  	let precision = parameters.precision !== undefined ? parameters.precision : 'highp';
  	const maxPrecision = getMaxPrecision( precision );

  	if ( maxPrecision !== precision ) {

  		console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
  		precision = maxPrecision;

  	}

  	const drawBuffers = isWebGL2 || extensions.has( 'WEBGL_draw_buffers' );

  	const logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;

  	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 vertexTextures = maxVertexTextures > 0;
  	const floatFragmentTextures = isWebGL2 || extensions.has( 'OES_texture_float' );
  	const floatVertexTextures = vertexTextures && floatFragmentTextures;

  	const maxSamples = isWebGL2 ? gl.getParameter( gl.MAX_SAMPLES ) : 0;

  	return {

  		isWebGL2: isWebGL2,

  		drawBuffers: drawBuffers,

  		getMaxAnisotropy: getMaxAnisotropy,
  		getMaxPrecision: getMaxPrecision,

  		precision: precision,
  		logarithmicDepthBuffer: logarithmicDepthBuffer,

  		maxTextures: maxTextures,
  		maxVertexTextures: maxVertexTextures,
  		maxTextureSize: maxTextureSize,
  		maxCubemapSize: maxCubemapSize,

  		maxAttributes: maxAttributes,
  		maxVertexUniforms: maxVertexUniforms,
  		maxVaryings: maxVaryings,
  		maxFragmentUniforms: maxFragmentUniforms,

  		vertexTextures: vertexTextures,
  		floatFragmentTextures: floatFragmentTextures,
  		floatVertexTextures: floatVertexTextures,

  		maxSamples: maxSamples

  	};

  }

  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 ||
  			// enable state of previous frame - the clipping code has to
  			// run another frame in order to reset the state:
  			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 ) {

  			// there's no local clipping

  			if ( renderingShadows ) {

  				// there's no global clipping

  				projectPlanes( null );

  			} else {

  				resetGlobalState();

  			}

  		} else {

  			const nGlobal = renderingShadows ? 0 : numGlobalPlanes,
  				lGlobal = nGlobal * 4;

  			let dstArray = materialProperties.clippingState || null;

  			uniform.value = dstArray; // ensure unique state

  			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 WebGLCubeMaps( renderer ) {

  	let cubemaps = new WeakMap();

  	function mapTextureMapping( texture, mapping ) {

  		if ( mapping === EquirectangularReflectionMapping ) {

  			texture.mapping = CubeReflectionMapping;

  		} else if ( mapping === EquirectangularRefractionMapping ) {

  			texture.mapping = CubeRefractionMapping;

  		}

  		return texture;

  	}

  	function get( texture ) {

  		if ( texture && texture.isTexture ) {

  			const mapping = texture.mapping;

  			if ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping ) {

  				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', onTextureDispose );

  						return mapTextureMapping( renderTarget.texture, texture.mapping );

  					} else {

  						// image not yet ready. try the conversion next frame

  						return null;

  					}

  				}

  			}

  		}

  		return texture;

  	}

  	function onTextureDispose( event ) {

  		const texture = event.target;

  		texture.removeEventListener( 'dispose', onTextureDispose );

  		const cubemap = cubemaps.get( texture );

  		if ( cubemap !== undefined ) {

  			cubemaps.delete( texture );
  			cubemap.dispose();

  		}

  	}

  	function dispose() {

  		cubemaps = new WeakMap();

  	}

  	return {
  		get: get,
  		dispose: dispose
  	};

  }

  class OrthographicCamera extends Camera {

  	constructor( left = - 1, right = 1, top = 1, bottom = - 1, near = 0.1, far = 2000 ) {

  		super();

  		this.isOrthographicCamera = true;

  		this.type = 'OrthographicCamera';

  		this.zoom = 1;
  		this.view = null;

  		this.left = left;
  		this.right = right;
  		this.top = top;
  		this.bottom = bottom;

  		this.near = near;
  		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;

  	}

  	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();

  	}

  	clearViewOffset() {

  		if ( this.view !== null ) {

  			this.view.enabled = false;

  		}

  		this.updateProjectionMatrix();

  	}

  	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.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;

  	}

  }

  const LOD_MIN = 4;

  // The standard deviations (radians) associated with the extra mips. These are
  // chosen to approximate a Trowbridge-Reitz distribution function times the
  // geometric shadowing function. These sigma values squared must match the
  // variance #defines in cube_uv_reflection_fragment.glsl.js.
  const EXTRA_LOD_SIGMA = [ 0.125, 0.215, 0.35, 0.446, 0.526, 0.582 ];

  // The maximum length of the blur for loop. Smaller sigmas will use fewer
  // samples and exit early, but not recompile the shader.
  const MAX_SAMPLES = 20;

  const _flatCamera = /*@__PURE__*/ new OrthographicCamera();
  const _clearColor = /*@__PURE__*/ new Color$1();
  let _oldTarget = null;
  let _oldActiveCubeFace = 0;
  let _oldActiveMipmapLevel = 0;

  // Golden Ratio
  const PHI = ( 1 + Math.sqrt( 5 ) ) / 2;
  const INV_PHI = 1 / PHI;

  // Vertices of a dodecahedron (except the opposites, which represent the
  // same axis), used as axis directions evenly spread on a sphere.
  const _axisDirections = [
  	/*@__PURE__*/ new Vector3( 1, 1, 1 ),
  	/*@__PURE__*/ new Vector3( - 1, 1, 1 ),
  	/*@__PURE__*/ new Vector3( 1, 1, - 1 ),
  	/*@__PURE__*/ new Vector3( - 1, 1, - 1 ),
  	/*@__PURE__*/ new Vector3( 0, PHI, INV_PHI ),
  	/*@__PURE__*/ new Vector3( 0, PHI, - INV_PHI ),
  	/*@__PURE__*/ new Vector3( INV_PHI, 0, PHI ),
  	/*@__PURE__*/ new Vector3( - INV_PHI, 0, PHI ),
  	/*@__PURE__*/ new Vector3( PHI, INV_PHI, 0 ),
  	/*@__PURE__*/ new Vector3( - PHI, INV_PHI, 0 ) ];

  /**
   * This class generates a Prefiltered, Mipmapped Radiance Environment Map
   * (PMREM) from a cubeMap environment texture. This allows different levels of
   * blur to be quickly accessed based on material roughness. It is packed into a
   * special CubeUV format that allows us to perform custom interpolation so that
   * we can support nonlinear formats such as RGBE. Unlike a traditional mipmap
   * chain, it only goes down to the LOD_MIN level (above), and then creates extra
   * even more filtered 'mips' at the same LOD_MIN resolution, associated with
   * higher roughness levels. In this way we maintain resolution to smoothly
   * interpolate diffuse lighting while limiting sampling computation.
   *
   * Paper: Fast, Accurate Image-Based Lighting
   * https://drive.google.com/file/d/15y8r_UpKlU9SvV4ILb0C3qCPecS8pvLz/view
  */

  class PMREMGenerator {

  	constructor( renderer ) {

  		this._renderer = renderer;
  		this._pingPongRenderTarget = null;

  		this._lodMax = 0;
  		this._cubeSize = 0;
  		this._lodPlanes = [];
  		this._sizeLods = [];
  		this._sigmas = [];

  		this._blurMaterial = null;
  		this._cubemapMaterial = null;
  		this._equirectMaterial = null;

  		this._compileMaterial( this._blurMaterial );

  	}

  	/**
  	 * 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 (the cubeCamera
  	 * is placed at the origin).
  	 */
  	fromScene( scene, sigma = 0, near = 0.1, far = 100 ) {

  		_oldTarget = this._renderer.getRenderTarget();
  		_oldActiveCubeFace = this._renderer.getActiveCubeFace();
  		_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();

  		this._setSize( 256 );

  		const cubeUVRenderTarget = this._allocateTargets();
  		cubeUVRenderTarget.depthBuffer = true;

  		this._sceneToCubeUV( scene, near, far, cubeUVRenderTarget );

  		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.
  	 */
  	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.
  	 */
  	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();

  	}

  	// private interface

  	_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._pingPongRenderTarget !== null ) this._pingPongRenderTarget.dispose();

  		for ( let i = 0; i < this._lodPlanes.length; i ++ ) {

  			this._lodPlanes[ i ].dispose();

  		}

  	}

  	_cleanup( outputTarget ) {

  		this._renderer.setRenderTarget( _oldTarget, _oldActiveCubeFace, _oldActiveMipmapLevel );
  		outputTarget.scissorTest = false;
  		_setViewport( outputTarget, 0, 0, outputTarget.width, outputTarget.height );

  	}

  	_fromTexture( texture, renderTarget ) {

  		if ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping ) {

  			this._setSize( texture.image.length === 0 ? 16 : ( texture.image[ 0 ].width || texture.image[ 0 ].image.width ) );

  		} else { // Equirectangular

  			this._setSize( texture.image.width / 4 );

  		}

  		_oldTarget = this._renderer.getRenderTarget();
  		_oldActiveCubeFace = this._renderer.getActiveCubeFace();
  		_oldActiveMipmapLevel = this._renderer.getActiveMipmapLevel();

  		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, 16 * 7 );
  		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;
  			( { sizeLods: this._sizeLods, lodPlanes: this._lodPlanes, sigmas: this._sigmas } = _createPlanes( _lodMax ) );

  			this._blurMaterial = _getBlurShader( _lodMax, width, height );

  		}

  		return cubeUVRenderTarget;

  	}

  	_compileMaterial( material ) {

  		const tmpMesh = new Mesh( this._lodPlanes[ 0 ], material );
  		this._renderer.compile( tmpMesh, _flatCamera );

  	}

  	_sceneToCubeUV( scene, near, far, cubeUVRenderTarget ) {

  		const fov = 90;
  		const aspect = 1;
  		const cubeCamera = new PerspectiveCamera( fov, aspect, 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 = NoToneMapping;
  		renderer.autoClear = false;

  		const backgroundMaterial = new MeshBasicMaterial( {
  			name: 'PMREM.Background',
  			side: BackSide,
  			depthWrite: false,
  			depthTest: false,
  		} );

  		const backgroundBox = new Mesh( new BoxGeometry(), backgroundMaterial );

  		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.lookAt( forwardSign[ i ], 0, 0 );

  			} else if ( col === 1 ) {

  				cubeCamera.up.set( 0, 0, upSign[ i ] );
  				cubeCamera.lookAt( 0, forwardSign[ i ], 0 );

  			} else {

  				cubeCamera.up.set( 0, upSign[ i ], 0 );
  				cubeCamera.lookAt( 0, 0, 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 );

  		}

  		backgroundBox.geometry.dispose();
  		backgroundBox.material.dispose();

  		renderer.toneMapping = toneMapping;
  		renderer.autoClear = originalAutoClear;
  		scene.background = background;

  	}

  	_textureToCubeUV( texture, cubeUVRenderTarget ) {

  		const renderer = this._renderer;

  		const isCubeTexture = ( texture.mapping === CubeReflectionMapping || texture.mapping === CubeRefractionMapping );

  		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 = new Mesh( this._lodPlanes[ 0 ], 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;

  		for ( let i = 1; i < this._lodPlanes.length; i ++ ) {

  			const sigma = Math.sqrt( this._sigmas[ i ] * this._sigmas[ i ] - this._sigmas[ i - 1 ] * this._sigmas[ i - 1 ] );

  			const poleAxis = _axisDirections[ ( i - 1 ) % _axisDirections.length ];

  			this._blur( cubeUVRenderTarget, i - 1, i, sigma, poleAxis );

  		}

  		renderer.autoClear = autoClear;

  	}

  	/**
  	 * 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.
  	 */
  	_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' ) {

  			console.error(
  				'blur direction must be either latitudinal or longitudinal!' );

  		}

  		// Number of standard deviations at which to cut off the discrete approximation.
  		const STANDARD_DEVIATIONS = 3;

  		const blurMesh = new Mesh( this._lodPlanes[ lodOut ], blurMaterial );
  		const blurUniforms = blurMaterial.uniforms;

  		const pixels = this._sizeLods[ lodIn ] - 1;
  		const radiansPerPixel = isFinite( sigmaRadians ) ? Math.PI / ( 2 * pixels ) : 2 * Math.PI / ( 2 * MAX_SAMPLES - 1 );
  		const sigmaPixels = sigmaRadians / radiansPerPixel;
  		const samples = isFinite( sigmaRadians ) ? 1 + Math.floor( STANDARD_DEVIATIONS * sigmaPixels ) : MAX_SAMPLES;

  		if ( samples > MAX_SAMPLES ) {

  			console.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 ];
  		const x = 3 * outputSize * ( lodOut > _lodMax - LOD_MIN ? lodOut - _lodMax + LOD_MIN : 0 );
  		const y = 4 * ( this._cubeSize - outputSize );

  		_setViewport( targetOut, x, y, 3 * outputSize, 2 * outputSize );
  		renderer.setRenderTarget( targetOut );
  		renderer.render( blurMesh, _flatCamera );

  	}

  }



  function _createPlanes( lodMax ) {

  	const lodPlanes = [];
  	const sizeLods = [];
  	const sigmas = [];

  	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 = 1.0 / 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 = 1.0 / ( 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 vertices = 6;
  		const positionSize = 3;
  		const uvSize = 2;
  		const faceIndexSize = 1;

  		const position = new Float32Array( positionSize * vertices * cubeFaces );
  		const uv = new Float32Array( uvSize * vertices * cubeFaces );
  		const faceIndex = new Float32Array( faceIndexSize * vertices * cubeFaces );

  		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, positionSize * vertices * face );
  			uv.set( uv1, uvSize * vertices * face );
  			const fill = [ face, face, face, face, face, face ];
  			faceIndex.set( fill, faceIndexSize * vertices * 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 ) );
  		lodPlanes.push( planes );

  		if ( lod > LOD_MIN ) {

  			lod --;

  		}

  	}

  	return { lodPlanes, sizeLods, sigmas };

  }

  function _createRenderTarget( width, height, params ) {

  	const cubeUVRenderTarget = new WebGLRenderTarget( width, height, params );
  	cubeUVRenderTarget.texture.mapping = CubeUVReflectionMapping;
  	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 _getBlurShader( lodMax, width, height ) {

  	const weights = new Float32Array( MAX_SAMPLES );
  	const poleAxis = new Vector3( 0, 1, 0 );
  	const shaderMaterial = new ShaderMaterial( {

  		name: 'SphericalGaussianBlur',

  		defines: {
  			'n': MAX_SAMPLES,
  			'CUBEUV_TEXEL_WIDTH': 1.0 / width,
  			'CUBEUV_TEXEL_HEIGHT': 1.0 / 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: /* glsl */`

			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: NoBlending,
  		depthTest: false,
  		depthWrite: false

  	} );

  	return shaderMaterial;

  }

  function _getEquirectMaterial() {

  	return new ShaderMaterial( {

  		name: 'EquirectangularToCubeUV',

  		uniforms: {
  			'envMap': { value: null }
  		},

  		vertexShader: _getCommonVertexShader(),

  		fragmentShader: /* glsl */`

			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: NoBlending,
  		depthTest: false,
  		depthWrite: false

  	} );

  }

  function _getCubemapMaterial() {

  	return new ShaderMaterial( {

  		name: 'CubemapToCubeUV',

  		uniforms: {
  			'envMap': { value: null },
  			'flipEnvMap': { value: - 1 }
  		},

  		vertexShader: _getCommonVertexShader(),

  		fragmentShader: /* glsl */`

			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: NoBlending,
  		depthTest: false,
  		depthWrite: false

  	} );

  }

  function _getCommonVertexShader() {

  	return /* glsl */`

		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 WebGLCubeUVMaps( renderer ) {

  	let cubeUVmaps = new WeakMap();

  	let pmremGenerator = null;

  	function get( texture ) {

  		if ( texture && texture.isTexture ) {

  			const mapping = texture.mapping;

  			const isEquirectMap = ( mapping === EquirectangularReflectionMapping || mapping === EquirectangularRefractionMapping );
  			const isCubeMap = ( mapping === CubeReflectionMapping || mapping === CubeRefractionMapping );

  			// equirect/cube map to cubeUV conversion

  			if ( isEquirectMap || isCubeMap ) {

  				if ( texture.isRenderTargetTexture && texture.needsPMREMUpdate === true ) {

  					texture.needsPMREMUpdate = false;

  					let renderTarget = cubeUVmaps.get( texture );

  					if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );

  					renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture, renderTarget ) : pmremGenerator.fromCubemap( texture, renderTarget );
  					cubeUVmaps.set( texture, renderTarget );

  					return renderTarget.texture;

  				} else {

  					if ( cubeUVmaps.has( texture ) ) {

  						return cubeUVmaps.get( texture ).texture;

  					} else {

  						const image = texture.image;

  						if ( ( isEquirectMap && image && image.height > 0 ) || ( isCubeMap && image && isCubeTextureComplete( image ) ) ) {

  							if ( pmremGenerator === null ) pmremGenerator = new PMREMGenerator( renderer );

  							const renderTarget = isEquirectMap ? pmremGenerator.fromEquirectangular( texture ) : pmremGenerator.fromCubemap( texture );
  							cubeUVmaps.set( texture, renderTarget );

  							texture.addEventListener( 'dispose', onTextureDispose );

  							return renderTarget.texture;

  						} else {

  							// image not yet ready. try the conversion next frame

  							return null;

  						}

  					}

  				}

  			}

  		}

  		return texture;

  	}

  	function isCubeTextureComplete( image ) {

  		let count = 0;
  		const length = 6;

  		for ( let i = 0; i < length; i ++ ) {

  			if ( image[ i ] !== undefined ) count ++;

  		}

  		return count === length;


  	}

  	function onTextureDispose( event ) {

  		const texture = event.target;

  		texture.removeEventListener( 'dispose', onTextureDispose );

  		const cubemapUV = cubeUVmaps.get( texture );

  		if ( cubemapUV !== undefined ) {

  			cubeUVmaps.delete( texture );
  			cubemapUV.dispose();

  		}

  	}

  	function dispose() {

  		cubeUVmaps = new WeakMap();

  		if ( pmremGenerator !== null ) {

  			pmremGenerator.dispose();
  			pmremGenerator = null;

  		}

  	}

  	return {
  		get: get,
  		dispose: dispose
  	};

  }

  function WebGLExtensions( gl ) {

  	const extensions = {};

  	function getExtension( name ) {

  		if ( extensions[ name ] !== undefined ) {

  			return extensions[ name ];

  		}

  		let extension;

  		switch ( name ) {

  			case 'WEBGL_depth_texture':
  				extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
  				break;

  			case 'EXT_texture_filter_anisotropic':
  				extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
  				break;

  			case 'WEBGL_compressed_texture_s3tc':
  				extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
  				break;

  			case 'WEBGL_compressed_texture_pvrtc':
  				extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
  				break;

  			default:
  				extension = gl.getExtension( name );

  		}

  		extensions[ name ] = extension;

  		return extension;

  	}

  	return {

  		has: function ( name ) {

  			return getExtension( name ) !== null;

  		},

  		init: function ( capabilities ) {

  			if ( capabilities.isWebGL2 ) {

  				getExtension( 'EXT_color_buffer_float' );
  				getExtension( 'WEBGL_clip_cull_distance' );

  			} else {

  				getExtension( 'WEBGL_depth_texture' );
  				getExtension( 'OES_texture_float' );
  				getExtension( 'OES_texture_half_float' );
  				getExtension( 'OES_texture_half_float_linear' );
  				getExtension( 'OES_standard_derivatives' );
  				getExtension( 'OES_element_index_uint' );
  				getExtension( 'OES_vertex_array_object' );
  				getExtension( 'ANGLE_instanced_arrays' );

  			}

  			getExtension( 'OES_texture_float_linear' );
  			getExtension( 'EXT_color_buffer_half_float' );
  			getExtension( 'WEBGL_multisampled_render_to_texture' );

  		},

  		get: function ( name ) {

  			const extension = getExtension( name );

  			if ( extension === null ) {

  				console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );

  			}

  			return extension;

  		}

  	};

  }

  function WebGLGeometries( gl, attributes, info, bindingStates ) {

  	const geometries = {};
  	const wireframeAttributes = 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 ] );

  		}

  		for ( const name in geometry.morphAttributes ) {

  			const array = geometry.morphAttributes[ name ];

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

  				attributes.remove( array[ i ] );

  			}

  		}

  		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;

  		// Updating index buffer in VAO now. See WebGLBindingStates.

  		for ( const name in geometryAttributes ) {

  			attributes.update( geometryAttributes[ name ], gl.ARRAY_BUFFER );

  		}

  		// morph targets

  		const morphAttributes = geometry.morphAttributes;

  		for ( const name in morphAttributes ) {

  			const array = morphAttributes[ name ];

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

  				attributes.update( array[ i ], gl.ARRAY_BUFFER );

  			}

  		}

  	}

  	function updateWireframeAttribute( geometry ) {

  		const indices = [];

  		const geometryIndex = geometry.index;
  		const geometryPosition = geometry.attributes.position;
  		let version = 0;

  		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 if ( geometryPosition !== undefined ) {

  			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 );

  			}

  		} else {

  			return;

  		}

  		const attribute = new ( arrayNeedsUint32( indices ) ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
  		attribute.version = version;

  		// Updating index buffer in VAO now. See WebGLBindingStates

  		//

  		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 the attribute is obsolete, create a new one

  				if ( currentAttribute.version < geometryIndex.version ) {

  					updateWireframeAttribute( geometry );

  				}

  			}

  		} else {

  			updateWireframeAttribute( geometry );

  		}

  		return wireframeAttributes.get( geometry );

  	}

  	return {

  		get: get,
  		update: update,

  		getWireframeAttribute: getWireframeAttribute

  	};

  }

  function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {

  	const isWebGL2 = capabilities.isWebGL2;

  	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;

  		let extension, methodName;

  		if ( isWebGL2 ) {

  			extension = gl;
  			methodName = 'drawElementsInstanced';

  		} else {

  			extension = extensions.get( 'ANGLE_instanced_arrays' );
  			methodName = 'drawElementsInstancedANGLE';

  			if ( extension === null ) {

  				console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
  				return;

  			}

  		}

  		extension[ methodName ]( mode, count, type, start * bytesPerElement, primcount );

  		info.update( count, mode, primcount );

  	}

  	function renderMultiDraw( starts, counts, drawCount ) {

  		if ( drawCount === 0 ) return;

  		const extension = extensions.get( 'WEBGL_multi_draw' );
  		if ( extension === null ) {

  			for ( let i = 0; i < drawCount; i ++ ) {

  				this.render( starts[ i ] / bytesPerElement, counts[ i ] );

  			}

  		} else {

  			extension.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:
  				console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
  				break;

  		}

  	}

  	function reset() {

  		render.calls = 0;
  		render.triangles = 0;
  		render.points = 0;
  		render.lines = 0;

  	}

  	return {
  		memory: memory,
  		render: render,
  		programs: null,
  		autoReset: true,
  		reset: reset,
  		update: update
  	};

  }

  function numericalSort( a, b ) {

  	return a[ 0 ] - b[ 0 ];

  }

  function absNumericalSort( a, b ) {

  	return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );

  }

  function WebGLMorphtargets( gl, capabilities, textures ) {

  	const influencesList = {};
  	const morphInfluences = new Float32Array( 8 );
  	const morphTextures = new WeakMap();
  	const morph = new Vector4();

  	const workInfluences = [];

  	for ( let i = 0; i < 8; i ++ ) {

  		workInfluences[ i ] = [ i, 0 ];

  	}

  	function update( object, geometry, program ) {

  		const objectInfluences = object.morphTargetInfluences;

  		if ( capabilities.isWebGL2 === true ) {

  			// instead of using attributes, the WebGL 2 code path encodes morph targets
  			// into an array of data textures. Each layer represents a single morph target.

  			const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  			const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;

  			let entry = morphTextures.get( geometry );

  			if ( entry === undefined || entry.count !== morphTargetsCount ) {

  				if ( entry !== undefined ) entry.texture.dispose();

  				const hasMorphPosition = geometry.morphAttributes.position !== undefined;
  				const hasMorphNormals = geometry.morphAttributes.normal !== undefined;
  				const hasMorphColors = geometry.morphAttributes.color !== undefined;

  				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;

  				// fill buffer

  				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: 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 );

  			}

  			//

  			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 );


  		} else {

  			// When object doesn't have morph target influences defined, we treat it as a 0-length array
  			// This is important to make sure we set up morphTargetBaseInfluence / morphTargetInfluences

  			const length = objectInfluences === undefined ? 0 : objectInfluences.length;

  			let influences = influencesList[ geometry.id ];

  			if ( influences === undefined || influences.length !== length ) {

  				// initialise list

  				influences = [];

  				for ( let i = 0; i < length; i ++ ) {

  					influences[ i ] = [ i, 0 ];

  				}

  				influencesList[ geometry.id ] = influences;

  			}

  			// Collect influences

  			for ( let i = 0; i < length; i ++ ) {

  				const influence = influences[ i ];

  				influence[ 0 ] = i;
  				influence[ 1 ] = objectInfluences[ i ];

  			}

  			influences.sort( absNumericalSort );

  			for ( let i = 0; i < 8; i ++ ) {

  				if ( i < length && influences[ i ][ 1 ] ) {

  					workInfluences[ i ][ 0 ] = influences[ i ][ 0 ];
  					workInfluences[ i ][ 1 ] = influences[ i ][ 1 ];

  				} else {

  					workInfluences[ i ][ 0 ] = Number.MAX_SAFE_INTEGER;
  					workInfluences[ i ][ 1 ] = 0;

  				}

  			}

  			workInfluences.sort( numericalSort );

  			const morphTargets = geometry.morphAttributes.position;
  			const morphNormals = geometry.morphAttributes.normal;

  			let morphInfluencesSum = 0;

  			for ( let i = 0; i < 8; i ++ ) {

  				const influence = workInfluences[ i ];
  				const index = influence[ 0 ];
  				const value = influence[ 1 ];

  				if ( index !== Number.MAX_SAFE_INTEGER && value ) {

  					if ( morphTargets && geometry.getAttribute( 'morphTarget' + i ) !== morphTargets[ index ] ) {

  						geometry.setAttribute( 'morphTarget' + i, morphTargets[ index ] );

  					}

  					if ( morphNormals && geometry.getAttribute( 'morphNormal' + i ) !== morphNormals[ index ] ) {

  						geometry.setAttribute( 'morphNormal' + i, morphNormals[ index ] );

  					}

  					morphInfluences[ i ] = value;
  					morphInfluencesSum += value;

  				} else {

  					if ( morphTargets && geometry.hasAttribute( 'morphTarget' + i ) === true ) {

  						geometry.deleteAttribute( 'morphTarget' + i );

  					}

  					if ( morphNormals && geometry.hasAttribute( 'morphNormal' + i ) === true ) {

  						geometry.deleteAttribute( 'morphNormal' + i );

  					}

  					morphInfluences[ i ] = 0;

  				}

  			}

  			// GLSL shader uses formula baseinfluence * base + sum(target * influence)
  			// This allows us to switch between absolute morphs and relative morphs without changing shader code
  			// When baseinfluence = 1 - sum(influence), the above is equivalent to sum((target - base) * influence)
  			const morphBaseInfluence = geometry.morphTargetsRelative ? 1 : 1 - morphInfluencesSum;

  			program.getUniforms().setValue( gl, 'morphTargetBaseInfluence', morphBaseInfluence );
  			program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );

  		}

  	}

  	return {

  		update: update

  	};

  }

  function WebGLObjects( gl, geometries, attributes, info ) {

  	let updateMap = new WeakMap();

  	function update( object ) {

  		const frame = info.render.frame;

  		const geometry = object.geometry;
  		const buffergeometry = geometries.get( object, geometry );

  		// Update once per frame

  		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 = new WeakMap();

  	}

  	function onInstancedMeshDispose( event ) {

  		const instancedMesh = event.target;

  		instancedMesh.removeEventListener( 'dispose', onInstancedMeshDispose );

  		attributes.remove( instancedMesh.instanceMatrix );

  		if ( instancedMesh.instanceColor !== null ) attributes.remove( instancedMesh.instanceColor );

  	}

  	return {

  		update: update,
  		dispose: dispose

  	};

  }

  class DepthTexture extends Texture {

  	constructor( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {

  		format = format !== undefined ? format : DepthFormat;

  		if ( format !== DepthFormat && format !== DepthStencilFormat ) {

  			throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );

  		}

  		if ( type === undefined && format === DepthFormat ) type = UnsignedIntType;
  		if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;

  		super( null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

  		this.isDepthTexture = true;

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

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

  		this.flipY = false;
  		this.generateMipmaps = false;

  		this.compareFunction = null;

  	}


  	copy( source ) {

  		super.copy( source );

  		this.compareFunction = source.compareFunction;

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		if ( this.compareFunction !== null ) data.compareFunction = this.compareFunction;

  		return data;

  	}

  }

  /**
   * Uniforms of a program.
   * Those form a tree structure with a special top-level container for the root,
   * which you get by calling 'new WebGLUniforms( gl, program )'.
   *
   *
   * Properties of inner nodes including the top-level container:
   *
   * .seq - array of nested uniforms
   * .map - nested uniforms by name
   *
   *
   * Methods of all nodes except the top-level container:
   *
   * .setValue( gl, value, [textures] )
   *
   * 		uploads a uniform value(s)
   *  	the 'textures' parameter is needed for sampler uniforms
   *
   *
   * Static methods of the top-level container (textures factorizations):
   *
   * .upload( gl, seq, values, textures )
   *
   * 		sets uniforms in 'seq' to 'values[id].value'
   *
   * .seqWithValue( seq, values ) : filteredSeq
   *
   * 		filters 'seq' entries with corresponding entry in values
   *
   *
   * Methods of the top-level container (textures factorizations):
   *
   * .setValue( gl, name, value, textures )
   *
   * 		sets uniform with  name 'name' to 'value'
   *
   * .setOptional( gl, obj, prop )
   *
   * 		like .set for an optional property of the object
   *
   */


  const emptyTexture = /*@__PURE__*/ new Texture();

  const emptyShadowTexture = /*@__PURE__*/ new DepthTexture( 1, 1 );
  emptyShadowTexture.compareFunction = LessEqualCompare;

  const emptyArrayTexture = /*@__PURE__*/ new DataArrayTexture();
  const empty3dTexture = /*@__PURE__*/ new Data3DTexture();
  const emptyCubeTexture = /*@__PURE__*/ new CubeTexture();

  // --- Utilities ---

  // Array Caches (provide typed arrays for temporary by size)

  const arrayCacheF32 = [];
  const arrayCacheI32 = [];

  // Float32Array caches used for uploading Matrix uniforms

  const mat4array = new Float32Array( 16 );
  const mat3array = new Float32Array( 9 );
  const mat2array = new Float32Array( 4 );

  // Flattening for arrays of vectors and matrices

  function flatten$1( array, nBlocks, blockSize ) {

  	const firstElem = array[ 0 ];

  	if ( firstElem <= 0 || firstElem > 0 ) return array;
  	// unoptimized: ! isNaN( firstElem )
  	// see http://jacksondunstan.com/articles/983

  	const n = nBlocks * blockSize;
  	let r = arrayCacheF32[ n ];

  	if ( r === undefined ) {

  		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 ];

  	}

  }

  // Texture unit allocation

  function allocTexUnits( textures, n ) {

  	let r = arrayCacheI32[ n ];

  	if ( r === undefined ) {

  		r = new Int32Array( n );
  		arrayCacheI32[ n ] = r;

  	}

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

  		r[ i ] = textures.allocateTextureUnit();

  	}

  	return r;

  }

  // --- Setters ---

  // Note: Defining these methods externally, because they come in a bunch
  // and this way their names minify.

  // Single scalar

  function setValueV1f( gl, v ) {

  	const cache = this.cache;

  	if ( cache[ 0 ] === v ) return;

  	gl.uniform1f( this.addr, v );

  	cache[ 0 ] = v;

  }

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

  function setValueV2f( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {

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

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;

  		}

  	} else {

  		if ( arraysEqual( cache, v ) ) return;

  		gl.uniform2fv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  function setValueV3f( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {

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

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;
  			cache[ 2 ] = v.z;

  		}

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

  		if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {

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

  			cache[ 0 ] = v.r;
  			cache[ 1 ] = v.g;
  			cache[ 2 ] = v.b;

  		}

  	} else {

  		if ( arraysEqual( cache, v ) ) return;

  		gl.uniform3fv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  function setValueV4f( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {

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

  			cache[ 0 ] = v.x;
  			cache[ 1 ] = v.y;
  			cache[ 2 ] = v.z;
  			cache[ 3 ] = v.w;

  		}

  	} else {

  		if ( arraysEqual( cache, v ) ) return;

  		gl.uniform4fv( this.addr, v );

  		copyArray( cache, v );

  	}

  }

  // Single matrix (from flat array or THREE.MatrixN)

  function setValueM2( gl, v ) {

  	const cache = this.cache;
  	const elements = v.elements;

  	if ( elements === undefined ) {

  		if ( arraysEqual( cache, v ) ) return;

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

  		copyArray( cache, v );

  	} else {

  		if ( arraysEqual( cache, elements ) ) return;

  		mat2array.set( elements );

  		gl.uniformMatrix2fv( this.addr, false, mat2array );

  		copyArray( cache, elements );

  	}

  }

  function setValueM3( gl, v ) {

  	const cache = this.cache;
  	const elements = v.elements;

  	if ( elements === undefined ) {

  		if ( arraysEqual( cache, v ) ) return;

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

  		copyArray( cache, v );

  	} else {

  		if ( arraysEqual( cache, elements ) ) return;

  		mat3array.set( elements );

  		gl.uniformMatrix3fv( this.addr, false, mat3array );

  		copyArray( cache, elements );

  	}

  }

  function setValueM4( gl, v ) {

  	const cache = this.cache;
  	const elements = v.elements;

  	if ( elements === undefined ) {

  		if ( arraysEqual( cache, v ) ) return;

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

  		copyArray( cache, v );

  	} else {

  		if ( arraysEqual( cache, elements ) ) return;

  		mat4array.set( elements );

  		gl.uniformMatrix4fv( this.addr, false, mat4array );

  		copyArray( cache, elements );

  	}

  }

  // Single integer / boolean

  function setValueV1i( gl, v ) {

  	const cache = this.cache;

  	if ( cache[ 0 ] === v ) return;

  	gl.uniform1i( this.addr, v );

  	cache[ 0 ] = v;

  }

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

  function setValueV2i( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		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 !== undefined ) {

  		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 !== undefined ) {

  		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 );

  	}

  }

  // Single unsigned integer

  function setValueV1ui( gl, v ) {

  	const cache = this.cache;

  	if ( cache[ 0 ] === v ) return;

  	gl.uniform1ui( this.addr, v );

  	cache[ 0 ] = v;

  }

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

  function setValueV2ui( gl, v ) {

  	const cache = this.cache;

  	if ( v.x !== undefined ) {

  		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 !== undefined ) {

  		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 !== undefined ) {

  		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 );

  	}

  }


  // Single texture (2D / Cube)

  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;

  	}

  	const emptyTexture2D = ( this.type === gl.SAMPLER_2D_SHADOW ) ? emptyShadowTexture : 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 );

  }

  // Helper to pick the right setter for the singular case

  function getSingularSetter( type ) {

  	switch ( type ) {

  		case 0x1406: return setValueV1f; // FLOAT
  		case 0x8b50: return setValueV2f; // _VEC2
  		case 0x8b51: return setValueV3f; // _VEC3
  		case 0x8b52: return setValueV4f; // _VEC4

  		case 0x8b5a: return setValueM2; // _MAT2
  		case 0x8b5b: return setValueM3; // _MAT3
  		case 0x8b5c: return setValueM4; // _MAT4

  		case 0x1404: case 0x8b56: return setValueV1i; // INT, BOOL
  		case 0x8b53: case 0x8b57: return setValueV2i; // _VEC2
  		case 0x8b54: case 0x8b58: return setValueV3i; // _VEC3
  		case 0x8b55: case 0x8b59: return setValueV4i; // _VEC4

  		case 0x1405: return setValueV1ui; // UINT
  		case 0x8dc6: return setValueV2ui; // _VEC2
  		case 0x8dc7: return setValueV3ui; // _VEC3
  		case 0x8dc8: return setValueV4ui; // _VEC4

  		case 0x8b5e: // SAMPLER_2D
  		case 0x8d66: // SAMPLER_EXTERNAL_OES
  		case 0x8dca: // INT_SAMPLER_2D
  		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  		case 0x8b62: // SAMPLER_2D_SHADOW
  			return setValueT1;

  		case 0x8b5f: // SAMPLER_3D
  		case 0x8dcb: // INT_SAMPLER_3D
  		case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  			return setValueT3D1;

  		case 0x8b60: // SAMPLER_CUBE
  		case 0x8dcc: // INT_SAMPLER_CUBE
  		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  		case 0x8dc5: // SAMPLER_CUBE_SHADOW
  			return setValueT6;

  		case 0x8dc1: // SAMPLER_2D_ARRAY
  		case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  		case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  		case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  			return setValueT2DArray1;

  	}

  }


  // Array of scalars

  function setValueV1fArray( gl, v ) {

  	gl.uniform1fv( this.addr, v );

  }

  // Array of vectors (from flat array or array of THREE.VectorN)

  function setValueV2fArray( gl, v ) {

  	const data = flatten$1( v, this.size, 2 );

  	gl.uniform2fv( this.addr, data );

  }

  function setValueV3fArray( gl, v ) {

  	const data = flatten$1( v, this.size, 3 );

  	gl.uniform3fv( this.addr, data );

  }

  function setValueV4fArray( gl, v ) {

  	const data = flatten$1( v, this.size, 4 );

  	gl.uniform4fv( this.addr, data );

  }

  // Array of matrices (from flat array or array of THREE.MatrixN)

  function setValueM2Array( gl, v ) {

  	const data = flatten$1( v, this.size, 4 );

  	gl.uniformMatrix2fv( this.addr, false, data );

  }

  function setValueM3Array( gl, v ) {

  	const data = flatten$1( v, this.size, 9 );

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

  }

  function setValueM4Array( gl, v ) {

  	const data = flatten$1( v, this.size, 16 );

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

  }

  // Array of integer / boolean

  function setValueV1iArray( gl, v ) {

  	gl.uniform1iv( this.addr, v );

  }

  // Array of integer / boolean vectors (from flat array)

  function setValueV2iArray( gl, v ) {

  	gl.uniform2iv( this.addr, v );

  }

  function setValueV3iArray( gl, v ) {

  	gl.uniform3iv( this.addr, v );

  }

  function setValueV4iArray( gl, v ) {

  	gl.uniform4iv( this.addr, v );

  }

  // Array of unsigned integer

  function setValueV1uiArray( gl, v ) {

  	gl.uniform1uiv( this.addr, v );

  }

  // Array of unsigned integer vectors (from flat array)

  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 );

  }


  // Array of textures (2D / 3D / Cube / 2DArray)

  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 );

  	}

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

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

  	}

  }


  // Helper to pick the right setter for a pure (bottom-level) array

  function getPureArraySetter( type ) {

  	switch ( type ) {

  		case 0x1406: return setValueV1fArray; // FLOAT
  		case 0x8b50: return setValueV2fArray; // _VEC2
  		case 0x8b51: return setValueV3fArray; // _VEC3
  		case 0x8b52: return setValueV4fArray; // _VEC4

  		case 0x8b5a: return setValueM2Array; // _MAT2
  		case 0x8b5b: return setValueM3Array; // _MAT3
  		case 0x8b5c: return setValueM4Array; // _MAT4

  		case 0x1404: case 0x8b56: return setValueV1iArray; // INT, BOOL
  		case 0x8b53: case 0x8b57: return setValueV2iArray; // _VEC2
  		case 0x8b54: case 0x8b58: return setValueV3iArray; // _VEC3
  		case 0x8b55: case 0x8b59: return setValueV4iArray; // _VEC4

  		case 0x1405: return setValueV1uiArray; // UINT
  		case 0x8dc6: return setValueV2uiArray; // _VEC2
  		case 0x8dc7: return setValueV3uiArray; // _VEC3
  		case 0x8dc8: return setValueV4uiArray; // _VEC4

  		case 0x8b5e: // SAMPLER_2D
  		case 0x8d66: // SAMPLER_EXTERNAL_OES
  		case 0x8dca: // INT_SAMPLER_2D
  		case 0x8dd2: // UNSIGNED_INT_SAMPLER_2D
  		case 0x8b62: // SAMPLER_2D_SHADOW
  			return setValueT1Array;

  		case 0x8b5f: // SAMPLER_3D
  		case 0x8dcb: // INT_SAMPLER_3D
  		case 0x8dd3: // UNSIGNED_INT_SAMPLER_3D
  			return setValueT3DArray;

  		case 0x8b60: // SAMPLER_CUBE
  		case 0x8dcc: // INT_SAMPLER_CUBE
  		case 0x8dd4: // UNSIGNED_INT_SAMPLER_CUBE
  		case 0x8dc5: // SAMPLER_CUBE_SHADOW
  			return setValueT6Array;

  		case 0x8dc1: // SAMPLER_2D_ARRAY
  		case 0x8dcf: // INT_SAMPLER_2D_ARRAY
  		case 0x8dd7: // UNSIGNED_INT_SAMPLER_2D_ARRAY
  		case 0x8dc4: // SAMPLER_2D_ARRAY_SHADOW
  			return setValueT2DArrayArray;

  	}

  }

  // --- Uniform Classes ---

  class SingleUniform {

  	constructor( id, activeInfo, addr ) {

  		this.id = id;
  		this.addr = addr;
  		this.cache = [];
  		this.type = activeInfo.type;
  		this.setValue = getSingularSetter( activeInfo.type );

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

  	}

  }

  class PureArrayUniform {

  	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 );

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

  	}

  }

  class StructuredUniform {

  	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 );

  		}

  	}

  }

  // --- Top-level ---

  // Parser - builds up the property tree from the path strings

  const RePathPart = /(\w+)(\])?(\[|\.)?/g;

  // extracts
  // 	- the identifier (member name or array index)
  //  - followed by an optional right bracket (found when array index)
  //  - followed by an optional left bracket or dot (type of subscript)
  //
  // Note: These portions can be read in a non-overlapping fashion and
  // allow straightforward parsing of the hierarchy that WebGL encodes
  // in the uniform names.

  function addUniform( container, uniformObject ) {

  	container.seq.push( uniformObject );
  	container.map[ uniformObject.id ] = uniformObject;

  }

  function parseUniform( activeInfo, addr, container ) {

  	const path = activeInfo.name,
  		pathLength = path.length;

  	// reset RegExp object, because of the early exit of a previous run
  	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; // convert to integer

  		if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {

  			// bare name or "pure" bottom-level array "[0]" suffix

  			addUniform( container, subscript === undefined ?
  				new SingleUniform( id, activeInfo, addr ) :
  				new PureArrayUniform( id, activeInfo, addr ) );

  			break;

  		} else {

  			// step into inner node / create it in case it doesn't exist

  			const map = container.map;
  			let next = map[ id ];

  			if ( next === undefined ) {

  				next = new StructuredUniform( id );
  				addUniform( container, next );

  			}

  			container = next;

  		}

  	}

  }

  // Root Container

  class WebGLUniforms {

  	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 ),
  				addr = gl.getUniformLocation( program, info.name );

  			parseUniform( info, addr, this );

  		}

  	}

  	setValue( gl, name, value, textures ) {

  		const u = this.map[ name ];

  		if ( u !== undefined ) u.setValue( gl, value, textures );

  	}

  	setOptional( gl, object, name ) {

  		const v = object[ name ];

  		if ( v !== undefined ) 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 ) {

  				// note: always updating when .needsUpdate is undefined
  				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;

  	}

  }

  function WebGLShader( gl, type, string ) {

  	const shader = gl.createShader( type );

  	gl.shaderSource( shader, string );
  	gl.compileShader( shader );

  	return shader;

  }

  // From https://www.khronos.org/registry/webgl/extensions/KHR_parallel_shader_compile/
  const COMPLETION_STATUS_KHR = 0x91B1;

  let programIdCount = 0;

  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 ) {

  	const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
  	const encodingPrimaries = ColorManagement.getPrimaries( colorSpace );

  	let gamutMapping;

  	if ( workingPrimaries === encodingPrimaries ) {

  		gamutMapping = '';

  	} else if ( workingPrimaries === P3Primaries && encodingPrimaries === Rec709Primaries ) {

  		gamutMapping = 'LinearDisplayP3ToLinearSRGB';

  	} else if ( workingPrimaries === Rec709Primaries && encodingPrimaries === P3Primaries ) {

  		gamutMapping = 'LinearSRGBToLinearDisplayP3';

  	}

  	switch ( colorSpace ) {

  		case LinearSRGBColorSpace:
  		case LinearDisplayP3ColorSpace:
  			return [ gamutMapping, 'LinearTransferOETF' ];

  		case SRGBColorSpace:
  		case DisplayP3ColorSpace:
  			return [ gamutMapping, 'sRGBTransferOETF' ];

  		default:
  			console.warn( 'THREE.WebGLProgram: Unsupported color space:', colorSpace );
  			return [ gamutMapping, '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 ) {

  		// --enable-privileged-webgl-extension
  		// console.log( '**' + type + '**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

  		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[ 0 ]}( ${components[ 1 ]}( value ) ); }`;

  }

  function getToneMappingFunction( functionName, toneMapping ) {

  	let toneMappingName;

  	switch ( toneMapping ) {

  		case LinearToneMapping:
  			toneMappingName = 'Linear';
  			break;

  		case ReinhardToneMapping:
  			toneMappingName = 'Reinhard';
  			break;

  		case CineonToneMapping:
  			toneMappingName = 'OptimizedCineon';
  			break;

  		case ACESFilmicToneMapping:
  			toneMappingName = 'ACESFilmic';
  			break;

  		case AgXToneMapping:
  			toneMappingName = 'AgX';
  			break;

  		case CustomToneMapping:
  			toneMappingName = 'Custom';
  			break;

  		default:
  			console.warn( 'THREE.WebGLProgram: Unsupported toneMapping:', toneMapping );
  			toneMappingName = 'Linear';

  	}

  	return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';

  }

  function generateExtensions( parameters ) {

  	const chunks = [
  		( parameters.extensionDerivatives || !! parameters.envMapCubeUVHeight || parameters.bumpMap || parameters.normalMapTangentSpace || parameters.clearcoatNormalMap || parameters.flatShading || parameters.alphaToCoverage || parameters.shaderID === 'physical' ) ? '#extension GL_OES_standard_derivatives : enable' : '',
  		( parameters.extensionFragDepth || parameters.logarithmicDepthBuffer ) && parameters.rendererExtensionFragDepth ? '#extension GL_EXT_frag_depth : enable' : '',
  		( parameters.extensionDrawBuffers && parameters.rendererExtensionDrawBuffers ) ? '#extension GL_EXT_draw_buffers : require' : '',
  		( parameters.extensionShaderTextureLOD || parameters.envMap || parameters.transmission ) && parameters.rendererExtensionShaderTextureLod ? '#extension GL_EXT_shader_texture_lod : enable' : ''
  	];

  	return chunks.filter( filterEmptyLine ).join( '\n' );

  }

  function generateVertexExtensions( parameters ) {

  	const chunks = [
  		parameters.extensionClipCullDistance ? '#extension GL_ANGLE_clip_cull_distance : require' : '',
  		parameters.extensionMultiDraw ? '#extension GL_ANGLE_multi_draw : require' : '',
  	];

  	return chunks.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;

  		// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );

  		attributes[ name ] = {
  			type: info.type,
  			location: gl.getAttribLocation( program, name ),
  			locationSize: 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 ) );

  }

  // Resolve Includes

  const includePattern = /^[ \t]*#include +<([\w\d./]+)>/gm;

  function resolveIncludes( string ) {

  	return string.replace( includePattern, includeReplacer );

  }

  const shaderChunkMap = new Map( [
  	[ 'encodings_fragment', 'colorspace_fragment' ], // @deprecated, r154
  	[ 'encodings_pars_fragment', 'colorspace_pars_fragment' ], // @deprecated, r154
  	[ 'output_fragment', 'opaque_fragment' ], // @deprecated, r154
  ] );

  function includeReplacer( match, include ) {

  	let string = ShaderChunk[ include ];

  	if ( string === undefined ) {

  		const newInclude = shaderChunkMap.get( include );

  		if ( newInclude !== undefined ) {

  			string = ShaderChunk[ newInclude ];
  			console.warn( 'THREE.WebGLRenderer: Shader chunk "%s" has been deprecated. Use "%s" instead.', include, newInclude );

  		} else {

  			throw new Error( 'Can not resolve #include <' + include + '>' );

  		}

  	}

  	return resolveIncludes( string );

  }

  // Unroll Loops

  const 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;

  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;
	`;

  	if ( parameters.isWebGL2 ) {

  		precisionstring += `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 ) {

  	let shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';

  	if ( parameters.shadowMapType === PCFShadowMap ) {

  		shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';

  	} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {

  		shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';

  	} else if ( parameters.shadowMapType === VSMShadowMap ) {

  		shadowMapTypeDefine = 'SHADOWMAP_TYPE_VSM';

  	}

  	return shadowMapTypeDefine;

  }

  function generateEnvMapTypeDefine( parameters ) {

  	let envMapTypeDefine = 'ENVMAP_TYPE_CUBE';

  	if ( parameters.envMap ) {

  		switch ( parameters.envMapMode ) {

  			case CubeReflectionMapping:
  			case CubeRefractionMapping:
  				envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
  				break;

  			case CubeUVReflectionMapping:
  				envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
  				break;

  		}

  	}

  	return envMapTypeDefine;

  }

  function generateEnvMapModeDefine( parameters ) {

  	let envMapModeDefine = 'ENVMAP_MODE_REFLECTION';

  	if ( parameters.envMap ) {

  		switch ( parameters.envMapMode ) {

  			case CubeRefractionMapping:

  				envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
  				break;

  		}

  	}

  	return envMapModeDefine;

  }

  function generateEnvMapBlendingDefine( parameters ) {

  	let envMapBlendingDefine = 'ENVMAP_BLENDING_NONE';

  	if ( parameters.envMap ) {

  		switch ( parameters.combine ) {

  			case MultiplyOperation:
  				envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
  				break;

  			case MixOperation:
  				envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
  				break;

  			case AddOperation:
  				envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
  				break;

  		}

  	}

  	return envMapBlendingDefine;

  }

  function generateCubeUVSize( parameters ) {

  	const imageHeight = parameters.envMapCubeUVHeight;

  	if ( imageHeight === null ) return null;

  	const maxMip = Math.log2( imageHeight ) - 2;

  	const texelHeight = 1.0 / imageHeight;

  	const texelWidth = 1.0 / ( 3 * Math.max( Math.pow( 2, maxMip ), 7 * 16 ) );

  	return { texelWidth, texelHeight, maxMip };

  }

  function WebGLProgram( renderer, cacheKey, parameters, bindingStates ) {

  	// TODO Send this event to Three.js DevTools
  	// console.log( 'WebGLProgram', cacheKey );

  	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 customExtensions = parameters.isWebGL2 ? '' : generateExtensions( 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 = [

  			customExtensions,

  			'#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.instancing ? '#define USE_INSTANCING' : '',
  			parameters.instancingColor ? '#define USE_INSTANCING_COLOR' : '',

  			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.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 && parameters.isWebGL2 ) ? '#define USE_MORPHCOLORS' : '',
  			( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE' : '',
  			( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#define MORPHTARGETS_TEXTURE_STRIDE ' + parameters.morphTextureStride : '',
  			( parameters.morphTargetsCount > 0 && parameters.isWebGL2 ) ? '#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.useLegacyLights ? '#define LEGACY_LIGHTS' : '',

  			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

  			'uniform mat4 modelMatrix;',
  			'uniform mat4 modelViewMatrix;',
  			'uniform mat4 projectionMatrix;',
  			'uniform mat4 viewMatrix;',
  			'uniform mat3 normalMatrix;',
  			'uniform vec3 cameraPosition;',
  			'uniform bool isOrthographic;',

  			'#ifdef USE_INSTANCING',

  			'	attribute mat4 instanceMatrix;',

  			'#endif',

  			'#ifdef USE_INSTANCING_COLOR',

  			'	attribute vec3 instanceColor;',

  			'#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',

  			'#if ( defined( USE_MORPHTARGETS ) && ! defined( MORPHTARGETS_TEXTURE ) )',

  			'	attribute vec3 morphTarget0;',
  			'	attribute vec3 morphTarget1;',
  			'	attribute vec3 morphTarget2;',
  			'	attribute vec3 morphTarget3;',

  			'	#ifdef USE_MORPHNORMALS',

  			'		attribute vec3 morphNormal0;',
  			'		attribute vec3 morphNormal1;',
  			'		attribute vec3 morphNormal2;',
  			'		attribute vec3 morphNormal3;',

  			'	#else',

  			'		attribute vec3 morphTarget4;',
  			'		attribute vec3 morphTarget5;',
  			'		attribute vec3 morphTarget6;',
  			'		attribute vec3 morphTarget7;',

  			'	#endif',

  			'#endif',

  			'#ifdef USE_SKINNING',

  			'	attribute vec4 skinIndex;',
  			'	attribute vec4 skinWeight;',

  			'#endif',

  			'\n'

  		].filter( filterEmptyLine ).join( '\n' );

  		prefixFragment = [

  			customExtensions,

  			generatePrecision( parameters ),

  			'#define SHADER_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.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.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 ? '#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.useLegacyLights ? '#define LEGACY_LIGHTS' : '',

  			parameters.decodeVideoTexture ? '#define DECODE_VIDEO_TEXTURE' : '',

  			parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
  			( parameters.logarithmicDepthBuffer && parameters.rendererExtensionFragDepth ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

  			'uniform mat4 viewMatrix;',
  			'uniform vec3 cameraPosition;',
  			'uniform bool isOrthographic;',

  			( parameters.toneMapping !== NoToneMapping ) ? '#define TONE_MAPPING' : '',
  			( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '', // this code is required here because it is used by the toneMapping() function defined below
  			( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( 'toneMapping', parameters.toneMapping ) : '',

  			parameters.dithering ? '#define DITHERING' : '',
  			parameters.opaque ? '#define OPAQUE' : '',

  			ShaderChunk[ 'colorspace_pars_fragment' ], // this code is required here because it is used by the various encoding/decoding function defined below
  			getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputColorSpace ),

  			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.isWebGL2 && parameters.isRawShaderMaterial !== true ) {

  		// GLSL 3.0 conversion for built-in materials and ShaderMaterial

  		versionString = '#version 300 es\n';

  		prefixVertex = [
  			customVertexExtensions,
  			'precision mediump sampler2DArray;',
  			'#define attribute in',
  			'#define varying out',
  			'#define texture2D texture'
  		].join( '\n' ) + '\n' + prefixVertex;

  		prefixFragment = [
  			'precision mediump sampler2DArray;',
  			'#define varying in',
  			( parameters.glslVersion === GLSL3 ) ? '' : 'layout(location = 0) out highp vec4 pc_fragColor;',
  			( parameters.glslVersion === GLSL3 ) ? '' : '#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;

  	// console.log( '*VERTEX*', vertexGlsl );
  	// console.log( '*FRAGMENT*', fragmentGlsl );

  	const glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
  	const glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );

  	gl.attachShader( program, glVertexShader );
  	gl.attachShader( program, glFragmentShader );

  	// Force a particular attribute to index 0.

  	if ( parameters.index0AttributeName !== undefined ) {

  		gl.bindAttribLocation( program, 0, parameters.index0AttributeName );

  	} else if ( parameters.morphTargets === true ) {

  		// programs with morphTargets displace position out of attribute 0
  		gl.bindAttribLocation( program, 0, 'position' );

  	}

  	gl.linkProgram( program );

  	function onFirstUse( self ) {

  		// check for link errors
  		if ( renderer.debug.checkShaderErrors ) {

  			const programLog = gl.getProgramInfoLog( program ).trim();
  			const vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
  			const fragmentLog = gl.getShaderInfoLog( glFragmentShader ).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 {

  					// default error reporting

  					const vertexErrors = getShaderErrors( gl, glVertexShader, 'vertex' );
  					const fragmentErrors = getShaderErrors( gl, glFragmentShader, 'fragment' );

  					console.error(
  						'THREE.WebGLProgram: Shader Error ' + gl.getError() + ' - ' +
  						'VALIDATE_STATUS ' + gl.getProgramParameter( program, gl.VALIDATE_STATUS ) + '\n\n' +
  						'Material Name: ' + self.name + '\n' +
  						'Material Type: ' + self.type + '\n\n' +
  						'Program Info Log: ' + programLog + '\n' +
  						vertexErrors + '\n' +
  						fragmentErrors
  					);

  				}

  			} else if ( programLog !== '' ) {

  				console.warn( 'THREE.WebGLProgram: Program Info Log:', programLog );

  			} else if ( vertexLog === '' || fragmentLog === '' ) {

  				haveDiagnostics = false;

  			}

  			if ( haveDiagnostics ) {

  				self.diagnostics = {

  					runnable: runnable,

  					programLog: programLog,

  					vertexShader: {

  						log: vertexLog,
  						prefix: prefixVertex

  					},

  					fragmentShader: {

  						log: fragmentLog,
  						prefix: prefixFragment

  					}

  				};

  			}

  		}

  		// Clean up

  		// Crashes in iOS9 and iOS10. #18402
  		// gl.detachShader( program, glVertexShader );
  		// gl.detachShader( program, glFragmentShader );

  		gl.deleteShader( glVertexShader );
  		gl.deleteShader( glFragmentShader );

  		cachedUniforms = new WebGLUniforms( gl, program );
  		cachedAttributes = fetchAttributeLocations( gl, program );

  	}

  	// set up caching for uniform locations

  	let cachedUniforms;

  	this.getUniforms = function () {

  		if ( cachedUniforms === undefined ) {

  			// Populates cachedUniforms and cachedAttributes
  			onFirstUse( this );

  		}

  		return cachedUniforms;

  	};

  	// set up caching for attribute locations

  	let cachedAttributes;

  	this.getAttributes = function () {

  		if ( cachedAttributes === undefined ) {

  			// Populates cachedAttributes and cachedUniforms
  			onFirstUse( this );

  		}

  		return cachedAttributes;

  	};

  	// indicate when the program is ready to be used. if the KHR_parallel_shader_compile extension isn't supported,
  	// flag the program as ready immediately. It may cause a stall when it's first used.

  	let programReady = ( parameters.rendererExtensionParallelShaderCompile === false );

  	this.isReady = function () {

  		if ( programReady === false ) {

  			programReady = gl.getProgramParameter( program, COMPLETION_STATUS_KHR );

  		}

  		return programReady;

  	};

  	// free resource

  	this.destroy = function () {

  		bindingStates.releaseStatesOfProgram( this );

  		gl.deleteProgram( program );
  		this.program = undefined;

  	};

  	//

  	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;

  }

  let _id$1 = 0;

  class WebGLShaderCache {

  	constructor() {

  		this.shaderCache = new Map();
  		this.materialCache = new Map();

  	}

  	update( material ) {

  		const vertexShader = material.vertexShader;
  		const fragmentShader = material.fragmentShader;

  		const vertexShaderStage = this._getShaderStage( vertexShader );
  		const fragmentShaderStage = this._getShaderStage( fragmentShader );

  		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;

  	}

  	getVertexShaderID( material ) {

  		return this._getShaderStage( material.vertexShader ).id;

  	}

  	getFragmentShaderID( material ) {

  		return this._getShaderStage( material.fragmentShader ).id;

  	}

  	dispose() {

  		this.shaderCache.clear();
  		this.materialCache.clear();

  	}

  	_getShaderCacheForMaterial( material ) {

  		const cache = this.materialCache;
  		let set = cache.get( material );

  		if ( set === undefined ) {

  			set = new Set();
  			cache.set( material, set );

  		}

  		return set;

  	}

  	_getShaderStage( code ) {

  		const cache = this.shaderCache;
  		let stage = cache.get( code );

  		if ( stage === undefined ) {

  			stage = new WebGLShaderStage( code );
  			cache.set( code, stage );

  		}

  		return stage;

  	}

  }

  class WebGLShaderStage {

  	constructor( code ) {

  		this.id = _id$1 ++;

  		this.code = code;
  		this.usedTimes = 0;

  	}

  }

  function WebGLPrograms( renderer, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping ) {

  	const _programLayers = new Layers();
  	const _customShaders = new WebGLShaderCache();
  	const _activeChannels = new Set();
  	const programs = [];

  	const IS_WEBGL2 = capabilities.isWebGL2;
  	const logarithmicDepthBuffer = capabilities.logarithmicDepthBuffer;
  	const SUPPORTS_VERTEX_TEXTURES = capabilities.vertexTextures;

  	let precision = capabilities.precision;

  	const shaderIDs = {
  		MeshDepthMaterial: 'depth',
  		MeshDistanceMaterial: 'distanceRGBA',
  		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 ) {

  		const fog = scene.fog;
  		const geometry = object.geometry;
  		const environment = material.isMeshStandardMaterial ? scene.environment : null;

  		const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  		const envMapCubeUVHeight = ( !! envMap ) && ( envMap.mapping === CubeUVReflectionMapping ) ? envMap.image.height : null;

  		const shaderID = shaderIDs[ material.type ];

  		// heuristics to create shader parameters according to lights in the scene
  		// (not to blow over maxLights budget)

  		if ( material.precision !== null ) {

  			precision = capabilities.getMaxPrecision( material.precision );

  			if ( precision !== material.precision ) {

  				console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

  			}

  		}

  		//

  		const morphAttribute = geometry.morphAttributes.position || geometry.morphAttributes.normal || geometry.morphAttributes.color;
  		const morphTargetsCount = ( morphAttribute !== undefined ) ? morphAttribute.length : 0;

  		let morphTextureStride = 0;

  		if ( geometry.morphAttributes.position !== undefined ) morphTextureStride = 1;
  		if ( geometry.morphAttributes.normal !== undefined ) morphTextureStride = 2;
  		if ( geometry.morphAttributes.color !== undefined ) 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;

  			_customShaders.update( material );

  			customVertexShaderID = _customShaders.getVertexShaderID( material );
  			customFragmentShaderID = _customShaders.getFragmentShaderID( material );

  		}

  		const currentRenderTarget = renderer.getRenderTarget();

  		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;
  		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_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 = NoToneMapping;

  		if ( material.toneMapped ) {

  			if ( currentRenderTarget === null || currentRenderTarget.isXRRenderTarget === true ) {

  				toneMapping = renderer.toneMapping;

  			}

  		}

  		const parameters = {

  			isWebGL2: IS_WEBGL2,

  			shaderID: shaderID,
  			shaderType: material.type,
  			shaderName: material.name,

  			vertexShader: vertexShader,
  			fragmentShader: fragmentShader,
  			defines: material.defines,

  			customVertexShaderID: customVertexShaderID,
  			customFragmentShaderID: customFragmentShaderID,

  			isRawShaderMaterial: material.isRawShaderMaterial === true,
  			glslVersion: material.glslVersion,

  			precision: precision,

  			batching: IS_BATCHEDMESH,
  			instancing: IS_INSTANCEDMESH,
  			instancingColor: IS_INSTANCEDMESH && object.instanceColor !== null,

  			supportsVertexTextures: SUPPORTS_VERTEX_TEXTURES,
  			outputColorSpace: ( currentRenderTarget === null ) ? renderer.outputColorSpace : ( currentRenderTarget.isXRRenderTarget === true ? currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace ),
  			alphaToCoverage: !! material.alphaToCoverage,

  			map: HAS_MAP,
  			matcap: HAS_MATCAP,
  			envMap: HAS_ENVMAP,
  			envMapMode: HAS_ENVMAP && envMap.mapping,
  			envMapCubeUVHeight: envMapCubeUVHeight,
  			aoMap: HAS_AOMAP,
  			lightMap: HAS_LIGHTMAP,
  			bumpMap: HAS_BUMPMAP,
  			normalMap: HAS_NORMALMAP,
  			displacementMap: SUPPORTS_VERTEX_TEXTURES && HAS_DISPLACEMENTMAP,
  			emissiveMap: HAS_EMISSIVEMAP,

  			normalMapObjectSpace: HAS_NORMALMAP && material.normalMapType === ObjectSpaceNormalMap,
  			normalMapTangentSpace: HAS_NORMALMAP && material.normalMapType === TangentSpaceNormalMap,

  			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,

  			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 === NormalBlending && 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 ),
  			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.flatShading === true,

  			sizeAttenuation: material.sizeAttenuation === true,
  			logarithmicDepthBuffer: logarithmicDepthBuffer,

  			skinning: object.isSkinnedMesh === true,

  			morphTargets: geometry.morphAttributes.position !== undefined,
  			morphNormals: geometry.morphAttributes.normal !== undefined,
  			morphColors: geometry.morphAttributes.color !== undefined,
  			morphTargetsCount: morphTargetsCount,
  			morphTextureStride: 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,

  			numClippingPlanes: clipping.numPlanes,
  			numClipIntersection: clipping.numIntersection,

  			dithering: material.dithering,

  			shadowMapEnabled: renderer.shadowMap.enabled && shadows.length > 0,
  			shadowMapType: renderer.shadowMap.type,

  			toneMapping: toneMapping,
  			useLegacyLights: renderer._useLegacyLights,

  			decodeVideoTexture: HAS_MAP && ( material.map.isVideoTexture === true ) && ( ColorManagement.getTransfer( material.map.colorSpace ) === SRGBTransfer ),

  			premultipliedAlpha: material.premultipliedAlpha,

  			doubleSided: material.side === DoubleSide,
  			flipSided: material.side === BackSide,

  			useDepthPacking: material.depthPacking >= 0,
  			depthPacking: material.depthPacking || 0,

  			index0AttributeName: material.index0AttributeName,

  			extensionDerivatives: HAS_EXTENSIONS && material.extensions.derivatives === true,
  			extensionFragDepth: HAS_EXTENSIONS && material.extensions.fragDepth === true,
  			extensionDrawBuffers: HAS_EXTENSIONS && material.extensions.drawBuffers === true,
  			extensionShaderTextureLOD: HAS_EXTENSIONS && material.extensions.shaderTextureLOD === true,
  			extensionClipCullDistance: HAS_EXTENSIONS && material.extensions.clipCullDistance === true && extensions.has( 'WEBGL_clip_cull_distance' ),
  			extensionMultiDraw: HAS_EXTENSIONS && material.extensions.multiDraw === true && extensions.has( 'WEBGL_multi_draw' ),

  			rendererExtensionFragDepth: IS_WEBGL2 || extensions.has( 'EXT_frag_depth' ),
  			rendererExtensionDrawBuffers: IS_WEBGL2 || extensions.has( 'WEBGL_draw_buffers' ),
  			rendererExtensionShaderTextureLod: IS_WEBGL2 || extensions.has( 'EXT_shader_texture_lod' ),
  			rendererExtensionParallelShaderCompile: extensions.has( 'KHR_parallel_shader_compile' ),

  			customProgramCacheKey: material.customProgramCacheKey()

  		};

  		// the usage of getChannel() determines the active texture channels for this shader

  		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 !== undefined ) {

  			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.isWebGL2 )
  			_programLayers.enable( 0 );
  		if ( parameters.supportsVertexTextures )
  			_programLayers.enable( 1 );
  		if ( parameters.instancing )
  			_programLayers.enable( 2 );
  		if ( parameters.instancingColor )
  			_programLayers.enable( 3 );
  		if ( parameters.matcap )
  			_programLayers.enable( 4 );
  		if ( parameters.envMap )
  			_programLayers.enable( 5 );
  		if ( parameters.normalMapObjectSpace )
  			_programLayers.enable( 6 );
  		if ( parameters.normalMapTangentSpace )
  			_programLayers.enable( 7 );
  		if ( parameters.clearcoat )
  			_programLayers.enable( 8 );
  		if ( parameters.iridescence )
  			_programLayers.enable( 9 );
  		if ( parameters.alphaTest )
  			_programLayers.enable( 10 );
  		if ( parameters.vertexColors )
  			_programLayers.enable( 11 );
  		if ( parameters.vertexAlphas )
  			_programLayers.enable( 12 );
  		if ( parameters.vertexUv1s )
  			_programLayers.enable( 13 );
  		if ( parameters.vertexUv2s )
  			_programLayers.enable( 14 );
  		if ( parameters.vertexUv3s )
  			_programLayers.enable( 15 );
  		if ( parameters.vertexTangents )
  			_programLayers.enable( 16 );
  		if ( parameters.anisotropy )
  			_programLayers.enable( 17 );
  		if ( parameters.alphaHash )
  			_programLayers.enable( 18 );
  		if ( parameters.batching )
  			_programLayers.enable( 19 );

  		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.skinning )
  			_programLayers.enable( 4 );
  		if ( parameters.morphTargets )
  			_programLayers.enable( 5 );
  		if ( parameters.morphNormals )
  			_programLayers.enable( 6 );
  		if ( parameters.morphColors )
  			_programLayers.enable( 7 );
  		if ( parameters.premultipliedAlpha )
  			_programLayers.enable( 8 );
  		if ( parameters.shadowMapEnabled )
  			_programLayers.enable( 9 );
  		if ( parameters.useLegacyLights )
  			_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.alphaToCoverage )
  			_programLayers.enable( 20 );

  		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;

  		// Check if code has been already compiled
  		for ( let p = 0, pl = programs.length; p < pl; p ++ ) {

  			const preexistingProgram = programs[ p ];

  			if ( preexistingProgram.cacheKey === cacheKey ) {

  				program = preexistingProgram;
  				++ program.usedTimes;

  				break;

  			}

  		}

  		if ( program === undefined ) {

  			program = new WebGLProgram( renderer, cacheKey, parameters, bindingStates );
  			programs.push( program );

  		}

  		return program;

  	}

  	function releaseProgram( program ) {

  		if ( -- program.usedTimes === 0 ) {

  			// Remove from unordered set
  			const i = programs.indexOf( program );
  			programs[ i ] = programs[ programs.length - 1 ];
  			programs.pop();

  			// Free WebGL resources
  			program.destroy();

  		}

  	}

  	function releaseShaderCache( material ) {

  		_customShaders.remove( material );

  	}

  	function dispose() {

  		_customShaders.dispose();

  	}

  	return {
  		getParameters: getParameters,
  		getProgramCacheKey: getProgramCacheKey,
  		getUniforms: getUniforms,
  		acquireProgram: acquireProgram,
  		releaseProgram: releaseProgram,
  		releaseShaderCache: releaseShaderCache,
  		// Exposed for resource monitoring & error feedback via renderer.info:
  		programs: programs,
  		dispose: dispose
  	};

  }

  function WebGLProperties() {

  	let properties = new WeakMap();

  	function get( object ) {

  		let map = properties.get( object );

  		if ( map === undefined ) {

  			map = {};
  			properties.set( object, map );

  		}

  		return map;

  	}

  	function remove( object ) {

  		properties.delete( object );

  	}

  	function update( object, key, value ) {

  		properties.get( object )[ key ] = value;

  	}

  	function dispose() {

  		properties = new WeakMap();

  	}

  	return {
  		get: get,
  		remove: remove,
  		update: update,
  		dispose: dispose
  	};

  }

  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.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 getNextRenderItem( object, geometry, material, groupOrder, z, group ) {

  		let renderItem = renderItems[ renderItemsIndex ];

  		if ( renderItem === undefined ) {

  			renderItem = {
  				id: object.id,
  				object: object,
  				geometry: geometry,
  				material: material,
  				groupOrder: groupOrder,
  				renderOrder: object.renderOrder,
  				z: z,
  				group: group
  			};

  			renderItems[ renderItemsIndex ] = renderItem;

  		} else {

  			renderItem.id = object.id;
  			renderItem.object = object;
  			renderItem.geometry = geometry;
  			renderItem.material = material;
  			renderItem.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 > 0.0 ) {

  			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 > 0.0 ) {

  			transmissive.unshift( renderItem );

  		} else if ( material.transparent === true ) {

  			transparent.unshift( renderItem );

  		} else {

  			opaque.unshift( renderItem );

  		}

  	}

  	function sort( customOpaqueSort, customTransparentSort ) {

  		if ( opaque.length > 1 ) opaque.sort( customOpaqueSort || painterSortStable );
  		if ( transmissive.length > 1 ) transmissive.sort( customTransparentSort || reversePainterSortStable );
  		if ( transparent.length > 1 ) transparent.sort( customTransparentSort || reversePainterSortStable );

  	}

  	function finish() {

  		// Clear references from inactive renderItems in the list

  		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: opaque,
  		transmissive: transmissive,
  		transparent: transparent,

  		init: init,
  		push: push,
  		unshift: unshift,
  		finish: finish,

  		sort: sort
  	};

  }

  function WebGLRenderLists() {

  	let lists = new WeakMap();

  	function get( scene, renderCallDepth ) {

  		const listArray = lists.get( scene );
  		let list;

  		if ( listArray === undefined ) {

  			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 = new WeakMap();

  	}

  	return {
  		get: get,
  		dispose: dispose
  	};

  }

  function UniformsCache() {

  	const lights = {};

  	return {

  		get: function ( light ) {

  			if ( lights[ light.id ] !== undefined ) {

  				return lights[ light.id ];

  			}

  			let uniforms;

  			switch ( light.type ) {

  				case 'DirectionalLight':
  					uniforms = {
  						direction: new Vector3(),
  						color: new Color$1()
  					};
  					break;

  				case 'SpotLight':
  					uniforms = {
  						position: new Vector3(),
  						direction: new Vector3(),
  						color: new Color$1(),
  						distance: 0,
  						coneCos: 0,
  						penumbraCos: 0,
  						decay: 0
  					};
  					break;

  				case 'PointLight':
  					uniforms = {
  						position: new Vector3(),
  						color: new Color$1(),
  						distance: 0,
  						decay: 0
  					};
  					break;

  				case 'HemisphereLight':
  					uniforms = {
  						direction: new Vector3(),
  						skyColor: new Color$1(),
  						groundColor: new Color$1()
  					};
  					break;

  				case 'RectAreaLight':
  					uniforms = {
  						color: new Color$1(),
  						position: new Vector3(),
  						halfWidth: new Vector3(),
  						halfHeight: new Vector3()
  					};
  					break;

  			}

  			lights[ light.id ] = uniforms;

  			return uniforms;

  		}

  	};

  }

  function ShadowUniformsCache() {

  	const lights = {};

  	return {

  		get: function ( light ) {

  			if ( lights[ light.id ] !== undefined ) {

  				return lights[ light.id ];

  			}

  			let uniforms;

  			switch ( light.type ) {

  				case 'DirectionalLight':
  					uniforms = {
  						shadowBias: 0,
  						shadowNormalBias: 0,
  						shadowRadius: 1,
  						shadowMapSize: new Vector2()
  					};
  					break;

  				case 'SpotLight':
  					uniforms = {
  						shadowBias: 0,
  						shadowNormalBias: 0,
  						shadowRadius: 1,
  						shadowMapSize: new Vector2()
  					};
  					break;

  				case 'PointLight':
  					uniforms = {
  						shadowBias: 0,
  						shadowNormalBias: 0,
  						shadowRadius: 1,
  						shadowMapSize: new Vector2(),
  						shadowCameraNear: 1,
  						shadowCameraFar: 1000
  					};
  					break;

  				// TODO (abelnation): set RectAreaLight shadow uniforms

  			}

  			lights[ light.id ] = uniforms;

  			return uniforms;

  		}

  	};

  }



  let nextVersion = 0;

  function shadowCastingAndTexturingLightsFirst( lightA, lightB ) {

  	return ( lightB.castShadow ? 2 : 0 ) - ( lightA.castShadow ? 2 : 0 ) + ( lightB.map ? 1 : 0 ) - ( lightA.map ? 1 : 0 );

  }

  function WebGLLights( extensions, capabilities ) {

  	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, useLegacyLights ) {

  		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;

  		// ordering : [shadow casting + map texturing, map texturing, shadow casting, none ]
  		lights.sort( shadowCastingAndTexturingLightsFirst );

  		// artist-friendly light intensity scaling factor
  		const scaleFactor = ( useLegacyLights === true ) ? Math.PI : 1;

  		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;

  			const shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;

  			if ( light.isAmbientLight ) {

  				r += color.r * intensity * scaleFactor;
  				g += color.g * intensity * scaleFactor;
  				b += color.b * intensity * scaleFactor;

  			} 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 * scaleFactor );

  				if ( light.castShadow ) {

  					const shadow = light.shadow;

  					const shadowUniforms = shadowCache.get( light );

  					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 * scaleFactor );
  				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 ++;

  					// make sure the lightMatrix is up to date
  					// TODO : do it if required only
  					shadow.updateMatrices( light );

  					if ( light.castShadow ) numSpotShadowsWithMaps ++;

  				}

  				state.spotLightMatrix[ spotLength ] = shadow.matrix;

  				if ( light.castShadow ) {

  					const shadowUniforms = shadowCache.get( light );

  					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 * 0.5, 0.0, 0.0 );
  				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

  				state.rectArea[ rectAreaLength ] = uniforms;

  				rectAreaLength ++;

  			} else if ( light.isPointLight ) {

  				const uniforms = cache.get( light );

  				uniforms.color.copy( light.color ).multiplyScalar( light.intensity * scaleFactor );
  				uniforms.distance = light.distance;
  				uniforms.decay = light.decay;

  				if ( light.castShadow ) {

  					const shadow = light.shadow;

  					const shadowUniforms = shadowCache.get( light );

  					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 * scaleFactor );
  				uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity * scaleFactor );

  				state.hemi[ hemiLength ] = uniforms;

  				hemiLength ++;

  			}

  		}

  		if ( rectAreaLength > 0 ) {

  			if ( capabilities.isWebGL2 ) {

  				// WebGL 2

  				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;

  				}

  			} else {

  				// WebGL 1

  				if ( extensions.has( 'OES_texture_float_linear' ) === true ) {

  					state.rectAreaLTC1 = UniformsLib.LTC_FLOAT_1;
  					state.rectAreaLTC2 = UniformsLib.LTC_FLOAT_2;

  				} else if ( extensions.has( 'OES_texture_half_float_linear' ) === true ) {

  					state.rectAreaLTC1 = UniformsLib.LTC_HALF_1;
  					state.rectAreaLTC2 = UniformsLib.LTC_HALF_2;

  				} else {

  					console.error( 'THREE.WebGLRenderer: Unable to use RectAreaLight. Missing WebGL extensions.' );

  				}

  			}

  		}

  		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 );

  				// extract local rotation of light to derive width/height half vectors
  				matrix42.identity();
  				matrix4.copy( light.matrixWorld );
  				matrix4.premultiply( viewMatrix );
  				matrix42.extractRotation( matrix4 );

  				uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
  				uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );

  				uniforms.halfWidth.applyMatrix4( matrix42 );
  				uniforms.halfHeight.applyMatrix4( matrix42 );

  				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: setup,
  		setupView: setupView,
  		state: state
  	};

  }

  function WebGLRenderState( extensions, capabilities ) {

  	const lights = new WebGLLights( extensions, capabilities );

  	const lightsArray = [];
  	const shadowsArray = [];

  	function init() {

  		lightsArray.length = 0;
  		shadowsArray.length = 0;

  	}

  	function pushLight( light ) {

  		lightsArray.push( light );

  	}

  	function pushShadow( shadowLight ) {

  		shadowsArray.push( shadowLight );

  	}

  	function setupLights( useLegacyLights ) {

  		lights.setup( lightsArray, useLegacyLights );

  	}

  	function setupLightsView( camera ) {

  		lights.setupView( lightsArray, camera );

  	}

  	const state = {
  		lightsArray: lightsArray,
  		shadowsArray: shadowsArray,

  		lights: lights
  	};

  	return {
  		init: init,
  		state: state,
  		setupLights: setupLights,
  		setupLightsView: setupLightsView,

  		pushLight: pushLight,
  		pushShadow: pushShadow
  	};

  }

  function WebGLRenderStates( extensions, capabilities ) {

  	let renderStates = new WeakMap();

  	function get( scene, renderCallDepth = 0 ) {

  		const renderStateArray = renderStates.get( scene );
  		let renderState;

  		if ( renderStateArray === undefined ) {

  			renderState = new WebGLRenderState( extensions, capabilities );
  			renderStates.set( scene, [ renderState ] );

  		} else {

  			if ( renderCallDepth >= renderStateArray.length ) {

  				renderState = new WebGLRenderState( extensions, capabilities );
  				renderStateArray.push( renderState );

  			} else {

  				renderState = renderStateArray[ renderCallDepth ];

  			}

  		}

  		return renderState;

  	}

  	function dispose() {

  		renderStates = new WeakMap();

  	}

  	return {
  		get: get,
  		dispose: dispose
  	};

  }

  class MeshDepthMaterial extends Material {

  	constructor( parameters ) {

  		super();

  		this.isMeshDepthMaterial = true;

  		this.type = 'MeshDepthMaterial';

  		this.depthPacking = BasicDepthPacking;

  		this.map = null;

  		this.alphaMap = null;

  		this.displacementMap = null;
  		this.displacementScale = 1;
  		this.displacementBias = 0;

  		this.wireframe = false;
  		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;

  	}

  }

  class MeshDistanceMaterial extends Material {

  	constructor( parameters ) {

  		super();

  		this.isMeshDistanceMaterial = true;

  		this.type = 'MeshDistanceMaterial';

  		this.map = null;

  		this.alphaMap = null;

  		this.displacementMap = null;
  		this.displacementScale = 1;
  		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;

  	}

  }

  const vertex = "void main() {\n\tgl_Position = vec4( position, 1.0 );\n}";

  const fragment = "uniform sampler2D shadow_pass;\nuniform vec2 resolution;\nuniform float radius;\n#include <packing>\nvoid main() {\n\tconst float samples = float( VSM_SAMPLES );\n\tfloat mean = 0.0;\n\tfloat squared_mean = 0.0;\n\tfloat uvStride = samples <= 1.0 ? 0.0 : 2.0 / ( samples - 1.0 );\n\tfloat uvStart = samples <= 1.0 ? 0.0 : - 1.0;\n\tfor ( float i = 0.0; i < samples; i ++ ) {\n\t\tfloat uvOffset = uvStart + i * uvStride;\n\t\t#ifdef HORIZONTAL_PASS\n\t\t\tvec2 distribution = unpackRGBATo2Half( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( uvOffset, 0.0 ) * radius ) / resolution ) );\n\t\t\tmean += distribution.x;\n\t\t\tsquared_mean += distribution.y * distribution.y + distribution.x * distribution.x;\n\t\t#else\n\t\t\tfloat depth = unpackRGBAToDepth( texture2D( shadow_pass, ( gl_FragCoord.xy + vec2( 0.0, uvOffset ) * radius ) / resolution ) );\n\t\t\tmean += depth;\n\t\t\tsquared_mean += depth * depth;\n\t\t#endif\n\t}\n\tmean = mean / samples;\n\tsquared_mean = squared_mean / samples;\n\tfloat std_dev = sqrt( squared_mean - mean * mean );\n\tgl_FragColor = pack2HalfToRGBA( vec2( mean, std_dev ) );\n}";

  function WebGLShadowMap( _renderer, _objects, _capabilities ) {

  	let _frustum = new Frustum();

  	const _shadowMapSize = new Vector2(),
  		_viewportSize = new Vector2(),

  		_viewport = new Vector4(),

  		_depthMaterial = new MeshDepthMaterial( { depthPacking: RGBADepthPacking } ),
  		_distanceMaterial = new MeshDistanceMaterial(),

  		_materialCache = {},

  		_maxTextureSize = _capabilities.maxTextureSize;

  	const shadowSide = { [ FrontSide ]: BackSide, [ BackSide ]: FrontSide, [ DoubleSide ]: DoubleSide };

  	const shadowMaterialVertical = new ShaderMaterial( {
  		defines: {
  			VSM_SAMPLES: 8
  		},
  		uniforms: {
  			shadow_pass: { value: null },
  			resolution: { value: new Vector2() },
  			radius: { value: 4.0 }
  		},

  		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, 0.5, 3, - 1, 0.5, - 1, 3, 0.5 ] ),
  			3
  		)
  	);

  	const fullScreenMesh = new Mesh( fullScreenTri, shadowMaterialVertical );

  	const scope = this;

  	this.enabled = false;

  	this.autoUpdate = true;
  	this.needsUpdate = false;

  	this.type = PCFShadowMap;
  	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;

  		const currentRenderTarget = _renderer.getRenderTarget();
  		const activeCubeFace = _renderer.getActiveCubeFace();
  		const activeMipmapLevel = _renderer.getActiveMipmapLevel();

  		const _state = _renderer.state;

  		// Set GL state for depth map.
  		_state.setBlending( NoBlending );
  		_state.buffers.color.setClear( 1, 1, 1, 1 );
  		_state.buffers.depth.setTest( true );
  		_state.setScissorTest( false );

  		// check for shadow map type changes

  		const toVSM = ( _previousType !== VSMShadowMap && this.type === VSMShadowMap );
  		const fromVSM = ( _previousType === VSMShadowMap && this.type !== VSMShadowMap );

  		// render depth map

  		for ( let i = 0, il = lights.length; i < il; i ++ ) {

  			const light = lights[ i ];
  			const shadow = light.shadow;

  			if ( shadow === undefined ) {

  				console.warn( 'THREE.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;

  				}

  			}

  			if ( shadow.map === null || toVSM === true || fromVSM === true ) {

  				const pars = ( this.type !== VSMShadowMap ) ? { minFilter: NearestFilter, magFilter: NearestFilter } : {};

  				if ( shadow.map !== null ) {

  					shadow.map.dispose();

  				}

  				shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
  				shadow.map.texture.name = light.name + '.shadowMap';

  				shadow.camera.updateProjectionMatrix();

  			}

  			_renderer.setRenderTarget( shadow.map );
  			_renderer.clear();

  			const viewportCount = shadow.getViewportCount();

  			for ( let vp = 0; vp < viewportCount; vp ++ ) {

  				const viewport = shadow.getViewport( vp );

  				_viewport.set(
  					_viewportSize.x * viewport.x,
  					_viewportSize.y * viewport.y,
  					_viewportSize.x * viewport.z,
  					_viewportSize.y * viewport.w
  				);

  				_state.viewport( _viewport );

  				shadow.updateMatrices( light, vp );

  				_frustum = shadow.getFrustum();

  				renderObject( scene, camera, shadow.camera, light, this.type );

  			}

  			// do blur pass for VSM

  			if ( shadow.isPointLightShadow !== true && this.type === VSMShadowMap ) {

  				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 );

  		}

  		// vertical pass

  		shadowMaterialVertical.uniforms.shadow_pass.value = shadow.map.texture;
  		shadowMaterialVertical.uniforms.resolution.value = shadow.mapSize;
  		shadowMaterialVertical.uniforms.radius.value = shadow.radius;
  		_renderer.setRenderTarget( shadow.mapPass );
  		_renderer.clear();
  		_renderer.renderBufferDirect( camera, null, geometry, shadowMaterialVertical, fullScreenMesh, null );

  		// horizontal pass

  		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 !== undefined ) {

  			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 ) ) {

  				// in this case we need a unique material instance reflecting the
  				// appropriate state

  				const keyA = result.uuid, keyB = material.uuid;

  				let materialsForVariant = _materialCache[ keyA ];

  				if ( materialsForVariant === undefined ) {

  					materialsForVariant = {};
  					_materialCache[ keyA ] = materialsForVariant;

  				}

  				let cachedMaterial = materialsForVariant[ keyB ];

  				if ( cachedMaterial === undefined ) {

  					cachedMaterial = result.clone();
  					materialsForVariant[ keyB ] = cachedMaterial;
  					material.addEventListener( 'dispose', onMaterialDispose );

  				}

  				result = cachedMaterial;

  			}

  		}

  		result.visible = material.visible;
  		result.wireframe = material.wireframe;

  		if ( type === VSMShadowMap ) {

  			result.side = ( material.shadowSide !== null ) ? material.shadowSide : material.side;

  		} else {

  			result.side = ( material.shadowSide !== null ) ? material.shadowSide : shadowSide[ material.side ];

  		}

  		result.alphaMap = material.alphaMap;
  		result.alphaTest = 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;

  		const visible = object.layers.test( camera.layers );

  		if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {

  			if ( ( object.castShadow || ( object.receiveShadow && type === VSMShadowMap ) ) && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {

  				object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );

  				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 ) {

  		const material = event.target;

  		material.removeEventListener( 'dispose', onMaterialDispose );

  		// make sure to remove the unique distance/depth materials used for shadow map rendering

  		for ( const id in _materialCache ) {

  			const cache = _materialCache[ id ];

  			const uuid = event.target.uuid;

  			if ( uuid in cache ) {

  				const shadowMaterial = cache[ uuid ];
  				shadowMaterial.dispose();
  				delete cache[ uuid ];

  			}

  		}

  	}

  }

  function WebGLState( gl, extensions, capabilities ) {

  	const isWebGL2 = capabilities.isWebGL2;

  	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 ); // set to invalid state

  			}

  		};

  	}

  	function DepthBuffer() {

  		let locked = false;

  		let currentDepthMask = null;
  		let currentDepthFunc = null;
  		let currentDepthClear = null;

  		return {

  			setTest: function ( depthTest ) {

  				if ( depthTest ) {

  					enable( gl.DEPTH_TEST );

  				} else {

  					disable( gl.DEPTH_TEST );

  				}

  			},

  			setMask: function ( depthMask ) {

  				if ( currentDepthMask !== depthMask && ! locked ) {

  					gl.depthMask( depthMask );
  					currentDepthMask = depthMask;

  				}

  			},

  			setFunc: function ( depthFunc ) {

  				if ( currentDepthFunc !== depthFunc ) {

  					switch ( depthFunc ) {

  						case NeverDepth:

  							gl.depthFunc( gl.NEVER );
  							break;

  						case AlwaysDepth:

  							gl.depthFunc( gl.ALWAYS );
  							break;

  						case LessDepth:

  							gl.depthFunc( gl.LESS );
  							break;

  						case LessEqualDepth:

  							gl.depthFunc( gl.LEQUAL );
  							break;

  						case EqualDepth:

  							gl.depthFunc( gl.EQUAL );
  							break;

  						case GreaterEqualDepth:

  							gl.depthFunc( gl.GEQUAL );
  							break;

  						case GreaterDepth:

  							gl.depthFunc( gl.GREATER );
  							break;

  						case NotEqualDepth:

  							gl.depthFunc( gl.NOTEQUAL );
  							break;

  						default:

  							gl.depthFunc( gl.LEQUAL );

  					}

  					currentDepthFunc = depthFunc;

  				}

  			},

  			setLocked: function ( lock ) {

  				locked = lock;

  			},

  			setClear: function ( depth ) {

  				if ( currentDepthClear !== depth ) {

  					gl.clearDepth( depth );
  					currentDepthClear = depth;

  				}

  			},

  			reset: function () {

  				locked = false;

  				currentDepthMask = null;
  				currentDepthFunc = null;
  				currentDepthClear = null;

  			}

  		};

  	}

  	function StencilBuffer() {

  		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 = new WeakMap();
  	const uboProgramMap = new WeakMap();

  	let enabledCapabilities = {};

  	let currentBoundFramebuffers = {};
  	let currentDrawbuffers = 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$1( 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 >= 1.0 );

  	} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {

  		version = parseFloat( /^OpenGL ES (\d)/.exec( glVersion )[ 1 ] );
  		lineWidthAvailable = ( version >= 2.0 );

  	}

  	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 = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 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 ( isWebGL2 && ( 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 );

  	if ( isWebGL2 ) {

  		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 );

  	}

  	// init

  	colorBuffer.setClear( 0, 0, 0, 1 );
  	depthBuffer.setClear( 1 );
  	stencilBuffer.setClear( 0 );

  	enable( gl.DEPTH_TEST );
  	depthBuffer.setFunc( LessEqualDepth );

  	setFlipSided( false );
  	setCullFace( CullFaceBack );
  	enable( gl.CULL_FACE );

  	setBlending( NoBlending );

  	//

  	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 ( isWebGL2 ) {

  				// gl.DRAW_FRAMEBUFFER is equivalent to gl.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 === undefined ) {

  				drawBuffers = [];
  				currentDrawbuffers.set( framebuffer, drawBuffers );

  			}

  			if ( renderTarget.isWebGLMultipleRenderTargets ) {

  				const textures = renderTarget.texture;

  				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.COLOR_ATTACHMENT0 ) {

  					drawBuffers[ 0 ] = gl.COLOR_ATTACHMENT0;

  					needsUpdate = true;

  				}

  			}

  		} else {

  			if ( drawBuffers[ 0 ] !== gl.BACK ) {

  				drawBuffers[ 0 ] = gl.BACK;

  				needsUpdate = true;

  			}

  		}

  		if ( needsUpdate ) {

  			if ( capabilities.isWebGL2 ) {

  				gl.drawBuffers( drawBuffers );

  			} else {

  				extensions.get( 'WEBGL_draw_buffers' ).drawBuffersWEBGL( drawBuffers );

  			}

  		}


  	}

  	function useProgram( program ) {

  		if ( currentProgram !== program ) {

  			gl.useProgram( program );

  			currentProgram = program;

  			return true;

  		}

  		return false;

  	}

  	const equationToGL = {
  		[ AddEquation ]: gl.FUNC_ADD,
  		[ SubtractEquation ]: gl.FUNC_SUBTRACT,
  		[ ReverseSubtractEquation ]: gl.FUNC_REVERSE_SUBTRACT
  	};

  	if ( isWebGL2 ) {

  		equationToGL[ MinEquation ] = gl.MIN;
  		equationToGL[ MaxEquation ] = gl.MAX;

  	} else {

  		const extension = extensions.get( 'EXT_blend_minmax' );

  		if ( extension !== null ) {

  			equationToGL[ MinEquation ] = extension.MIN_EXT;
  			equationToGL[ MaxEquation ] = extension.MAX_EXT;

  		}

  	}

  	const factorToGL = {
  		[ ZeroFactor ]: gl.ZERO,
  		[ OneFactor ]: gl.ONE,
  		[ SrcColorFactor ]: gl.SRC_COLOR,
  		[ SrcAlphaFactor ]: gl.SRC_ALPHA,
  		[ SrcAlphaSaturateFactor ]: gl.SRC_ALPHA_SATURATE,
  		[ DstColorFactor ]: gl.DST_COLOR,
  		[ DstAlphaFactor ]: gl.DST_ALPHA,
  		[ OneMinusSrcColorFactor ]: gl.ONE_MINUS_SRC_COLOR,
  		[ OneMinusSrcAlphaFactor ]: gl.ONE_MINUS_SRC_ALPHA,
  		[ OneMinusDstColorFactor ]: gl.ONE_MINUS_DST_COLOR,
  		[ OneMinusDstAlphaFactor ]: gl.ONE_MINUS_DST_ALPHA,
  		[ ConstantColorFactor ]: gl.CONSTANT_COLOR,
  		[ OneMinusConstantColorFactor ]: gl.ONE_MINUS_CONSTANT_COLOR,
  		[ ConstantAlphaFactor ]: gl.CONSTANT_ALPHA,
  		[ OneMinusConstantAlphaFactor ]: gl.ONE_MINUS_CONSTANT_ALPHA
  	};

  	function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, blendColor, blendAlpha, premultipliedAlpha ) {

  		if ( blending === NoBlending ) {

  			if ( currentBlendingEnabled === true ) {

  				disable( gl.BLEND );
  				currentBlendingEnabled = false;

  			}

  			return;

  		}

  		if ( currentBlendingEnabled === false ) {

  			enable( gl.BLEND );
  			currentBlendingEnabled = true;

  		}

  		if ( blending !== CustomBlending ) {

  			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {

  				if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {

  					gl.blendEquation( gl.FUNC_ADD );

  					currentBlendEquation = AddEquation;
  					currentBlendEquationAlpha = AddEquation;

  				}

  				if ( premultipliedAlpha ) {

  					switch ( blending ) {

  						case NormalBlending:
  							gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  							break;

  						case AdditiveBlending:
  							gl.blendFunc( gl.ONE, gl.ONE );
  							break;

  						case SubtractiveBlending:
  							gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  							break;

  						case MultiplyBlending:
  							gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );
  							break;

  						default:
  							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  							break;

  					}

  				} else {

  					switch ( blending ) {

  						case NormalBlending:
  							gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );
  							break;

  						case AdditiveBlending:
  							gl.blendFunc( gl.SRC_ALPHA, gl.ONE );
  							break;

  						case SubtractiveBlending:
  							gl.blendFuncSeparate( gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ZERO, gl.ONE );
  							break;

  						case MultiplyBlending:
  							gl.blendFunc( gl.ZERO, gl.SRC_COLOR );
  							break;

  						default:
  							console.error( 'THREE.WebGLState: Invalid blending: ', blending );
  							break;

  					}

  				}

  				currentBlendSrc = null;
  				currentBlendDst = null;
  				currentBlendSrcAlpha = null;
  				currentBlendDstAlpha = null;
  				currentBlendColor.set( 0, 0, 0 );
  				currentBlendAlpha = 0;

  				currentBlending = blending;
  				currentPremultipledAlpha = premultipliedAlpha;

  			}

  			return;

  		}

  		// custom blending

  		blendEquationAlpha = blendEquationAlpha || blendEquation;
  		blendSrcAlpha = blendSrcAlpha || blendSrc;
  		blendDstAlpha = blendDstAlpha || blendDst;

  		if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {

  			gl.blendEquationSeparate( equationToGL[ blendEquation ], equationToGL[ blendEquationAlpha ] );

  			currentBlendEquation = blendEquation;
  			currentBlendEquationAlpha = blendEquationAlpha;

  		}

  		if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {

  			gl.blendFuncSeparate( factorToGL[ blendSrc ], factorToGL[ blendDst ], factorToGL[ blendSrcAlpha ], factorToGL[ blendDstAlpha ] );

  			currentBlendSrc = blendSrc;
  			currentBlendDst = blendDst;
  			currentBlendSrcAlpha = blendSrcAlpha;
  			currentBlendDstAlpha = blendDstAlpha;

  		}

  		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 === DoubleSide
  			? disable( gl.CULL_FACE )
  			: enable( gl.CULL_FACE );

  		let flipSided = ( material.side === BackSide );
  		if ( frontFaceCW ) flipSided = ! flipSided;

  		setFlipSided( flipSided );

  		( material.blending === NormalBlending && material.transparent === false )
  			? setBlending( NoBlending )
  			: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.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 !== CullFaceNone ) {

  			enable( gl.CULL_FACE );

  			if ( cullFace !== currentCullFace ) {

  				if ( cullFace === CullFaceBack ) {

  					gl.cullFace( gl.BACK );

  				} else if ( cullFace === CullFaceFront ) {

  					gl.cullFace( gl.FRONT );

  				} else {

  					gl.cullFace( gl.FRONT_AND_BACK );

  				}

  			}

  		} else {

  			disable( gl.CULL_FACE );

  		}

  		currentCullFace = cullFace;

  	}

  	function setLineWidth( width ) {

  		if ( width !== currentLineWidth ) {

  			if ( lineWidthAvailable ) gl.lineWidth( width );

  			currentLineWidth = width;

  		}

  	}

  	function setPolygonOffset( polygonOffset, factor, units ) {

  		if ( polygonOffset ) {

  			enable( gl.POLYGON_OFFSET_FILL );

  			if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {

  				gl.polygonOffset( factor, units );

  				currentPolygonOffsetFactor = factor;
  				currentPolygonOffsetUnits = units;

  			}

  		} else {

  			disable( gl.POLYGON_OFFSET_FILL );

  		}

  	}

  	function setScissorTest( scissorTest ) {

  		if ( scissorTest ) {

  			enable( gl.SCISSOR_TEST );

  		} else {

  			disable( gl.SCISSOR_TEST );

  		}

  	}

  	// texture

  	function activeTexture( webglSlot ) {

  		if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;

  		if ( currentTextureSlot !== webglSlot ) {

  			gl.activeTexture( webglSlot );
  			currentTextureSlot = webglSlot;

  		}

  	}

  	function bindTexture( webglType, webglTexture, webglSlot ) {

  		if ( webglSlot === undefined ) {

  			if ( currentTextureSlot === null ) {

  				webglSlot = gl.TEXTURE0 + maxTextures - 1;

  			} else {

  				webglSlot = currentTextureSlot;

  			}

  		}

  		let boundTexture = currentBoundTextures[ webglSlot ];

  		if ( boundTexture === undefined ) {

  			boundTexture = { type: undefined, texture: undefined };
  			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 !== undefined && boundTexture.type !== undefined ) {

  			gl.bindTexture( boundTexture.type, null );

  			boundTexture.type = undefined;
  			boundTexture.texture = undefined;

  		}

  	}

  	function compressedTexImage2D() {

  		try {

  			gl.compressedTexImage2D.apply( gl, arguments );

  		} catch ( error ) {

  			console.error( 'THREE.WebGLState:', error );

  		}

  	}

  	function compressedTexImage3D() {

  		try {

  			gl.compressedTexImage3D.apply( gl, arguments );

  		} catch ( error ) {

  			console.error( 'THREE.WebGLState:', error );

  		}

  	}

  	function texSubImage2D() {

  		try {

  			gl.texSubImage2D.apply( gl, arguments );

  		} catch ( error ) {

  			console.error( 'THREE.WebGLState:', error );

  		}

  	}

  	function texSubImage3D() {

  		try {

  			gl.texSubImage3D.apply( gl, arguments );

  		} catch ( error ) {

  			console.error( 'THREE.WebGLState:', error );

  		}

  	}

  	function compressedTexSubImage2D() {

  		try {

  			gl.compressedTexSubImage2D.apply( gl, arguments );

  		} catch ( error ) {

  			console.error( 'THREE.WebGLState:', error );

  		}

  	}

  	function compressedTexSubImage3D() {

  		try {

  			gl.compressedTexSubImage3D.apply( gl, arguments );

  		} catch ( error ) {

  			console.error( 'THREE.WebGLState:', error );

  		}

  	}

  	function texStorage2D() {

  		try {

  			gl.texStorage2D.apply( gl, arguments );

  		} catch ( error ) {

  			console.error( 'THREE.WebGLState:', error );

  		}

  	}

  	function texStorage3D() {

  		try {

  			gl.texStorage3D.apply( gl, arguments );

  		} catch ( error ) {

  			console.error( 'THREE.WebGLState:', error );

  		}

  	}

  	function texImage2D() {

  		try {

  			gl.texImage2D.apply( gl, arguments );

  		} catch ( error ) {

  			console.error( 'THREE.WebGLState:', error );

  		}

  	}

  	function texImage3D() {

  		try {

  			gl.texImage3D.apply( gl, arguments );

  		} catch ( error ) {

  			console.error( 'THREE.WebGLState:', error );

  		}

  	}

  	//

  	function scissor( scissor ) {

  		if ( currentScissor.equals( scissor ) === false ) {

  			gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
  			currentScissor.copy( scissor );

  		}

  	}

  	function viewport( viewport ) {

  		if ( currentViewport.equals( viewport ) === false ) {

  			gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
  			currentViewport.copy( viewport );

  		}

  	}

  	function updateUBOMapping( uniformsGroup, program ) {

  		let mapping = uboProgramMap.get( program );

  		if ( mapping === undefined ) {

  			mapping = new WeakMap();

  			uboProgramMap.set( program, mapping );

  		}

  		let blockIndex = mapping.get( uniformsGroup );

  		if ( blockIndex === undefined ) {

  			blockIndex = gl.getUniformBlockIndex( program, uniformsGroup.name );

  			mapping.set( uniformsGroup, blockIndex );

  		}

  	}

  	function uniformBlockBinding( uniformsGroup, program ) {

  		const mapping = uboProgramMap.get( program );
  		const blockIndex = mapping.get( uniformsGroup );

  		if ( uboBindings.get( program ) !== blockIndex ) {

  			// bind shader specific block index to global block point
  			gl.uniformBlockBinding( program, blockIndex, uniformsGroup.__bindingPointIndex );

  			uboBindings.set( program, blockIndex );

  		}

  	}

  	//

  	function reset() {

  		// reset state

  		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 );
  		gl.clearDepth( 1 );

  		gl.stencilMask( 0xffffffff );
  		gl.stencilFunc( gl.ALWAYS, 0, 0xffffffff );
  		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 );

  		if ( isWebGL2 === true ) {

  			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 );

  		// reset internals

  		enabledCapabilities = {};

  		currentTextureSlot = null;
  		currentBoundTextures = {};

  		currentBoundFramebuffers = {};
  		currentDrawbuffers = new WeakMap();
  		defaultDrawbuffers = [];

  		currentProgram = null;

  		currentBlendingEnabled = false;
  		currentBlending = null;
  		currentBlendEquation = null;
  		currentBlendSrc = null;
  		currentBlendDst = null;
  		currentBlendEquationAlpha = null;
  		currentBlendSrcAlpha = null;
  		currentBlendDstAlpha = null;
  		currentBlendColor = new Color$1( 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: enable,
  		disable: disable,

  		bindFramebuffer: bindFramebuffer,
  		drawBuffers: drawBuffers,

  		useProgram: useProgram,

  		setBlending: setBlending,
  		setMaterial: setMaterial,

  		setFlipSided: setFlipSided,
  		setCullFace: setCullFace,

  		setLineWidth: setLineWidth,
  		setPolygonOffset: setPolygonOffset,

  		setScissorTest: setScissorTest,

  		activeTexture: activeTexture,
  		bindTexture: bindTexture,
  		unbindTexture: unbindTexture,
  		compressedTexImage2D: compressedTexImage2D,
  		compressedTexImage3D: compressedTexImage3D,
  		texImage2D: texImage2D,
  		texImage3D: texImage3D,

  		updateUBOMapping: updateUBOMapping,
  		uniformBlockBinding: uniformBlockBinding,

  		texStorage2D: texStorage2D,
  		texStorage3D: texStorage3D,
  		texSubImage2D: texSubImage2D,
  		texSubImage3D: texSubImage3D,
  		compressedTexSubImage2D: compressedTexSubImage2D,
  		compressedTexSubImage3D: compressedTexSubImage3D,

  		scissor: scissor,
  		viewport: viewport,

  		reset: reset

  	};

  }

  function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {

  	const isWebGL2 = capabilities.isWebGL2;
  	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 _videoTextures = new WeakMap();
  	let _canvas;

  	const _sources = new WeakMap(); // maps WebglTexture objects to instances of Source

  	// cordova iOS (as of 5.0) still uses UIWebView, which provides OffscreenCanvas,
  	// also OffscreenCanvas.getContext("webgl"), but not OffscreenCanvas.getContext("2d")!
  	// Some implementations may only implement OffscreenCanvas partially (e.g. lacking 2d).

  	let useOffscreenCanvas = false;

  	try {

  		useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined'
  			// eslint-disable-next-line compat/compat
  			&& ( new OffscreenCanvas( 1, 1 ).getContext( '2d' ) ) !== null;

  	} catch ( err ) {

  		// Ignore any errors

  	}

  	function createCanvas( width, height ) {

  		// Use OffscreenCanvas when available. Specially needed in web workers

  		return useOffscreenCanvas ?
  			// eslint-disable-next-line compat/compat
  			new OffscreenCanvas( width, height ) : createElementNS( 'canvas' );

  	}

  	function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {

  		let scale = 1;

  		// handle case if texture exceeds max size

  		if ( image.width > maxSize || image.height > maxSize ) {

  			scale = maxSize / Math.max( image.width, image.height );

  		}

  		// only perform resize if necessary

  		if ( scale < 1 || needsPowerOfTwo === true ) {

  			// only perform resize for certain image types

  			if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
  				( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
  				( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {

  				const floor = needsPowerOfTwo ? floorPowerOfTwo : Math.floor;

  				const width = floor( scale * image.width );
  				const height = floor( scale * image.height );

  				if ( _canvas === undefined ) _canvas = createCanvas( width, height );

  				// cube textures can't reuse the same canvas

  				const canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;

  				canvas.width = width;
  				canvas.height = height;

  				const context = canvas.getContext( '2d' );
  				context.drawImage( image, 0, 0, width, height );

  				console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );

  				return canvas;

  			} else {

  				if ( 'data' in image ) {

  					console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );

  				}

  				return image;

  			}

  		}

  		return image;

  	}

  	function isPowerOfTwo$1( image ) {

  		return isPowerOfTwo( image.width ) && isPowerOfTwo( image.height );

  	}

  	function textureNeedsPowerOfTwo( texture ) {

  		if ( isWebGL2 ) return false;

  		return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
  			( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );

  	}

  	function textureNeedsGenerateMipmaps( texture, supportsMips ) {

  		return texture.generateMipmaps && supportsMips &&
  			texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;

  	}

  	function generateMipmap( target ) {

  		_gl.generateMipmap( target );

  	}

  	function getInternalFormat( internalFormatName, glFormat, glType, colorSpace, forceLinearTransfer = false ) {

  		if ( isWebGL2 === false ) return glFormat;

  		if ( internalFormatName !== null ) {

  			if ( _gl[ internalFormatName ] !== undefined ) return _gl[ internalFormatName ];

  			console.warn( 'THREE.WebGLRenderer: Attempt to use non-existing WebGL internal format \'' + internalFormatName + '\'' );

  		}

  		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 ( 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 ( 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 === SRGBTransfer ) ? _gl.SRGB8_ALPHA8 : _gl.RGBA8;
  			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 getMipLevels( texture, image, supportsMips ) {

  		if ( textureNeedsGenerateMipmaps( texture, supportsMips ) === true || ( texture.isFramebufferTexture && texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) ) {

  			return Math.log2( Math.max( image.width, image.height ) ) + 1;

  		} else if ( texture.mipmaps !== undefined && texture.mipmaps.length > 0 ) {

  			// user-defined mipmaps

  			return texture.mipmaps.length;

  		} else if ( texture.isCompressedTexture && Array.isArray( texture.image ) ) {

  			return image.mipmaps.length;

  		} else {

  			// texture without mipmaps (only base level)

  			return 1;

  		}

  	}

  	// Fallback filters for non-power-of-2 textures

  	function filterFallback( f ) {

  		if ( f === NearestFilter || f === NearestMipmapNearestFilter || f === NearestMipmapLinearFilter ) {

  			return _gl.NEAREST;

  		}

  		return _gl.LINEAR;

  	}

  	//

  	function onTextureDispose( event ) {

  		const texture = event.target;

  		texture.removeEventListener( 'dispose', onTextureDispose );

  		deallocateTexture( texture );

  		if ( texture.isVideoTexture ) {

  			_videoTextures.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 === undefined ) return;

  		// check if it's necessary to remove the WebGLTexture object

  		const source = texture.source;
  		const webglTextures = _sources.get( source );

  		if ( webglTextures ) {

  			const webglTexture = webglTextures[ textureProperties.__cacheKey ];
  			webglTexture.usedTimes --;

  			// the WebGLTexture object is not used anymore, remove it

  			if ( webglTexture.usedTimes === 0 ) {

  				deleteTexture( texture );

  			}

  			// remove the weak map entry if no WebGLTexture uses the source anymore

  			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 texture = renderTarget.texture;

  		const renderTargetProperties = properties.get( renderTarget );
  		const textureProperties = properties.get( texture );

  		if ( textureProperties.__webglTexture !== undefined ) {

  			_gl.deleteTexture( textureProperties.__webglTexture );

  			info.memory.textures --;

  		}

  		if ( renderTarget.depthTexture ) {

  			renderTarget.depthTexture.dispose();

  		}

  		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 );

  		}

  		if ( renderTarget.isWebGLMultipleRenderTargets ) {

  			for ( let i = 0, il = texture.length; i < il; i ++ ) {

  				const attachmentProperties = properties.get( texture[ i ] );

  				if ( attachmentProperties.__webglTexture ) {

  					_gl.deleteTexture( attachmentProperties.__webglTexture );

  					info.memory.textures --;

  				}

  				properties.remove( texture[ i ] );

  			}

  		}

  		properties.remove( texture );
  		properties.remove( renderTarget );

  	}

  	//

  	let textureUnits = 0;

  	function resetTextureUnits() {

  		textureUnits = 0;

  	}

  	function allocateTextureUnit() {

  		const textureUnit = textureUnits;

  		if ( textureUnit >= capabilities.maxTextures ) {

  			console.warn( 'THREE.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.version > 0 && textureProperties.__version !== texture.version ) {

  			const image = texture.image;

  			if ( image === null ) {

  				console.warn( 'THREE.WebGLRenderer: Texture marked for update but no image data found.' );

  			} else if ( image.complete === false ) {

  				console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );

  			} else {

  				uploadTexture( textureProperties, texture, slot );
  				return;

  			}

  		}

  		state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );

  	}

  	function setTexture2DArray( texture, slot ) {

  		const textureProperties = properties.get( texture );

  		if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

  			uploadTexture( textureProperties, texture, slot );
  			return;

  		}

  		state.bindTexture( _gl.TEXTURE_2D_ARRAY, textureProperties.__webglTexture, _gl.TEXTURE0 + slot );

  	}

  	function setTexture3D( texture, slot ) {

  		const textureProperties = properties.get( texture );

  		if ( 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.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 = {
  		[ NeverCompare ]: _gl.NEVER,
  		[ AlwaysCompare ]: _gl.ALWAYS,
  		[ LessCompare ]: _gl.LESS,
  		[ LessEqualCompare ]: _gl.LEQUAL,
  		[ EqualCompare ]: _gl.EQUAL,
  		[ GreaterEqualCompare ]: _gl.GEQUAL,
  		[ GreaterCompare ]: _gl.GREATER,
  		[ NotEqualCompare ]: _gl.NOTEQUAL
  	};

  	function setTextureParameters( textureType, texture, supportsMips ) {

  		if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false &&
  			( texture.magFilter === LinearFilter || texture.magFilter === LinearMipmapNearestFilter || texture.magFilter === NearestMipmapLinearFilter || texture.magFilter === LinearMipmapLinearFilter ||
  			texture.minFilter === LinearFilter || texture.minFilter === LinearMipmapNearestFilter || texture.minFilter === NearestMipmapLinearFilter || texture.minFilter === LinearMipmapLinearFilter ) ) {

  			console.warn( 'THREE.WebGLRenderer: Unable to use linear filtering with floating point textures. OES_texture_float_linear not supported on this device.' );

  		}

  		if ( supportsMips ) {

  			_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 ] );

  		} else {

  			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
  			_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );

  			if ( textureType === _gl.TEXTURE_3D || textureType === _gl.TEXTURE_2D_ARRAY ) {

  				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_R, _gl.CLAMP_TO_EDGE );

  			}

  			if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {

  				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );

  			}

  			_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
  			_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

  			if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {

  				console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );

  			}

  		}

  		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 ) {

  			const extension = extensions.get( 'EXT_texture_filter_anisotropic' );

  			if ( texture.magFilter === NearestFilter ) return;
  			if ( texture.minFilter !== NearestMipmapLinearFilter && texture.minFilter !== LinearMipmapLinearFilter ) return;
  			if ( texture.type === FloatType && extensions.has( 'OES_texture_float_linear' ) === false ) return; // verify extension for WebGL 1 and WebGL 2
  			if ( isWebGL2 === false && ( texture.type === HalfFloatType && extensions.has( 'OES_texture_half_float_linear' ) === false ) ) return; // verify extension for WebGL 1 only

  			if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {

  				_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
  				properties.get( texture ).__currentAnisotropy = texture.anisotropy;

  			}

  		}

  	}

  	function initTexture( textureProperties, texture ) {

  		let forceUpload = false;

  		if ( textureProperties.__webglInit === undefined ) {

  			textureProperties.__webglInit = true;

  			texture.addEventListener( 'dispose', onTextureDispose );

  		}

  		// create Source <-> WebGLTextures mapping if necessary

  		const source = texture.source;
  		let webglTextures = _sources.get( source );

  		if ( webglTextures === undefined ) {

  			webglTextures = {};
  			_sources.set( source, webglTextures );

  		}

  		// check if there is already a WebGLTexture object for the given texture parameters

  		const textureCacheKey = getTextureCacheKey( texture );

  		if ( textureCacheKey !== textureProperties.__cacheKey ) {

  			// if not, create a new instance of WebGLTexture

  			if ( webglTextures[ textureCacheKey ] === undefined ) {

  				// create new entry

  				webglTextures[ textureCacheKey ] = {
  					texture: _gl.createTexture(),
  					usedTimes: 0
  				};

  				info.memory.textures ++;

  				// when a new instance of WebGLTexture was created, a texture upload is required
  				// even if the image contents are identical

  				forceUpload = true;

  			}

  			webglTextures[ textureCacheKey ].usedTimes ++;

  			// every time the texture cache key changes, it's necessary to check if an instance of
  			// WebGLTexture can be deleted in order to avoid a memory leak.

  			const webglTexture = webglTextures[ textureProperties.__cacheKey ];

  			if ( webglTexture !== undefined ) {

  				webglTextures[ textureProperties.__cacheKey ].usedTimes --;

  				if ( webglTexture.usedTimes === 0 ) {

  					deleteTexture( texture );

  				}

  			}

  			// store references to cache key and WebGLTexture object

  			textureProperties.__cacheKey = textureCacheKey;
  			textureProperties.__webglTexture = webglTextures[ textureCacheKey ].texture;

  		}

  		return forceUpload;

  	}

  	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 );

  			const workingPrimaries = ColorManagement.getPrimaries( ColorManagement.workingColorSpace );
  			const texturePrimaries = texture.colorSpace === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
  			const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;

  			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  			_gl.pixelStorei( _gl.UNPACK_COLORSPACE_CONVERSION_WEBGL, unpackConversion );

  			const needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo$1( texture.image ) === false;
  			let image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
  			image = verifyColorSpace( texture, image );

  			const supportsMips = isPowerOfTwo$1( image ) || isWebGL2,
  				glFormat = utils.convert( texture.format, texture.colorSpace );

  			let glType = utils.convert( texture.type ),
  				glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace, texture.isVideoTexture );

  			setTextureParameters( textureType, texture, supportsMips );

  			let mipmap;
  			const mipmaps = texture.mipmaps;

  			const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true && glInternalFormat !== RGB_ETC1_Format );
  			const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );
  			const dataReady = source.dataReady;
  			const levels = getMipLevels( texture, image, supportsMips );

  			if ( texture.isDepthTexture ) {

  				// populate depth texture with dummy data

  				glInternalFormat = _gl.DEPTH_COMPONENT;

  				if ( isWebGL2 ) {

  					if ( texture.type === FloatType ) {

  						glInternalFormat = _gl.DEPTH_COMPONENT32F;

  					} else if ( texture.type === UnsignedIntType ) {

  						glInternalFormat = _gl.DEPTH_COMPONENT24;

  					} else if ( texture.type === UnsignedInt248Type ) {

  						glInternalFormat = _gl.DEPTH24_STENCIL8;

  					} else {

  						glInternalFormat = _gl.DEPTH_COMPONENT16; // WebGL2 requires sized internalformat for glTexImage2D

  					}

  				} else {

  					if ( texture.type === FloatType ) {

  						console.error( 'WebGLRenderer: Floating point depth texture requires WebGL2.' );

  					}

  				}

  				// validation checks for WebGL 1

  				if ( texture.format === DepthFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {

  					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  					// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
  					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  					if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {

  						console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );

  						texture.type = UnsignedIntType;
  						glType = utils.convert( texture.type );

  					}

  				}

  				if ( texture.format === DepthStencilFormat && glInternalFormat === _gl.DEPTH_COMPONENT ) {

  					// Depth stencil textures need the DEPTH_STENCIL internal format
  					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  					glInternalFormat = _gl.DEPTH_STENCIL;

  					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
  					// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
  					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
  					if ( texture.type !== UnsignedInt248Type ) {

  						console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );

  						texture.type = UnsignedInt248Type;
  						glType = utils.convert( texture.type );

  					}

  				}

  				//

  				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 ) {

  				// use manually created mipmaps if available
  				// if there are no manual mipmaps
  				// set 0 level mipmap and then use GL to generate other mipmap levels

  				if ( mipmaps.length > 0 && supportsMips ) {

  					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 ) {

  							state.texSubImage2D( _gl.TEXTURE_2D, 0, 0, 0, image.width, image.height, glFormat, glType, image.data );

  						}

  					} 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 !== RGBAFormat ) {

  							if ( glFormat !== null ) {

  								if ( useTexStorage ) {

  									if ( dataReady ) {

  										state.compressedTexSubImage3D( _gl.TEXTURE_2D_ARRAY, i, 0, 0, 0, mipmap.width, mipmap.height, image.depth, glFormat, mipmap.data, 0, 0 );

  									}

  								} else {

  									state.compressedTexImage3D( _gl.TEXTURE_2D_ARRAY, i, glInternalFormat, mipmap.width, mipmap.height, image.depth, 0, mipmap.data, 0, 0 );

  								}

  							} else {

  								console.warn( 'THREE.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 !== RGBAFormat ) {

  							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 {

  								console.warn( 'THREE.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 ) {

  						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 {

  				// regular Texture (image, video, canvas)

  				// use manually created mipmaps if available
  				// if there are no manual mipmaps
  				// set 0 level mipmap and then use GL to generate other mipmap levels

  				if ( mipmaps.length > 0 && supportsMips ) {

  					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, glFormat, glType, mipmap );

  							}

  						} else {

  							state.texImage2D( _gl.TEXTURE_2D, i, glInternalFormat, glFormat, glType, mipmap );

  						}

  					}

  					texture.generateMipmaps = false;

  				} else {

  					if ( useTexStorage ) {

  						if ( allocateMemory ) {

  							state.texStorage2D( _gl.TEXTURE_2D, levels, glInternalFormat, image.width, image.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, supportsMips ) ) {

  				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 === NoColorSpace ? null : ColorManagement.getPrimaries( texture.colorSpace );
  			const unpackConversion = texture.colorSpace === NoColorSpace || workingPrimaries === texturePrimaries ? _gl.NONE : _gl.BROWSER_DEFAULT_WEBGL;

  			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
  			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
  			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );
  			_gl.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 ], false, true, capabilities.maxCubemapSize );

  				} else {

  					cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];

  				}

  				cubeImage[ i ] = verifyColorSpace( texture, cubeImage[ i ] );

  			}

  			const image = cubeImage[ 0 ],
  				supportsMips = isPowerOfTwo$1( image ) || isWebGL2,
  				glFormat = utils.convert( texture.format, texture.colorSpace ),
  				glType = utils.convert( texture.type ),
  				glInternalFormat = getInternalFormat( texture.internalFormat, glFormat, glType, texture.colorSpace );

  			const useTexStorage = ( isWebGL2 && texture.isVideoTexture !== true );
  			const allocateMemory = ( sourceProperties.__version === undefined ) || ( forceUpload === true );
  			const dataReady = source.dataReady;
  			let levels = getMipLevels( texture, image, supportsMips );

  			setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );

  			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 !== RGBAFormat ) {

  							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 {

  								console.warn( 'THREE.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 ) {

  					// TODO: Uniformly handle mipmap definitions
  					// Normal textures and compressed cube textures define base level + mips with their mipmap array
  					// Uncompressed cube textures use their mipmap array only for mips (no base level)

  					if ( mipmaps.length > 0 ) levels ++;

  					state.texStorage2D( _gl.TEXTURE_CUBE_MAP, levels, glInternalFormat, cubeImage[ 0 ].width, cubeImage[ 0 ].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 mipmap = mipmaps[ j ];
  							const mipmapImage = mipmap.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, supportsMips ) ) {

  				// We assume images for cube map have the same size.
  				generateMipmap( _gl.TEXTURE_CUBE_MAP );

  			}

  			sourceProperties.__version = source.version;

  			if ( texture.onUpdate ) texture.onUpdate( texture );

  		}

  		textureProperties.__version = texture.version;

  	}

  	// Render targets

  	// Setup storage for target texture and bind it to correct framebuffer
  	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.colorSpace );
  		const renderTargetProperties = properties.get( 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, properties.get( texture ).__webglTexture, 0, getRenderTargetSamples( renderTarget ) );

  		} else if ( textureTarget === _gl.TEXTURE_2D || ( textureTarget >= _gl.TEXTURE_CUBE_MAP_POSITIVE_X && textureTarget <= _gl.TEXTURE_CUBE_MAP_NEGATIVE_Z ) ) { // see #24753

  			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( texture ).__webglTexture, level );

  		}

  		state.bindFramebuffer( _gl.FRAMEBUFFER, null );

  	}


  	// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
  	function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {

  		_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

  		if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

  			let glInternalFormat = ( isWebGL2 === true ) ? _gl.DEPTH_COMPONENT24 : _gl.DEPTH_COMPONENT16;

  			if ( isMultisample || useMultisampledRTT( renderTarget ) ) {

  				const depthTexture = renderTarget.depthTexture;

  				if ( depthTexture && depthTexture.isDepthTexture ) {

  					if ( depthTexture.type === FloatType ) {

  						glInternalFormat = _gl.DEPTH_COMPONENT32F;

  					} else if ( depthTexture.type === UnsignedIntType ) {

  						glInternalFormat = _gl.DEPTH_COMPONENT24;

  					}

  				}

  				const samples = getRenderTargetSamples( renderTarget );

  				if ( useMultisampledRTT( renderTarget ) ) {

  					multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );

  				} else {

  					_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );

  				}

  			} else {

  				_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );

  			}

  			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

  		} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

  			const samples = getRenderTargetSamples( renderTarget );

  			if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {

  				_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );

  			} else if ( useMultisampledRTT( renderTarget ) ) {

  				multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, _gl.DEPTH24_STENCIL8, renderTarget.width, renderTarget.height );

  			} else {

  				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );

  			}


  			_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

  		} else {

  			const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];

  			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.colorSpace );
  				const samples = getRenderTargetSamples( renderTarget );

  				if ( isMultisample && useMultisampledRTT( renderTarget ) === false ) {

  					_gl.renderbufferStorageMultisample( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );

  				} else if ( useMultisampledRTT( renderTarget ) ) {

  					multisampledRTTExt.renderbufferStorageMultisampleEXT( _gl.RENDERBUFFER, samples, glInternalFormat, renderTarget.width, renderTarget.height );

  				} else {

  					_gl.renderbufferStorage( _gl.RENDERBUFFER, glInternalFormat, renderTarget.width, renderTarget.height );

  				}

  			}

  		}

  		_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );

  	}

  	// Setup resources for a Depth Texture for a FBO (needs an extension)
  	function setupDepthTexture( framebuffer, renderTarget ) {

  		const isCube = ( renderTarget && renderTarget.isWebGLCubeRenderTarget );
  		if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );

  		state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

  		if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {

  			throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );

  		}

  		// upload an empty depth texture with framebuffer size
  		if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
  				renderTarget.depthTexture.image.width !== renderTarget.width ||
  				renderTarget.depthTexture.image.height !== renderTarget.height ) {

  			renderTarget.depthTexture.image.width = renderTarget.width;
  			renderTarget.depthTexture.image.height = renderTarget.height;
  			renderTarget.depthTexture.needsUpdate = true;

  		}

  		setTexture2D( renderTarget.depthTexture, 0 );

  		const webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
  		const samples = getRenderTargetSamples( renderTarget );

  		if ( renderTarget.depthTexture.format === DepthFormat ) {

  			if ( useMultisampledRTT( renderTarget ) ) {

  				multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );

  			} else {

  				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );

  			}

  		} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

  			if ( useMultisampledRTT( renderTarget ) ) {

  				multisampledRTTExt.framebufferTexture2DMultisampleEXT( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0, samples );

  			} else {

  				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );

  			}

  		} else {

  			throw new Error( 'Unknown depthTexture format' );

  		}

  	}

  	// Setup GL resources for a non-texture depth buffer
  	function setupDepthRenderbuffer( renderTarget ) {

  		const renderTargetProperties = properties.get( renderTarget );
  		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );

  		if ( renderTarget.depthTexture && ! renderTargetProperties.__autoAllocateDepthBuffer ) {

  			if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );

  			setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );

  		} else {

  			if ( isCube ) {

  				renderTargetProperties.__webglDepthbuffer = [];

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

  					state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
  					renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
  					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget, false );

  				}

  			} else {

  				state.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
  				renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
  				setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget, false );

  			}

  		}

  		state.bindFramebuffer( _gl.FRAMEBUFFER, null );

  	}

  	// rebind framebuffer with external textures
  	function rebindTextures( renderTarget, colorTexture, depthTexture ) {

  		const renderTargetProperties = properties.get( renderTarget );

  		if ( colorTexture !== undefined ) {

  			setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, renderTarget.texture, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D, 0 );

  		}

  		if ( depthTexture !== undefined ) {

  			setupDepthRenderbuffer( renderTarget );

  		}

  	}

  	// Set up GL resources for the render target
  	function setupRenderTarget( renderTarget ) {

  		const texture = renderTarget.texture;

  		const renderTargetProperties = properties.get( renderTarget );
  		const textureProperties = properties.get( texture );

  		renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

  		if ( renderTarget.isWebGLMultipleRenderTargets !== true ) {

  			if ( textureProperties.__webglTexture === undefined ) {

  				textureProperties.__webglTexture = _gl.createTexture();

  			}

  			textureProperties.__version = texture.version;
  			info.memory.textures ++;

  		}

  		const isCube = ( renderTarget.isWebGLCubeRenderTarget === true );
  		const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );
  		const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;

  		// Setup framebuffer

  		if ( isCube ) {

  			renderTargetProperties.__webglFramebuffer = [];

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

  				if ( isWebGL2 && 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 ( isWebGL2 && 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 ) {

  				if ( capabilities.drawBuffers ) {

  					const textures = renderTarget.texture;

  					for ( let i = 0, il = textures.length; i < il; i ++ ) {

  						const attachmentProperties = properties.get( textures[ i ] );

  						if ( attachmentProperties.__webglTexture === undefined ) {

  							attachmentProperties.__webglTexture = _gl.createTexture();

  							info.memory.textures ++;

  						}

  					}

  				} else {

  					console.warn( 'THREE.WebGLRenderer: WebGLMultipleRenderTargets can only be used with WebGL2 or WEBGL_draw_buffers extension.' );

  				}

  			}

  			if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {

  				const textures = isMultipleRenderTargets ? texture : [ texture ];

  				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.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 );

  			}

  		}

  		// Setup color buffer

  		if ( isCube ) {

  			state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
  			setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, supportsMips );

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

  				if ( isWebGL2 && 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, supportsMips ) ) {

  				generateMipmap( _gl.TEXTURE_CUBE_MAP );

  			}

  			state.unbindTexture();

  		} else if ( isMultipleRenderTargets ) {

  			const textures = renderTarget.texture;

  			for ( let i = 0, il = textures.length; i < il; i ++ ) {

  				const attachment = textures[ i ];
  				const attachmentProperties = properties.get( attachment );

  				state.bindTexture( _gl.TEXTURE_2D, attachmentProperties.__webglTexture );
  				setTextureParameters( _gl.TEXTURE_2D, attachment, supportsMips );
  				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, attachment, _gl.COLOR_ATTACHMENT0 + i, _gl.TEXTURE_2D, 0 );

  				if ( textureNeedsGenerateMipmaps( attachment, supportsMips ) ) {

  					generateMipmap( _gl.TEXTURE_2D );

  				}

  			}

  			state.unbindTexture();

  		} else {

  			let glTextureType = _gl.TEXTURE_2D;

  			if ( renderTarget.isWebGL3DRenderTarget || renderTarget.isWebGLArrayRenderTarget ) {

  				if ( isWebGL2 ) {

  					glTextureType = renderTarget.isWebGL3DRenderTarget ? _gl.TEXTURE_3D : _gl.TEXTURE_2D_ARRAY;

  				} else {

  					console.error( 'THREE.WebGLTextures: THREE.Data3DTexture and THREE.DataArrayTexture only supported with WebGL2.' );

  				}

  			}

  			state.bindTexture( glTextureType, textureProperties.__webglTexture );
  			setTextureParameters( glTextureType, texture, supportsMips );

  			if ( isWebGL2 && 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, supportsMips ) ) {

  				generateMipmap( glTextureType );

  			}

  			state.unbindTexture();

  		}

  		// Setup depth and stencil buffers

  		if ( renderTarget.depthBuffer ) {

  			setupDepthRenderbuffer( renderTarget );

  		}

  	}

  	function updateRenderTargetMipmap( renderTarget ) {

  		const supportsMips = isPowerOfTwo$1( renderTarget ) || isWebGL2;

  		const textures = renderTarget.isWebGLMultipleRenderTargets === true ? renderTarget.texture : [ renderTarget.texture ];

  		for ( let i = 0, il = textures.length; i < il; i ++ ) {

  			const texture = textures[ i ];

  			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {

  				const target = renderTarget.isWebGLCubeRenderTarget ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
  				const webglTexture = properties.get( texture ).__webglTexture;

  				state.bindTexture( target, webglTexture );
  				generateMipmap( target );
  				state.unbindTexture();

  			}

  		}

  	}

  	function updateMultisampleRenderTarget( renderTarget ) {

  		if ( ( isWebGL2 && renderTarget.samples > 0 ) && useMultisampledRTT( renderTarget ) === false ) {

  			const textures = renderTarget.isWebGLMultipleRenderTargets ? renderTarget.texture : [ renderTarget.texture ];
  			const width = renderTarget.width;
  			const height = renderTarget.height;
  			let mask = _gl.COLOR_BUFFER_BIT;
  			const invalidationArray = [];
  			const depthStyle = renderTarget.stencilBuffer ? _gl.DEPTH_STENCIL_ATTACHMENT : _gl.DEPTH_ATTACHMENT;
  			const renderTargetProperties = properties.get( renderTarget );
  			const isMultipleRenderTargets = ( renderTarget.isWebGLMultipleRenderTargets === true );

  			// If MRT we need to remove FBO attachments
  			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 );
  			state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );

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

  				invalidationArray.push( _gl.COLOR_ATTACHMENT0 + i );

  				if ( renderTarget.depthBuffer ) {

  					invalidationArray.push( depthStyle );

  				}

  				const ignoreDepthValues = ( renderTargetProperties.__ignoreDepthValues !== undefined ) ? renderTargetProperties.__ignoreDepthValues : false;

  				if ( ignoreDepthValues === false ) {

  					if ( renderTarget.depthBuffer ) mask |= _gl.DEPTH_BUFFER_BIT;
  					if ( renderTarget.stencilBuffer ) mask |= _gl.STENCIL_BUFFER_BIT;

  				}

  				if ( isMultipleRenderTargets ) {

  					_gl.framebufferRenderbuffer( _gl.READ_FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.RENDERBUFFER, renderTargetProperties.__webglColorRenderbuffer[ i ] );

  				}

  				if ( ignoreDepthValues === true ) {

  					_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, [ depthStyle ] );
  					_gl.invalidateFramebuffer( _gl.DRAW_FRAMEBUFFER, [ depthStyle ] );

  				}

  				if ( isMultipleRenderTargets ) {

  					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 ) {

  					_gl.invalidateFramebuffer( _gl.READ_FRAMEBUFFER, invalidationArray );

  				}


  			}

  			state.bindFramebuffer( _gl.READ_FRAMEBUFFER, null );
  			state.bindFramebuffer( _gl.DRAW_FRAMEBUFFER, null );

  			// If MRT since pre-blit we removed the FBO we need to reconstruct the attachments
  			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 );

  		}

  	}

  	function getRenderTargetSamples( renderTarget ) {

  		return Math.min( capabilities.maxSamples, renderTarget.samples );

  	}

  	function useMultisampledRTT( renderTarget ) {

  		const renderTargetProperties = properties.get( renderTarget );

  		return isWebGL2 && renderTarget.samples > 0 && extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true && renderTargetProperties.__useRenderToTexture !== false;

  	}

  	function updateVideoTexture( texture ) {

  		const frame = info.render.frame;

  		// Check the last frame we updated the VideoTexture

  		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 || texture.format === _SRGBAFormat ) return image;

  		if ( colorSpace !== LinearSRGBColorSpace && colorSpace !== NoColorSpace ) {

  			// sRGB

  			if ( ColorManagement.getTransfer( colorSpace ) === SRGBTransfer ) {

  				if ( isWebGL2 === false ) {

  					// in WebGL 1, try to use EXT_sRGB extension and unsized formats

  					if ( extensions.has( 'EXT_sRGB' ) === true && format === RGBAFormat ) {

  						texture.format = _SRGBAFormat;

  						// it's not possible to generate mips in WebGL 1 with this extension

  						texture.minFilter = LinearFilter;
  						texture.generateMipmaps = false;

  					} else {

  						// slow fallback (CPU decode)

  						image = ImageUtils.sRGBToLinear( image );

  					}

  				} else {

  					// in WebGL 2 uncompressed textures can only be sRGB encoded if they have the RGBA8 format

  					if ( format !== RGBAFormat || type !== UnsignedByteType ) {

  						console.warn( 'THREE.WebGLTextures: sRGB encoded textures have to use RGBAFormat and UnsignedByteType.' );

  					}

  				}

  			} else {

  				console.error( 'THREE.WebGLTextures: Unsupported texture color space:', colorSpace );

  			}

  		}

  		return image;

  	}

  	//

  	this.allocateTextureUnit = allocateTextureUnit;
  	this.resetTextureUnits = resetTextureUnits;

  	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;

  }

  function WebGLUtils( gl, extensions, capabilities ) {

  	const isWebGL2 = capabilities.isWebGL2;

  	function convert( p, colorSpace = NoColorSpace ) {

  		let extension;

  		const transfer = ColorManagement.getTransfer( colorSpace );

  		if ( p === UnsignedByteType ) return gl.UNSIGNED_BYTE;
  		if ( p === UnsignedShort4444Type ) return gl.UNSIGNED_SHORT_4_4_4_4;
  		if ( p === UnsignedShort5551Type ) return gl.UNSIGNED_SHORT_5_5_5_1;

  		if ( p === ByteType ) return gl.BYTE;
  		if ( p === ShortType ) return gl.SHORT;
  		if ( p === UnsignedShortType ) return gl.UNSIGNED_SHORT;
  		if ( p === IntType ) return gl.INT;
  		if ( p === UnsignedIntType ) return gl.UNSIGNED_INT;
  		if ( p === FloatType ) return gl.FLOAT;

  		if ( p === HalfFloatType ) {

  			if ( isWebGL2 ) return gl.HALF_FLOAT;

  			extension = extensions.get( 'OES_texture_half_float' );

  			if ( extension !== null ) {

  				return extension.HALF_FLOAT_OES;

  			} else {

  				return null;

  			}

  		}

  		if ( p === AlphaFormat ) return gl.ALPHA;
  		if ( p === RGBAFormat ) return gl.RGBA;
  		if ( p === LuminanceFormat ) return gl.LUMINANCE;
  		if ( p === LuminanceAlphaFormat ) return gl.LUMINANCE_ALPHA;
  		if ( p === DepthFormat ) return gl.DEPTH_COMPONENT;
  		if ( p === DepthStencilFormat ) return gl.DEPTH_STENCIL;

  		// WebGL 1 sRGB fallback

  		if ( p === _SRGBAFormat ) {

  			extension = extensions.get( 'EXT_sRGB' );

  			if ( extension !== null ) {

  				return extension.SRGB_ALPHA_EXT;

  			} else {

  				return null;

  			}

  		}

  		// WebGL2 formats.

  		if ( p === RedFormat ) return gl.RED;
  		if ( p === RedIntegerFormat ) return gl.RED_INTEGER;
  		if ( p === RGFormat ) return gl.RG;
  		if ( p === RGIntegerFormat ) return gl.RG_INTEGER;
  		if ( p === RGBAIntegerFormat ) return gl.RGBA_INTEGER;

  		// S3TC

  		if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format || p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

  			if ( transfer === SRGBTransfer ) {

  				extension = extensions.get( 'WEBGL_compressed_texture_s3tc_srgb' );

  				if ( extension !== null ) {

  					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT;
  					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;

  				} else {

  					return null;

  				}

  			} else {

  				extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

  				if ( extension !== null ) {

  					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
  					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
  					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

  				} else {

  					return null;

  				}

  			}

  		}

  		// PVRTC

  		if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format || p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

  			extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

  			if ( extension !== null ) {

  				if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
  				if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
  				if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
  				if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

  			} else {

  				return null;

  			}

  		}

  		// ETC1

  		if ( p === RGB_ETC1_Format ) {

  			extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

  			if ( extension !== null ) {

  				return extension.COMPRESSED_RGB_ETC1_WEBGL;

  			} else {

  				return null;

  			}

  		}

  		// ETC2

  		if ( p === RGB_ETC2_Format || p === RGBA_ETC2_EAC_Format ) {

  			extension = extensions.get( 'WEBGL_compressed_texture_etc' );

  			if ( extension !== null ) {

  				if ( p === RGB_ETC2_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ETC2 : extension.COMPRESSED_RGB8_ETC2;
  				if ( p === RGBA_ETC2_EAC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ETC2_EAC : extension.COMPRESSED_RGBA8_ETC2_EAC;

  			} else {

  				return null;

  			}

  		}

  		// ASTC

  		if ( p === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
  			p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
  			p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
  			p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
  			p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {

  			extension = extensions.get( 'WEBGL_compressed_texture_astc' );

  			if ( extension !== null ) {

  				if ( p === RGBA_ASTC_4x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_4x4_KHR : extension.COMPRESSED_RGBA_ASTC_4x4_KHR;
  				if ( p === RGBA_ASTC_5x4_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x4_KHR : extension.COMPRESSED_RGBA_ASTC_5x4_KHR;
  				if ( p === RGBA_ASTC_5x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_5x5_KHR : extension.COMPRESSED_RGBA_ASTC_5x5_KHR;
  				if ( p === RGBA_ASTC_6x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x5_KHR : extension.COMPRESSED_RGBA_ASTC_6x5_KHR;
  				if ( p === RGBA_ASTC_6x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_6x6_KHR : extension.COMPRESSED_RGBA_ASTC_6x6_KHR;
  				if ( p === RGBA_ASTC_8x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x5_KHR : extension.COMPRESSED_RGBA_ASTC_8x5_KHR;
  				if ( p === RGBA_ASTC_8x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x6_KHR : extension.COMPRESSED_RGBA_ASTC_8x6_KHR;
  				if ( p === RGBA_ASTC_8x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_8x8_KHR : extension.COMPRESSED_RGBA_ASTC_8x8_KHR;
  				if ( p === RGBA_ASTC_10x5_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x5_KHR : extension.COMPRESSED_RGBA_ASTC_10x5_KHR;
  				if ( p === RGBA_ASTC_10x6_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x6_KHR : extension.COMPRESSED_RGBA_ASTC_10x6_KHR;
  				if ( p === RGBA_ASTC_10x8_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x8_KHR : extension.COMPRESSED_RGBA_ASTC_10x8_KHR;
  				if ( p === RGBA_ASTC_10x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_10x10_KHR : extension.COMPRESSED_RGBA_ASTC_10x10_KHR;
  				if ( p === RGBA_ASTC_12x10_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x10_KHR : extension.COMPRESSED_RGBA_ASTC_12x10_KHR;
  				if ( p === RGBA_ASTC_12x12_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB8_ALPHA8_ASTC_12x12_KHR : extension.COMPRESSED_RGBA_ASTC_12x12_KHR;

  			} else {

  				return null;

  			}

  		}

  		// BPTC

  		if ( p === RGBA_BPTC_Format || p === RGB_BPTC_SIGNED_Format || p === RGB_BPTC_UNSIGNED_Format ) {

  			extension = extensions.get( 'EXT_texture_compression_bptc' );

  			if ( extension !== null ) {

  				if ( p === RGBA_BPTC_Format ) return ( transfer === SRGBTransfer ) ? extension.COMPRESSED_SRGB_ALPHA_BPTC_UNORM_EXT : extension.COMPRESSED_RGBA_BPTC_UNORM_EXT;
  				if ( p === RGB_BPTC_SIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_SIGNED_FLOAT_EXT;
  				if ( p === RGB_BPTC_UNSIGNED_Format ) return extension.COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_EXT;

  			} else {

  				return null;

  			}

  		}

  		// RGTC

  		if ( p === RED_RGTC1_Format || p === SIGNED_RED_RGTC1_Format || p === RED_GREEN_RGTC2_Format || p === SIGNED_RED_GREEN_RGTC2_Format ) {

  			extension = extensions.get( 'EXT_texture_compression_rgtc' );

  			if ( extension !== null ) {

  				if ( p === RGBA_BPTC_Format ) return extension.COMPRESSED_RED_RGTC1_EXT;
  				if ( p === SIGNED_RED_RGTC1_Format ) return extension.COMPRESSED_SIGNED_RED_RGTC1_EXT;
  				if ( p === RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_RED_GREEN_RGTC2_EXT;
  				if ( p === SIGNED_RED_GREEN_RGTC2_Format ) return extension.COMPRESSED_SIGNED_RED_GREEN_RGTC2_EXT;

  			} else {

  				return null;

  			}

  		}

  		//

  		if ( p === UnsignedInt248Type ) {

  			if ( isWebGL2 ) return gl.UNSIGNED_INT_24_8;

  			extension = extensions.get( 'WEBGL_depth_texture' );

  			if ( extension !== null ) {

  				return extension.UNSIGNED_INT_24_8_WEBGL;

  			} else {

  				return null;

  			}

  		}

  		// if "p" can't be resolved, assume the user defines a WebGL constant as a string (fallback/workaround for packed RGB formats)

  		return ( gl[ p ] !== undefined ) ? gl[ p ] : null;

  	}

  	return { convert: convert };

  }

  class ArrayCamera extends PerspectiveCamera {

  	constructor( array = [] ) {

  		super();

  		this.isArrayCamera = true;

  		this.cameras = array;

  	}

  }

  let Group$1 = class Group extends Object3D {

  	constructor() {

  		super();

  		this.isGroup = true;

  		this.type = 'Group';

  	}

  };

  const _moveEvent = { type: 'move' };

  class WebXRController {

  	constructor() {

  		this._targetRay = null;
  		this._grip = null;
  		this._hand = null;

  	}

  	getHandSpace() {

  		if ( this._hand === null ) {

  			this._hand = new Group$1();
  			this._hand.matrixAutoUpdate = false;
  			this._hand.visible = false;

  			this._hand.joints = {};
  			this._hand.inputState = { pinching: false };

  		}

  		return this._hand;

  	}

  	getTargetRaySpace() {

  		if ( this._targetRay === null ) {

  			this._targetRay = new Group$1();
  			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;

  	}

  	getGripSpace() {

  		if ( this._grip === null ) {

  			this._grip = new Group$1();
  			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();

  		}

  		return this._grip;

  	}

  	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;

  	}

  	connect( inputSource ) {

  		if ( inputSource && inputSource.hand ) {

  			const hand = this._hand;

  			if ( hand ) {

  				for ( const inputjoint of inputSource.hand.values() ) {

  					// Initialize hand with joints when connected
  					this._getHandJoint( hand, inputjoint );

  				}

  			}

  		}

  		this.dispatchEvent( { type: 'connected', data: inputSource } );

  		return this;

  	}

  	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;

  	}

  	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() ) {

  					// Update the joints groups with the XRJoint poses
  					const jointPose = frame.getJointPose( inputjoint, referenceSpace );

  					// The transform of this joint will be updated with the joint pose on each frame
  					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;

  				}

  				// Custom events

  				// Check pinchz
  				const indexTip = hand.joints[ 'index-finger-tip' ];
  				const thumbTip = hand.joints[ 'thumb-tip' ];
  				const distance = indexTip.position.distanceTo( thumbTip.position );

  				const distanceToPinch = 0.02;
  				const threshold = 0.005;

  				if ( hand.inputState.pinching && distance > distanceToPinch + threshold ) {

  					hand.inputState.pinching = false;
  					this.dispatchEvent( {
  						type: 'pinchend',
  						handedness: inputSource.handedness,
  						target: this
  					} );

  				} else if ( ! hand.inputState.pinching && distance <= distanceToPinch - threshold ) {

  					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 ( targetRay !== null ) {

  				inputPose = frame.getPose( inputSource.targetRaySpace, referenceSpace );

  				// Some runtimes (namely Vive Cosmos with Vive OpenXR Runtime) have only grip space and ray space is equal to it
  				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;

  	}

  	// private method

  	_getHandJoint( hand, inputjoint ) {

  		if ( hand.joints[ inputjoint.jointName ] === undefined ) {

  			const joint = new Group$1();
  			joint.matrixAutoUpdate = false;
  			joint.visible = false;
  			hand.joints[ inputjoint.jointName ] = joint;

  			hand.add( joint );

  		}

  		return hand.joints[ inputjoint.jointName ];

  	}

  }

  const _occlusion_vertex = `
void main() {

	gl_Position = vec4( position, 1.0 );

}`;

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

	} else {

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

	}

}`;

  class WebXRDepthSensing {

  	constructor() {

  		this.texture = null;
  		this.mesh = null;

  		this.depthNear = 0;
  		this.depthFar = 0;

  	}

  	init( renderer, depthData, renderState ) {

  		if ( this.texture === null ) {

  			const texture = new Texture();

  			const texProps = renderer.properties.get( texture );
  			texProps.__webglTexture = depthData.texture;

  			if ( ( depthData.depthNear != renderState.depthNear ) || ( depthData.depthFar != renderState.depthFar ) ) {

  				this.depthNear = depthData.depthNear;
  				this.depthFar = depthData.depthFar;

  			}

  			this.texture = texture;

  		}

  	}

  	render( renderer, cameraXR ) {

  		if ( this.texture !== null ) {

  			if ( this.mesh === null ) {

  				const viewport = cameraXR.cameras[ 0 ].viewport;
  				const material = new ShaderMaterial( {
  					extensions: { fragDepth: true },
  					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 );

  			}

  			renderer.render( this.mesh, cameraXR );

  		}

  	}

  	reset() {

  		this.texture = null;
  		this.mesh = null;

  	}

  }

  class WebXRManager extends EventDispatcher {

  	constructor( renderer, gl ) {

  		super();

  		const scope = this;

  		let session = null;

  		let framebufferScaleFactor = 1.0;

  		let referenceSpace = null;
  		let referenceSpaceType = 'local-floor';
  		// Set default foveation to maximum.
  		let foveation = 1.0;
  		let customReferenceSpace = null;

  		let pose = null;
  		let glBinding = null;
  		let glProjLayer = null;
  		let glBaseLayer = null;
  		let xrFrame = null;

  		const depthSensing = new WebXRDepthSensing();
  		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.layers.enable( 1 );
  		cameraL.viewport = new Vector4();

  		const cameraR = new PerspectiveCamera();
  		cameraR.layers.enable( 2 );
  		cameraR.viewport = new Vector4();

  		const cameras = [ cameraL, cameraR ];

  		const cameraXR = new ArrayCamera();
  		cameraXR.layers.enable( 1 );
  		cameraXR.layers.enable( 2 );

  		let _currentDepthNear = null;
  		let _currentDepthFar = null;

  		//

  		this.cameraAutoUpdate = true;
  		this.enabled = false;

  		this.isPresenting = false;

  		this.getController = function ( index ) {

  			let controller = controllers[ index ];

  			if ( controller === undefined ) {

  				controller = new WebXRController();
  				controllers[ index ] = controller;

  			}

  			return controller.getTargetRaySpace();

  		};

  		this.getControllerGrip = function ( index ) {

  			let controller = controllers[ index ];

  			if ( controller === undefined ) {

  				controller = new WebXRController();
  				controllers[ index ] = controller;

  			}

  			return controller.getGripSpace();

  		};

  		this.getHand = function ( index ) {

  			let controller = controllers[ index ];

  			if ( controller === undefined ) {

  				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 !== undefined ) {

  				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();

  			// restore framebuffer/rendering state

  			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' } );

  		}

  		this.setFramebufferScaleFactor = function ( value ) {

  			framebufferScaleFactor = value;

  			if ( scope.isPresenting === true ) {

  				console.warn( 'THREE.WebXRManager: Cannot change framebuffer scale while presenting.' );

  			}

  		};

  		this.setReferenceSpaceType = function ( value ) {

  			referenceSpaceType = value;

  			if ( scope.isPresenting === true ) {

  				console.warn( 'THREE.WebXRManager: Cannot change reference space type while presenting.' );

  			}

  		};

  		this.getReferenceSpace = function () {

  			return customReferenceSpace || referenceSpace;

  		};

  		this.setReferenceSpace = function ( space ) {

  			customReferenceSpace = space;

  		};

  		this.getBaseLayer = function () {

  			return glProjLayer !== null ? glProjLayer : glBaseLayer;

  		};

  		this.getBinding = function () {

  			return glBinding;

  		};

  		this.getFrame = function () {

  			return xrFrame;

  		};

  		this.getSession = function () {

  			return session;

  		};

  		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 ( ( session.renderState.layers === undefined ) || ( renderer.capabilities.isWebGL2 === false ) ) {

  					const layerInit = {
  						antialias: ( session.renderState.layers === undefined ) ? attributes.antialias : true,
  						alpha: true,
  						depth: attributes.depth,
  						stencil: attributes.stencil,
  						framebufferScaleFactor: 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
  						}
  					);

  				} 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 = new XRWebGLBinding( session, gl );

  					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, undefined, undefined, undefined, undefined, undefined, undefined, depthFormat ),
  							stencilBuffer: attributes.stencil,
  							colorSpace: renderer.outputColorSpace,
  							samples: attributes.antialias ? 4 : 0
  						} );

  					const renderTargetProperties = renderer.properties.get( newRenderTarget );
  					renderTargetProperties.__ignoreDepthValues = glProjLayer.ignoreDepthValues;

  				}

  				newRenderTarget.isXRRenderTarget = true; // TODO Remove this when possible, see #23278

  				this.setFoveation( foveation );

  				customReferenceSpace = null;
  				referenceSpace = await session.requestReferenceSpace( referenceSpaceType );

  				animation.setContext( session );
  				animation.start();

  				scope.isPresenting = true;

  				scope.dispatchEvent( { type: 'sessionstart' } );

  			}

  		};

  		this.getEnvironmentBlendMode = function () {

  			if ( session !== null ) {

  				return session.environmentBlendMode;

  			}

  		};

  		function onInputSourcesChange( event ) {

  			// Notify disconnected

  			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 );

  				}

  			}

  			// Notify connected

  			for ( let i = 0; i < event.added.length; i ++ ) {

  				const inputSource = event.added[ i ];

  				let controllerIndex = controllerInputSources.indexOf( inputSource );

  				if ( controllerIndex === - 1 ) {

  					// Assign input source a controller that currently has no input source

  					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 all controllers do currently receive input we ignore new ones

  					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
  		 */
  		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;

  			// VR systems will have identical far and near planes, and
  			// most likely identical top and bottom frustum extents.
  			// Use the left camera for these values.
  			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;

  			// Calculate the new camera's position offset from the
  			// left camera. xOffset should be roughly half `ipd`.
  			const zOffset = ipd / ( - leftFov + rightFov );
  			const xOffset = zOffset * - leftFov;

  			// TODO: Better way to apply this offset?
  			cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
  			camera.translateX( xOffset );
  			camera.translateZ( zOffset );
  			camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
  			camera.matrixWorldInverse.copy( camera.matrixWorld ).invert();

  			// Find the union of the frustum values of the cameras and scale
  			// the values so that the near plane's position does not change in world space,
  			// although must now be relative to the new union camera.
  			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();

  		}

  		this.updateCamera = function ( camera ) {

  			if ( session === null ) return;

  			if ( depthSensing.texture !== null ) {

  				camera.near = depthSensing.depthNear;
  				camera.far = depthSensing.depthFar;

  			}

  			cameraXR.near = cameraR.near = cameraL.near = camera.near;
  			cameraXR.far = cameraR.far = cameraL.far = camera.far;

  			if ( _currentDepthNear !== cameraXR.near || _currentDepthFar !== cameraXR.far ) {

  				// Note that the new renderState won't apply until the next frame. See #18320

  				session.updateRenderState( {
  					depthNear: cameraXR.near,
  					depthFar: cameraXR.far
  				} );

  				_currentDepthNear = cameraXR.near;
  				_currentDepthFar = cameraXR.far;

  				cameraL.near = _currentDepthNear;
  				cameraL.far = _currentDepthFar;
  				cameraR.near = _currentDepthNear;
  				cameraR.far = _currentDepthFar;

  				cameraL.updateProjectionMatrix();
  				cameraR.updateProjectionMatrix();
  				camera.updateProjectionMatrix();

  			}

  			const parent = camera.parent;
  			const cameras = cameraXR.cameras;

  			updateCamera( cameraXR, parent );

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

  				updateCamera( cameras[ i ], parent );

  			}

  			// update projection matrix for proper view frustum culling

  			if ( cameras.length === 2 ) {

  				setProjectionFromUnion( cameraXR, cameraL, cameraR );

  			} else {

  				// assume single camera setup (AR)

  				cameraXR.projectionMatrix.copy( cameraL.projectionMatrix );

  			}

  			// update user camera and its children

  			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;

  			}

  		}

  		this.getCamera = function () {

  			return cameraXR;

  		};

  		this.getFoveation = function () {

  			if ( glProjLayer === null && glBaseLayer === null ) {

  				return undefined;

  			}

  			return foveation;

  		};

  		this.setFoveation = function ( value ) {

  			// 0 = no foveation = full resolution
  			// 1 = maximum foveation = the edges render at lower resolution

  			foveation = value;

  			if ( glProjLayer !== null ) {

  				glProjLayer.fixedFoveation = value;

  			}

  			if ( glBaseLayer !== null && glBaseLayer.fixedFoveation !== undefined ) {

  				glBaseLayer.fixedFoveation = value;

  			}

  		};

  		this.hasDepthSensing = function () {

  			return depthSensing.texture !== null;

  		};

  		// Animation Loop

  		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;

  				// check if it's necessary to rebuild cameraXR's camera list

  				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;

  						// For side-by-side projection, we only produce a single texture for both eyes.
  						if ( i === 0 ) {

  							renderer.setRenderTargetTextures(
  								newRenderTarget,
  								glSubImage.colorTexture,
  								glProjLayer.ignoreDepthValues ? undefined : glSubImage.depthStencilTexture );

  							renderer.setRenderTarget( newRenderTarget );

  						}

  					}

  					let camera = cameras[ i ];

  					if ( camera === undefined ) {

  						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' ) ) {

  					const depthData = glBinding.getDepthInformation( views[ 0 ] );

  					if ( depthData && depthData.isValid && depthData.texture ) {

  						depthSensing.init( renderer, depthData, session.renderState );

  					}

  				}

  			}

  			//

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

  				const inputSource = controllerInputSources[ i ];
  				const controller = controllers[ i ];

  				if ( inputSource !== null && controller !== undefined ) {

  					controller.update( inputSource, frame, customReferenceSpace || referenceSpace );

  				}

  			}

  			depthSensing.render( renderer, cameraXR );

  			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 () {};

  	}

  }

  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.isMeshBasicMaterial ) {

  			refreshUniformsCommon( uniforms, material );

  		} else if ( material.isMeshLambertMaterial ) {

  			refreshUniformsCommon( uniforms, material );

  		} else if ( material.isMeshToonMaterial ) {

  			refreshUniformsCommon( uniforms, material );
  			refreshUniformsToon( uniforms, material );

  		} else if ( material.isMeshPhongMaterial ) {

  			refreshUniformsCommon( uniforms, material );
  			refreshUniformsPhong( uniforms, material );

  		} 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; // #15581

  		}

  	}

  	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 === BackSide ) {

  				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 === BackSide ) {

  				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 envMap = properties.get( material ).envMap;

  		if ( envMap ) {

  			uniforms.envMap.value = envMap;

  			uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;

  			uniforms.reflectivity.value = material.reflectivity;
  			uniforms.ior.value = material.ior;
  			uniforms.refractionRatio.value = material.refractionRatio;

  		}

  		if ( material.lightMap ) {

  			uniforms.lightMap.value = material.lightMap;

  			// artist-friendly light intensity scaling factor
  			const scaleFactor = ( renderer._useLegacyLights === true ) ? Math.PI : 1;

  			uniforms.lightMapIntensity.value = material.lightMapIntensity * scaleFactor;

  			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 * 0.5;

  		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 ); // to prevent pow( 0.0, 0.0 )

  	}

  	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 );

  		}

  		const envMap = properties.get( material ).envMap;

  		if ( envMap ) {

  			//uniforms.envMap.value = material.envMap; // part of uniforms common
  			uniforms.envMapIntensity.value = material.envMapIntensity;

  		}

  	}

  	function refreshUniformsPhysical( uniforms, material, transmissionRenderTarget ) {

  		uniforms.ior.value = material.ior; // also part of uniforms common

  		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 === BackSide ) {

  					uniforms.clearcoatNormalScale.value.negate();

  				}

  			}

  		}

  		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: refreshFogUniforms,
  		refreshMaterialUniforms: refreshMaterialUniforms
  	};

  }

  function WebGLUniformsGroups( gl, info, capabilities, state ) {

  	let buffers = {};
  	let updateList = {};
  	let allocatedBindingPoints = [];

  	const maxBindingPoints = ( capabilities.isWebGL2 ) ? gl.getParameter( gl.MAX_UNIFORM_BUFFER_BINDINGS ) : 0; // binding points are global whereas block indices are per shader program

  	function bind( uniformsGroup, program ) {

  		const webglProgram = program.program;
  		state.uniformBlockBinding( uniformsGroup, webglProgram );

  	}

  	function update( uniformsGroup, program ) {

  		let buffer = buffers[ uniformsGroup.id ];

  		if ( buffer === undefined ) {

  			prepareUniformsGroup( uniformsGroup );

  			buffer = createBuffer( uniformsGroup );
  			buffers[ uniformsGroup.id ] = buffer;

  			uniformsGroup.addEventListener( 'dispose', onUniformsGroupsDispose );

  		}

  		// ensure to update the binding points/block indices mapping for this program

  		const webglProgram = program.program;
  		state.updateUBOMapping( uniformsGroup, webglProgram );

  		// update UBO once per frame

  		const frame = info.render.frame;

  		if ( updateList[ uniformsGroup.id ] !== frame ) {

  			updateBufferData( uniformsGroup );

  			updateList[ uniformsGroup.id ] = frame;

  		}

  	}

  	function createBuffer( uniformsGroup ) {

  		// the setup of an UBO is independent of a particular shader program but global

  		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;

  			}

  		}

  		console.error( 'THREE.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 uniformArray = Array.isArray( uniforms[ i ] ) ? uniforms[ i ] : [ uniforms[ i ] ];

  			for ( let j = 0, jl = uniformArray.length; j < jl; j ++ ) {

  				const uniform = uniformArray[ j ];

  				if ( hasUniformChanged( uniform, i, j, cache ) === true ) {

  					const offset = uniform.__offset;

  					const values = Array.isArray( uniform.value ) ? uniform.value : [ uniform.value ];

  					let arrayOffset = 0;

  					for ( let k = 0; k < values.length; k ++ ) {

  						const value = values[ k ];

  						const info = getUniformSize( value );

  						// TODO add integer and struct support
  						if ( typeof value === 'number' || typeof value === 'boolean' ) {

  							uniform.__data[ 0 ] = value;
  							gl.bufferSubData( gl.UNIFORM_BUFFER, offset + arrayOffset, uniform.__data );

  						} else if ( value.isMatrix3 ) {

  							// manually converting 3x3 to 3x4

  							uniform.__data[ 0 ] = value.elements[ 0 ];
  							uniform.__data[ 1 ] = value.elements[ 1 ];
  							uniform.__data[ 2 ] = value.elements[ 2 ];
  							uniform.__data[ 3 ] = 0;
  							uniform.__data[ 4 ] = value.elements[ 3 ];
  							uniform.__data[ 5 ] = value.elements[ 4 ];
  							uniform.__data[ 6 ] = value.elements[ 5 ];
  							uniform.__data[ 7 ] = 0;
  							uniform.__data[ 8 ] = value.elements[ 6 ];
  							uniform.__data[ 9 ] = value.elements[ 7 ];
  							uniform.__data[ 10 ] = value.elements[ 8 ];
  							uniform.__data[ 11 ] = 0;

  						} else {

  							value.toArray( uniform.__data, arrayOffset );

  							arrayOffset += info.storage / Float32Array.BYTES_PER_ELEMENT;

  						}

  					}

  					gl.bufferSubData( gl.UNIFORM_BUFFER, offset, uniform.__data );

  				}

  			}

  		}

  		gl.bindBuffer( gl.UNIFORM_BUFFER, null );

  	}

  	function hasUniformChanged( uniform, index, indexArray, cache ) {

  		const value = uniform.value;
  		const indexString = index + '_' + indexArray;

  		if ( cache[ indexString ] === undefined ) {

  			// cache entry does not exist so far

  			if ( typeof value === 'number' || typeof value === 'boolean' ) {

  				cache[ indexString ] = value;

  			} else {

  				cache[ indexString ] = value.clone();

  			}

  			return true;

  		} else {

  			const cachedObject = cache[ indexString ];

  			// compare current value with cached entry

  			if ( typeof value === 'number' || typeof value === 'boolean' ) {

  				if ( cachedObject !== value ) {

  					cache[ indexString ] = value;
  					return true;

  				}

  			} else {

  				if ( cachedObject.equals( value ) === false ) {

  					cachedObject.copy( value );
  					return true;

  				}

  			}

  		}

  		return false;

  	}

  	function prepareUniformsGroup( uniformsGroup ) {

  		// determine total buffer size according to the STD140 layout
  		// Hint: STD140 is the only supported layout in WebGL 2

  		const uniforms = uniformsGroup.uniforms;

  		let offset = 0; // global buffer offset in bytes
  		const chunkSize = 16; // size of a chunk in bytes

  		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 );

  					// Calculate the chunk offset
  					const chunkOffsetUniform = offset % chunkSize;

  					// Check for chunk overflow
  					if ( chunkOffsetUniform !== 0 && ( chunkSize - chunkOffsetUniform ) < info.boundary ) {

  						// Add padding and adjust offset
  						offset += ( chunkSize - chunkOffsetUniform );

  					}

  					// the following two properties will be used for partial buffer updates

  					uniform.__data = new Float32Array( info.storage / Float32Array.BYTES_PER_ELEMENT );
  					uniform.__offset = offset;


  					// Update the global offset
  					offset += info.storage;


  				}

  			}

  		}

  		// ensure correct final padding

  		const chunkOffset = offset % chunkSize;

  		if ( chunkOffset > 0 ) offset += ( chunkSize - chunkOffset );

  		//

  		uniformsGroup.__size = offset;
  		uniformsGroup.__cache = {};

  		return this;

  	}

  	function getUniformSize( value ) {

  		const info = {
  			boundary: 0, // bytes
  			storage: 0 // bytes
  		};

  		// determine sizes according to STD140

  		if ( typeof value === 'number' || typeof value === 'boolean' ) {

  			// float/int/bool

  			info.boundary = 4;
  			info.storage = 4;

  		} else if ( value.isVector2 ) {

  			// vec2

  			info.boundary = 8;
  			info.storage = 8;

  		} else if ( value.isVector3 || value.isColor ) {

  			// vec3

  			info.boundary = 16;
  			info.storage = 12; // evil: vec3 must start on a 16-byte boundary but it only consumes 12 bytes

  		} else if ( value.isVector4 ) {

  			// vec4

  			info.boundary = 16;
  			info.storage = 16;

  		} else if ( value.isMatrix3 ) {

  			// mat3 (in STD140 a 3x3 matrix is represented as 3x4)

  			info.boundary = 48;
  			info.storage = 48;

  		} else if ( value.isMatrix4 ) {

  			// mat4

  			info.boundary = 64;
  			info.storage = 64;

  		} else if ( value.isTexture ) {

  			console.warn( 'THREE.WebGLRenderer: Texture samplers can not be part of an uniforms group.' );

  		} else {

  			console.warn( 'THREE.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: bind,
  		update: update,

  		dispose: dispose

  	};

  }

  class WebGLRenderer {

  	constructor( parameters = {} ) {

  		const {
  			canvas = createCanvasElement(),
  			context = null,
  			depth = true,
  			stencil = true,
  			alpha = false,
  			antialias = false,
  			premultipliedAlpha = true,
  			preserveDrawingBuffer = false,
  			powerPreference = 'default',
  			failIfMajorPerformanceCaveat = false,
  		} = parameters;

  		this.isWebGLRenderer = true;

  		let _alpha;

  		if ( context !== null ) {

  			_alpha = context.getContextAttributes().alpha;

  		} else {

  			_alpha = alpha;

  		}

  		const uintClearColor = new Uint32Array( 4 );
  		const intClearColor = new Int32Array( 4 );

  		let currentRenderList = null;
  		let currentRenderState = null;

  		// render() can be called from within a callback triggered by another render.
  		// We track this so that the nested render call gets its list and state isolated from the parent render call.

  		const renderListStack = [];
  		const renderStateStack = [];

  		// public properties

  		this.domElement = canvas;

  		// Debug configuration container
  		this.debug = {

  			/**
  			 * Enables error checking and reporting when shader programs are being compiled
  			 * @type {boolean}
  			 */
  			checkShaderErrors: true,
  			/**
  			 * Callback for custom error reporting.
  			 * @type {?Function}
  			 */
  			onShaderError: null
  		};

  		// clearing

  		this.autoClear = true;
  		this.autoClearColor = true;
  		this.autoClearDepth = true;
  		this.autoClearStencil = true;

  		// scene graph

  		this.sortObjects = true;

  		// user-defined clipping

  		this.clippingPlanes = [];
  		this.localClippingEnabled = false;

  		// physically based shading

  		this._outputColorSpace = SRGBColorSpace;

  		// physical lights

  		this._useLegacyLights = false;

  		// tone mapping

  		this.toneMapping = NoToneMapping;
  		this.toneMappingExposure = 1.0;

  		// internal properties

  		const _this = this;

  		let _isContextLost = false;

  		// internal state cache

  		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$1( 0x000000 );
  		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;

  		// frustum

  		const _frustum = new Frustum();

  		// clipping

  		let _clippingEnabled = false;
  		let _localClippingEnabled = false;

  		// transmission

  		let _transmissionRenderTarget = null;

  		// camera matrices cache

  		const _projScreenMatrix = new Matrix4();

  		const _vector2 = new Vector2();
  		const _vector3 = new Vector3();

  		const _emptyScene = { background: null, fog: null, environment: null, overrideMaterial: null, isScene: true };

  		function getTargetPixelRatio() {

  			return _currentRenderTarget === null ? _pixelRatio : 1;

  		}

  		// initialize

  		let _gl = context;

  		function getContext( contextNames, contextAttributes ) {

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

  				const contextName = contextNames[ i ];
  				const context = canvas.getContext( contextName, contextAttributes );
  				if ( context !== null ) return context;

  			}

  			return null;

  		}

  		try {

  			const contextAttributes = {
  				alpha: true,
  				depth,
  				stencil,
  				antialias,
  				premultipliedAlpha,
  				preserveDrawingBuffer,
  				powerPreference,
  				failIfMajorPerformanceCaveat,
  			};

  			// OffscreenCanvas does not have setAttribute, see #22811
  			if ( 'setAttribute' in canvas ) canvas.setAttribute( 'data-engine', `three.js r${REVISION}` );

  			// event listeners must be registered before WebGL context is created, see #12753
  			canvas.addEventListener( 'webglcontextlost', onContextLost, false );
  			canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
  			canvas.addEventListener( 'webglcontextcreationerror', onContextCreationError, false );

  			if ( _gl === null ) {

  				const contextNames = [ 'webgl2', 'webgl', 'experimental-webgl' ];

  				if ( _this.isWebGL1Renderer === true ) {

  					contextNames.shift();

  				}

  				_gl = getContext( contextNames, contextAttributes );

  				if ( _gl === null ) {

  					if ( getContext( contextNames ) ) {

  						throw new Error( 'Error creating WebGL context with your selected attributes.' );

  					} else {

  						throw new Error( 'Error creating WebGL context.' );

  					}

  				}

  			}

  			if ( typeof WebGLRenderingContext !== 'undefined' && _gl instanceof WebGLRenderingContext ) { // @deprecated, r153

  				console.warn( 'THREE.WebGLRenderer: WebGL 1 support was deprecated in r153 and will be removed in r163.' );

  			}

  			// Some experimental-webgl implementations do not have getShaderPrecisionFormat

  			if ( _gl.getShaderPrecisionFormat === undefined ) {

  				_gl.getShaderPrecisionFormat = function () {

  					return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

  				};

  			}

  		} catch ( error ) {

  			console.error( 'THREE.WebGLRenderer: ' + error.message );
  			throw error;

  		}

  		let extensions, capabilities, state, info;
  		let properties, textures, cubemaps, cubeuvmaps, 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 );

  			capabilities = new WebGLCapabilities( _gl, extensions, parameters );

  			extensions.init( capabilities );

  			utils = new WebGLUtils( _gl, extensions, capabilities );

  			state = new WebGLState( _gl, extensions, capabilities );

  			info = new WebGLInfo( _gl );
  			properties = new WebGLProperties();
  			textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
  			cubemaps = new WebGLCubeMaps( _this );
  			cubeuvmaps = new WebGLCubeUVMaps( _this );
  			attributes = new WebGLAttributes( _gl, capabilities );
  			bindingStates = new WebGLBindingStates( _gl, extensions, attributes, capabilities );
  			geometries = new WebGLGeometries( _gl, attributes, info, bindingStates );
  			objects = new WebGLObjects( _gl, geometries, attributes, info );
  			morphtargets = new WebGLMorphtargets( _gl, capabilities, textures );
  			clipping = new WebGLClipping( properties );
  			programCache = new WebGLPrograms( _this, cubemaps, cubeuvmaps, extensions, capabilities, bindingStates, clipping );
  			materials = new WebGLMaterials( _this, properties );
  			renderLists = new WebGLRenderLists();
  			renderStates = new WebGLRenderStates( extensions, capabilities );
  			background = new WebGLBackground( _this, cubemaps, cubeuvmaps, state, objects, _alpha, premultipliedAlpha );
  			shadowMap = new WebGLShadowMap( _this, objects, capabilities );
  			uniformsGroups = new WebGLUniformsGroups( _gl, info, capabilities, state );

  			bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
  			indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );

  			info.programs = programCache.programs;

  			_this.capabilities = capabilities;
  			_this.extensions = extensions;
  			_this.properties = properties;
  			_this.renderLists = renderLists;
  			_this.shadowMap = shadowMap;
  			_this.state = state;
  			_this.info = info;

  		}

  		initGLContext();

  		// xr

  		const xr = new WebXRManager( _this, _gl );

  		this.xr = xr;

  		// API

  		this.getContext = function () {

  			return _gl;

  		};

  		this.getContextAttributes = function () {

  			return _gl.getContextAttributes();

  		};

  		this.forceContextLoss = function () {

  			const extension = extensions.get( 'WEBGL_lose_context' );
  			if ( extension ) extension.loseContext();

  		};

  		this.forceContextRestore = function () {

  			const extension = extensions.get( 'WEBGL_lose_context' );
  			if ( extension ) extension.restoreContext();

  		};

  		this.getPixelRatio = function () {

  			return _pixelRatio;

  		};

  		this.setPixelRatio = function ( value ) {

  			if ( value === undefined ) return;

  			_pixelRatio = value;

  			this.setSize( _width, _height, false );

  		};

  		this.getSize = function ( target ) {

  			return target.set( _width, _height );

  		};

  		this.setSize = function ( width, height, updateStyle = true ) {

  			if ( xr.isPresenting ) {

  				console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
  				return;

  			}

  			_width = width;
  			_height = height;

  			canvas.width = Math.floor( width * _pixelRatio );
  			canvas.height = Math.floor( height * _pixelRatio );

  			if ( updateStyle === true ) {

  				canvas.style.width = width + 'px';
  				canvas.style.height = height + 'px';

  			}

  			this.setViewport( 0, 0, width, height );

  		};

  		this.getDrawingBufferSize = function ( target ) {

  			return target.set( _width * _pixelRatio, _height * _pixelRatio ).floor();

  		};

  		this.setDrawingBufferSize = function ( width, height, pixelRatio ) {

  			_width = width;
  			_height = height;

  			_pixelRatio = pixelRatio;

  			canvas.width = Math.floor( width * pixelRatio );
  			canvas.height = Math.floor( height * pixelRatio );

  			this.setViewport( 0, 0, width, height );

  		};

  		this.getCurrentViewport = function ( target ) {

  			return target.copy( _currentViewport );

  		};

  		this.getViewport = function ( target ) {

  			return target.copy( _viewport );

  		};

  		this.setViewport = function ( x, y, width, height ) {

  			if ( x.isVector4 ) {

  				_viewport.set( x.x, x.y, x.z, x.w );

  			} else {

  				_viewport.set( x, y, width, height );

  			}

  			state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ).floor() );

  		};

  		this.getScissor = function ( target ) {

  			return target.copy( _scissor );

  		};

  		this.setScissor = function ( x, y, width, height ) {

  			if ( x.isVector4 ) {

  				_scissor.set( x.x, x.y, x.z, x.w );

  			} else {

  				_scissor.set( x, y, width, height );

  			}

  			state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ).floor() );

  		};

  		this.getScissorTest = function () {

  			return _scissorTest;

  		};

  		this.setScissorTest = function ( boolean ) {

  			state.setScissorTest( _scissorTest = boolean );

  		};

  		this.setOpaqueSort = function ( method ) {

  			_opaqueSort = method;

  		};

  		this.setTransparentSort = function ( method ) {

  			_transparentSort = method;

  		};

  		// Clearing

  		this.getClearColor = function ( target ) {

  			return target.copy( background.getClearColor() );

  		};

  		this.setClearColor = function () {

  			background.setClearColor.apply( background, arguments );

  		};

  		this.getClearAlpha = function () {

  			return background.getClearAlpha();

  		};

  		this.setClearAlpha = function () {

  			background.setClearAlpha.apply( background, arguments );

  		};

  		this.clear = function ( color = true, depth = true, stencil = true ) {

  			let bits = 0;

  			if ( color ) {

  				// check if we're trying to clear an integer target
  				let isIntegerFormat = false;
  				if ( _currentRenderTarget !== null ) {

  					const targetFormat = _currentRenderTarget.texture.format;
  					isIntegerFormat = targetFormat === RGBAIntegerFormat ||
  						targetFormat === RGIntegerFormat ||
  						targetFormat === RedIntegerFormat;

  				}

  				// use the appropriate clear functions to clear the target if it's a signed
  				// or unsigned integer target
  				if ( isIntegerFormat ) {

  					const targetType = _currentRenderTarget.texture.type;
  					const isUnsignedType = targetType === UnsignedByteType ||
  						targetType === UnsignedIntType ||
  						targetType === UnsignedShortType ||
  						targetType === UnsignedInt248Type ||
  						targetType === UnsignedShort4444Type ||
  						targetType === UnsignedShort5551Type;

  					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;
  			if ( stencil ) {

  				bits |= _gl.STENCIL_BUFFER_BIT;
  				this.state.buffers.stencil.setMask( 0xffffffff );

  			}

  			_gl.clear( bits );

  		};

  		this.clearColor = function () {

  			this.clear( true, false, false );

  		};

  		this.clearDepth = function () {

  			this.clear( false, true, false );

  		};

  		this.clearStencil = function () {

  			this.clear( false, false, true );

  		};

  		//

  		this.dispose = function () {

  			canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
  			canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
  			canvas.removeEventListener( 'webglcontextcreationerror', onContextCreationError, false );

  			renderLists.dispose();
  			renderStates.dispose();
  			properties.dispose();
  			cubemaps.dispose();
  			cubeuvmaps.dispose();
  			objects.dispose();
  			bindingStates.dispose();
  			uniformsGroups.dispose();
  			programCache.dispose();

  			xr.dispose();

  			xr.removeEventListener( 'sessionstart', onXRSessionStart );
  			xr.removeEventListener( 'sessionend', onXRSessionEnd );

  			if ( _transmissionRenderTarget ) {

  				_transmissionRenderTarget.dispose();
  				_transmissionRenderTarget = null;

  			}

  			animation.stop();

  		};

  		// Events

  		function onContextLost( event ) {

  			event.preventDefault();

  			console.log( 'THREE.WebGLRenderer: Context Lost.' );

  			_isContextLost = true;

  		}

  		function onContextRestore( /* event */ ) {

  			console.log( 'THREE.WebGLRenderer: Context Restored.' );

  			_isContextLost = false;

  			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 ) {

  			console.error( 'THREE.WebGLRenderer: A WebGL context could not be created. Reason: ', event.statusMessage );

  		}

  		function onMaterialDispose( event ) {

  			const material = event.target;

  			material.removeEventListener( 'dispose', onMaterialDispose );

  			deallocateMaterial( material );

  		}

  		// Buffer deallocation

  		function deallocateMaterial( material ) {

  			releaseMaterialProgramReferences( material );

  			properties.remove( material );

  		}


  		function releaseMaterialProgramReferences( material ) {

  			const programs = properties.get( material ).programs;

  			if ( programs !== undefined ) {

  				programs.forEach( function ( program ) {

  					programCache.releaseProgram( program );

  				} );

  				if ( material.isShaderMaterial ) {

  					programCache.releaseShaderCache( material );

  				}

  			}

  		}

  		// Buffer rendering

  		this.renderBufferDirect = function ( camera, scene, geometry, material, object, group ) {

  			if ( scene === null ) scene = _emptyScene; // renderBufferDirect second parameter used to be fog (could be null)

  			const frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 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 === undefined ) 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 !== undefined && 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 === undefined ) lineWidth = 1; // Not using Line*Material

  				state.setLineWidth( lineWidth * getTargetPixelRatio() );

  				if ( object.isLineSegments ) {

  					renderer.setMode( _gl.LINES );

  				} else if ( object.isLineLoop ) {

  					renderer.setMode( _gl.LINE_LOOP );

  				} else {

  					renderer.setMode( _gl.LINE_STRIP );

  				}

  			} else if ( object.isPoints ) {

  				renderer.setMode( _gl.POINTS );

  			} else if ( object.isSprite ) {

  				renderer.setMode( _gl.TRIANGLES );

  			}

  			if ( object.isBatchedMesh ) {

  				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 !== undefined ? geometry._maxInstanceCount : Infinity;
  				const instanceCount = Math.min( geometry.instanceCount, maxInstanceCount );

  				renderer.renderInstances( drawStart, drawCount, instanceCount );

  			} else {

  				renderer.render( drawStart, drawCount );

  			}

  		};

  		// Compile

  		function prepareMaterial( material, scene, object ) {

  			if ( material.transparent === true && material.side === DoubleSide && material.forceSinglePass === false ) {

  				material.side = BackSide;
  				material.needsUpdate = true;
  				getProgram( material, scene, object );

  				material.side = FrontSide;
  				material.needsUpdate = true;
  				getProgram( material, scene, object );

  				material.side = DoubleSide;

  			} else {

  				getProgram( material, scene, object );

  			}

  		}

  		this.compile = function ( scene, camera, targetScene = null ) {

  			if ( targetScene === null ) targetScene = scene;

  			currentRenderState = renderStates.get( targetScene );
  			currentRenderState.init();

  			renderStateStack.push( currentRenderState );

  			// gather lights from both the target scene and the new object that will be added to the scene.

  			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( _this._useLegacyLights );

  			// Only initialize materials in the new scene, not the targetScene.

  			const materials = new Set();

  			scene.traverse( function ( object ) {

  				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 );

  					}

  				}

  			} );

  			renderStateStack.pop();
  			currentRenderState = null;

  			return materials;

  		};

  		// compileAsync

  		this.compileAsync = function ( scene, camera, targetScene = null ) {

  			const materials = this.compile( scene, camera, targetScene );

  			// Wait for all the materials in the new object to indicate that they're
  			// ready to be used before resolving the promise.

  			return new Promise( ( resolve ) => {

  				function checkMaterialsReady() {

  					materials.forEach( function ( material ) {

  						const materialProperties = properties.get( material );
  						const program = materialProperties.currentProgram;

  						if ( program.isReady() ) {

  							// remove any programs that report they're ready to use from the list
  							materials.delete( material );

  						}

  					} );

  					// once the list of compiling materials is empty, call the callback

  					if ( materials.size === 0 ) {

  						resolve( scene );
  						return;

  					}

  					// if some materials are still not ready, wait a bit and check again

  					setTimeout( checkMaterialsReady, 10 );

  				}

  				if ( extensions.get( 'KHR_parallel_shader_compile' ) !== null ) {

  					// If we can check the compilation status of the materials without
  					// blocking then do so right away.

  					checkMaterialsReady();

  				} else {

  					// Otherwise start by waiting a bit to give the materials we just
  					// initialized a chance to finish.

  					setTimeout( checkMaterialsReady, 10 );

  				}

  			} );

  		};

  		// Animation Loop

  		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 );

  		this.setAnimationLoop = function ( callback ) {

  			onAnimationFrameCallback = callback;
  			xr.setAnimationLoop( callback );

  			( callback === null ) ? animation.stop() : animation.start();

  		};

  		xr.addEventListener( 'sessionstart', onXRSessionStart );
  		xr.addEventListener( 'sessionend', onXRSessionEnd );

  		// Rendering

  		this.render = function ( scene, camera ) {

  			if ( camera !== undefined && camera.isCamera !== true ) {

  				console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
  				return;

  			}

  			if ( _isContextLost === true ) return;

  			// update scene graph

  			if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();

  			// update camera matrices and frustum

  			if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();

  			if ( xr.enabled === true && xr.isPresenting === true ) {

  				if ( xr.cameraAutoUpdate === true ) xr.updateCamera( camera );

  				camera = xr.getCamera(); // use XR camera for rendering

  			}

  			//
  			if ( scene.isScene === true ) scene.onBeforeRender( _this, scene, camera, _currentRenderTarget );

  			currentRenderState = renderStates.get( scene, renderStateStack.length );
  			currentRenderState.init();

  			renderStateStack.push( currentRenderState );

  			_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
  			_frustum.setFromProjectionMatrix( _projScreenMatrix );

  			_localClippingEnabled = this.localClippingEnabled;
  			_clippingEnabled = clipping.init( this.clippingPlanes, _localClippingEnabled );

  			currentRenderList = renderLists.get( scene, renderListStack.length );
  			currentRenderList.init();

  			renderListStack.push( currentRenderList );

  			projectObject( scene, camera, 0, _this.sortObjects );

  			currentRenderList.finish();

  			if ( _this.sortObjects === true ) {

  				currentRenderList.sort( _opaqueSort, _transparentSort );

  			}

  			//

  			this.info.render.frame ++;

  			if ( _clippingEnabled === true ) clipping.beginShadows();

  			const shadowsArray = currentRenderState.state.shadowsArray;

  			shadowMap.render( shadowsArray, scene, camera );

  			if ( _clippingEnabled === true ) clipping.endShadows();

  			//

  			if ( this.info.autoReset === true ) this.info.reset();


  			//

  			if ( xr.enabled === false || xr.isPresenting === false || xr.hasDepthSensing() === false ) {

  				background.render( currentRenderList, scene );

  			}

  			// render scene

  			currentRenderState.setupLights( _this._useLegacyLights );

  			if ( camera.isArrayCamera ) {

  				const cameras = camera.cameras;

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

  					const camera2 = cameras[ i ];

  					renderScene( currentRenderList, scene, camera2, camera2.viewport );

  				}

  			} else {

  				renderScene( currentRenderList, scene, camera );

  			}

  			//

  			if ( _currentRenderTarget !== null ) {

  				// resolve multisample renderbuffers to a single-sample texture if necessary

  				textures.updateMultisampleRenderTarget( _currentRenderTarget );

  				// Generate mipmap if we're using any kind of mipmap filtering

  				textures.updateRenderTargetMipmap( _currentRenderTarget );

  			}

  			//

  			if ( scene.isScene === true ) scene.onAfterRender( _this, scene, camera );

  			// _gl.finish();

  			bindingStates.resetDefaultState();
  			_currentMaterialId = - 1;
  			_currentCamera = null;

  			renderStateStack.pop();

  			if ( renderStateStack.length > 0 ) {

  				currentRenderState = renderStateStack[ renderStateStack.length - 1 ];

  			} else {

  				currentRenderState = null;

  			}

  			renderListStack.pop();

  			if ( renderListStack.length > 0 ) {

  				currentRenderList = renderListStack[ renderListStack.length - 1 ];

  			} else {

  				currentRenderList = null;

  			}

  		};

  		function projectObject( object, camera, groupOrder, sortObjects ) {

  			if ( object.visible === false ) return;

  			const visible = object.layers.test( camera.layers );

  			if ( visible ) {

  				if ( object.isGroup ) {

  					groupOrder = object.renderOrder;

  				} else if ( object.isLOD ) {

  					if ( object.autoUpdate === true ) object.update( camera );

  				} else if ( object.isLight ) {

  					currentRenderState.pushLight( object );

  					if ( object.castShadow ) {

  						currentRenderState.pushShadow( object );

  					}

  				} else if ( object.isSprite ) {

  					if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {

  						if ( sortObjects ) {

  							_vector3.setFromMatrixPosition( object.matrixWorld )
  								.applyMatrix4( _projScreenMatrix );

  						}

  						const geometry = objects.update( object );
  						const material = object.material;

  						if ( material.visible ) {

  							currentRenderList.push( object, geometry, material, groupOrder, _vector3.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 !== undefined ) {

  								if ( object.boundingSphere === null ) object.computeBoundingSphere();
  								_vector3.copy( object.boundingSphere.center );

  							} else {

  								if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
  								_vector3.copy( geometry.boundingSphere.center );

  							}

  							_vector3
  								.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, _vector3.z, group );

  								}

  							}

  						} else if ( material.visible ) {

  							currentRenderList.push( object, geometry, material, groupOrder, _vector3.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 opaqueObjects = currentRenderList.opaque;
  			const transmissiveObjects = currentRenderList.transmissive;
  			const transparentObjects = currentRenderList.transparent;

  			currentRenderState.setupLightsView( camera );

  			if ( _clippingEnabled === true ) clipping.setGlobalState( _this.clippingPlanes, camera );

  			if ( transmissiveObjects.length > 0 ) renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, 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 );

  			// Ensure depth buffer writing is enabled so it can be cleared on next render

  			state.buffers.depth.setTest( true );
  			state.buffers.depth.setMask( true );
  			state.buffers.color.setMask( true );

  			state.setPolygonOffset( false );

  		}

  		function renderTransmissionPass( opaqueObjects, transmissiveObjects, scene, camera ) {

  			const overrideMaterial = scene.isScene === true ? scene.overrideMaterial : null;

  			if ( overrideMaterial !== null ) {

  				return;

  			}

  			const isWebGL2 = capabilities.isWebGL2;

  			if ( _transmissionRenderTarget === null ) {

  				_transmissionRenderTarget = new WebGLRenderTarget( 1, 1, {
  					generateMipmaps: true,
  					type: extensions.has( 'EXT_color_buffer_half_float' ) ? HalfFloatType : UnsignedByteType,
  					minFilter: LinearMipmapLinearFilter,
  					samples: ( isWebGL2 ) ? 4 : 0
  				} );

  				// debug

  				/*
  				const geometry = new PlaneGeometry();
  				const material = new MeshBasicMaterial( { map: _transmissionRenderTarget.texture } );

  				const mesh = new Mesh( geometry, material );
  				scene.add( mesh );
  				*/

  			}

  			_this.getDrawingBufferSize( _vector2 );

  			if ( isWebGL2 ) {

  				_transmissionRenderTarget.setSize( _vector2.x, _vector2.y );

  			} else {

  				_transmissionRenderTarget.setSize( floorPowerOfTwo( _vector2.x ), floorPowerOfTwo( _vector2.y ) );

  			}

  			//

  			const currentRenderTarget = _this.getRenderTarget();
  			_this.setRenderTarget( _transmissionRenderTarget );

  			_this.getClearColor( _currentClearColor );
  			_currentClearAlpha = _this.getClearAlpha();
  			if ( _currentClearAlpha < 1 ) _this.setClearColor( 0xffffff, 0.5 );

  			_this.clear();

  			// Turn off the features which can affect the frag color for opaque objects pass.
  			// Otherwise they are applied twice in opaque objects pass and transmission objects pass.
  			const currentToneMapping = _this.toneMapping;
  			_this.toneMapping = NoToneMapping;

  			renderObjects( opaqueObjects, scene, camera );

  			textures.updateMultisampleRenderTarget( _transmissionRenderTarget );
  			textures.updateRenderTargetMipmap( _transmissionRenderTarget );

  			let renderTargetNeedsUpdate = false;

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

  				const renderItem = transmissiveObjects[ i ];

  				const object = renderItem.object;
  				const geometry = renderItem.geometry;
  				const material = renderItem.material;
  				const group = renderItem.group;

  				if ( material.side === DoubleSide && object.layers.test( camera.layers ) ) {

  					const currentSide = material.side;

  					material.side = BackSide;
  					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 );

  			_this.setClearColor( _currentClearColor, _currentClearAlpha );

  			_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 = renderItem.object;
  				const geometry = renderItem.geometry;
  				const material = overrideMaterial === null ? renderItem.material : overrideMaterial;
  				const group = renderItem.group;

  				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 === DoubleSide && material.forceSinglePass === false ) {

  				material.side = BackSide;
  				material.needsUpdate = true;
  				_this.renderBufferDirect( camera, scene, geometry, material, object, group );

  				material.side = FrontSide;
  				material.needsUpdate = true;
  				_this.renderBufferDirect( camera, scene, geometry, material, object, group );

  				material.side = DoubleSide;

  			} 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; // scene could be a Mesh, Line, Points, ...

  			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 );
  			const programCacheKey = programCache.getProgramCacheKey( parameters );

  			let programs = materialProperties.programs;

  			// always update environment and fog - changing these trigger an getProgram call, but it's possible that the program doesn't change

  			materialProperties.environment = material.isMeshStandardMaterial ? scene.environment : null;
  			materialProperties.fog = scene.fog;
  			materialProperties.envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || materialProperties.environment );

  			if ( programs === undefined ) {

  				// new material

  				material.addEventListener( 'dispose', onMaterialDispose );

  				programs = new Map();
  				materialProperties.programs = programs;

  			}

  			let program = programs.get( programCacheKey );

  			if ( program !== undefined ) {

  				// early out if program and light state is identical

  				if ( materialProperties.currentProgram === program && materialProperties.lightsStateVersion === lightsStateVersion ) {

  					updateCommonMaterialProperties( material, parameters );

  					return program;

  				}

  			} else {

  				parameters.uniforms = programCache.getUniforms( material );

  				material.onBuild( object, parameters, _this );

  				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 );

  			// store the light setup it was created for

  			materialProperties.needsLights = materialNeedsLights( material );
  			materialProperties.lightsStateVersion = lightsStateVersion;

  			if ( materialProperties.needsLights ) {

  				// wire up the material to this renderer's lighting state

  				uniforms.ambientLightColor.value = lights.state.ambient;
  				uniforms.lightProbe.value = lights.state.probe;
  				uniforms.directionalLights.value = lights.state.directional;
  				uniforms.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.directionalShadowMap.value = lights.state.directionalShadowMap;
  				uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
  				uniforms.spotShadowMap.value = lights.state.spotShadowMap;
  				uniforms.spotLightMatrix.value = lights.state.spotLightMatrix;
  				uniforms.spotLightMap.value = lights.state.spotLightMap;
  				uniforms.pointShadowMap.value = lights.state.pointShadowMap;
  				uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
  				// TODO (abelnation): add area lights shadow info to uniforms

  			}

  			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.instancing = parameters.instancing;
  			materialProperties.instancingColor = parameters.instancingColor;
  			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 setProgram( camera, scene, geometry, material, object ) {

  			if ( scene.isScene !== true ) scene = _emptyScene; // scene could be a Mesh, Line, Points, ...

  			textures.resetTextureUnits();

  			const fog = scene.fog;
  			const environment = material.isMeshStandardMaterial ? scene.environment : null;
  			const colorSpace = ( _currentRenderTarget === null ) ? _this.outputColorSpace : ( _currentRenderTarget.isXRRenderTarget === true ? _currentRenderTarget.texture.colorSpace : LinearSRGBColorSpace );
  			const envMap = ( material.isMeshStandardMaterial ? cubeuvmaps : cubemaps ).get( material.envMap || environment );
  			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 = NoToneMapping;

  			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 !== undefined ) ? 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;

  					// we might want to call this function with some ClippingGroup
  					// object instead of the material, once it becomes feasible
  					// (#8465, #8379)
  					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.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 ( materialProperties.envMap !== envMap ) {

  					needsProgramChange = true;

  				} else if ( material.fog === true && materialProperties.fog !== fog ) {

  					needsProgramChange = true;

  				} else if ( materialProperties.numClippingPlanes !== undefined &&
  					( 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 ( capabilities.isWebGL2 === true && materialProperties.morphTargetsCount !== morphTargetsCount ) {

  					needsProgramChange = true;

  				}

  			} else {

  				needsProgramChange = true;
  				materialProperties.__version = material.version;

  			}

  			//

  			let program = materialProperties.currentProgram;

  			if ( needsProgramChange === true ) {

  				program = getProgram( material, scene, object );

  			}

  			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 ( refreshProgram || _currentCamera !== camera ) {

  				// common camera uniforms

  				p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
  				p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

  				const uCamPos = p_uniforms.map.cameraPosition;

  				if ( uCamPos !== undefined ) {

  					uCamPos.setValue( _gl, _vector3.setFromMatrixPosition( camera.matrixWorld ) );

  				}

  				if ( capabilities.logarithmicDepthBuffer ) {

  					p_uniforms.setValue( _gl, 'logDepthBufFC',
  						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );

  				}

  				// consider moving isOrthographic to UniformLib and WebGLMaterials, see https://github.com/mrdoob/three.js/pull/26467#issuecomment-1645185067

  				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;

  					// lighting uniforms depend on the camera so enforce an update
  					// now, in case this material supports lights - or later, when
  					// the next material that does gets activated:

  					refreshMaterial = true;		// set to true on material change
  					refreshLights = true;		// remains set until update done

  				}

  			}

  			// skinning and morph target uniforms must be set even if material didn't change
  			// auto-setting of texture unit for bone and morph texture must go before other textures
  			// otherwise textures used for skinning and morphing can take over texture units reserved for other material textures

  			if ( object.isSkinnedMesh ) {

  				p_uniforms.setOptional( _gl, object, 'bindMatrix' );
  				p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

  				const skeleton = object.skeleton;

  				if ( skeleton ) {

  					if ( capabilities.floatVertexTextures ) {

  						if ( skeleton.boneTexture === null ) skeleton.computeBoneTexture();

  						p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );

  					} else {

  						console.warn( 'THREE.WebGLRenderer: SkinnedMesh can only be used with WebGL 2. With WebGL 1 OES_texture_float and vertex textures support is required.' );

  					}

  				}

  			}

  			if ( object.isBatchedMesh ) {

  				p_uniforms.setOptional( _gl, object, 'batchingTexture' );
  				p_uniforms.setValue( _gl, 'batchingTexture', object._matricesTexture, textures );

  			}

  			const morphAttributes = geometry.morphAttributes;

  			if ( morphAttributes.position !== undefined || morphAttributes.normal !== undefined || ( morphAttributes.color !== undefined && capabilities.isWebGL2 === true ) ) {

  				morphtargets.update( object, geometry, program );

  			}

  			if ( refreshMaterial || materialProperties.receiveShadow !== object.receiveShadow ) {

  				materialProperties.receiveShadow = object.receiveShadow;
  				p_uniforms.setValue( _gl, 'receiveShadow', object.receiveShadow );

  			}

  			// https://github.com/mrdoob/three.js/pull/24467#issuecomment-1209031512

  			if ( material.isMeshGouraudMaterial && material.envMap !== null ) {

  				m_uniforms.envMap.value = envMap;

  				m_uniforms.flipEnvMap.value = ( envMap.isCubeTexture && envMap.isRenderTargetTexture === false ) ? - 1 : 1;

  			}

  			if ( refreshMaterial ) {

  				p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );

  				if ( materialProperties.needsLights ) {

  					// the current material requires lighting info

  					// note: all lighting uniforms are always set correctly
  					// they simply reference the renderer's state for their
  					// values
  					//
  					// use the current material's .needsUpdate flags to set
  					// the GL state when required

  					markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );

  				}

  				// refresh uniforms common to several materials

  				if ( fog && material.fog === true ) {

  					materials.refreshFogUniforms( m_uniforms, fog );

  				}

  				materials.refreshMaterialUniforms( m_uniforms, material, _pixelRatio, _height, _transmissionRenderTarget );

  				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 );

  			}

  			// common matrices

  			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
  			p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
  			p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );

  			// UBOs

  			if ( material.isShaderMaterial || material.isRawShaderMaterial ) {

  				const groups = material.uniformsGroups;

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

  					if ( capabilities.isWebGL2 ) {

  						const group = groups[ i ];

  						uniformsGroups.update( group, program );
  						uniformsGroups.bind( group, program );

  					} else {

  						console.warn( 'THREE.WebGLRenderer: Uniform Buffer Objects can only be used with WebGL 2.' );

  					}

  				}

  			}

  			return program;

  		}

  		// If uniforms are marked as clean, they don't need to be loaded to the GPU.

  		function markUniformsLightsNeedsUpdate( uniforms, value ) {

  			uniforms.ambientLightColor.needsUpdate = value;
  			uniforms.lightProbe.needsUpdate = value;

  			uniforms.directionalLights.needsUpdate = value;
  			uniforms.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 );

  		}

  		this.getActiveCubeFace = function () {

  			return _currentActiveCubeFace;

  		};

  		this.getActiveMipmapLevel = function () {

  			return _currentActiveMipmapLevel;

  		};

  		this.getRenderTarget = function () {

  			return _currentRenderTarget;

  		};

  		this.setRenderTargetTextures = function ( renderTarget, colorTexture, depthTexture ) {

  			properties.get( renderTarget.texture ).__webglTexture = colorTexture;
  			properties.get( renderTarget.depthTexture ).__webglTexture = depthTexture;

  			const renderTargetProperties = properties.get( renderTarget );
  			renderTargetProperties.__hasExternalTextures = true;

  			if ( renderTargetProperties.__hasExternalTextures ) {

  				renderTargetProperties.__autoAllocateDepthBuffer = depthTexture === undefined;

  				if ( ! renderTargetProperties.__autoAllocateDepthBuffer ) {

  					// The multisample_render_to_texture extension doesn't work properly if there
  					// are midframe flushes and an external depth buffer. Disable use of the extension.
  					if ( extensions.has( 'WEBGL_multisampled_render_to_texture' ) === true ) {

  						console.warn( 'THREE.WebGLRenderer: Render-to-texture extension was disabled because an external texture was provided' );
  						renderTargetProperties.__useRenderToTexture = false;

  					}

  				}

  			}

  		};

  		this.setRenderTargetFramebuffer = function ( renderTarget, defaultFramebuffer ) {

  			const renderTargetProperties = properties.get( renderTarget );
  			renderTargetProperties.__webglFramebuffer = defaultFramebuffer;
  			renderTargetProperties.__useDefaultFramebuffer = defaultFramebuffer === undefined;

  		};

  		this.setRenderTarget = function ( renderTarget, activeCubeFace = 0, activeMipmapLevel = 0 ) {

  			_currentRenderTarget = renderTarget;
  			_currentActiveCubeFace = activeCubeFace;
  			_currentActiveMipmapLevel = activeMipmapLevel;

  			let useDefaultFramebuffer = true;
  			let framebuffer = null;
  			let isCube = false;
  			let isRenderTarget3D = false;

  			if ( renderTarget ) {

  				const renderTargetProperties = properties.get( renderTarget );

  				if ( renderTargetProperties.__useDefaultFramebuffer !== undefined ) {

  					// We need to make sure to rebind the framebuffer.
  					state.bindFramebuffer( _gl.FRAMEBUFFER, null );
  					useDefaultFramebuffer = false;

  				} else if ( renderTargetProperties.__webglFramebuffer === undefined ) {

  					textures.setupRenderTarget( renderTarget );

  				} else if ( renderTargetProperties.__hasExternalTextures ) {

  					// Color and depth texture must be rebound in order for the swapchain to update.
  					textures.rebindTextures( renderTarget, properties.get( renderTarget.texture ).__webglTexture, properties.get( renderTarget.depthTexture ).__webglTexture );

  				}

  				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 ( ( capabilities.isWebGL2 && 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;

  			}

  			const framebufferBound = state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

  			if ( framebufferBound && capabilities.drawBuffers && useDefaultFramebuffer ) {

  				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 textureProperties = properties.get( renderTarget.texture );
  				const layer = activeCubeFace || 0;
  				_gl.framebufferTextureLayer( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, textureProperties.__webglTexture, activeMipmapLevel || 0, layer );

  			}

  			_currentMaterialId = - 1; // reset current material to ensure correct uniform bindings

  		};

  		this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer, activeCubeFaceIndex ) {

  			if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {

  				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
  				return;

  			}

  			let framebuffer = properties.get( renderTarget ).__webglFramebuffer;

  			if ( renderTarget.isWebGLCubeRenderTarget && activeCubeFaceIndex !== undefined ) {

  				framebuffer = framebuffer[ activeCubeFaceIndex ];

  			}

  			if ( framebuffer ) {

  				state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

  				try {

  					const texture = renderTarget.texture;
  					const textureFormat = texture.format;
  					const textureType = texture.type;

  					if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {

  						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
  						return;

  					}

  					const halfFloatSupportedByExt = ( textureType === HalfFloatType ) && ( extensions.has( 'EXT_color_buffer_half_float' ) || ( capabilities.isWebGL2 && extensions.has( 'EXT_color_buffer_float' ) ) );

  					if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // Edge and Chrome Mac < 52 (#9513)
  						! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.has( 'OES_texture_float' ) || extensions.has( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
  						! halfFloatSupportedByExt ) {

  						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
  						return;

  					}

  					// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

  					if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {

  						_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );

  					}

  				} finally {

  					// restore framebuffer of current render target if necessary

  					const framebuffer = ( _currentRenderTarget !== null ) ? properties.get( _currentRenderTarget ).__webglFramebuffer : null;
  					state.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

  				}

  			}

  		};

  		this.copyFramebufferToTexture = function ( position, texture, level = 0 ) {

  			const levelScale = Math.pow( 2, - level );
  			const width = Math.floor( texture.image.width * levelScale );
  			const height = Math.floor( texture.image.height * levelScale );

  			textures.setTexture2D( texture, 0 );

  			_gl.copyTexSubImage2D( _gl.TEXTURE_2D, level, 0, 0, position.x, position.y, width, height );

  			state.unbindTexture();

  		};

  		this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level = 0 ) {

  			const width = srcTexture.image.width;
  			const height = srcTexture.image.height;
  			const glFormat = utils.convert( dstTexture.format );
  			const glType = utils.convert( dstTexture.type );

  			textures.setTexture2D( dstTexture, 0 );

  			// As another texture upload may have changed pixelStorei
  			// parameters, make sure they are correct for the dstTexture
  			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );

  			if ( srcTexture.isDataTexture ) {

  				_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );

  			} else {

  				if ( srcTexture.isCompressedTexture ) {

  					_gl.compressedTexSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, srcTexture.mipmaps[ 0 ].width, srcTexture.mipmaps[ 0 ].height, glFormat, srcTexture.mipmaps[ 0 ].data );

  				} else {

  					_gl.texSubImage2D( _gl.TEXTURE_2D, level, position.x, position.y, glFormat, glType, srcTexture.image );

  				}

  			}

  			// Generate mipmaps only when copying level 0
  			if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( _gl.TEXTURE_2D );

  			state.unbindTexture();

  		};

  		this.copyTextureToTexture3D = function ( sourceBox, position, srcTexture, dstTexture, level = 0 ) {

  			if ( _this.isWebGL1Renderer ) {

  				console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: can only be used with WebGL2.' );
  				return;

  			}

  			const width = sourceBox.max.x - sourceBox.min.x + 1;
  			const height = sourceBox.max.y - sourceBox.min.y + 1;
  			const depth = sourceBox.max.z - sourceBox.min.z + 1;
  			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 {

  				console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: only supports THREE.DataTexture3D and THREE.DataTexture2DArray.' );
  				return;

  			}

  			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, dstTexture.flipY );
  			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, dstTexture.premultiplyAlpha );
  			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, dstTexture.unpackAlignment );

  			const unpackRowLen = _gl.getParameter( _gl.UNPACK_ROW_LENGTH );
  			const unpackImageHeight = _gl.getParameter( _gl.UNPACK_IMAGE_HEIGHT );
  			const unpackSkipPixels = _gl.getParameter( _gl.UNPACK_SKIP_PIXELS );
  			const unpackSkipRows = _gl.getParameter( _gl.UNPACK_SKIP_ROWS );
  			const unpackSkipImages = _gl.getParameter( _gl.UNPACK_SKIP_IMAGES );

  			const image = srcTexture.isCompressedTexture ? srcTexture.mipmaps[ level ] : srcTexture.image;

  			_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, image.width );
  			_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, image.height );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, sourceBox.min.x );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, sourceBox.min.y );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, sourceBox.min.z );

  			if ( srcTexture.isDataTexture || srcTexture.isData3DTexture ) {

  				_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image.data );

  			} else {

  				if ( srcTexture.isCompressedArrayTexture ) {

  					console.warn( 'THREE.WebGLRenderer.copyTextureToTexture3D: untested support for compressed srcTexture.' );
  					_gl.compressedTexSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, image.data );

  				} else {

  					_gl.texSubImage3D( glTarget, level, position.x, position.y, position.z, width, height, depth, glFormat, glType, image );

  				}

  			}

  			_gl.pixelStorei( _gl.UNPACK_ROW_LENGTH, unpackRowLen );
  			_gl.pixelStorei( _gl.UNPACK_IMAGE_HEIGHT, unpackImageHeight );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_PIXELS, unpackSkipPixels );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_ROWS, unpackSkipRows );
  			_gl.pixelStorei( _gl.UNPACK_SKIP_IMAGES, unpackSkipImages );

  			// Generate mipmaps only when copying level 0
  			if ( level === 0 && dstTexture.generateMipmaps ) _gl.generateMipmap( glTarget );

  			state.unbindTexture();

  		};

  		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();

  		};

  		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 } ) );

  		}

  	}

  	get coordinateSystem() {

  		return WebGLCoordinateSystem;

  	}

  	get outputColorSpace() {

  		return this._outputColorSpace;

  	}

  	set outputColorSpace( colorSpace ) {

  		this._outputColorSpace = colorSpace;

  		const gl = this.getContext();
  		gl.drawingBufferColorSpace = colorSpace === DisplayP3ColorSpace ? 'display-p3' : 'srgb';
  		gl.unpackColorSpace = ColorManagement.workingColorSpace === LinearDisplayP3ColorSpace ? 'display-p3' : 'srgb';

  	}

  	get outputEncoding() { // @deprecated, r152

  		console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );
  		return this.outputColorSpace === SRGBColorSpace ? sRGBEncoding : LinearEncoding;

  	}

  	set outputEncoding( encoding ) { // @deprecated, r152

  		console.warn( 'THREE.WebGLRenderer: Property .outputEncoding has been removed. Use .outputColorSpace instead.' );
  		this.outputColorSpace = encoding === sRGBEncoding ? SRGBColorSpace : LinearSRGBColorSpace;

  	}

  	get useLegacyLights() { // @deprecated, r155

  		console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
  		return this._useLegacyLights;

  	}

  	set useLegacyLights( value ) { // @deprecated, r155

  		console.warn( 'THREE.WebGLRenderer: The property .useLegacyLights has been deprecated. Migrate your lighting according to the following guide: https://discourse.threejs.org/t/updates-to-lighting-in-three-js-r155/53733.' );
  		this._useLegacyLights = value;

  	}

  }

  class WebGL1Renderer extends WebGLRenderer {}

  WebGL1Renderer.prototype.isWebGL1Renderer = true;

  class Scene extends Object3D {

  	constructor() {

  		super();

  		this.isScene = true;

  		this.type = 'Scene';

  		this.background = null;
  		this.environment = null;
  		this.fog = null;

  		this.backgroundBlurriness = 0;
  		this.backgroundIntensity = 1;

  		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;

  		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;

  		return data;

  	}

  }

  class InterleavedBuffer {

  	constructor( array, stride ) {

  		this.isInterleavedBuffer = true;

  		this.array = array;
  		this.stride = stride;
  		this.count = array !== undefined ? array.length / stride : 0;

  		this.usage = StaticDrawUsage;
  		this._updateRange = { offset: 0, count: - 1 };
  		this.updateRanges = [];

  		this.version = 0;

  		this.uuid = generateUUID();

  	}

  	onUploadCallback() {}

  	set needsUpdate( value ) {

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

  	}

  	get updateRange() {

  		warnOnce( 'THREE.InterleavedBuffer: updateRange() is deprecated and will be removed in r169. Use addUpdateRange() instead.' ); // @deprecated, r159
  		return this._updateRange;

  	}

  	setUsage( value ) {

  		this.usage = value;

  		return this;

  	}

  	addUpdateRange( start, count ) {

  		this.updateRanges.push( { start, count } );

  	}

  	clearUpdateRanges() {

  		this.updateRanges.length = 0;

  	}

  	copy( source ) {

  		this.array = new source.array.constructor( source.array );
  		this.count = source.count;
  		this.stride = source.stride;
  		this.usage = source.usage;

  		return this;

  	}

  	copyAt( index1, attribute, index2 ) {

  		index1 *= this.stride;
  		index2 *= attribute.stride;

  		for ( let i = 0, l = this.stride; i < l; i ++ ) {

  			this.array[ index1 + i ] = attribute.array[ index2 + i ];

  		}

  		return this;

  	}

  	set( value, offset = 0 ) {

  		this.array.set( value, offset );

  		return this;

  	}

  	clone( data ) {

  		if ( data.arrayBuffers === undefined ) {

  			data.arrayBuffers = {};

  		}

  		if ( this.array.buffer._uuid === undefined ) {

  			this.array.buffer._uuid = generateUUID();

  		}

  		if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {

  			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;

  	}

  	onUpload( callback ) {

  		this.onUploadCallback = callback;

  		return this;

  	}

  	toJSON( data ) {

  		if ( data.arrayBuffers === undefined ) {

  			data.arrayBuffers = {};

  		}

  		// generate UUID for array buffer if necessary

  		if ( this.array.buffer._uuid === undefined ) {

  			this.array.buffer._uuid = generateUUID();

  		}

  		if ( data.arrayBuffers[ this.array.buffer._uuid ] === undefined ) {

  			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
  		};

  	}

  }

  const _vector$6 = /*@__PURE__*/ new Vector3();

  class InterleavedBufferAttribute {

  	constructor( interleavedBuffer, itemSize, offset, normalized = false ) {

  		this.isInterleavedBufferAttribute = true;

  		this.name = '';

  		this.data = interleavedBuffer;
  		this.itemSize = itemSize;
  		this.offset = offset;

  		this.normalized = normalized;

  	}

  	get count() {

  		return this.data.count;

  	}

  	get array() {

  		return this.data.array;

  	}

  	set needsUpdate( value ) {

  		this.data.needsUpdate = value;

  	}

  	applyMatrix4( m ) {

  		for ( let i = 0, l = this.data.count; i < l; i ++ ) {

  			_vector$6.fromBufferAttribute( this, i );

  			_vector$6.applyMatrix4( m );

  			this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );

  		}

  		return this;

  	}

  	applyNormalMatrix( m ) {

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

  			_vector$6.fromBufferAttribute( this, i );

  			_vector$6.applyNormalMatrix( m );

  			this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );

  		}

  		return this;

  	}

  	transformDirection( m ) {

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

  			_vector$6.fromBufferAttribute( this, i );

  			_vector$6.transformDirection( m );

  			this.setXYZ( i, _vector$6.x, _vector$6.y, _vector$6.z );

  		}

  		return this;

  	}

  	getComponent( index, component ) {

  		let value = this.array[ index * this.data.stride + this.offset + component ];

  		if ( this.normalized ) value = denormalize( value, this.array );

  		return value;

  	}

  	setComponent( index, component, value ) {

  		if ( this.normalized ) value = normalize$1( value, this.array );

  		this.data.array[ index * this.data.stride + this.offset + component ] = value;

  		return this;

  	}

  	setX( index, x ) {

  		if ( this.normalized ) x = normalize$1( x, this.array );

  		this.data.array[ index * this.data.stride + this.offset ] = x;

  		return this;

  	}

  	setY( index, y ) {

  		if ( this.normalized ) y = normalize$1( y, this.array );

  		this.data.array[ index * this.data.stride + this.offset + 1 ] = y;

  		return this;

  	}

  	setZ( index, z ) {

  		if ( this.normalized ) z = normalize$1( z, this.array );

  		this.data.array[ index * this.data.stride + this.offset + 2 ] = z;

  		return this;

  	}

  	setW( index, w ) {

  		if ( this.normalized ) w = normalize$1( w, this.array );

  		this.data.array[ index * this.data.stride + this.offset + 3 ] = w;

  		return this;

  	}

  	getX( index ) {

  		let x = this.data.array[ index * this.data.stride + this.offset ];

  		if ( this.normalized ) x = denormalize( x, this.array );

  		return x;

  	}

  	getY( index ) {

  		let y = this.data.array[ index * this.data.stride + this.offset + 1 ];

  		if ( this.normalized ) y = denormalize( y, this.array );

  		return y;

  	}

  	getZ( index ) {

  		let z = this.data.array[ index * this.data.stride + this.offset + 2 ];

  		if ( this.normalized ) z = denormalize( z, this.array );

  		return z;

  	}

  	getW( index ) {

  		let w = this.data.array[ index * this.data.stride + this.offset + 3 ];

  		if ( this.normalized ) w = denormalize( w, this.array );

  		return w;

  	}

  	setXY( index, x, y ) {

  		index = index * this.data.stride + this.offset;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );

  		}

  		this.data.array[ index + 0 ] = x;
  		this.data.array[ index + 1 ] = y;

  		return this;

  	}

  	setXYZ( index, x, y, z ) {

  		index = index * this.data.stride + this.offset;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );
  			z = normalize$1( z, this.array );

  		}

  		this.data.array[ index + 0 ] = x;
  		this.data.array[ index + 1 ] = y;
  		this.data.array[ index + 2 ] = z;

  		return this;

  	}

  	setXYZW( index, x, y, z, w ) {

  		index = index * this.data.stride + this.offset;

  		if ( this.normalized ) {

  			x = normalize$1( x, this.array );
  			y = normalize$1( y, this.array );
  			z = normalize$1( z, this.array );
  			w = normalize$1( 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;

  	}

  	clone( data ) {

  		if ( data === undefined ) {

  			console.log( 'THREE.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 === undefined ) {

  				data.interleavedBuffers = {};

  			}

  			if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {

  				data.interleavedBuffers[ this.data.uuid ] = this.data.clone( data );

  			}

  			return new InterleavedBufferAttribute( data.interleavedBuffers[ this.data.uuid ], this.itemSize, this.offset, this.normalized );

  		}

  	}

  	toJSON( data ) {

  		if ( data === undefined ) {

  			console.log( 'THREE.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 ] );

  				}

  			}

  			// de-interleave data and save it as an ordinary buffer attribute for now

  			return {
  				itemSize: this.itemSize,
  				type: this.array.constructor.name,
  				array: array,
  				normalized: this.normalized
  			};

  		} else {

  			// save as true interleaved attribute

  			if ( data.interleavedBuffers === undefined ) {

  				data.interleavedBuffers = {};

  			}

  			if ( data.interleavedBuffers[ this.data.uuid ] === undefined ) {

  				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
  			};

  		}

  	}

  }

  class InstancedBufferAttribute extends BufferAttribute {

  	constructor( array, itemSize, normalized, meshPerAttribute = 1 ) {

  		super( array, itemSize, normalized );

  		this.isInstancedBufferAttribute = true;

  		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;

  	}

  }

  class LineBasicMaterial extends Material {

  	constructor( parameters ) {

  		super();

  		this.isLineBasicMaterial = true;

  		this.type = 'LineBasicMaterial';

  		this.color = new Color$1( 0xffffff );

  		this.map = null;

  		this.linewidth = 1;
  		this.linecap = 'round';
  		this.linejoin = 'round';

  		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;

  	}

  }

  const _start$1 = /*@__PURE__*/ new Vector3();
  const _end$1 = /*@__PURE__*/ new Vector3();
  const _inverseMatrix$1 = /*@__PURE__*/ new Matrix4();
  const _ray$1 = /*@__PURE__*/ new Ray();
  const _sphere$1 = /*@__PURE__*/ new Sphere();

  class Line extends Object3D {

  	constructor( geometry = new BufferGeometry(), material = new LineBasicMaterial() ) {

  		super();

  		this.isLine = true;

  		this.type = 'Line';

  		this.geometry = geometry;
  		this.material = material;

  		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;

  	}

  	computeLineDistances() {

  		const geometry = this.geometry;

  		// we assume non-indexed geometry

  		if ( geometry.index === null ) {

  			const positionAttribute = geometry.attributes.position;
  			const lineDistances = [ 0 ];

  			for ( let i = 1, l = positionAttribute.count; i < l; i ++ ) {

  				_start$1.fromBufferAttribute( positionAttribute, i - 1 );
  				_end$1.fromBufferAttribute( positionAttribute, i );

  				lineDistances[ i ] = lineDistances[ i - 1 ];
  				lineDistances[ i ] += _start$1.distanceTo( _end$1 );

  			}

  			geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

  		} else {

  			console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

  		}

  		return this;

  	}

  	raycast( raycaster, intersects ) {

  		const geometry = this.geometry;
  		const matrixWorld = this.matrixWorld;
  		const threshold = raycaster.params.Line.threshold;
  		const drawRange = geometry.drawRange;

  		// Checking boundingSphere distance to ray

  		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 vStart = new Vector3();
  		const vEnd = new Vector3();
  		const interSegment = new Vector3();
  		const interRay = new Vector3();
  		const step = this.isLineSegments ? 2 : 1;

  		const index = geometry.index;
  		const attributes = geometry.attributes;
  		const positionAttribute = 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 );

  				vStart.fromBufferAttribute( positionAttribute, a );
  				vEnd.fromBufferAttribute( positionAttribute, b );

  				const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

  				if ( distSq > localThresholdSq ) continue;

  				interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

  				const distance = raycaster.ray.origin.distanceTo( interRay );

  				if ( distance < raycaster.near || distance > raycaster.far ) continue;

  				intersects.push( {

  					distance: distance,
  					// What do we want? intersection point on the ray or on the segment??
  					// point: raycaster.ray.at( distance ),
  					point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  					index: i,
  					face: null,
  					faceIndex: null,
  					object: this

  				} );

  			}

  		} else {

  			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 ) {

  				vStart.fromBufferAttribute( positionAttribute, i );
  				vEnd.fromBufferAttribute( positionAttribute, i + 1 );

  				const distSq = _ray$1.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

  				if ( distSq > localThresholdSq ) continue;

  				interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

  				const distance = raycaster.ray.origin.distanceTo( interRay );

  				if ( distance < raycaster.near || distance > raycaster.far ) continue;

  				intersects.push( {

  					distance: distance,
  					// What do we want? intersection point on the ray or on the segment??
  					// point: raycaster.ray.at( distance ),
  					point: interSegment.clone().applyMatrix4( this.matrixWorld ),
  					index: i,
  					face: null,
  					faceIndex: null,
  					object: this

  				} );

  			}

  		}

  	}

  	updateMorphTargets() {

  		const geometry = this.geometry;

  		const morphAttributes = geometry.morphAttributes;
  		const keys = Object.keys( morphAttributes );

  		if ( keys.length > 0 ) {

  			const morphAttribute = morphAttributes[ keys[ 0 ] ];

  			if ( morphAttribute !== undefined ) {

  				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;

  				}

  			}

  		}

  	}

  }

  const _start$2 = /*@__PURE__*/ new Vector3();
  const _end$2 = /*@__PURE__*/ new Vector3();

  class LineSegments extends Line {

  	constructor( geometry, material ) {

  		super( geometry, material );

  		this.isLineSegments = true;

  		this.type = 'LineSegments';

  	}

  	computeLineDistances() {

  		const geometry = this.geometry;

  		// we assume non-indexed geometry

  		if ( geometry.index === null ) {

  			const positionAttribute = geometry.attributes.position;
  			const lineDistances = [];

  			for ( let i = 0, l = positionAttribute.count; i < l; i += 2 ) {

  				_start$2.fromBufferAttribute( positionAttribute, i );
  				_end$2.fromBufferAttribute( positionAttribute, i + 1 );

  				lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
  				lineDistances[ i + 1 ] = lineDistances[ i ] + _start$2.distanceTo( _end$2 );

  			}

  			geometry.setAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );

  		} else {

  			console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );

  		}

  		return this;

  	}

  }

  /**
   * Extensible curve object.
   *
   * Some common of curve methods:
   * .getPoint( t, optionalTarget ), .getTangent( t, optionalTarget )
   * .getPointAt( u, optionalTarget ), .getTangentAt( u, optionalTarget )
   * .getPoints(), .getSpacedPoints()
   * .getLength()
   * .updateArcLengths()
   *
   * This following curves inherit from THREE.Curve:
   *
   * -- 2D curves --
   * THREE.ArcCurve
   * THREE.CubicBezierCurve
   * THREE.EllipseCurve
   * THREE.LineCurve
   * THREE.QuadraticBezierCurve
   * THREE.SplineCurve
   *
   * -- 3D curves --
   * THREE.CatmullRomCurve3
   * THREE.CubicBezierCurve3
   * THREE.LineCurve3
   * THREE.QuadraticBezierCurve3
   *
   * A series of curves can be represented as a THREE.CurvePath.
   *
   **/

  class Curve {

  	constructor() {

  		this.type = 'Curve';

  		this.arcLengthDivisions = 200;

  	}

  	// Virtual base class method to overwrite and implement in subclasses
  	//	- t [0 .. 1]

  	getPoint( /* t, optionalTarget */ ) {

  		console.warn( 'THREE.Curve: .getPoint() not implemented.' );
  		return null;

  	}

  	// Get point at relative position in curve according to arc length
  	// - u [0 .. 1]

  	getPointAt( u, optionalTarget ) {

  		const t = this.getUtoTmapping( u );
  		return this.getPoint( t, optionalTarget );

  	}

  	// Get sequence of points using getPoint( t )

  	getPoints( divisions = 5 ) {

  		const points = [];

  		for ( let d = 0; d <= divisions; d ++ ) {

  			points.push( this.getPoint( d / divisions ) );

  		}

  		return points;

  	}

  	// Get sequence of points using getPointAt( u )

  	getSpacedPoints( divisions = 5 ) {

  		const points = [];

  		for ( let d = 0; d <= divisions; d ++ ) {

  			points.push( this.getPointAt( d / divisions ) );

  		}

  		return points;

  	}

  	// Get total curve arc length

  	getLength() {

  		const lengths = this.getLengths();
  		return lengths[ lengths.length - 1 ];

  	}

  	// Get list of cumulative segment lengths

  	getLengths( divisions = this.arcLengthDivisions ) {

  		if ( this.cacheArcLengths &&
  			( this.cacheArcLengths.length === divisions + 1 ) &&
  			! this.needsUpdate ) {

  			return this.cacheArcLengths;

  		}

  		this.needsUpdate = false;

  		const cache = [];
  		let current, last = this.getPoint( 0 );
  		let sum = 0;

  		cache.push( 0 );

  		for ( let p = 1; p <= divisions; p ++ ) {

  			current = this.getPoint( p / divisions );
  			sum += current.distanceTo( last );
  			cache.push( sum );
  			last = current;

  		}

  		this.cacheArcLengths = cache;

  		return cache; // { sums: cache, sum: sum }; Sum is in the last element.

  	}

  	updateArcLengths() {

  		this.needsUpdate = true;
  		this.getLengths();

  	}

  	// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant

  	getUtoTmapping( u, distance ) {

  		const arcLengths = this.getLengths();

  		let i = 0;
  		const il = arcLengths.length;

  		let targetArcLength; // The targeted u distance value to get

  		if ( distance ) {

  			targetArcLength = distance;

  		} else {

  			targetArcLength = u * arcLengths[ il - 1 ];

  		}

  		// binary search for the index with largest value smaller than target u distance

  		let low = 0, high = il - 1, comparison;

  		while ( low <= high ) {

  			i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

  			comparison = arcLengths[ i ] - targetArcLength;

  			if ( comparison < 0 ) {

  				low = i + 1;

  			} else if ( comparison > 0 ) {

  				high = i - 1;

  			} else {

  				high = i;
  				break;

  				// DONE

  			}

  		}

  		i = high;

  		if ( arcLengths[ i ] === targetArcLength ) {

  			return i / ( il - 1 );

  		}

  		// we could get finer grain at lengths, or use simple interpolation between two points

  		const lengthBefore = arcLengths[ i ];
  		const lengthAfter = arcLengths[ i + 1 ];

  		const segmentLength = lengthAfter - lengthBefore;

  		// determine where we are between the 'before' and 'after' points

  		const segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

  		// add that fractional amount to t

  		const t = ( i + segmentFraction ) / ( il - 1 );

  		return t;

  	}

  	// Returns a unit vector tangent at t
  	// In case any sub curve does not implement its tangent derivation,
  	// 2 points a small delta apart will be used to find its gradient
  	// which seems to give a reasonable approximation

  	getTangent( t, optionalTarget ) {

  		const delta = 0.0001;
  		let t1 = t - delta;
  		let t2 = t + delta;

  		// Capping in case of danger

  		if ( t1 < 0 ) t1 = 0;
  		if ( t2 > 1 ) t2 = 1;

  		const pt1 = this.getPoint( t1 );
  		const pt2 = this.getPoint( t2 );

  		const tangent = optionalTarget || ( ( pt1.isVector2 ) ? new Vector2() : new Vector3() );

  		tangent.copy( pt2 ).sub( pt1 ).normalize();

  		return tangent;

  	}

  	getTangentAt( u, optionalTarget ) {

  		const t = this.getUtoTmapping( u );
  		return this.getTangent( t, optionalTarget );

  	}

  	computeFrenetFrames( segments, closed ) {

  		// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf

  		const normal = new Vector3();

  		const tangents = [];
  		const normals = [];
  		const binormals = [];

  		const vec = new Vector3();
  		const mat = new Matrix4();

  		// compute the tangent vectors for each segment on the curve

  		for ( let i = 0; i <= segments; i ++ ) {

  			const u = i / segments;

  			tangents[ i ] = this.getTangentAt( u, new Vector3() );

  		}

  		// select an initial normal vector perpendicular to the first tangent vector,
  		// and in the direction of the minimum tangent xyz component

  		normals[ 0 ] = new Vector3();
  		binormals[ 0 ] = new Vector3();
  		let min = Number.MAX_VALUE;
  		const tx = Math.abs( tangents[ 0 ].x );
  		const ty = Math.abs( tangents[ 0 ].y );
  		const tz = Math.abs( tangents[ 0 ].z );

  		if ( tx <= min ) {

  			min = tx;
  			normal.set( 1, 0, 0 );

  		}

  		if ( ty <= min ) {

  			min = ty;
  			normal.set( 0, 1, 0 );

  		}

  		if ( tz <= min ) {

  			normal.set( 0, 0, 1 );

  		}

  		vec.crossVectors( tangents[ 0 ], normal ).normalize();

  		normals[ 0 ].crossVectors( tangents[ 0 ], vec );
  		binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );


  		// compute the slowly-varying normal and binormal vectors for each segment on the curve

  		for ( let i = 1; i <= segments; i ++ ) {

  			normals[ i ] = normals[ i - 1 ].clone();

  			binormals[ i ] = binormals[ i - 1 ].clone();

  			vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );

  			if ( vec.length() > Number.EPSILON ) {

  				vec.normalize();

  				const theta = Math.acos( clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors

  				normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

  			}

  			binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

  		}

  		// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

  		if ( closed === true ) {

  			let theta = Math.acos( clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
  			theta /= segments;

  			if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {

  				theta = - theta;

  			}

  			for ( let i = 1; i <= segments; i ++ ) {

  				// twist a little...
  				normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
  				binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

  			}

  		}

  		return {
  			tangents: tangents,
  			normals: normals,
  			binormals: binormals
  		};

  	}

  	clone() {

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

  	}

  	copy( source ) {

  		this.arcLengthDivisions = source.arcLengthDivisions;

  		return this;

  	}

  	toJSON() {

  		const data = {
  			metadata: {
  				version: 4.6,
  				type: 'Curve',
  				generator: 'Curve.toJSON'
  			}
  		};

  		data.arcLengthDivisions = this.arcLengthDivisions;
  		data.type = this.type;

  		return data;

  	}

  	fromJSON( json ) {

  		this.arcLengthDivisions = json.arcLengthDivisions;

  		return this;

  	}

  }

  class EllipseCurve extends Curve {

  	constructor( aX = 0, aY = 0, xRadius = 1, yRadius = 1, aStartAngle = 0, aEndAngle = Math.PI * 2, aClockwise = false, aRotation = 0 ) {

  		super();

  		this.isEllipseCurve = true;

  		this.type = 'EllipseCurve';

  		this.aX = aX;
  		this.aY = aY;

  		this.xRadius = xRadius;
  		this.yRadius = yRadius;

  		this.aStartAngle = aStartAngle;
  		this.aEndAngle = aEndAngle;

  		this.aClockwise = aClockwise;

  		this.aRotation = aRotation;

  	}

  	getPoint( t, optionalTarget ) {

  		const point = optionalTarget || new Vector2();

  		const twoPi = Math.PI * 2;
  		let deltaAngle = this.aEndAngle - this.aStartAngle;
  		const samePoints = Math.abs( deltaAngle ) < Number.EPSILON;

  		// ensures that deltaAngle is 0 .. 2 PI
  		while ( deltaAngle < 0 ) deltaAngle += twoPi;
  		while ( deltaAngle > twoPi ) deltaAngle -= twoPi;

  		if ( deltaAngle < Number.EPSILON ) {

  			if ( samePoints ) {

  				deltaAngle = 0;

  			} else {

  				deltaAngle = twoPi;

  			}

  		}

  		if ( this.aClockwise === true && ! samePoints ) {

  			if ( deltaAngle === twoPi ) {

  				deltaAngle = - twoPi;

  			} else {

  				deltaAngle = deltaAngle - twoPi;

  			}

  		}

  		const angle = this.aStartAngle + t * deltaAngle;
  		let x = this.aX + this.xRadius * Math.cos( angle );
  		let y = this.aY + this.yRadius * Math.sin( angle );

  		if ( this.aRotation !== 0 ) {

  			const cos = Math.cos( this.aRotation );
  			const sin = Math.sin( this.aRotation );

  			const tx = x - this.aX;
  			const ty = y - this.aY;

  			// Rotate the point about the center of the ellipse.
  			x = tx * cos - ty * sin + this.aX;
  			y = tx * sin + ty * cos + this.aY;

  		}

  		return point.set( x, y );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.aX = source.aX;
  		this.aY = source.aY;

  		this.xRadius = source.xRadius;
  		this.yRadius = source.yRadius;

  		this.aStartAngle = source.aStartAngle;
  		this.aEndAngle = source.aEndAngle;

  		this.aClockwise = source.aClockwise;

  		this.aRotation = source.aRotation;

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.aX = this.aX;
  		data.aY = this.aY;

  		data.xRadius = this.xRadius;
  		data.yRadius = this.yRadius;

  		data.aStartAngle = this.aStartAngle;
  		data.aEndAngle = this.aEndAngle;

  		data.aClockwise = this.aClockwise;

  		data.aRotation = this.aRotation;

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.aX = json.aX;
  		this.aY = json.aY;

  		this.xRadius = json.xRadius;
  		this.yRadius = json.yRadius;

  		this.aStartAngle = json.aStartAngle;
  		this.aEndAngle = json.aEndAngle;

  		this.aClockwise = json.aClockwise;

  		this.aRotation = json.aRotation;

  		return this;

  	}

  }

  class ArcCurve extends EllipseCurve {

  	constructor( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

  		super( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

  		this.isArcCurve = true;

  		this.type = 'ArcCurve';

  	}

  }

  /**
   * Centripetal CatmullRom Curve - which is useful for avoiding
   * cusps and self-intersections in non-uniform catmull rom curves.
   * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
   *
   * curve.type accepts centripetal(default), chordal and catmullrom
   * curve.tension is used for catmullrom which defaults to 0.5
   */


  /*
  Based on an optimized c++ solution in
   - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
   - http://ideone.com/NoEbVM

  This CubicPoly class could be used for reusing some variables and calculations,
  but for three.js curve use, it could be possible inlined and flatten into a single function call
  which can be placed in CurveUtils.
  */

  function CubicPoly() {

  	let c0 = 0, c1 = 0, c2 = 0, c3 = 0;

  	/*
  	 * Compute coefficients for a cubic polynomial
  	 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
  	 * such that
  	 *   p(0) = x0, p(1) = x1
  	 *  and
  	 *   p'(0) = t0, p'(1) = t1.
  	 */
  	function init( x0, x1, t0, t1 ) {

  		c0 = x0;
  		c1 = t0;
  		c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
  		c3 = 2 * x0 - 2 * x1 + t0 + t1;

  	}

  	return {

  		initCatmullRom: function ( x0, x1, x2, x3, tension ) {

  			init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );

  		},

  		initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {

  			// compute tangents when parameterized in [t1,t2]
  			let t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
  			let t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;

  			// rescale tangents for parametrization in [0,1]
  			t1 *= dt1;
  			t2 *= dt1;

  			init( x1, x2, t1, t2 );

  		},

  		calc: function ( t ) {

  			const t2 = t * t;
  			const t3 = t2 * t;
  			return c0 + c1 * t + c2 * t2 + c3 * t3;

  		}

  	};

  }

  //

  const tmp = /*@__PURE__*/ new Vector3();
  const px = /*@__PURE__*/ new CubicPoly();
  const py = /*@__PURE__*/ new CubicPoly();
  const pz = /*@__PURE__*/ new CubicPoly();

  class CatmullRomCurve3 extends Curve {

  	constructor( points = [], closed = false, curveType = 'centripetal', tension = 0.5 ) {

  		super();

  		this.isCatmullRomCurve3 = true;

  		this.type = 'CatmullRomCurve3';

  		this.points = points;
  		this.closed = closed;
  		this.curveType = curveType;
  		this.tension = tension;

  	}

  	getPoint( t, optionalTarget = new Vector3() ) {

  		const point = optionalTarget;

  		const points = this.points;
  		const l = points.length;

  		const p = ( l - ( this.closed ? 0 : 1 ) ) * t;
  		let intPoint = Math.floor( p );
  		let weight = p - intPoint;

  		if ( this.closed ) {

  			intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;

  		} else if ( weight === 0 && intPoint === l - 1 ) {

  			intPoint = l - 2;
  			weight = 1;

  		}

  		let p0, p3; // 4 points (p1 & p2 defined below)

  		if ( this.closed || intPoint > 0 ) {

  			p0 = points[ ( intPoint - 1 ) % l ];

  		} else {

  			// extrapolate first point
  			tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
  			p0 = tmp;

  		}

  		const p1 = points[ intPoint % l ];
  		const p2 = points[ ( intPoint + 1 ) % l ];

  		if ( this.closed || intPoint + 2 < l ) {

  			p3 = points[ ( intPoint + 2 ) % l ];

  		} else {

  			// extrapolate last point
  			tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
  			p3 = tmp;

  		}

  		if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {

  			// init Centripetal / Chordal Catmull-Rom
  			const pow = this.curveType === 'chordal' ? 0.5 : 0.25;
  			let dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
  			let dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
  			let dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );

  			// safety check for repeated points
  			if ( dt1 < 1e-4 ) dt1 = 1.0;
  			if ( dt0 < 1e-4 ) dt0 = dt1;
  			if ( dt2 < 1e-4 ) dt2 = dt1;

  			px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
  			py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
  			pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );

  		} else if ( this.curveType === 'catmullrom' ) {

  			px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
  			py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
  			pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );

  		}

  		point.set(
  			px.calc( weight ),
  			py.calc( weight ),
  			pz.calc( weight )
  		);

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.points = [];

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

  			const point = source.points[ i ];

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

  		}

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

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.points = [];

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

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

  		}

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

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.points = [];

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

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

  		}

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

  		return this;

  	}

  }

  /**
   * Bezier Curves formulas obtained from
   * https://en.wikipedia.org/wiki/B%C3%A9zier_curve
   */

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

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

  }

  //

  function QuadraticBezierP0( t, p ) {

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

  }

  function QuadraticBezierP1( t, p ) {

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

  }

  function QuadraticBezierP2( t, p ) {

  	return t * t * p;

  }

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

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

  }

  //

  function CubicBezierP0( t, p ) {

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

  }

  function CubicBezierP1( t, p ) {

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

  }

  function CubicBezierP2( t, p ) {

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

  }

  function CubicBezierP3( t, p ) {

  	return t * t * t * p;

  }

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

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

  }

  class CubicBezierCurve extends Curve {

  	constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2(), v3 = new Vector2() ) {

  		super();

  		this.isCubicBezierCurve = true;

  		this.type = 'CubicBezierCurve';

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

  	}

  	getPoint( t, optionalTarget = new Vector2() ) {

  		const point = optionalTarget;

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

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

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

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

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

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

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

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

  		return this;

  	}

  }

  class CubicBezierCurve3 extends Curve {

  	constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3(), v3 = new Vector3() ) {

  		super();

  		this.isCubicBezierCurve3 = true;

  		this.type = 'CubicBezierCurve3';

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

  	}

  	getPoint( t, optionalTarget = new Vector3() ) {

  		const point = optionalTarget;

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

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

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

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

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

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

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

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

  		return this;

  	}

  }

  class LineCurve extends Curve {

  	constructor( v1 = new Vector2(), v2 = new Vector2() ) {

  		super();

  		this.isLineCurve = true;

  		this.type = 'LineCurve';

  		this.v1 = v1;
  		this.v2 = v2;

  	}

  	getPoint( t, optionalTarget = new Vector2() ) {

  		const point = optionalTarget;

  		if ( t === 1 ) {

  			point.copy( this.v2 );

  		} else {

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

  		}

  		return point;

  	}

  	// Line curve is linear, so we can overwrite default getPointAt
  	getPointAt( u, optionalTarget ) {

  		return this.getPoint( u, optionalTarget );

  	}

  	getTangent( t, optionalTarget = new Vector2() ) {

  		return optionalTarget.subVectors( this.v2, this.v1 ).normalize();

  	}

  	getTangentAt( u, optionalTarget ) {

  		return this.getTangent( u, optionalTarget );

  	}

  	copy( source ) {

  		super.copy( source );

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

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

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

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

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

  		return this;

  	}

  }

  class LineCurve3 extends Curve {

  	constructor( v1 = new Vector3(), v2 = new Vector3() ) {

  		super();

  		this.isLineCurve3 = true;

  		this.type = 'LineCurve3';

  		this.v1 = v1;
  		this.v2 = v2;

  	}

  	getPoint( t, optionalTarget = new Vector3() ) {

  		const point = optionalTarget;

  		if ( t === 1 ) {

  			point.copy( this.v2 );

  		} else {

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

  		}

  		return point;

  	}

  	// Line curve is linear, so we can overwrite default getPointAt
  	getPointAt( u, optionalTarget ) {

  		return this.getPoint( u, optionalTarget );

  	}

  	getTangent( t, optionalTarget = new Vector3() ) {

  		return optionalTarget.subVectors( this.v2, this.v1 ).normalize();

  	}

  	getTangentAt( u, optionalTarget ) {

  		return this.getTangent( u, optionalTarget );

  	}

  	copy( source ) {

  		super.copy( source );

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

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

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

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

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

  		return this;

  	}

  }

  class QuadraticBezierCurve extends Curve {

  	constructor( v0 = new Vector2(), v1 = new Vector2(), v2 = new Vector2() ) {

  		super();

  		this.isQuadraticBezierCurve = true;

  		this.type = 'QuadraticBezierCurve';

  		this.v0 = v0;
  		this.v1 = v1;
  		this.v2 = v2;

  	}

  	getPoint( t, optionalTarget = new Vector2() ) {

  		const point = optionalTarget;

  		const v0 = this.v0, v1 = this.v1, v2 = this.v2;

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

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

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

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

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

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

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

  		return this;

  	}

  }

  class QuadraticBezierCurve3 extends Curve {

  	constructor( v0 = new Vector3(), v1 = new Vector3(), v2 = new Vector3() ) {

  		super();

  		this.isQuadraticBezierCurve3 = true;

  		this.type = 'QuadraticBezierCurve3';

  		this.v0 = v0;
  		this.v1 = v1;
  		this.v2 = v2;

  	}

  	getPoint( t, optionalTarget = new Vector3() ) {

  		const point = optionalTarget;

  		const v0 = this.v0, v1 = this.v1, v2 = this.v2;

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

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

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

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

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

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

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

  		return this;

  	}

  }

  class SplineCurve extends Curve {

  	constructor( points = [] ) {

  		super();

  		this.isSplineCurve = true;

  		this.type = 'SplineCurve';

  		this.points = points;

  	}

  	getPoint( t, optionalTarget = new Vector2() ) {

  		const point = optionalTarget;

  		const points = this.points;
  		const p = ( points.length - 1 ) * t;

  		const intPoint = Math.floor( p );
  		const weight = p - intPoint;

  		const p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
  		const p1 = points[ intPoint ];
  		const p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
  		const p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

  		point.set(
  			CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
  			CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
  		);

  		return point;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.points = [];

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

  			const point = source.points[ i ];

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

  		}

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.points = [];

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

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

  		}

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.points = [];

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

  			const point = json.points[ i ];
  			this.points.push( new Vector2().fromArray( point ) );

  		}

  		return this;

  	}

  }

  var Curves = /*#__PURE__*/Object.freeze({
  	__proto__: null,
  	ArcCurve: ArcCurve,
  	CatmullRomCurve3: CatmullRomCurve3,
  	CubicBezierCurve: CubicBezierCurve,
  	CubicBezierCurve3: CubicBezierCurve3,
  	EllipseCurve: EllipseCurve,
  	LineCurve: LineCurve,
  	LineCurve3: LineCurve3,
  	QuadraticBezierCurve: QuadraticBezierCurve,
  	QuadraticBezierCurve3: QuadraticBezierCurve3,
  	SplineCurve: SplineCurve
  });

  /**************************************************************
   *	Curved Path - a curve path is simply a array of connected
   *  curves, but retains the api of a curve
   **************************************************************/

  class CurvePath extends Curve {

  	constructor() {

  		super();

  		this.type = 'CurvePath';

  		this.curves = [];
  		this.autoClose = false; // Automatically closes the path

  	}

  	add( curve ) {

  		this.curves.push( curve );

  	}

  	closePath() {

  		// Add a line curve if start and end of lines are not connected
  		const startPoint = this.curves[ 0 ].getPoint( 0 );
  		const endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );

  		if ( ! startPoint.equals( endPoint ) ) {

  			const lineType = ( startPoint.isVector2 === true ) ? 'LineCurve' : 'LineCurve3';
  			this.curves.push( new Curves[ lineType ]( endPoint, startPoint ) );

  		}

  		return this;

  	}

  	// To get accurate point with reference to
  	// entire path distance at time t,
  	// following has to be done:

  	// 1. Length of each sub path have to be known
  	// 2. Locate and identify type of curve
  	// 3. Get t for the curve
  	// 4. Return curve.getPointAt(t')

  	getPoint( t, optionalTarget ) {

  		const d = t * this.getLength();
  		const curveLengths = this.getCurveLengths();
  		let i = 0;

  		// To think about boundaries points.

  		while ( i < curveLengths.length ) {

  			if ( curveLengths[ i ] >= d ) {

  				const diff = curveLengths[ i ] - d;
  				const curve = this.curves[ i ];

  				const segmentLength = curve.getLength();
  				const u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;

  				return curve.getPointAt( u, optionalTarget );

  			}

  			i ++;

  		}

  		return null;

  		// loop where sum != 0, sum > d , sum+1 <d

  	}

  	// We cannot use the default THREE.Curve getPoint() with getLength() because in
  	// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
  	// getPoint() depends on getLength

  	getLength() {

  		const lens = this.getCurveLengths();
  		return lens[ lens.length - 1 ];

  	}

  	// cacheLengths must be recalculated.
  	updateArcLengths() {

  		this.needsUpdate = true;
  		this.cacheLengths = null;
  		this.getCurveLengths();

  	}

  	// Compute lengths and cache them
  	// We cannot overwrite getLengths() because UtoT mapping uses it.

  	getCurveLengths() {

  		// We use cache values if curves and cache array are same length

  		if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {

  			return this.cacheLengths;

  		}

  		// Get length of sub-curve
  		// Push sums into cached array

  		const lengths = [];
  		let sums = 0;

  		for ( let i = 0, l = this.curves.length; i < l; i ++ ) {

  			sums += this.curves[ i ].getLength();
  			lengths.push( sums );

  		}

  		this.cacheLengths = lengths;

  		return lengths;

  	}

  	getSpacedPoints( divisions = 40 ) {

  		const points = [];

  		for ( let i = 0; i <= divisions; i ++ ) {

  			points.push( this.getPoint( i / divisions ) );

  		}

  		if ( this.autoClose ) {

  			points.push( points[ 0 ] );

  		}

  		return points;

  	}

  	getPoints( divisions = 12 ) {

  		const points = [];
  		let last;

  		for ( let i = 0, curves = this.curves; i < curves.length; i ++ ) {

  			const curve = curves[ i ];
  			const resolution = curve.isEllipseCurve ? divisions * 2
  				: ( curve.isLineCurve || curve.isLineCurve3 ) ? 1
  					: curve.isSplineCurve ? divisions * curve.points.length
  						: divisions;

  			const pts = curve.getPoints( resolution );

  			for ( let j = 0; j < pts.length; j ++ ) {

  				const point = pts[ j ];

  				if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates

  				points.push( point );
  				last = point;

  			}

  		}

  		if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {

  			points.push( points[ 0 ] );

  		}

  		return points;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.curves = [];

  		for ( let i = 0, l = source.curves.length; i < l; i ++ ) {

  			const curve = source.curves[ i ];

  			this.curves.push( curve.clone() );

  		}

  		this.autoClose = source.autoClose;

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.autoClose = this.autoClose;
  		data.curves = [];

  		for ( let i = 0, l = this.curves.length; i < l; i ++ ) {

  			const curve = this.curves[ i ];
  			data.curves.push( curve.toJSON() );

  		}

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.autoClose = json.autoClose;
  		this.curves = [];

  		for ( let i = 0, l = json.curves.length; i < l; i ++ ) {

  			const curve = json.curves[ i ];
  			this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );

  		}

  		return this;

  	}

  }

  let Path$1 = class Path extends CurvePath {

  	constructor( points ) {

  		super();

  		this.type = 'Path';

  		this.currentPoint = new Vector2();

  		if ( points ) {

  			this.setFromPoints( points );

  		}

  	}

  	setFromPoints( points ) {

  		this.moveTo( points[ 0 ].x, points[ 0 ].y );

  		for ( let i = 1, l = points.length; i < l; i ++ ) {

  			this.lineTo( points[ i ].x, points[ i ].y );

  		}

  		return this;

  	}

  	moveTo( x, y ) {

  		this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?

  		return this;

  	}

  	lineTo( x, y ) {

  		const curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
  		this.curves.push( curve );

  		this.currentPoint.set( x, y );

  		return this;

  	}

  	quadraticCurveTo( aCPx, aCPy, aX, aY ) {

  		const curve = new QuadraticBezierCurve(
  			this.currentPoint.clone(),
  			new Vector2( aCPx, aCPy ),
  			new Vector2( aX, aY )
  		);

  		this.curves.push( curve );

  		this.currentPoint.set( aX, aY );

  		return this;

  	}

  	bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

  		const curve = new CubicBezierCurve(
  			this.currentPoint.clone(),
  			new Vector2( aCP1x, aCP1y ),
  			new Vector2( aCP2x, aCP2y ),
  			new Vector2( aX, aY )
  		);

  		this.curves.push( curve );

  		this.currentPoint.set( aX, aY );

  		return this;

  	}

  	splineThru( pts /*Array of Vector*/ ) {

  		const npts = [ this.currentPoint.clone() ].concat( pts );

  		const curve = new SplineCurve( npts );
  		this.curves.push( curve );

  		this.currentPoint.copy( pts[ pts.length - 1 ] );

  		return this;

  	}

  	arc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

  		const x0 = this.currentPoint.x;
  		const y0 = this.currentPoint.y;

  		this.absarc( aX + x0, aY + y0, aRadius,
  			aStartAngle, aEndAngle, aClockwise );

  		return this;

  	}

  	absarc( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

  		this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

  		return this;

  	}

  	ellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

  		const x0 = this.currentPoint.x;
  		const y0 = this.currentPoint.y;

  		this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

  		return this;

  	}

  	absellipse( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

  		const curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

  		if ( this.curves.length > 0 ) {

  			// if a previous curve is present, attempt to join
  			const firstPoint = curve.getPoint( 0 );

  			if ( ! firstPoint.equals( this.currentPoint ) ) {

  				this.lineTo( firstPoint.x, firstPoint.y );

  			}

  		}

  		this.curves.push( curve );

  		const lastPoint = curve.getPoint( 1 );
  		this.currentPoint.copy( lastPoint );

  		return this;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.currentPoint.copy( source.currentPoint );

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.currentPoint = this.currentPoint.toArray();

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.currentPoint.fromArray( json.currentPoint );

  		return this;

  	}

  };

  class CircleGeometry extends BufferGeometry {

  	constructor( radius = 1, segments = 32, thetaStart = 0, thetaLength = Math.PI * 2 ) {

  		super();

  		this.type = 'CircleGeometry';

  		this.parameters = {
  			radius: radius,
  			segments: segments,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};

  		segments = Math.max( 3, segments );

  		// buffers

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

  		// helper variables

  		const vertex = new Vector3();
  		const uv = new Vector2();

  		// center point

  		vertices.push( 0, 0, 0 );
  		normals.push( 0, 0, 1 );
  		uvs.push( 0.5, 0.5 );

  		for ( let s = 0, i = 3; s <= segments; s ++, i += 3 ) {

  			const segment = thetaStart + s / segments * thetaLength;

  			// vertex

  			vertex.x = radius * Math.cos( segment );
  			vertex.y = radius * Math.sin( segment );

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

  			// normal

  			normals.push( 0, 0, 1 );

  			// uvs

  			uv.x = ( vertices[ i ] / radius + 1 ) / 2;
  			uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;

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

  		}

  		// indices

  		for ( let i = 1; i <= segments; i ++ ) {

  			indices.push( i, i + 1, 0 );

  		}

  		// build geometry

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

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	static fromJSON( data ) {

  		return new CircleGeometry( data.radius, data.segments, data.thetaStart, data.thetaLength );

  	}

  }

  class CylinderGeometry extends BufferGeometry {

  	constructor( radiusTop = 1, radiusBottom = 1, height = 1, radialSegments = 32, heightSegments = 1, openEnded = false, thetaStart = 0, thetaLength = Math.PI * 2 ) {

  		super();

  		this.type = 'CylinderGeometry';

  		this.parameters = {
  			radiusTop: radiusTop,
  			radiusBottom: radiusBottom,
  			height: height,
  			radialSegments: radialSegments,
  			heightSegments: heightSegments,
  			openEnded: openEnded,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};

  		const scope = this;

  		radialSegments = Math.floor( radialSegments );
  		heightSegments = Math.floor( heightSegments );

  		// buffers

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

  		// helper variables

  		let index = 0;
  		const indexArray = [];
  		const halfHeight = height / 2;
  		let groupStart = 0;

  		// generate geometry

  		generateTorso();

  		if ( openEnded === false ) {

  			if ( radiusTop > 0 ) generateCap( true );
  			if ( radiusBottom > 0 ) generateCap( false );

  		}

  		// build geometry

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

  		function generateTorso() {

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

  			let groupCount = 0;

  			// this will be used to calculate the normal
  			const slope = ( radiusBottom - radiusTop ) / height;

  			// generate vertices, normals and uvs

  			for ( let y = 0; y <= heightSegments; y ++ ) {

  				const indexRow = [];

  				const v = y / heightSegments;

  				// calculate the radius of the current row

  				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

  					vertex.x = radius * sinTheta;
  					vertex.y = - v * height + halfHeight;
  					vertex.z = radius * cosTheta;
  					vertices.push( vertex.x, vertex.y, vertex.z );

  					// normal

  					normal.set( sinTheta, slope, cosTheta ).normalize();
  					normals.push( normal.x, normal.y, normal.z );

  					// uv

  					uvs.push( u, 1 - v );

  					// save index of vertex in respective row

  					indexRow.push( index ++ );

  				}

  				// now save vertices of the row in our index array

  				indexArray.push( indexRow );

  			}

  			// generate indices

  			for ( let x = 0; x < radialSegments; x ++ ) {

  				for ( let y = 0; y < heightSegments; y ++ ) {

  					// we use the index array to access the correct indices

  					const a = indexArray[ y ][ x ];
  					const b = indexArray[ y + 1 ][ x ];
  					const c = indexArray[ y + 1 ][ x + 1 ];
  					const d = indexArray[ y ][ x + 1 ];

  					// faces

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

  					// update group counter

  					groupCount += 6;

  				}

  			}

  			// add a group to the geometry. this will ensure multi material support

  			scope.addGroup( groupStart, groupCount, 0 );

  			// calculate new start value for groups

  			groupStart += groupCount;

  		}

  		function generateCap( top ) {

  			// save the index of the first center vertex
  			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;

  			// first we generate the center vertex data of the cap.
  			// because the geometry needs one set of uvs per face,
  			// we must generate a center vertex per face/segment

  			for ( let x = 1; x <= radialSegments; x ++ ) {

  				// vertex

  				vertices.push( 0, halfHeight * sign, 0 );

  				// normal

  				normals.push( 0, sign, 0 );

  				// uv

  				uvs.push( 0.5, 0.5 );

  				// increase index

  				index ++;

  			}

  			// save the index of the last center vertex
  			const centerIndexEnd = index;

  			// now we generate the surrounding vertices, normals and uvs

  			for ( let x = 0; x <= radialSegments; x ++ ) {

  				const u = x / radialSegments;
  				const theta = u * thetaLength + thetaStart;

  				const cosTheta = Math.cos( theta );
  				const sinTheta = Math.sin( theta );

  				// vertex

  				vertex.x = radius * sinTheta;
  				vertex.y = halfHeight * sign;
  				vertex.z = radius * cosTheta;
  				vertices.push( vertex.x, vertex.y, vertex.z );

  				// normal

  				normals.push( 0, sign, 0 );

  				// uv

  				uv.x = ( cosTheta * 0.5 ) + 0.5;
  				uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
  				uvs.push( uv.x, uv.y );

  				// increase index

  				index ++;

  			}

  			// generate indices

  			for ( let x = 0; x < radialSegments; x ++ ) {

  				const c = centerIndexStart + x;
  				const i = centerIndexEnd + x;

  				if ( top === true ) {

  					// face top

  					indices.push( i, i + 1, c );

  				} else {

  					// face bottom

  					indices.push( i + 1, i, c );

  				}

  				groupCount += 3;

  			}

  			// add a group to the geometry. this will ensure multi material support

  			scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );

  			// calculate new start value for groups

  			groupStart += groupCount;

  		}

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	static fromJSON( data ) {

  		return new CylinderGeometry( data.radiusTop, data.radiusBottom, data.height, data.radialSegments, data.heightSegments, data.openEnded, data.thetaStart, data.thetaLength );

  	}

  }

  class Shape extends Path$1 {

  	constructor( points ) {

  		super( points );

  		this.uuid = generateUUID();

  		this.type = 'Shape';

  		this.holes = [];

  	}

  	getPointsHoles( divisions ) {

  		const holesPts = [];

  		for ( let i = 0, l = this.holes.length; i < l; i ++ ) {

  			holesPts[ i ] = this.holes[ i ].getPoints( divisions );

  		}

  		return holesPts;

  	}

  	// get points of shape and holes (keypoints based on segments parameter)

  	extractPoints( divisions ) {

  		return {

  			shape: this.getPoints( divisions ),
  			holes: this.getPointsHoles( divisions )

  		};

  	}

  	copy( source ) {

  		super.copy( source );

  		this.holes = [];

  		for ( let i = 0, l = source.holes.length; i < l; i ++ ) {

  			const hole = source.holes[ i ];

  			this.holes.push( hole.clone() );

  		}

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.uuid = this.uuid;
  		data.holes = [];

  		for ( let i = 0, l = this.holes.length; i < l; i ++ ) {

  			const hole = this.holes[ i ];
  			data.holes.push( hole.toJSON() );

  		}

  		return data;

  	}

  	fromJSON( json ) {

  		super.fromJSON( json );

  		this.uuid = json.uuid;
  		this.holes = [];

  		for ( let i = 0, l = json.holes.length; i < l; i ++ ) {

  			const hole = json.holes[ i ];
  			this.holes.push( new Path$1().fromJSON( hole ) );

  		}

  		return this;

  	}

  }

  /**
   * Port from https://github.com/mapbox/earcut (v2.2.4)
   */

  const Earcut = {

  	triangulate: function ( data, holeIndices, dim = 2 ) {

  		const hasHoles = holeIndices && holeIndices.length;
  		const outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length;
  		let outerNode = linkedList$1( data, 0, outerLen, dim, true );
  		const triangles = [];

  		if ( ! outerNode || outerNode.next === outerNode.prev ) return triangles;

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

  		if ( hasHoles ) outerNode = eliminateHoles$1( data, holeIndices, outerNode, dim );

  		// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
  		if ( data.length > 80 * dim ) {

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

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

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

  			}

  			// minX, minY and invSize are later used to transform coords into integers for z-order calculation
  			invSize = Math.max( maxX - minX, maxY - minY );
  			invSize = invSize !== 0 ? 32767 / invSize : 0;

  		}

  		earcutLinked$1( outerNode, triangles, dim, minX, minY, invSize, 0 );

  		return triangles;

  	}

  };

  // create a circular doubly linked list from polygon points in the specified winding order
  function linkedList$1( data, start, end, dim, clockwise ) {

  	let i, last;

  	if ( clockwise === ( signedArea$1( data, start, end, dim ) > 0 ) ) {

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

  	} else {

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

  	}

  	if ( last && equals$1( last, last.next ) ) {

  		removeNode$1( last );
  		last = last.next;

  	}

  	return last;

  }

  // eliminate colinear or duplicate points
  function filterPoints$1( start, end ) {

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

  	let p = start,
  		again;
  	do {

  		again = false;

  		if ( ! p.steiner && ( equals$1( p, p.next ) || area$1( p.prev, p, p.next ) === 0 ) ) {

  			removeNode$1( p );
  			p = end = p.prev;
  			if ( p === p.next ) break;
  			again = true;

  		} else {

  			p = p.next;

  		}

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

  	return end;

  }

  // main ear slicing loop which triangulates a polygon (given as a linked list)
  function earcutLinked$1( ear, triangles, dim, minX, minY, invSize, pass ) {

  	if ( ! ear ) return;

  	// interlink polygon nodes in z-order
  	if ( ! pass && invSize ) indexCurve$1( ear, minX, minY, invSize );

  	let stop = ear,
  		prev, next;

  	// iterate through ears, slicing them one by one
  	while ( ear.prev !== ear.next ) {

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

  		if ( invSize ? isEarHashed$1( ear, minX, minY, invSize ) : isEar$1( ear ) ) {

  			// cut off the triangle
  			triangles.push( prev.i / dim | 0 );
  			triangles.push( ear.i / dim | 0 );
  			triangles.push( next.i / dim | 0 );

  			removeNode$1( ear );

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

  			continue;

  		}

  		ear = next;

  		// if we looped through the whole remaining polygon and can't find any more ears
  		if ( ear === stop ) {

  			// try filtering points and slicing again
  			if ( ! pass ) {

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

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

  			} else if ( pass === 1 ) {

  				ear = cureLocalIntersections$1( filterPoints$1( ear ), triangles, dim );
  				earcutLinked$1( ear, triangles, dim, minX, minY, invSize, 2 );

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

  			} else if ( pass === 2 ) {

  				splitEarcut$1( ear, triangles, dim, minX, minY, invSize );

  			}

  			break;

  		}

  	}

  }

  // check whether a polygon node forms a valid ear with adjacent nodes
  function isEar$1( ear ) {

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

  	if ( area$1( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

  	// now make sure we don't have other points inside the potential ear
  	const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;

  	// triangle bbox; min & max are calculated like this for speed
  	const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
  		y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
  		x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
  		y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );

  	let p = c.next;
  	while ( p !== a ) {

  		if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
  			pointInTriangle$1( ax, ay, bx, by, cx, cy, p.x, p.y ) &&
  			area$1( p.prev, p, p.next ) >= 0 ) return false;
  		p = p.next;

  	}

  	return true;

  }

  function isEarHashed$1( ear, minX, minY, invSize ) {

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

  	if ( area$1( a, b, c ) >= 0 ) return false; // reflex, can't be an ear

  	const ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;

  	// triangle bbox; min & max are calculated like this for speed
  	const x0 = ax < bx ? ( ax < cx ? ax : cx ) : ( bx < cx ? bx : cx ),
  		y0 = ay < by ? ( ay < cy ? ay : cy ) : ( by < cy ? by : cy ),
  		x1 = ax > bx ? ( ax > cx ? ax : cx ) : ( bx > cx ? bx : cx ),
  		y1 = ay > by ? ( ay > cy ? ay : cy ) : ( by > cy ? by : cy );

  	// z-order range for the current triangle bbox;
  	const minZ = zOrder$1( x0, y0, minX, minY, invSize ),
  		maxZ = zOrder$1( x1, y1, minX, minY, invSize );

  	let p = ear.prevZ,
  		n = ear.nextZ;

  	// look for points inside the triangle in both directions
  	while ( p && p.z >= minZ && n && n.z <= maxZ ) {

  		if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  			pointInTriangle$1( ax, ay, bx, by, cx, cy, p.x, p.y ) && area$1( p.prev, p, p.next ) >= 0 ) return false;
  		p = p.prevZ;

  		if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  			pointInTriangle$1( ax, ay, bx, by, cx, cy, n.x, n.y ) && area$1( n.prev, n, n.next ) >= 0 ) return false;
  		n = n.nextZ;

  	}

  	// look for remaining points in decreasing z-order
  	while ( p && p.z >= minZ ) {

  		if ( p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
  			pointInTriangle$1( ax, ay, bx, by, cx, cy, p.x, p.y ) && area$1( p.prev, p, p.next ) >= 0 ) return false;
  		p = p.prevZ;

  	}

  	// look for remaining points in increasing z-order
  	while ( n && n.z <= maxZ ) {

  		if ( n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
  			pointInTriangle$1( ax, ay, bx, by, cx, cy, n.x, n.y ) && area$1( n.prev, n, n.next ) >= 0 ) return false;
  		n = n.nextZ;

  	}

  	return true;

  }

  // go through all polygon nodes and cure small local self-intersections
  function cureLocalIntersections$1( start, triangles, dim ) {

  	let p = start;
  	do {

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

  		if ( ! equals$1( a, b ) && intersects$1( a, p, p.next, b ) && locallyInside$1( a, b ) && locallyInside$1( b, a ) ) {

  			triangles.push( a.i / dim | 0 );
  			triangles.push( p.i / dim | 0 );
  			triangles.push( b.i / dim | 0 );

  			// remove two nodes involved
  			removeNode$1( p );
  			removeNode$1( p.next );

  			p = start = b;

  		}

  		p = p.next;

  	} while ( p !== start );

  	return filterPoints$1( p );

  }

  // try splitting polygon into two and triangulate them independently
  function splitEarcut$1( start, triangles, dim, minX, minY, invSize ) {

  	// look for a valid diagonal that divides the polygon into two
  	let a = start;
  	do {

  		let b = a.next.next;
  		while ( b !== a.prev ) {

  			if ( a.i !== b.i && isValidDiagonal$1( a, b ) ) {

  				// split the polygon in two by the diagonal
  				let c = splitPolygon$1( a, b );

  				// filter colinear points around the cuts
  				a = filterPoints$1( a, a.next );
  				c = filterPoints$1( c, c.next );

  				// run earcut on each half
  				earcutLinked$1( a, triangles, dim, minX, minY, invSize, 0 );
  				earcutLinked$1( c, triangles, dim, minX, minY, invSize, 0 );
  				return;

  			}

  			b = b.next;

  		}

  		a = a.next;

  	} while ( a !== start );

  }

  // link every hole into the outer loop, producing a single-ring polygon without holes
  function eliminateHoles$1( data, holeIndices, outerNode, dim ) {

  	const queue = [];
  	let i, len, start, end, list;

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

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

  	}

  	queue.sort( compareX$1 );

  	// process holes from left to right
  	for ( i = 0; i < queue.length; i ++ ) {

  		outerNode = eliminateHole$1( queue[ i ], outerNode );

  	}

  	return outerNode;

  }

  function compareX$1( a, b ) {

  	return a.x - b.x;

  }

  // find a bridge between vertices that connects hole with an outer ring and link it
  function eliminateHole$1( hole, outerNode ) {

  	const bridge = findHoleBridge$1( hole, outerNode );
  	if ( ! bridge ) {

  		return outerNode;

  	}

  	const bridgeReverse = splitPolygon$1( bridge, hole );

  	// filter collinear points around the cuts
  	filterPoints$1( bridgeReverse, bridgeReverse.next );
  	return filterPoints$1( bridge, bridge.next );

  }

  // David Eberly's algorithm for finding a bridge between hole and outer polygon
  function findHoleBridge$1( hole, outerNode ) {

  	let p = outerNode,
  		qx = - Infinity,
  		m;

  	const hx = hole.x, hy = hole.y;

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

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

  			const x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
  			if ( x <= hx && x > qx ) {

  				qx = x;
  				m = p.x < p.next.x ? p : p.next;
  				if ( x === hx ) return m; // hole touches outer segment; pick leftmost endpoint

  			}

  		}

  		p = p.next;

  	} while ( p !== outerNode );

  	if ( ! m ) return null;

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

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

  	p = m;

  	do {

  		if ( hx >= p.x && p.x >= mx && hx !== p.x &&
  				pointInTriangle$1( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {

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

  			if ( locallyInside$1( p, hole ) && ( tan < tanMin || ( tan === tanMin && ( p.x > m.x || ( p.x === m.x && sectorContainsSector$1( m, p ) ) ) ) ) ) {

  				m = p;
  				tanMin = tan;

  			}

  		}

  		p = p.next;

  	} while ( p !== stop );

  	return m;

  }

  // whether sector in vertex m contains sector in vertex p in the same coordinates
  function sectorContainsSector$1( m, p ) {

  	return area$1( m.prev, m, p.prev ) < 0 && area$1( p.next, m, m.next ) < 0;

  }

  // interlink polygon nodes in z-order
  function indexCurve$1( start, minX, minY, invSize ) {

  	let p = start;
  	do {

  		if ( p.z === 0 ) p.z = zOrder$1( p.x, p.y, minX, minY, invSize );
  		p.prevZ = p.prev;
  		p.nextZ = p.next;
  		p = p.next;

  	} while ( p !== start );

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

  	sortLinked$1( p );

  }

  // Simon Tatham's linked list merge sort algorithm
  // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  function sortLinked$1( list ) {

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

  	do {

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

  		while ( p ) {

  			numMerges ++;
  			q = p;
  			pSize = 0;
  			for ( i = 0; i < inSize; i ++ ) {

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

  			}

  			qSize = inSize;

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

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

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

  				} else {

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

  				}

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

  				e.prevZ = tail;
  				tail = e;

  			}

  			p = q;

  		}

  		tail.nextZ = null;
  		inSize *= 2;

  	} while ( numMerges > 1 );

  	return list;

  }

  // z-order of a point given coords and inverse of the longer side of data bbox
  function zOrder$1( x, y, minX, minY, invSize ) {

  	// coords are transformed into non-negative 15-bit integer range
  	x = ( x - minX ) * invSize | 0;
  	y = ( y - minY ) * invSize | 0;

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

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

  	return x | ( y << 1 );

  }

  // find the leftmost node of a polygon ring
  function getLeftmost$1( start ) {

  	let p = start,
  		leftmost = start;
  	do {

  		if ( p.x < leftmost.x || ( p.x === leftmost.x && p.y < leftmost.y ) ) leftmost = p;
  		p = p.next;

  	} while ( p !== start );

  	return leftmost;

  }

  // check if a point lies within a convex triangle
  function pointInTriangle$1( ax, ay, bx, by, cx, cy, px, py ) {

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

  }

  // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  function isValidDiagonal$1( a, b ) {

  	return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon$1( a, b ) && // dones't intersect other edges
             ( locallyInside$1( a, b ) && locallyInside$1( b, a ) && middleInside$1( a, b ) && // locally visible
              ( area$1( a.prev, a, b.prev ) || area$1( a, b.prev, b ) ) || // does not create opposite-facing sectors
              equals$1( a, b ) && area$1( a.prev, a, a.next ) > 0 && area$1( b.prev, b, b.next ) > 0 ); // special zero-length case

  }

  // signed area of a triangle
  function area$1( p, q, r ) {

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

  }

  // check if two points are equal
  function equals$1( p1, p2 ) {

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

  }

  // check if two segments intersect
  function intersects$1( p1, q1, p2, q2 ) {

  	const o1 = sign$3( area$1( p1, q1, p2 ) );
  	const o2 = sign$3( area$1( p1, q1, q2 ) );
  	const o3 = sign$3( area$1( p2, q2, p1 ) );
  	const o4 = sign$3( area$1( p2, q2, q1 ) );

  	if ( o1 !== o2 && o3 !== o4 ) return true; // general case

  	if ( o1 === 0 && onSegment$1( p1, p2, q1 ) ) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
  	if ( o2 === 0 && onSegment$1( p1, q2, q1 ) ) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
  	if ( o3 === 0 && onSegment$1( p2, p1, q2 ) ) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
  	if ( o4 === 0 && onSegment$1( p2, q1, q2 ) ) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2

  	return false;

  }

  // for collinear points p, q, r, check if point q lies on segment pr
  function onSegment$1( p, q, r ) {

  	return q.x <= Math.max( p.x, r.x ) && q.x >= Math.min( p.x, r.x ) && q.y <= Math.max( p.y, r.y ) && q.y >= Math.min( p.y, r.y );

  }

  function sign$3( num ) {

  	return num > 0 ? 1 : num < 0 ? - 1 : 0;

  }

  // check if a polygon diagonal intersects any polygon segments
  function intersectsPolygon$1( a, b ) {

  	let p = a;
  	do {

  		if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
  			intersects$1( p, p.next, a, b ) ) return true;
  		p = p.next;

  	} while ( p !== a );

  	return false;

  }

  // check if a polygon diagonal is locally inside the polygon
  function locallyInside$1( a, b ) {

  	return area$1( a.prev, a, a.next ) < 0 ?
  		area$1( a, b, a.next ) >= 0 && area$1( a, a.prev, b ) >= 0 :
  		area$1( a, b, a.prev ) < 0 || area$1( a, a.next, b ) < 0;

  }

  // check if the middle point of a polygon diagonal is inside the polygon
  function middleInside$1( a, b ) {

  	let p = a,
  		inside = false;
  	const px = ( a.x + b.x ) / 2,
  		py = ( a.y + b.y ) / 2;
  	do {

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

  	} while ( p !== a );

  	return inside;

  }

  // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  function splitPolygon$1( a, b ) {

  	const a2 = new Node$1( a.i, a.x, a.y ),
  		b2 = new Node$1( b.i, b.x, b.y ),
  		an = a.next,
  		bp = b.prev;

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

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

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

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

  	return b2;

  }

  // create a node and optionally link it with previous one (in a circular doubly linked list)
  function insertNode$1( i, x, y, last ) {

  	const p = new Node$1( i, x, y );

  	if ( ! last ) {

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

  	} else {

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

  	}

  	return p;

  }

  function removeNode$1( p ) {

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

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

  }

  function Node$1( i, x, y ) {

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

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

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

  	// z-order curve value
  	this.z = 0;

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

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

  }

  function signedArea$1( data, start, end, dim ) {

  	let sum = 0;
  	for ( let i = start, j = end - dim; i < end; i += dim ) {

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

  	}

  	return sum;

  }

  class ShapeUtils {

  	// calculate area of the contour polygon

  	static area( contour ) {

  		const n = contour.length;
  		let a = 0.0;

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

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

  		}

  		return a * 0.5;

  	}

  	static isClockWise( pts ) {

  		return ShapeUtils.area( pts ) < 0;

  	}

  	static triangulateShape( contour, holes ) {

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

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

  		//

  		let holeIndex = contour.length;

  		holes.forEach( removeDupEndPts );

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

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

  		}

  		//

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

  		//

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

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

  		}

  		return faces;

  	}

  }

  function removeDupEndPts( points ) {

  	const l = points.length;

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

  		points.pop();

  	}

  }

  function addContour( vertices, contour ) {

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

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

  	}

  }

  /**
   * Creates extruded geometry from a path shape.
   *
   * parameters = {
   *
   *  curveSegments: <int>, // number of points on the curves
   *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
   *  depth: <float>, // Depth to extrude the shape
   *
   *  bevelEnabled: <bool>, // turn on bevel
   *  bevelThickness: <float>, // how deep into the original shape bevel goes
   *  bevelSize: <float>, // how far from shape outline (including bevelOffset) is bevel
   *  bevelOffset: <float>, // how far from shape outline does bevel start
   *  bevelSegments: <int>, // number of bevel layers
   *
   *  extrudePath: <THREE.Curve> // curve to extrude shape along
   *
   *  UVGenerator: <Object> // object that provides UV generator functions
   *
   * }
   */


  class ExtrudeGeometry extends BufferGeometry {

  	constructor( shapes = new Shape( [ new Vector2( 0.5, 0.5 ), new Vector2( - 0.5, 0.5 ), new Vector2( - 0.5, - 0.5 ), new Vector2( 0.5, - 0.5 ) ] ), options = {} ) {

  		super();

  		this.type = 'ExtrudeGeometry';

  		this.parameters = {
  			shapes: shapes,
  			options: options
  		};

  		shapes = Array.isArray( shapes ) ? shapes : [ shapes ];

  		const scope = this;

  		const verticesArray = [];
  		const uvArray = [];

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

  			const shape = shapes[ i ];
  			addShape( shape );

  		}

  		// build geometry

  		this.setAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
  		this.setAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );

  		this.computeVertexNormals();

  		// functions

  		function addShape( shape ) {

  			const placeholder = [];

  			// options

  			const curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
  			const steps = options.steps !== undefined ? options.steps : 1;
  			const depth = options.depth !== undefined ? options.depth : 1;

  			let bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
  			let bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 0.2;
  			let bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 0.1;
  			let bevelOffset = options.bevelOffset !== undefined ? options.bevelOffset : 0;
  			let bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;

  			const extrudePath = options.extrudePath;

  			const uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;

  			//

  			let extrudePts, extrudeByPath = false;
  			let splineTube, binormal, normal, position2;

  			if ( extrudePath ) {

  				extrudePts = extrudePath.getSpacedPoints( steps );

  				extrudeByPath = true;
  				bevelEnabled = false; // bevels not supported for path extrusion

  				// SETUP TNB variables

  				// TODO1 - have a .isClosed in spline?

  				splineTube = extrudePath.computeFrenetFrames( steps, false );

  				// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

  				binormal = new Vector3();
  				normal = new Vector3();
  				position2 = new Vector3();

  			}

  			// Safeguards if bevels are not enabled

  			if ( ! bevelEnabled ) {

  				bevelSegments = 0;
  				bevelThickness = 0;
  				bevelSize = 0;
  				bevelOffset = 0;

  			}

  			// Variables initialization

  			const shapePoints = shape.extractPoints( curveSegments );

  			let vertices = shapePoints.shape;
  			const holes = shapePoints.holes;

  			const reverse = ! ShapeUtils.isClockWise( vertices );

  			if ( reverse ) {

  				vertices = vertices.reverse();

  				// Maybe we should also check if holes are in the opposite direction, just to be safe ...

  				for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

  					const ahole = holes[ h ];

  					if ( ShapeUtils.isClockWise( ahole ) ) {

  						holes[ h ] = ahole.reverse();

  					}

  				}

  			}


  			const faces = ShapeUtils.triangulateShape( vertices, holes );

  			/* Vertices */

  			const contour = vertices; // vertices has all points but contour has only points of circumference

  			for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

  				const ahole = holes[ h ];

  				vertices = vertices.concat( ahole );

  			}


  			function scalePt2( pt, vec, size ) {

  				if ( ! vec ) console.error( 'THREE.ExtrudeGeometry: vec does not exist' );

  				return pt.clone().addScaledVector( vec, size );

  			}

  			const vlen = vertices.length, flen = faces.length;


  			// Find directions for point movement


  			function getBevelVec( inPt, inPrev, inNext ) {

  				// computes for inPt the corresponding point inPt' on a new contour
  				//   shifted by 1 unit (length of normalized vector) to the left
  				// if we walk along contour clockwise, this new contour is outside the old one
  				//
  				// inPt' is the intersection of the two lines parallel to the two
  				//  adjacent edges of inPt at a distance of 1 unit on the left side.

  				let v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt

  				// good reading for geometry algorithms (here: line-line intersection)
  				// http://geomalgorithms.com/a05-_intersect-1.html

  				const v_prev_x = inPt.x - inPrev.x,
  					v_prev_y = inPt.y - inPrev.y;
  				const v_next_x = inNext.x - inPt.x,
  					v_next_y = inNext.y - inPt.y;

  				const v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );

  				// check for collinear edges
  				const collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );

  				if ( Math.abs( collinear0 ) > Number.EPSILON ) {

  					// not collinear

  					// length of vectors for normalizing

  					const v_prev_len = Math.sqrt( v_prev_lensq );
  					const v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );

  					// shift adjacent points by unit vectors to the left

  					const ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
  					const ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );

  					const ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
  					const ptNextShift_y = ( inNext.y + v_next_x / v_next_len );

  					// scaling factor for v_prev to intersection point

  					const sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
  							( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
  						( v_prev_x * v_next_y - v_prev_y * v_next_x );

  					// vector from inPt to intersection point

  					v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
  					v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );

  					// Don't normalize!, otherwise sharp corners become ugly
  					//  but prevent crazy spikes
  					const v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
  					if ( v_trans_lensq <= 2 ) {

  						return new Vector2( v_trans_x, v_trans_y );

  					} else {

  						shrink_by = Math.sqrt( v_trans_lensq / 2 );

  					}

  				} else {

  					// handle special case of collinear edges

  					let direction_eq = false; // assumes: opposite

  					if ( v_prev_x > Number.EPSILON ) {

  						if ( v_next_x > Number.EPSILON ) {

  							direction_eq = true;

  						}

  					} else {

  						if ( v_prev_x < - Number.EPSILON ) {

  							if ( v_next_x < - Number.EPSILON ) {

  								direction_eq = true;

  							}

  						} else {

  							if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {

  								direction_eq = true;

  							}

  						}

  					}

  					if ( direction_eq ) {

  						// console.log("Warning: lines are a straight sequence");
  						v_trans_x = - v_prev_y;
  						v_trans_y = v_prev_x;
  						shrink_by = Math.sqrt( v_prev_lensq );

  					} else {

  						// console.log("Warning: lines are a straight spike");
  						v_trans_x = v_prev_x;
  						v_trans_y = v_prev_y;
  						shrink_by = Math.sqrt( v_prev_lensq / 2 );

  					}

  				}

  				return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );

  			}


  			const contourMovements = [];

  			for ( let i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

  				if ( j === il ) j = 0;
  				if ( k === il ) k = 0;

  				//  (j)---(i)---(k)
  				// console.log('i,j,k', i, j , k)

  				contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );

  			}

  			const holesMovements = [];
  			let oneHoleMovements, verticesMovements = contourMovements.concat();

  			for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

  				const ahole = holes[ h ];

  				oneHoleMovements = [];

  				for ( let i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

  					if ( j === il ) j = 0;
  					if ( k === il ) k = 0;

  					//  (j)---(i)---(k)
  					oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );

  				}

  				holesMovements.push( oneHoleMovements );
  				verticesMovements = verticesMovements.concat( oneHoleMovements );

  			}


  			// Loop bevelSegments, 1 for the front, 1 for the back

  			for ( let b = 0; b < bevelSegments; b ++ ) {

  				//for ( b = bevelSegments; b > 0; b -- ) {

  				const t = b / bevelSegments;
  				const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  				const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;

  				// contract shape

  				for ( let i = 0, il = contour.length; i < il; i ++ ) {

  					const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );

  					v( vert.x, vert.y, - z );

  				}

  				// expand holes

  				for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

  					const ahole = holes[ h ];
  					oneHoleMovements = holesMovements[ h ];

  					for ( let i = 0, il = ahole.length; i < il; i ++ ) {

  						const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

  						v( vert.x, vert.y, - z );

  					}

  				}

  			}

  			const bs = bevelSize + bevelOffset;

  			// Back facing vertices

  			for ( let i = 0; i < vlen; i ++ ) {

  				const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

  				if ( ! extrudeByPath ) {

  					v( vert.x, vert.y, 0 );

  				} else {

  					// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

  					normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
  					binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );

  					position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );

  					v( position2.x, position2.y, position2.z );

  				}

  			}

  			// Add stepped vertices...
  			// Including front facing vertices

  			for ( let s = 1; s <= steps; s ++ ) {

  				for ( let i = 0; i < vlen; i ++ ) {

  					const vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

  					if ( ! extrudeByPath ) {

  						v( vert.x, vert.y, depth / steps * s );

  					} else {

  						// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );

  						normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
  						binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );

  						position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );

  						v( position2.x, position2.y, position2.z );

  					}

  				}

  			}


  			// Add bevel segments planes

  			//for ( b = 1; b <= bevelSegments; b ++ ) {
  			for ( let b = bevelSegments - 1; b >= 0; b -- ) {

  				const t = b / bevelSegments;
  				const z = bevelThickness * Math.cos( t * Math.PI / 2 );
  				const bs = bevelSize * Math.sin( t * Math.PI / 2 ) + bevelOffset;

  				// contract shape

  				for ( let i = 0, il = contour.length; i < il; i ++ ) {

  					const vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
  					v( vert.x, vert.y, depth + z );

  				}

  				// expand holes

  				for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

  					const ahole = holes[ h ];
  					oneHoleMovements = holesMovements[ h ];

  					for ( let i = 0, il = ahole.length; i < il; i ++ ) {

  						const vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

  						if ( ! extrudeByPath ) {

  							v( vert.x, vert.y, depth + z );

  						} else {

  							v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );

  						}

  					}

  				}

  			}

  			/* Faces */

  			// Top and bottom faces

  			buildLidFaces();

  			// Sides faces

  			buildSideFaces();


  			/////  Internal functions

  			function buildLidFaces() {

  				const start = verticesArray.length / 3;

  				if ( bevelEnabled ) {

  					let layer = 0; // steps + 1
  					let offset = vlen * layer;

  					// Bottom faces

  					for ( let i = 0; i < flen; i ++ ) {

  						const face = faces[ i ];
  						f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );

  					}

  					layer = steps + bevelSegments * 2;
  					offset = vlen * layer;

  					// Top faces

  					for ( let i = 0; i < flen; i ++ ) {

  						const face = faces[ i ];
  						f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );

  					}

  				} else {

  					// Bottom faces

  					for ( let i = 0; i < flen; i ++ ) {

  						const face = faces[ i ];
  						f3( face[ 2 ], face[ 1 ], face[ 0 ] );

  					}

  					// Top faces

  					for ( let i = 0; i < flen; i ++ ) {

  						const face = faces[ i ];
  						f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );

  					}

  				}

  				scope.addGroup( start, verticesArray.length / 3 - start, 0 );

  			}

  			// Create faces for the z-sides of the shape

  			function buildSideFaces() {

  				const start = verticesArray.length / 3;
  				let layeroffset = 0;
  				sidewalls( contour, layeroffset );
  				layeroffset += contour.length;

  				for ( let h = 0, hl = holes.length; h < hl; h ++ ) {

  					const ahole = holes[ h ];
  					sidewalls( ahole, layeroffset );

  					//, true
  					layeroffset += ahole.length;

  				}


  				scope.addGroup( start, verticesArray.length / 3 - start, 1 );


  			}

  			function sidewalls( contour, layeroffset ) {

  				let i = contour.length;

  				while ( -- i >= 0 ) {

  					const j = i;
  					let k = i - 1;
  					if ( k < 0 ) k = contour.length - 1;

  					//console.log('b', i,j, i-1, k,vertices.length);

  					for ( let s = 0, sl = ( steps + bevelSegments * 2 ); s < sl; s ++ ) {

  						const slen1 = vlen * s;
  						const slen2 = vlen * ( s + 1 );

  						const a = layeroffset + j + slen1,
  							b = layeroffset + k + slen1,
  							c = layeroffset + k + slen2,
  							d = layeroffset + j + slen2;

  						f4( a, b, c, d );

  					}

  				}

  			}

  			function v( x, y, z ) {

  				placeholder.push( x );
  				placeholder.push( y );
  				placeholder.push( z );

  			}


  			function f3( a, b, c ) {

  				addVertex( a );
  				addVertex( b );
  				addVertex( c );

  				const nextIndex = verticesArray.length / 3;
  				const uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

  				addUV( uvs[ 0 ] );
  				addUV( uvs[ 1 ] );
  				addUV( uvs[ 2 ] );

  			}

  			function f4( a, b, c, d ) {

  				addVertex( a );
  				addVertex( b );
  				addVertex( d );

  				addVertex( b );
  				addVertex( c );
  				addVertex( d );


  				const nextIndex = verticesArray.length / 3;
  				const uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );

  				addUV( uvs[ 0 ] );
  				addUV( uvs[ 1 ] );
  				addUV( uvs[ 3 ] );

  				addUV( uvs[ 1 ] );
  				addUV( uvs[ 2 ] );
  				addUV( uvs[ 3 ] );

  			}

  			function addVertex( index ) {

  				verticesArray.push( placeholder[ index * 3 + 0 ] );
  				verticesArray.push( placeholder[ index * 3 + 1 ] );
  				verticesArray.push( placeholder[ index * 3 + 2 ] );

  			}


  			function addUV( vector2 ) {

  				uvArray.push( vector2.x );
  				uvArray.push( vector2.y );

  			}

  		}

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		const shapes = this.parameters.shapes;
  		const options = this.parameters.options;

  		return toJSON$1( shapes, options, data );

  	}

  	static fromJSON( data, shapes ) {

  		const geometryShapes = [];

  		for ( let j = 0, jl = data.shapes.length; j < jl; j ++ ) {

  			const shape = shapes[ data.shapes[ j ] ];

  			geometryShapes.push( shape );

  		}

  		const extrudePath = data.options.extrudePath;

  		if ( extrudePath !== undefined ) {

  			data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );

  		}

  		return new ExtrudeGeometry( geometryShapes, data.options );

  	}

  }

  const WorldUVGenerator = {

  	generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {

  		const a_x = vertices[ indexA * 3 ];
  		const a_y = vertices[ indexA * 3 + 1 ];
  		const b_x = vertices[ indexB * 3 ];
  		const b_y = vertices[ indexB * 3 + 1 ];
  		const c_x = vertices[ indexC * 3 ];
  		const c_y = vertices[ indexC * 3 + 1 ];

  		return [
  			new Vector2( a_x, a_y ),
  			new Vector2( b_x, b_y ),
  			new Vector2( c_x, c_y )
  		];

  	},

  	generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {

  		const a_x = vertices[ indexA * 3 ];
  		const a_y = vertices[ indexA * 3 + 1 ];
  		const a_z = vertices[ indexA * 3 + 2 ];
  		const b_x = vertices[ indexB * 3 ];
  		const b_y = vertices[ indexB * 3 + 1 ];
  		const b_z = vertices[ indexB * 3 + 2 ];
  		const c_x = vertices[ indexC * 3 ];
  		const c_y = vertices[ indexC * 3 + 1 ];
  		const c_z = vertices[ indexC * 3 + 2 ];
  		const d_x = vertices[ indexD * 3 ];
  		const d_y = vertices[ indexD * 3 + 1 ];
  		const d_z = vertices[ indexD * 3 + 2 ];

  		if ( Math.abs( a_y - b_y ) < Math.abs( a_x - b_x ) ) {

  			return [
  				new Vector2( a_x, 1 - a_z ),
  				new Vector2( b_x, 1 - b_z ),
  				new Vector2( c_x, 1 - c_z ),
  				new Vector2( d_x, 1 - d_z )
  			];

  		} else {

  			return [
  				new Vector2( a_y, 1 - a_z ),
  				new Vector2( b_y, 1 - b_z ),
  				new Vector2( c_y, 1 - c_z ),
  				new Vector2( d_y, 1 - d_z )
  			];

  		}

  	}

  };

  function toJSON$1( shapes, options, data ) {

  	data.shapes = [];

  	if ( Array.isArray( shapes ) ) {

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

  			const shape = shapes[ i ];

  			data.shapes.push( shape.uuid );

  		}

  	} else {

  		data.shapes.push( shapes.uuid );

  	}

  	data.options = Object.assign( {}, options );

  	if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();

  	return data;

  }

  class SphereGeometry extends BufferGeometry {

  	constructor( radius = 1, widthSegments = 32, heightSegments = 16, phiStart = 0, phiLength = Math.PI * 2, thetaStart = 0, thetaLength = Math.PI ) {

  		super();

  		this.type = 'SphereGeometry';

  		this.parameters = {
  			radius: radius,
  			widthSegments: widthSegments,
  			heightSegments: heightSegments,
  			phiStart: phiStart,
  			phiLength: phiLength,
  			thetaStart: thetaStart,
  			thetaLength: thetaLength
  		};

  		widthSegments = Math.max( 3, Math.floor( widthSegments ) );
  		heightSegments = Math.max( 2, Math.floor( heightSegments ) );

  		const thetaEnd = Math.min( thetaStart + thetaLength, Math.PI );

  		let index = 0;
  		const grid = [];

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

  		// buffers

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

  		// generate vertices, normals and uvs

  		for ( let iy = 0; iy <= heightSegments; iy ++ ) {

  			const verticesRow = [];

  			const v = iy / heightSegments;

  			// special case for the poles

  			let uOffset = 0;

  			if ( iy === 0 && thetaStart === 0 ) {

  				uOffset = 0.5 / widthSegments;

  			} else if ( iy === heightSegments && thetaEnd === Math.PI ) {

  				uOffset = - 0.5 / widthSegments;

  			}

  			for ( let ix = 0; ix <= widthSegments; ix ++ ) {

  				const u = ix / widthSegments;

  				// vertex

  				vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
  				vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
  				vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

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

  				// normal

  				normal.copy( vertex ).normalize();
  				normals.push( normal.x, normal.y, normal.z );

  				// uv

  				uvs.push( u + uOffset, 1 - v );

  				verticesRow.push( index ++ );

  			}

  			grid.push( verticesRow );

  		}

  		// indices

  		for ( let iy = 0; iy < heightSegments; iy ++ ) {

  			for ( let ix = 0; ix < widthSegments; ix ++ ) {

  				const a = grid[ iy ][ ix + 1 ];
  				const b = grid[ iy ][ ix ];
  				const c = grid[ iy + 1 ][ ix ];
  				const d = grid[ iy + 1 ][ ix + 1 ];

  				if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
  				if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );

  			}

  		}

  		// build geometry

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

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	static fromJSON( data ) {

  		return new SphereGeometry( data.radius, data.widthSegments, data.heightSegments, data.phiStart, data.phiLength, data.thetaStart, data.thetaLength );

  	}

  }

  class TubeGeometry extends BufferGeometry {

  	constructor( path = new QuadraticBezierCurve3( new Vector3( - 1, - 1, 0 ), new Vector3( - 1, 1, 0 ), new Vector3( 1, 1, 0 ) ), tubularSegments = 64, radius = 1, radialSegments = 8, closed = false ) {

  		super();

  		this.type = 'TubeGeometry';

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

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

  		// expose internals

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

  		// helper variables

  		const vertex = new Vector3();
  		const normal = new Vector3();
  		const uv = new Vector2();
  		let P = new Vector3();

  		// buffer

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

  		// create buffer data

  		generateBufferData();

  		// build geometry

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

  		// functions

  		function generateBufferData() {

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

  				generateSegment( i );

  			}

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

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

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

  			generateUVs();

  			// finally create faces

  			generateIndices();

  		}

  		function generateSegment( i ) {

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

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

  			// retrieve corresponding normal and binormal

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

  			// generate normals and vertices for the current segment

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

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

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

  				// normal

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

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

  				// vertex

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

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

  			}

  		}

  		function generateIndices() {

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

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

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

  					// faces

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

  				}

  			}

  		}

  		function generateUVs() {

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

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

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

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

  				}

  			}

  		}

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.path = this.parameters.path.toJSON();

  		return data;

  	}

  	static fromJSON( data ) {

  		// This only works for built-in curves (e.g. CatmullRomCurve3).
  		// User defined curves or instances of CurvePath will not be deserialized.
  		return new TubeGeometry(
  			new Curves[ data.path.type ]().fromJSON( data.path ),
  			data.tubularSegments,
  			data.radius,
  			data.radialSegments,
  			data.closed
  		);

  	}

  }

  class WireframeGeometry extends BufferGeometry {

  	constructor( geometry = null ) {

  		super();

  		this.type = 'WireframeGeometry';

  		this.parameters = {
  			geometry: geometry
  		};

  		if ( geometry !== null ) {

  			// buffer

  			const vertices = [];
  			const edges = new Set();

  			// helper variables

  			const start = new Vector3();
  			const end = new Vector3();

  			if ( geometry.index !== null ) {

  				// indexed BufferGeometry

  				const position = geometry.attributes.position;
  				const indices = geometry.index;
  				let groups = geometry.groups;

  				if ( groups.length === 0 ) {

  					groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];

  				}

  				// create a data structure that contains all edges without duplicates

  				for ( let o = 0, ol = groups.length; o < ol; ++ o ) {

  					const group = groups[ o ];

  					const groupStart = group.start;
  					const groupCount = group.count;

  					for ( let i = groupStart, l = ( groupStart + groupCount ); i < l; i += 3 ) {

  						for ( let j = 0; j < 3; j ++ ) {

  							const index1 = indices.getX( i + j );
  							const index2 = indices.getX( i + ( j + 1 ) % 3 );

  							start.fromBufferAttribute( position, index1 );
  							end.fromBufferAttribute( position, index2 );

  							if ( isUniqueEdge( start, end, edges ) === true ) {

  								vertices.push( start.x, start.y, start.z );
  								vertices.push( end.x, end.y, end.z );

  							}

  						}

  					}

  				}

  			} else {

  				// non-indexed BufferGeometry

  				const position = geometry.attributes.position;

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

  					for ( let j = 0; j < 3; j ++ ) {

  						// three edges per triangle, an edge is represented as (index1, index2)
  						// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)

  						const index1 = 3 * i + j;
  						const index2 = 3 * i + ( ( j + 1 ) % 3 );

  						start.fromBufferAttribute( position, index1 );
  						end.fromBufferAttribute( position, index2 );

  						if ( isUniqueEdge( start, end, edges ) === true ) {

  							vertices.push( start.x, start.y, start.z );
  							vertices.push( end.x, end.y, end.z );

  						}

  					}

  				}

  			}

  			// build geometry

  			this.setAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

  		}

  	}

  	copy( source ) {

  		super.copy( source );

  		this.parameters = Object.assign( {}, source.parameters );

  		return this;

  	}

  }

  function isUniqueEdge( start, end, edges ) {

  	const hash1 = `${start.x},${start.y},${start.z}-${end.x},${end.y},${end.z}`;
  	const hash2 = `${end.x},${end.y},${end.z}-${start.x},${start.y},${start.z}`; // coincident edge

  	if ( edges.has( hash1 ) === true || edges.has( hash2 ) === true ) {

  		return false;

  	} else {

  		edges.add( hash1 );
  		edges.add( hash2 );
  		return true;

  	}

  }

  class MeshPhongMaterial extends Material {

  	constructor( parameters ) {

  		super();

  		this.isMeshPhongMaterial = true;

  		this.type = 'MeshPhongMaterial';

  		this.color = new Color$1( 0xffffff ); // diffuse
  		this.specular = new Color$1( 0x111111 );
  		this.shininess = 30;

  		this.map = null;

  		this.lightMap = null;
  		this.lightMapIntensity = 1.0;

  		this.aoMap = null;
  		this.aoMapIntensity = 1.0;

  		this.emissive = new Color$1( 0x000000 );
  		this.emissiveIntensity = 1.0;
  		this.emissiveMap = null;

  		this.bumpMap = null;
  		this.bumpScale = 1;

  		this.normalMap = null;
  		this.normalMapType = TangentSpaceNormalMap;
  		this.normalScale = new Vector2( 1, 1 );

  		this.displacementMap = null;
  		this.displacementScale = 1;
  		this.displacementBias = 0;

  		this.specularMap = null;

  		this.alphaMap = null;

  		this.envMap = null;
  		this.combine = MultiplyOperation;
  		this.reflectivity = 1;
  		this.refractionRatio = 0.98;

  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  		this.wireframeLinecap = 'round';
  		this.wireframeLinejoin = 'round';

  		this.flatShading = false;

  		this.fog = true;

  		this.setValues( parameters );

  	}

  	copy( source ) {

  		super.copy( source );

  		this.color.copy( source.color );
  		this.specular.copy( source.specular );
  		this.shininess = source.shininess;

  		this.map = source.map;

  		this.lightMap = source.lightMap;
  		this.lightMapIntensity = source.lightMapIntensity;

  		this.aoMap = source.aoMap;
  		this.aoMapIntensity = source.aoMapIntensity;

  		this.emissive.copy( source.emissive );
  		this.emissiveMap = source.emissiveMap;
  		this.emissiveIntensity = source.emissiveIntensity;

  		this.bumpMap = source.bumpMap;
  		this.bumpScale = source.bumpScale;

  		this.normalMap = source.normalMap;
  		this.normalMapType = source.normalMapType;
  		this.normalScale.copy( source.normalScale );

  		this.displacementMap = source.displacementMap;
  		this.displacementScale = source.displacementScale;
  		this.displacementBias = source.displacementBias;

  		this.specularMap = source.specularMap;

  		this.alphaMap = source.alphaMap;

  		this.envMap = source.envMap;
  		this.combine = source.combine;
  		this.reflectivity = source.reflectivity;
  		this.refractionRatio = source.refractionRatio;

  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  		this.wireframeLinecap = source.wireframeLinecap;
  		this.wireframeLinejoin = source.wireframeLinejoin;

  		this.flatShading = source.flatShading;

  		this.fog = source.fog;

  		return this;

  	}

  }

  class MeshLambertMaterial extends Material {

  	constructor( parameters ) {

  		super();

  		this.isMeshLambertMaterial = true;

  		this.type = 'MeshLambertMaterial';

  		this.color = new Color$1( 0xffffff ); // diffuse

  		this.map = null;

  		this.lightMap = null;
  		this.lightMapIntensity = 1.0;

  		this.aoMap = null;
  		this.aoMapIntensity = 1.0;

  		this.emissive = new Color$1( 0x000000 );
  		this.emissiveIntensity = 1.0;
  		this.emissiveMap = null;

  		this.bumpMap = null;
  		this.bumpScale = 1;

  		this.normalMap = null;
  		this.normalMapType = TangentSpaceNormalMap;
  		this.normalScale = new Vector2( 1, 1 );

  		this.displacementMap = null;
  		this.displacementScale = 1;
  		this.displacementBias = 0;

  		this.specularMap = null;

  		this.alphaMap = null;

  		this.envMap = null;
  		this.combine = MultiplyOperation;
  		this.reflectivity = 1;
  		this.refractionRatio = 0.98;

  		this.wireframe = false;
  		this.wireframeLinewidth = 1;
  		this.wireframeLinecap = 'round';
  		this.wireframeLinejoin = 'round';

  		this.flatShading = false;

  		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.emissive.copy( source.emissive );
  		this.emissiveMap = source.emissiveMap;
  		this.emissiveIntensity = source.emissiveIntensity;

  		this.bumpMap = source.bumpMap;
  		this.bumpScale = source.bumpScale;

  		this.normalMap = source.normalMap;
  		this.normalMapType = source.normalMapType;
  		this.normalScale.copy( source.normalScale );

  		this.displacementMap = source.displacementMap;
  		this.displacementScale = source.displacementScale;
  		this.displacementBias = source.displacementBias;

  		this.specularMap = source.specularMap;

  		this.alphaMap = source.alphaMap;

  		this.envMap = source.envMap;
  		this.combine = source.combine;
  		this.reflectivity = source.reflectivity;
  		this.refractionRatio = source.refractionRatio;

  		this.wireframe = source.wireframe;
  		this.wireframeLinewidth = source.wireframeLinewidth;
  		this.wireframeLinecap = source.wireframeLinecap;
  		this.wireframeLinejoin = source.wireframeLinejoin;

  		this.flatShading = source.flatShading;

  		this.fog = source.fog;

  		return this;

  	}

  }

  const Cache = {

  	enabled: false,

  	files: {},

  	add: function ( key, file ) {

  		if ( this.enabled === false ) return;

  		// console.log( 'THREE.Cache', 'Adding key:', key );

  		this.files[ key ] = file;

  	},

  	get: function ( key ) {

  		if ( this.enabled === false ) return;

  		// console.log( 'THREE.Cache', 'Checking key:', key );

  		return this.files[ key ];

  	},

  	remove: function ( key ) {

  		delete this.files[ key ];

  	},

  	clear: function () {

  		this.files = {};

  	}

  };

  class LoadingManager {

  	constructor( onLoad, onProgress, onError ) {

  		const scope = this;

  		let isLoading = false;
  		let itemsLoaded = 0;
  		let itemsTotal = 0;
  		let urlModifier = undefined;
  		const handlers = [];

  		// Refer to #5689 for the reason why we don't set .onStart
  		// in the constructor

  		this.onStart = undefined;
  		this.onLoad = onLoad;
  		this.onProgress = onProgress;
  		this.onError = onError;

  		this.itemStart = function ( url ) {

  			itemsTotal ++;

  			if ( isLoading === false ) {

  				if ( scope.onStart !== undefined ) {

  					scope.onStart( url, itemsLoaded, itemsTotal );

  				}

  			}

  			isLoading = true;

  		};

  		this.itemEnd = function ( url ) {

  			itemsLoaded ++;

  			if ( scope.onProgress !== undefined ) {

  				scope.onProgress( url, itemsLoaded, itemsTotal );

  			}

  			if ( itemsLoaded === itemsTotal ) {

  				isLoading = false;

  				if ( scope.onLoad !== undefined ) {

  					scope.onLoad();

  				}

  			}

  		};

  		this.itemError = function ( url ) {

  			if ( scope.onError !== undefined ) {

  				scope.onError( url );

  			}

  		};

  		this.resolveURL = function ( url ) {

  			if ( urlModifier ) {

  				return urlModifier( url );

  			}

  			return url;

  		};

  		this.setURLModifier = function ( transform ) {

  			urlModifier = transform;

  			return this;

  		};

  		this.addHandler = function ( regex, loader ) {

  			handlers.push( regex, loader );

  			return this;

  		};

  		this.removeHandler = function ( regex ) {

  			const index = handlers.indexOf( regex );

  			if ( index !== - 1 ) {

  				handlers.splice( index, 2 );

  			}

  			return this;

  		};

  		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; // see #17920

  				if ( regex.test( file ) ) {

  					return loader;

  				}

  			}

  			return null;

  		};

  	}

  }

  const DefaultLoadingManager = /*@__PURE__*/ new LoadingManager();

  class Loader {

  	constructor( manager ) {

  		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

  		this.crossOrigin = 'anonymous';
  		this.withCredentials = false;
  		this.path = '';
  		this.resourcePath = '';
  		this.requestHeader = {};

  	}

  	load( /* url, onLoad, onProgress, onError */ ) {}

  	loadAsync( url, onProgress ) {

  		const scope = this;

  		return new Promise( function ( resolve, reject ) {

  			scope.load( url, resolve, onProgress, reject );

  		} );

  	}

  	parse( /* data */ ) {}

  	setCrossOrigin( crossOrigin ) {

  		this.crossOrigin = crossOrigin;
  		return this;

  	}

  	setWithCredentials( value ) {

  		this.withCredentials = value;
  		return this;

  	}

  	setPath( path ) {

  		this.path = path;
  		return this;

  	}

  	setResourcePath( resourcePath ) {

  		this.resourcePath = resourcePath;
  		return this;

  	}

  	setRequestHeader( requestHeader ) {

  		this.requestHeader = requestHeader;
  		return this;

  	}

  }

  Loader.DEFAULT_MATERIAL_NAME = '__DEFAULT';

  class ImageLoader extends Loader {

  	constructor( manager ) {

  		super( manager );

  	}

  	load( url, onLoad, onProgress, onError ) {

  		if ( this.path !== undefined ) url = this.path + url;

  		url = this.manager.resolveURL( url );

  		const scope = this;

  		const cached = Cache.get( url );

  		if ( cached !== undefined ) {

  			scope.manager.itemStart( url );

  			setTimeout( function () {

  				if ( onLoad ) onLoad( cached );

  				scope.manager.itemEnd( url );

  			}, 0 );

  			return cached;

  		}

  		const image = createElementNS( 'img' );

  		function onImageLoad() {

  			removeEventListeners();

  			Cache.add( url, this );

  			if ( onLoad ) onLoad( this );

  			scope.manager.itemEnd( url );

  		}

  		function onImageError( event ) {

  			removeEventListeners();

  			if ( onError ) onError( event );

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

  		}

  		function removeEventListeners() {

  			image.removeEventListener( 'load', onImageLoad, false );
  			image.removeEventListener( 'error', onImageError, false );

  		}

  		image.addEventListener( 'load', onImageLoad, false );
  		image.addEventListener( 'error', onImageError, false );

  		if ( url.slice( 0, 5 ) !== 'data:' ) {

  			if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

  		}

  		scope.manager.itemStart( url );

  		image.src = url;

  		return image;

  	}

  }

  class TextureLoader extends Loader {

  	constructor( manager ) {

  		super( manager );

  	}

  	load( url, onLoad, onProgress, onError ) {

  		const texture = new Texture();

  		const loader = new ImageLoader( this.manager );
  		loader.setCrossOrigin( this.crossOrigin );
  		loader.setPath( this.path );

  		loader.load( url, function ( image ) {

  			texture.image = image;
  			texture.needsUpdate = true;

  			if ( onLoad !== undefined ) {

  				onLoad( texture );

  			}

  		}, onProgress, onError );

  		return texture;

  	}

  }

  class Light extends Object3D {

  	constructor( color, intensity = 1 ) {

  		super();

  		this.isLight = true;

  		this.type = 'Light';

  		this.color = new Color$1( color );
  		this.intensity = intensity;

  	}

  	dispose() {

  		// Empty here in base class; some subclasses override.

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.color.copy( source.color );
  		this.intensity = source.intensity;

  		return this;

  	}

  	toJSON( meta ) {

  		const data = super.toJSON( meta );

  		data.object.color = this.color.getHex();
  		data.object.intensity = this.intensity;

  		if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();

  		if ( this.distance !== undefined ) data.object.distance = this.distance;
  		if ( this.angle !== undefined ) data.object.angle = this.angle;
  		if ( this.decay !== undefined ) data.object.decay = this.decay;
  		if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;

  		if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();

  		return data;

  	}

  }

  const _projScreenMatrix$1 = /*@__PURE__*/ new Matrix4();
  const _lightPositionWorld$1 = /*@__PURE__*/ new Vector3();
  const _lookTarget$1 = /*@__PURE__*/ new Vector3();

  class LightShadow {

  	constructor( camera ) {

  		this.camera = camera;

  		this.bias = 0;
  		this.normalBias = 0;
  		this.radius = 1;
  		this.blurSamples = 8;

  		this.mapSize = new Vector2( 512, 512 );

  		this.map = null;
  		this.mapPass = null;
  		this.matrix = new Matrix4();

  		this.autoUpdate = true;
  		this.needsUpdate = false;

  		this._frustum = new Frustum();
  		this._frameExtents = new Vector2( 1, 1 );

  		this._viewportCount = 1;

  		this._viewports = [

  			new Vector4( 0, 0, 1, 1 )

  		];

  	}

  	getViewportCount() {

  		return this._viewportCount;

  	}

  	getFrustum() {

  		return this._frustum;

  	}

  	updateMatrices( light ) {

  		const shadowCamera = this.camera;
  		const shadowMatrix = this.matrix;

  		_lightPositionWorld$1.setFromMatrixPosition( light.matrixWorld );
  		shadowCamera.position.copy( _lightPositionWorld$1 );

  		_lookTarget$1.setFromMatrixPosition( light.target.matrixWorld );
  		shadowCamera.lookAt( _lookTarget$1 );
  		shadowCamera.updateMatrixWorld();

  		_projScreenMatrix$1.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
  		this._frustum.setFromProjectionMatrix( _projScreenMatrix$1 );

  		shadowMatrix.set(
  			0.5, 0.0, 0.0, 0.5,
  			0.0, 0.5, 0.0, 0.5,
  			0.0, 0.0, 0.5, 0.5,
  			0.0, 0.0, 0.0, 1.0
  		);

  		shadowMatrix.multiply( _projScreenMatrix$1 );

  	}

  	getViewport( viewportIndex ) {

  		return this._viewports[ viewportIndex ];

  	}

  	getFrameExtents() {

  		return this._frameExtents;

  	}

  	dispose() {

  		if ( this.map ) {

  			this.map.dispose();

  		}

  		if ( this.mapPass ) {

  			this.mapPass.dispose();

  		}

  	}

  	copy( source ) {

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

  		this.bias = source.bias;
  		this.radius = source.radius;

  		this.mapSize.copy( source.mapSize );

  		return this;

  	}

  	clone() {

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

  	}

  	toJSON() {

  		const object = {};

  		if ( this.bias !== 0 ) object.bias = this.bias;
  		if ( this.normalBias !== 0 ) object.normalBias = this.normalBias;
  		if ( this.radius !== 1 ) object.radius = this.radius;
  		if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();

  		object.camera = this.camera.toJSON( false ).object;
  		delete object.camera.matrix;

  		return object;

  	}

  }

  class DirectionalLightShadow extends LightShadow {

  	constructor() {

  		super( new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );

  		this.isDirectionalLightShadow = true;

  	}

  }

  class DirectionalLight extends Light {

  	constructor( color, intensity ) {

  		super( color, intensity );

  		this.isDirectionalLight = true;

  		this.type = 'DirectionalLight';

  		this.position.copy( Object3D.DEFAULT_UP );
  		this.updateMatrix();

  		this.target = new Object3D();

  		this.shadow = new DirectionalLightShadow();

  	}

  	dispose() {

  		this.shadow.dispose();

  	}

  	copy( source ) {

  		super.copy( source );

  		this.target = source.target.clone();
  		this.shadow = source.shadow.clone();

  		return this;

  	}

  }

  class AmbientLight extends Light {

  	constructor( color, intensity ) {

  		super( color, intensity );

  		this.isAmbientLight = true;

  		this.type = 'AmbientLight';

  	}

  }

  class InstancedBufferGeometry extends BufferGeometry {

  	constructor() {

  		super();

  		this.isInstancedBufferGeometry = true;

  		this.type = 'InstancedBufferGeometry';
  		this.instanceCount = Infinity;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.instanceCount = source.instanceCount;

  		return this;

  	}

  	toJSON() {

  		const data = super.toJSON();

  		data.instanceCount = this.instanceCount;

  		data.isInstancedBufferGeometry = true;

  		return data;

  	}

  }

  class Clock {

  	constructor( autoStart = true ) {

  		this.autoStart = autoStart;

  		this.startTime = 0;
  		this.oldTime = 0;
  		this.elapsedTime = 0;

  		this.running = false;

  	}

  	start() {

  		this.startTime = now$2();

  		this.oldTime = this.startTime;
  		this.elapsedTime = 0;
  		this.running = true;

  	}

  	stop() {

  		this.getElapsedTime();
  		this.running = false;
  		this.autoStart = false;

  	}

  	getElapsedTime() {

  		this.getDelta();
  		return this.elapsedTime;

  	}

  	getDelta() {

  		let diff = 0;

  		if ( this.autoStart && ! this.running ) {

  			this.start();
  			return 0;

  		}

  		if ( this.running ) {

  			const newTime = now$2();

  			diff = ( newTime - this.oldTime ) / 1000;
  			this.oldTime = newTime;

  			this.elapsedTime += diff;

  		}

  		return diff;

  	}

  }

  function now$2() {

  	return ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732

  }

  class InstancedInterleavedBuffer extends InterleavedBuffer {

  	constructor( array, stride, meshPerAttribute = 1 ) {

  		super( array, stride );

  		this.isInstancedInterleavedBuffer = true;

  		this.meshPerAttribute = meshPerAttribute;

  	}

  	copy( source ) {

  		super.copy( source );

  		this.meshPerAttribute = source.meshPerAttribute;

  		return this;

  	}

  	clone( data ) {

  		const ib = super.clone( data );

  		ib.meshPerAttribute = this.meshPerAttribute;

  		return ib;

  	}

  	toJSON( data ) {

  		const json = super.toJSON( data );

  		json.isInstancedInterleavedBuffer = true;
  		json.meshPerAttribute = this.meshPerAttribute;

  		return json;

  	}

  }

  class Raycaster {

  	constructor( origin, direction, near = 0, far = Infinity ) {

  		this.ray = new Ray( origin, direction );
  		// direction is assumed to be normalized (for accurate distance calculations)

  		this.near = near;
  		this.far = far;
  		this.camera = null;
  		this.layers = new Layers();

  		this.params = {
  			Mesh: {},
  			Line: { threshold: 1 },
  			LOD: {},
  			Points: { threshold: 1 },
  			Sprite: {}
  		};

  	}

  	set( origin, direction ) {

  		// direction is assumed to be normalized (for accurate distance calculations)

  		this.ray.set( origin, direction );

  	}

  	setFromCamera( coords, camera ) {

  		if ( camera.isPerspectiveCamera ) {

  			this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
  			this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
  			this.camera = camera;

  		} else if ( camera.isOrthographicCamera ) {

  			this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
  			this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );
  			this.camera = camera;

  		} else {

  			console.error( 'THREE.Raycaster: Unsupported camera type: ' + camera.type );

  		}

  	}

  	intersectObject( object, recursive = true, intersects = [] ) {

  		intersectObject( object, this, intersects, recursive );

  		intersects.sort( ascSort );

  		return intersects;

  	}

  	intersectObjects( objects, recursive = true, intersects = [] ) {

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

  			intersectObject( objects[ i ], this, intersects, recursive );

  		}

  		intersects.sort( ascSort );

  		return intersects;

  	}

  }

  function ascSort( a, b ) {

  	return a.distance - b.distance;

  }

  function intersectObject( object, raycaster, intersects, recursive ) {

  	if ( object.layers.test( raycaster.layers ) ) {

  		object.raycast( raycaster, intersects );

  	}

  	if ( recursive === true ) {

  		const children = object.children;

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

  			intersectObject( children[ i ], raycaster, intersects, true );

  		}

  	}

  }

  /**
   * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
   *
   * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
   * The azimuthal angle (theta) is measured from the positive z-axis.
   */


  class Spherical {

  	constructor( radius = 1, phi = 0, theta = 0 ) {

  		this.radius = radius;
  		this.phi = phi; // polar angle
  		this.theta = theta; // azimuthal angle

  		return this;

  	}

  	set( radius, phi, theta ) {

  		this.radius = radius;
  		this.phi = phi;
  		this.theta = theta;

  		return this;

  	}

  	copy( other ) {

  		this.radius = other.radius;
  		this.phi = other.phi;
  		this.theta = other.theta;

  		return this;

  	}

  	// restrict phi to be between EPS and PI-EPS
  	makeSafe() {

  		const EPS = 0.000001;
  		this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );

  		return this;

  	}

  	setFromVector3( v ) {

  		return this.setFromCartesianCoords( v.x, v.y, v.z );

  	}

  	setFromCartesianCoords( x, y, z ) {

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

  		if ( this.radius === 0 ) {

  			this.theta = 0;
  			this.phi = 0;

  		} else {

  			this.theta = Math.atan2( x, z );
  			this.phi = Math.acos( clamp( y / this.radius, - 1, 1 ) );

  		}

  		return this;

  	}

  	clone() {

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

  	}

  }

  const _startP = /*@__PURE__*/ new Vector3();
  const _startEnd = /*@__PURE__*/ new Vector3();

  class Line3 {

  	constructor( start = new Vector3(), end = new Vector3() ) {

  		this.start = start;
  		this.end = end;

  	}

  	set( start, end ) {

  		this.start.copy( start );
  		this.end.copy( end );

  		return this;

  	}

  	copy( line ) {

  		this.start.copy( line.start );
  		this.end.copy( line.end );

  		return this;

  	}

  	getCenter( target ) {

  		return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

  	}

  	delta( target ) {

  		return target.subVectors( this.end, this.start );

  	}

  	distanceSq() {

  		return this.start.distanceToSquared( this.end );

  	}

  	distance() {

  		return this.start.distanceTo( this.end );

  	}

  	at( t, target ) {

  		return this.delta( target ).multiplyScalar( t ).add( this.start );

  	}

  	closestPointToPointParameter( point, clampToLine ) {

  		_startP.subVectors( point, this.start );
  		_startEnd.subVectors( this.end, this.start );

  		const startEnd2 = _startEnd.dot( _startEnd );
  		const startEnd_startP = _startEnd.dot( _startP );

  		let t = startEnd_startP / startEnd2;

  		if ( clampToLine ) {

  			t = clamp( t, 0, 1 );

  		}

  		return t;

  	}

  	closestPointToPoint( point, clampToLine, target ) {

  		const t = this.closestPointToPointParameter( point, clampToLine );

  		return this.delta( target ).multiplyScalar( t ).add( this.start );

  	}

  	applyMatrix4( matrix ) {

  		this.start.applyMatrix4( matrix );
  		this.end.applyMatrix4( matrix );

  		return this;

  	}

  	equals( line ) {

  		return line.start.equals( this.start ) && line.end.equals( this.end );

  	}

  	clone() {

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

  	}

  }

  class ShapePath {

  	constructor() {

  		this.type = 'ShapePath';

  		this.color = new Color$1();

  		this.subPaths = [];
  		this.currentPath = null;

  	}

  	moveTo( x, y ) {

  		this.currentPath = new Path$1();
  		this.subPaths.push( this.currentPath );
  		this.currentPath.moveTo( x, y );

  		return this;

  	}

  	lineTo( x, y ) {

  		this.currentPath.lineTo( x, y );

  		return this;

  	}

  	quadraticCurveTo( aCPx, aCPy, aX, aY ) {

  		this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );

  		return this;

  	}

  	bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

  		this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );

  		return this;

  	}

  	splineThru( pts ) {

  		this.currentPath.splineThru( pts );

  		return this;

  	}

  	toShapes( isCCW ) {

  		function toShapesNoHoles( inSubpaths ) {

  			const shapes = [];

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

  				const tmpPath = inSubpaths[ i ];

  				const tmpShape = new Shape();
  				tmpShape.curves = tmpPath.curves;

  				shapes.push( tmpShape );

  			}

  			return shapes;

  		}

  		function isPointInsidePolygon( inPt, inPolygon ) {

  			const polyLen = inPolygon.length;

  			// inPt on polygon contour => immediate success    or
  			// toggling of inside/outside at every single! intersection point of an edge
  			//  with the horizontal line through inPt, left of inPt
  			//  not counting lowerY endpoints of edges and whole edges on that line
  			let inside = false;
  			for ( let p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {

  				let edgeLowPt = inPolygon[ p ];
  				let edgeHighPt = inPolygon[ q ];

  				let edgeDx = edgeHighPt.x - edgeLowPt.x;
  				let edgeDy = edgeHighPt.y - edgeLowPt.y;

  				if ( Math.abs( edgeDy ) > Number.EPSILON ) {

  					// not parallel
  					if ( edgeDy < 0 ) {

  						edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
  						edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;

  					}

  					if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;

  					if ( inPt.y === edgeLowPt.y ) {

  						if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
  						// continue;				// no intersection or edgeLowPt => doesn't count !!!

  					} else {

  						const perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
  						if ( perpEdge === 0 )				return	true;		// inPt is on contour ?
  						if ( perpEdge < 0 ) 				continue;
  						inside = ! inside;		// true intersection left of inPt

  					}

  				} else {

  					// parallel or collinear
  					if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
  					// edge lies on the same horizontal line as inPt
  					if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
  						 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
  					// continue;

  				}

  			}

  			return	inside;

  		}

  		const isClockWise = ShapeUtils.isClockWise;

  		const subPaths = this.subPaths;
  		if ( subPaths.length === 0 ) return [];

  		let solid, tmpPath, tmpShape;
  		const shapes = [];

  		if ( subPaths.length === 1 ) {

  			tmpPath = subPaths[ 0 ];
  			tmpShape = new Shape();
  			tmpShape.curves = tmpPath.curves;
  			shapes.push( tmpShape );
  			return shapes;

  		}

  		let holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
  		holesFirst = isCCW ? ! holesFirst : holesFirst;

  		// console.log("Holes first", holesFirst);

  		const betterShapeHoles = [];
  		const newShapes = [];
  		let newShapeHoles = [];
  		let mainIdx = 0;
  		let tmpPoints;

  		newShapes[ mainIdx ] = undefined;
  		newShapeHoles[ mainIdx ] = [];

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

  			tmpPath = subPaths[ i ];
  			tmpPoints = tmpPath.getPoints();
  			solid = isClockWise( tmpPoints );
  			solid = isCCW ? ! solid : solid;

  			if ( solid ) {

  				if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;

  				newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
  				newShapes[ mainIdx ].s.curves = tmpPath.curves;

  				if ( holesFirst )	mainIdx ++;
  				newShapeHoles[ mainIdx ] = [];

  				//console.log('cw', i);

  			} else {

  				newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );

  				//console.log('ccw', i);

  			}

  		}

  		// only Holes? -> probably all Shapes with wrong orientation
  		if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );


  		if ( newShapes.length > 1 ) {

  			let ambiguous = false;
  			let toChange = 0;

  			for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

  				betterShapeHoles[ sIdx ] = [];

  			}

  			for ( let sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

  				const sho = newShapeHoles[ sIdx ];

  				for ( let hIdx = 0; hIdx < sho.length; hIdx ++ ) {

  					const ho = sho[ hIdx ];
  					let hole_unassigned = true;

  					for ( let s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {

  						if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {

  							if ( sIdx !== s2Idx )	toChange ++;

  							if ( hole_unassigned ) {

  								hole_unassigned = false;
  								betterShapeHoles[ s2Idx ].push( ho );

  							} else {

  								ambiguous = true;

  							}

  						}

  					}

  					if ( hole_unassigned ) {

  						betterShapeHoles[ sIdx ].push( ho );

  					}

  				}

  			}

  			if ( toChange > 0 && ambiguous === false ) {

  				newShapeHoles = betterShapeHoles;

  			}

  		}

  		let tmpHoles;

  		for ( let i = 0, il = newShapes.length; i < il; i ++ ) {

  			tmpShape = newShapes[ i ].s;
  			shapes.push( tmpShape );
  			tmpHoles = newShapeHoles[ i ];

  			for ( let j = 0, jl = tmpHoles.length; j < jl; j ++ ) {

  				tmpShape.holes.push( tmpHoles[ j ].h );

  			}

  		}

  		//console.log("shape", shapes);

  		return shapes;

  	}

  }

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

  	__THREE_DEVTOOLS__.dispatchEvent( new CustomEvent( 'register', { detail: {
  		revision: REVISION,
  	} } ) );

  }

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

  	if ( window.__THREE__ ) {

  		console.warn( 'WARNING: Multiple instances of Three.js being imported.' );

  	} else {

  		window.__THREE__ = REVISION;

  	}

  }

  class CSS2DObject extends Object3D {

  	constructor( element = document.createElement( 'div' ) ) {

  		super();

  		this.isCSS2DObject = true;

  		this.element = element;

  		this.element.style.position = 'absolute';
  		this.element.style.userSelect = 'none';

  		this.element.setAttribute( 'draggable', false );

  		this.center = new Vector2( 0.5, 0.5 ); // ( 0, 0 ) is the lower left; ( 1, 1 ) is the top right

  		this.addEventListener( 'removed', function () {

  			this.traverse( function ( object ) {

  				if ( object.element instanceof Element && object.element.parentNode !== null ) {

  					object.element.parentNode.removeChild( object.element );

  				}

  			} );

  		} );

  	}

  	copy( source, recursive ) {

  		super.copy( source, recursive );

  		this.element = source.element.cloneNode( true );

  		this.center = source.center;

  		return this;

  	}

  }

  //

  const _vector$1 = new Vector3();
  const _viewMatrix = new Matrix4();
  const _viewProjectionMatrix = new Matrix4();
  const _a = new Vector3();
  const _b = new Vector3();

  class CSS2DRenderer {

  	constructor( parameters = {} ) {

  		const _this = this;

  		let _width, _height;
  		let _widthHalf, _heightHalf;

  		const cache = {
  			objects: new WeakMap()
  		};

  		const domElement = parameters.element !== undefined ? parameters.element : document.createElement( 'div' );

  		domElement.style.overflow = 'hidden';

  		this.domElement = domElement;

  		this.getSize = function () {

  			return {
  				width: _width,
  				height: _height
  			};

  		};

  		this.render = function ( scene, camera ) {

  			if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  			if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();

  			_viewMatrix.copy( camera.matrixWorldInverse );
  			_viewProjectionMatrix.multiplyMatrices( camera.projectionMatrix, _viewMatrix );

  			renderObject( scene, scene, camera );
  			zOrder( scene );

  		};

  		this.setSize = function ( width, height ) {

  			_width = width;
  			_height = height;

  			_widthHalf = _width / 2;
  			_heightHalf = _height / 2;

  			domElement.style.width = width + 'px';
  			domElement.style.height = height + 'px';

  		};

  		function renderObject( object, scene, camera ) {

  			if ( object.isCSS2DObject ) {

  				_vector$1.setFromMatrixPosition( object.matrixWorld );
  				_vector$1.applyMatrix4( _viewProjectionMatrix );

  				const visible = ( object.visible === true ) && ( _vector$1.z >= - 1 && _vector$1.z <= 1 ) && ( object.layers.test( camera.layers ) === true );
  				object.element.style.display = ( visible === true ) ? '' : 'none';

  				if ( visible === true ) {

  					object.onBeforeRender( _this, scene, camera );

  					const element = object.element;

  					element.style.transform = 'translate(' + ( - 100 * object.center.x ) + '%,' + ( - 100 * object.center.y ) + '%)' + 'translate(' + ( _vector$1.x * _widthHalf + _widthHalf ) + 'px,' + ( - _vector$1.y * _heightHalf + _heightHalf ) + 'px)';

  					if ( element.parentNode !== domElement ) {

  						domElement.appendChild( element );

  					}

  					object.onAfterRender( _this, scene, camera );

  				}

  				const objectData = {
  					distanceToCameraSquared: getDistanceToSquared( camera, object )
  				};

  				cache.objects.set( object, objectData );

  			}

  			for ( let i = 0, l = object.children.length; i < l; i ++ ) {

  				renderObject( object.children[ i ], scene, camera );

  			}

  		}

  		function getDistanceToSquared( object1, object2 ) {

  			_a.setFromMatrixPosition( object1.matrixWorld );
  			_b.setFromMatrixPosition( object2.matrixWorld );

  			return _a.distanceToSquared( _b );

  		}

  		function filterAndFlatten( scene ) {

  			const result = [];

  			scene.traverse( function ( object ) {

  				if ( object.isCSS2DObject ) result.push( object );

  			} );

  			return result;

  		}

  		function zOrder( scene ) {

  			const sorted = filterAndFlatten( scene ).sort( function ( a, b ) {

  				if ( a.renderOrder !== b.renderOrder ) {

  					return b.renderOrder - a.renderOrder;

  				}

  				const distanceA = cache.objects.get( a ).distanceToCameraSquared;
  				const distanceB = cache.objects.get( b ).distanceToCameraSquared;

  				return distanceA - distanceB;

  			} );

  			const zMax = sorted.length;

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

  				sorted[ i ].element.style.zIndex = zMax - i;

  			}

  		}

  	}

  }

  /**
   * Checks if `value` is the
   * [language type](http://www.ecma-international.org/ecma-262/7.0/#sec-ecmascript-language-types)
   * of `Object`. (e.g. arrays, functions, objects, regexes, `new Number(0)`, and `new String('')`)
   *
   * @static
   * @memberOf _
   * @since 0.1.0
   * @category Lang
   * @param {*} value The value to check.
   * @returns {boolean} Returns `true` if `value` is an object, else `false`.
   * @example
   *
   * _.isObject({});
   * // => true
   *
   * _.isObject([1, 2, 3]);
   * // => true
   *
   * _.isObject(_.noop);
   * // => true
   *
   * _.isObject(null);
   * // => false
   */
  function isObject(value) {
    var type = typeof value;
    return value != null && (type == 'object' || type == 'function');
  }

  /** Detect free variable `global` from Node.js. */
  var freeGlobal = typeof global == 'object' && global && global.Object === Object && global;

  /** Detect free variable `self`. */
  var freeSelf = typeof self == 'object' && self && self.Object === Object && self;

  /** Used as a reference to the global object. */
  var root = freeGlobal || freeSelf || Function('return this')();

  /**
   * Gets the timestamp of the number of milliseconds that have elapsed since
   * the Unix epoch (1 January 1970 00:00:00 UTC).
   *
   * @static
   * @memberOf _
   * @since 2.4.0
   * @category Date
   * @returns {number} Returns the timestamp.
   * @example
   *
   * _.defer(function(stamp) {
   *   console.log(_.now() - stamp);
   * }, _.now());
   * // => Logs the number of milliseconds it took for the deferred invocation.
   */
  var now$1 = function() {
    return root.Date.now();
  };

  /** Used to match a single whitespace character. */
  var reWhitespace = /\s/;

  /**
   * Used by `_.trim` and `_.trimEnd` to get the index of the last non-whitespace
   * character of `string`.
   *
   * @private
   * @param {string} string The string to inspect.
   * @returns {number} Returns the index of the last non-whitespace character.
   */
  function trimmedEndIndex(string) {
    var index = string.length;

    while (index-- && reWhitespace.test(string.charAt(index))) {}
    return index;
  }

  /** Used to match leading whitespace. */
  var reTrimStart = /^\s+/;

  /**
   * The base implementation of `_.trim`.
   *
   * @private
   * @param {string} string The string to trim.
   * @returns {string} Returns the trimmed string.
   */
  function baseTrim(string) {
    return string
      ? string.slice(0, trimmedEndIndex(string) + 1).replace(reTrimStart, '')
      : string;
  }

  /** Built-in value references. */
  var Symbol$1 = root.Symbol;

  /** Used for built-in method references. */
  var objectProto$1 = Object.prototype;

  /** Used to check objects for own properties. */
  var hasOwnProperty = objectProto$1.hasOwnProperty;

  /**
   * Used to resolve the
   * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)
   * of values.
   */
  var nativeObjectToString$1 = objectProto$1.toString;

  /** Built-in value references. */
  var symToStringTag$1 = Symbol$1 ? Symbol$1.toStringTag : undefined;

  /**
   * A specialized version of `baseGetTag` which ignores `Symbol.toStringTag` values.
   *
   * @private
   * @param {*} value The value to query.
   * @returns {string} Returns the raw `toStringTag`.
   */
  function getRawTag(value) {
    var isOwn = hasOwnProperty.call(value, symToStringTag$1),
        tag = value[symToStringTag$1];

    try {
      value[symToStringTag$1] = undefined;
      var unmasked = true;
    } catch (e) {}

    var result = nativeObjectToString$1.call(value);
    if (unmasked) {
      if (isOwn) {
        value[symToStringTag$1] = tag;
      } else {
        delete value[symToStringTag$1];
      }
    }
    return result;
  }

  /** Used for built-in method references. */
  var objectProto = Object.prototype;

  /**
   * Used to resolve the
   * [`toStringTag`](http://ecma-international.org/ecma-262/7.0/#sec-object.prototype.tostring)
   * of values.
   */
  var nativeObjectToString = objectProto.toString;

  /**
   * Converts `value` to a string using `Object.prototype.toString`.
   *
   * @private
   * @param {*} value The value to convert.
   * @returns {string} Returns the converted string.
   */
  function objectToString(value) {
    return nativeObjectToString.call(value);
  }

  /** `Object#toString` result references. */
  var nullTag = '[object Null]',
      undefinedTag = '[object Undefined]';

  /** Built-in value references. */
  var symToStringTag = Symbol$1 ? Symbol$1.toStringTag : undefined;

  /**
   * The base implementation of `getTag` without fallbacks for buggy environments.
   *
   * @private
   * @param {*} value The value to query.
   * @returns {string} Returns the `toStringTag`.
   */
  function baseGetTag(value) {
    if (value == null) {
      return value === undefined ? undefinedTag : nullTag;
    }
    return (symToStringTag && symToStringTag in Object(value))
      ? getRawTag(value)
      : objectToString(value);
  }

  /**
   * Checks if `value` is object-like. A value is object-like if it's not `null`
   * and has a `typeof` result of "object".
   *
   * @static
   * @memberOf _
   * @since 4.0.0
   * @category Lang
   * @param {*} value The value to check.
   * @returns {boolean} Returns `true` if `value` is object-like, else `false`.
   * @example
   *
   * _.isObjectLike({});
   * // => true
   *
   * _.isObjectLike([1, 2, 3]);
   * // => true
   *
   * _.isObjectLike(_.noop);
   * // => false
   *
   * _.isObjectLike(null);
   * // => false
   */
  function isObjectLike(value) {
    return value != null && typeof value == 'object';
  }

  /** `Object#toString` result references. */
  var symbolTag = '[object Symbol]';

  /**
   * Checks if `value` is classified as a `Symbol` primitive or object.
   *
   * @static
   * @memberOf _
   * @since 4.0.0
   * @category Lang
   * @param {*} value The value to check.
   * @returns {boolean} Returns `true` if `value` is a symbol, else `false`.
   * @example
   *
   * _.isSymbol(Symbol.iterator);
   * // => true
   *
   * _.isSymbol('abc');
   * // => false
   */
  function isSymbol(value) {
    return typeof value == 'symbol' ||
      (isObjectLike(value) && baseGetTag(value) == symbolTag);
  }

  /** Used as references for various `Number` constants. */
  var NAN = 0 / 0;

  /** Used to detect bad signed hexadecimal string values. */
  var reIsBadHex = /^[-+]0x[0-9a-f]+$/i;

  /** Used to detect binary string values. */
  var reIsBinary = /^0b[01]+$/i;

  /** Used to detect octal string values. */
  var reIsOctal = /^0o[0-7]+$/i;

  /** Built-in method references without a dependency on `root`. */
  var freeParseInt = parseInt;

  /**
   * Converts `value` to a number.
   *
   * @static
   * @memberOf _
   * @since 4.0.0
   * @category Lang
   * @param {*} value The value to process.
   * @returns {number} Returns the number.
   * @example
   *
   * _.toNumber(3.2);
   * // => 3.2
   *
   * _.toNumber(Number.MIN_VALUE);
   * // => 5e-324
   *
   * _.toNumber(Infinity);
   * // => Infinity
   *
   * _.toNumber('3.2');
   * // => 3.2
   */
  function toNumber(value) {
    if (typeof value == 'number') {
      return value;
    }
    if (isSymbol(value)) {
      return NAN;
    }
    if (isObject(value)) {
      var other = typeof value.valueOf == 'function' ? value.valueOf() : value;
      value = isObject(other) ? (other + '') : other;
    }
    if (typeof value != 'string') {
      return value === 0 ? value : +value;
    }
    value = baseTrim(value);
    var isBinary = reIsBinary.test(value);
    return (isBinary || reIsOctal.test(value))
      ? freeParseInt(value.slice(2), isBinary ? 2 : 8)
      : (reIsBadHex.test(value) ? NAN : +value);
  }

  /** Error message constants. */
  var FUNC_ERROR_TEXT = 'Expected a function';

  /* Built-in method references for those with the same name as other `lodash` methods. */
  var nativeMax = Math.max,
      nativeMin = Math.min;

  /**
   * Creates a debounced function that delays invoking `func` until after `wait`
   * milliseconds have elapsed since the last time the debounced function was
   * invoked. The debounced function comes with a `cancel` method to cancel
   * delayed `func` invocations and a `flush` method to immediately invoke them.
   * Provide `options` to indicate whether `func` should be invoked on the
   * leading and/or trailing edge of the `wait` timeout. The `func` is invoked
   * with the last arguments provided to the debounced function. Subsequent
   * calls to the debounced function return the result of the last `func`
   * invocation.
   *
   * **Note:** If `leading` and `trailing` options are `true`, `func` is
   * invoked on the trailing edge of the timeout only if the debounced function
   * is invoked more than once during the `wait` timeout.
   *
   * If `wait` is `0` and `leading` is `false`, `func` invocation is deferred
   * until to the next tick, similar to `setTimeout` with a timeout of `0`.
   *
   * See [David Corbacho's article](https://css-tricks.com/debouncing-throttling-explained-examples/)
   * for details over the differences between `_.debounce` and `_.throttle`.
   *
   * @static
   * @memberOf _
   * @since 0.1.0
   * @category Function
   * @param {Function} func The function to debounce.
   * @param {number} [wait=0] The number of milliseconds to delay.
   * @param {Object} [options={}] The options object.
   * @param {boolean} [options.leading=false]
   *  Specify invoking on the leading edge of the timeout.
   * @param {number} [options.maxWait]
   *  The maximum time `func` is allowed to be delayed before it's invoked.
   * @param {boolean} [options.trailing=true]
   *  Specify invoking on the trailing edge of the timeout.
   * @returns {Function} Returns the new debounced function.
   * @example
   *
   * // Avoid costly calculations while the window size is in flux.
   * jQuery(window).on('resize', _.debounce(calculateLayout, 150));
   *
   * // Invoke `sendMail` when clicked, debouncing subsequent calls.
   * jQuery(element).on('click', _.debounce(sendMail, 300, {
   *   'leading': true,
   *   'trailing': false
   * }));
   *
   * // Ensure `batchLog` is invoked once after 1 second of debounced calls.
   * var debounced = _.debounce(batchLog, 250, { 'maxWait': 1000 });
   * var source = new EventSource('/stream');
   * jQuery(source).on('message', debounced);
   *
   * // Cancel the trailing debounced invocation.
   * jQuery(window).on('popstate', debounced.cancel);
   */
  function debounce(func, wait, options) {
    var lastArgs,
        lastThis,
        maxWait,
        result,
        timerId,
        lastCallTime,
        lastInvokeTime = 0,
        leading = false,
        maxing = false,
        trailing = true;

    if (typeof func != 'function') {
      throw new TypeError(FUNC_ERROR_TEXT);
    }
    wait = toNumber(wait) || 0;
    if (isObject(options)) {
      leading = !!options.leading;
      maxing = 'maxWait' in options;
      maxWait = maxing ? nativeMax(toNumber(options.maxWait) || 0, wait) : maxWait;
      trailing = 'trailing' in options ? !!options.trailing : trailing;
    }

    function invokeFunc(time) {
      var args = lastArgs,
          thisArg = lastThis;

      lastArgs = lastThis = undefined;
      lastInvokeTime = time;
      result = func.apply(thisArg, args);
      return result;
    }

    function leadingEdge(time) {
      // Reset any `maxWait` timer.
      lastInvokeTime = time;
      // Start the timer for the trailing edge.
      timerId = setTimeout(timerExpired, wait);
      // Invoke the leading edge.
      return leading ? invokeFunc(time) : result;
    }

    function remainingWait(time) {
      var timeSinceLastCall = time - lastCallTime,
          timeSinceLastInvoke = time - lastInvokeTime,
          timeWaiting = wait - timeSinceLastCall;

      return maxing
        ? nativeMin(timeWaiting, maxWait - timeSinceLastInvoke)
        : timeWaiting;
    }

    function shouldInvoke(time) {
      var timeSinceLastCall = time - lastCallTime,
          timeSinceLastInvoke = time - lastInvokeTime;

      // Either this is the first call, activity has stopped and we're at the
      // trailing edge, the system time has gone backwards and we're treating
      // it as the trailing edge, or we've hit the `maxWait` limit.
      return (lastCallTime === undefined || (timeSinceLastCall >= wait) ||
        (timeSinceLastCall < 0) || (maxing && timeSinceLastInvoke >= maxWait));
    }

    function timerExpired() {
      var time = now$1();
      if (shouldInvoke(time)) {
        return trailingEdge(time);
      }
      // Restart the timer.
      timerId = setTimeout(timerExpired, remainingWait(time));
    }

    function trailingEdge(time) {
      timerId = undefined;

      // Only invoke if we have `lastArgs` which means `func` has been
      // debounced at least once.
      if (trailing && lastArgs) {
        return invokeFunc(time);
      }
      lastArgs = lastThis = undefined;
      return result;
    }

    function cancel() {
      if (timerId !== undefined) {
        clearTimeout(timerId);
      }
      lastInvokeTime = 0;
      lastArgs = lastCallTime = lastThis = timerId = undefined;
    }

    function flush() {
      return timerId === undefined ? result : trailingEdge(now$1());
    }

    function debounced() {
      var time = now$1(),
          isInvoking = shouldInvoke(time);

      lastArgs = arguments;
      lastThis = this;
      lastCallTime = time;

      if (isInvoking) {
        if (timerId === undefined) {
          return leadingEdge(lastCallTime);
        }
        if (maxing) {
          // Handle invocations in a tight loop.
          clearTimeout(timerId);
          timerId = setTimeout(timerExpired, wait);
          return invokeFunc(lastCallTime);
        }
      }
      if (timerId === undefined) {
        timerId = setTimeout(timerExpired, wait);
      }
      return result;
    }
    debounced.cancel = cancel;
    debounced.flush = flush;
    return debounced;
  }

  function _iterableToArrayLimit$6(r, l) {
    var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
    if (null != t) {
      var e,
        n,
        i,
        u,
        a = [],
        f = !0,
        o = !1;
      try {
        if (i = (t = t.call(r)).next, 0 === l) {
          if (Object(t) !== t) return;
          f = !1;
        } else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
      } catch (r) {
        o = !0, n = r;
      } finally {
        try {
          if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
        } finally {
          if (o) throw n;
        }
      }
      return a;
    }
  }
  function _classCallCheck$3(instance, Constructor) {
    if (!(instance instanceof Constructor)) {
      throw new TypeError("Cannot call a class as a function");
    }
  }
  function _defineProperties$3(target, props) {
    for (var i = 0; i < props.length; i++) {
      var descriptor = props[i];
      descriptor.enumerable = descriptor.enumerable || false;
      descriptor.configurable = true;
      if ("value" in descriptor) descriptor.writable = true;
      Object.defineProperty(target, _toPropertyKey$6(descriptor.key), descriptor);
    }
  }
  function _createClass$3(Constructor, protoProps, staticProps) {
    if (protoProps) _defineProperties$3(Constructor.prototype, protoProps);
    if (staticProps) _defineProperties$3(Constructor, staticProps);
    Object.defineProperty(Constructor, "prototype", {
      writable: false
    });
    return Constructor;
  }
  function _slicedToArray$6(arr, i) {
    return _arrayWithHoles$6(arr) || _iterableToArrayLimit$6(arr, i) || _unsupportedIterableToArray$6(arr, i) || _nonIterableRest$6();
  }
  function _arrayWithHoles$6(arr) {
    if (Array.isArray(arr)) return arr;
  }
  function _unsupportedIterableToArray$6(o, minLen) {
    if (!o) return;
    if (typeof o === "string") return _arrayLikeToArray$6(o, minLen);
    var n = Object.prototype.toString.call(o).slice(8, -1);
    if (n === "Object" && o.constructor) n = o.constructor.name;
    if (n === "Map" || n === "Set") return Array.from(o);
    if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$6(o, minLen);
  }
  function _arrayLikeToArray$6(arr, len) {
    if (len == null || len > arr.length) len = arr.length;
    for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
    return arr2;
  }
  function _nonIterableRest$6() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _toPrimitive$6(input, hint) {
    if (typeof input !== "object" || input === null) return input;
    var prim = input[Symbol.toPrimitive];
    if (prim !== undefined) {
      var res = prim.call(input, hint || "default");
      if (typeof res !== "object") return res;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return (hint === "string" ? String : Number)(input);
  }
  function _toPropertyKey$6(arg) {
    var key = _toPrimitive$6(arg, "string");
    return typeof key === "symbol" ? key : String(key);
  }

  var Prop = /*#__PURE__*/_createClass$3(function Prop(name, _ref) {
    var _ref$default = _ref["default"],
      defaultVal = _ref$default === void 0 ? null : _ref$default,
      _ref$triggerUpdate = _ref.triggerUpdate,
      triggerUpdate = _ref$triggerUpdate === void 0 ? true : _ref$triggerUpdate,
      _ref$onChange = _ref.onChange,
      onChange = _ref$onChange === void 0 ? function (newVal, state) {} : _ref$onChange;
    _classCallCheck$3(this, Prop);
    this.name = name;
    this.defaultVal = defaultVal;
    this.triggerUpdate = triggerUpdate;
    this.onChange = onChange;
  });
  function index$2 (_ref2) {
    var _ref2$stateInit = _ref2.stateInit,
      stateInit = _ref2$stateInit === void 0 ? function () {
        return {};
      } : _ref2$stateInit,
      _ref2$props = _ref2.props,
      rawProps = _ref2$props === void 0 ? {} : _ref2$props,
      _ref2$methods = _ref2.methods,
      methods = _ref2$methods === void 0 ? {} : _ref2$methods,
      _ref2$aliases = _ref2.aliases,
      aliases = _ref2$aliases === void 0 ? {} : _ref2$aliases,
      _ref2$init = _ref2.init,
      initFn = _ref2$init === void 0 ? function () {} : _ref2$init,
      _ref2$update = _ref2.update,
      updateFn = _ref2$update === void 0 ? function () {} : _ref2$update;
    // Parse props into Prop instances
    var props = Object.keys(rawProps).map(function (propName) {
      return new Prop(propName, rawProps[propName]);
    });
    return function () {
      var options = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : {};
      // Holds component state
      var state = Object.assign({}, stateInit instanceof Function ? stateInit(options) : stateInit,
      // Support plain objects for backwards compatibility
      {
        initialised: false
      });

      // keeps track of which props triggered an update
      var changedProps = {};

      // Component constructor
      function comp(nodeElement) {
        initStatic(nodeElement, options);
        digest();
        return comp;
      }
      var initStatic = function initStatic(nodeElement, options) {
        initFn.call(comp, nodeElement, state, options);
        state.initialised = true;
      };
      var digest = debounce(function () {
        if (!state.initialised) {
          return;
        }
        updateFn.call(comp, state, changedProps);
        changedProps = {};
      }, 1);

      // Getter/setter methods
      props.forEach(function (prop) {
        comp[prop.name] = getSetProp(prop);
        function getSetProp(_ref3) {
          var prop = _ref3.name,
            _ref3$triggerUpdate = _ref3.triggerUpdate,
            redigest = _ref3$triggerUpdate === void 0 ? false : _ref3$triggerUpdate,
            _ref3$onChange = _ref3.onChange,
            onChange = _ref3$onChange === void 0 ? function (newVal, state) {} : _ref3$onChange,
            _ref3$defaultVal = _ref3.defaultVal,
            defaultVal = _ref3$defaultVal === void 0 ? null : _ref3$defaultVal;
          return function (_) {
            var curVal = state[prop];
            if (!arguments.length) {
              return curVal;
            } // Getter mode

            var val = _ === undefined ? defaultVal : _; // pick default if value passed is undefined
            state[prop] = val;
            onChange.call(comp, val, state, curVal);

            // track changed props
            !changedProps.hasOwnProperty(prop) && (changedProps[prop] = curVal);
            if (redigest) {
              digest();
            }
            return comp;
          };
        }
      });

      // Other methods
      Object.keys(methods).forEach(function (methodName) {
        comp[methodName] = function () {
          var _methods$methodName;
          for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
            args[_key] = arguments[_key];
          }
          return (_methods$methodName = methods[methodName]).call.apply(_methods$methodName, [comp, state].concat(args));
        };
      });

      // Link aliases
      Object.entries(aliases).forEach(function (_ref4) {
        var _ref5 = _slicedToArray$6(_ref4, 2),
          alias = _ref5[0],
          target = _ref5[1];
        return comp[alias] = comp[target];
      });

      // Reset all component props to their default value
      comp.resetProps = function () {
        props.forEach(function (prop) {
          comp[prop.name](prop.defaultVal);
        });
        return comp;
      };

      //

      comp.resetProps(); // Apply all prop defaults
      state._rerender = digest; // Expose digest method

      return comp;
    };
  }

  /**
   * The Ease class provides a collection of easing functions for use with tween.js.
   */
  var Easing = Object.freeze({
      Linear: Object.freeze({
          None: function (amount) {
              return amount;
          },
          In: function (amount) {
              return this.None(amount);
          },
          Out: function (amount) {
              return this.None(amount);
          },
          InOut: function (amount) {
              return this.None(amount);
          },
      }),
      Quadratic: Object.freeze({
          In: function (amount) {
              return amount * amount;
          },
          Out: function (amount) {
              return amount * (2 - amount);
          },
          InOut: function (amount) {
              if ((amount *= 2) < 1) {
                  return 0.5 * amount * amount;
              }
              return -0.5 * (--amount * (amount - 2) - 1);
          },
      }),
      Cubic: Object.freeze({
          In: function (amount) {
              return amount * amount * amount;
          },
          Out: function (amount) {
              return --amount * amount * amount + 1;
          },
          InOut: function (amount) {
              if ((amount *= 2) < 1) {
                  return 0.5 * amount * amount * amount;
              }
              return 0.5 * ((amount -= 2) * amount * amount + 2);
          },
      }),
      Quartic: Object.freeze({
          In: function (amount) {
              return amount * amount * amount * amount;
          },
          Out: function (amount) {
              return 1 - --amount * amount * amount * amount;
          },
          InOut: function (amount) {
              if ((amount *= 2) < 1) {
                  return 0.5 * amount * amount * amount * amount;
              }
              return -0.5 * ((amount -= 2) * amount * amount * amount - 2);
          },
      }),
      Quintic: Object.freeze({
          In: function (amount) {
              return amount * amount * amount * amount * amount;
          },
          Out: function (amount) {
              return --amount * amount * amount * amount * amount + 1;
          },
          InOut: function (amount) {
              if ((amount *= 2) < 1) {
                  return 0.5 * amount * amount * amount * amount * amount;
              }
              return 0.5 * ((amount -= 2) * amount * amount * amount * amount + 2);
          },
      }),
      Sinusoidal: Object.freeze({
          In: function (amount) {
              return 1 - Math.sin(((1.0 - amount) * Math.PI) / 2);
          },
          Out: function (amount) {
              return Math.sin((amount * Math.PI) / 2);
          },
          InOut: function (amount) {
              return 0.5 * (1 - Math.sin(Math.PI * (0.5 - amount)));
          },
      }),
      Exponential: Object.freeze({
          In: function (amount) {
              return amount === 0 ? 0 : Math.pow(1024, amount - 1);
          },
          Out: function (amount) {
              return amount === 1 ? 1 : 1 - Math.pow(2, -10 * amount);
          },
          InOut: function (amount) {
              if (amount === 0) {
                  return 0;
              }
              if (amount === 1) {
                  return 1;
              }
              if ((amount *= 2) < 1) {
                  return 0.5 * Math.pow(1024, amount - 1);
              }
              return 0.5 * (-Math.pow(2, -10 * (amount - 1)) + 2);
          },
      }),
      Circular: Object.freeze({
          In: function (amount) {
              return 1 - Math.sqrt(1 - amount * amount);
          },
          Out: function (amount) {
              return Math.sqrt(1 - --amount * amount);
          },
          InOut: function (amount) {
              if ((amount *= 2) < 1) {
                  return -0.5 * (Math.sqrt(1 - amount * amount) - 1);
              }
              return 0.5 * (Math.sqrt(1 - (amount -= 2) * amount) + 1);
          },
      }),
      Elastic: Object.freeze({
          In: function (amount) {
              if (amount === 0) {
                  return 0;
              }
              if (amount === 1) {
                  return 1;
              }
              return -Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);
          },
          Out: function (amount) {
              if (amount === 0) {
                  return 0;
              }
              if (amount === 1) {
                  return 1;
              }
              return Math.pow(2, -10 * amount) * Math.sin((amount - 0.1) * 5 * Math.PI) + 1;
          },
          InOut: function (amount) {
              if (amount === 0) {
                  return 0;
              }
              if (amount === 1) {
                  return 1;
              }
              amount *= 2;
              if (amount < 1) {
                  return -0.5 * Math.pow(2, 10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI);
              }
              return 0.5 * Math.pow(2, -10 * (amount - 1)) * Math.sin((amount - 1.1) * 5 * Math.PI) + 1;
          },
      }),
      Back: Object.freeze({
          In: function (amount) {
              var s = 1.70158;
              return amount === 1 ? 1 : amount * amount * ((s + 1) * amount - s);
          },
          Out: function (amount) {
              var s = 1.70158;
              return amount === 0 ? 0 : --amount * amount * ((s + 1) * amount + s) + 1;
          },
          InOut: function (amount) {
              var s = 1.70158 * 1.525;
              if ((amount *= 2) < 1) {
                  return 0.5 * (amount * amount * ((s + 1) * amount - s));
              }
              return 0.5 * ((amount -= 2) * amount * ((s + 1) * amount + s) + 2);
          },
      }),
      Bounce: Object.freeze({
          In: function (amount) {
              return 1 - Easing.Bounce.Out(1 - amount);
          },
          Out: function (amount) {
              if (amount < 1 / 2.75) {
                  return 7.5625 * amount * amount;
              }
              else if (amount < 2 / 2.75) {
                  return 7.5625 * (amount -= 1.5 / 2.75) * amount + 0.75;
              }
              else if (amount < 2.5 / 2.75) {
                  return 7.5625 * (amount -= 2.25 / 2.75) * amount + 0.9375;
              }
              else {
                  return 7.5625 * (amount -= 2.625 / 2.75) * amount + 0.984375;
              }
          },
          InOut: function (amount) {
              if (amount < 0.5) {
                  return Easing.Bounce.In(amount * 2) * 0.5;
              }
              return Easing.Bounce.Out(amount * 2 - 1) * 0.5 + 0.5;
          },
      }),
      generatePow: function (power) {
          if (power === void 0) { power = 4; }
          power = power < Number.EPSILON ? Number.EPSILON : power;
          power = power > 10000 ? 10000 : power;
          return {
              In: function (amount) {
                  return Math.pow(amount, power);
              },
              Out: function (amount) {
                  return 1 - Math.pow((1 - amount), power);
              },
              InOut: function (amount) {
                  if (amount < 0.5) {
                      return Math.pow((amount * 2), power) / 2;
                  }
                  return (1 - Math.pow((2 - amount * 2), power)) / 2 + 0.5;
              },
          };
      },
  });

  var now = function () { return performance.now(); };

  /**
   * Controlling groups of tweens
   *
   * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.
   * In these cases, you may want to create your own smaller groups of tween
   */
  var Group = /** @class */ (function () {
      function Group() {
          this._tweens = {};
          this._tweensAddedDuringUpdate = {};
      }
      Group.prototype.getAll = function () {
          var _this = this;
          return Object.keys(this._tweens).map(function (tweenId) {
              return _this._tweens[tweenId];
          });
      };
      Group.prototype.removeAll = function () {
          this._tweens = {};
      };
      Group.prototype.add = function (tween) {
          this._tweens[tween.getId()] = tween;
          this._tweensAddedDuringUpdate[tween.getId()] = tween;
      };
      Group.prototype.remove = function (tween) {
          delete this._tweens[tween.getId()];
          delete this._tweensAddedDuringUpdate[tween.getId()];
      };
      Group.prototype.update = function (time, preserve) {
          if (time === void 0) { time = now(); }
          if (preserve === void 0) { preserve = false; }
          var tweenIds = Object.keys(this._tweens);
          if (tweenIds.length === 0) {
              return false;
          }
          // Tweens are updated in "batches". If you add a new tween during an
          // update, then the new tween will be updated in the next batch.
          // If you remove a tween during an update, it may or may not be updated.
          // However, if the removed tween was added during the current batch,
          // then it will not be updated.
          while (tweenIds.length > 0) {
              this._tweensAddedDuringUpdate = {};
              for (var i = 0; i < tweenIds.length; i++) {
                  var tween = this._tweens[tweenIds[i]];
                  var autoStart = !preserve;
                  if (tween && tween.update(time, autoStart) === false && !preserve) {
                      delete this._tweens[tweenIds[i]];
                  }
              }
              tweenIds = Object.keys(this._tweensAddedDuringUpdate);
          }
          return true;
      };
      return Group;
  }());

  /**
   *
   */
  var Interpolation = {
      Linear: function (v, k) {
          var m = v.length - 1;
          var f = m * k;
          var i = Math.floor(f);
          var fn = Interpolation.Utils.Linear;
          if (k < 0) {
              return fn(v[0], v[1], f);
          }
          if (k > 1) {
              return fn(v[m], v[m - 1], m - f);
          }
          return fn(v[i], v[i + 1 > m ? m : i + 1], f - i);
      },
      Bezier: function (v, k) {
          var b = 0;
          var n = v.length - 1;
          var pw = Math.pow;
          var bn = Interpolation.Utils.Bernstein;
          for (var i = 0; i <= n; i++) {
              b += pw(1 - k, n - i) * pw(k, i) * v[i] * bn(n, i);
          }
          return b;
      },
      CatmullRom: function (v, k) {
          var m = v.length - 1;
          var f = m * k;
          var i = Math.floor(f);
          var fn = Interpolation.Utils.CatmullRom;
          if (v[0] === v[m]) {
              if (k < 0) {
                  i = Math.floor((f = m * (1 + k)));
              }
              return fn(v[(i - 1 + m) % m], v[i], v[(i + 1) % m], v[(i + 2) % m], f - i);
          }
          else {
              if (k < 0) {
                  return v[0] - (fn(v[0], v[0], v[1], v[1], -f) - v[0]);
              }
              if (k > 1) {
                  return v[m] - (fn(v[m], v[m], v[m - 1], v[m - 1], f - m) - v[m]);
              }
              return fn(v[i ? i - 1 : 0], v[i], v[m < i + 1 ? m : i + 1], v[m < i + 2 ? m : i + 2], f - i);
          }
      },
      Utils: {
          Linear: function (p0, p1, t) {
              return (p1 - p0) * t + p0;
          },
          Bernstein: function (n, i) {
              var fc = Interpolation.Utils.Factorial;
              return fc(n) / fc(i) / fc(n - i);
          },
          Factorial: (function () {
              var a = [1];
              return function (n) {
                  var s = 1;
                  if (a[n]) {
                      return a[n];
                  }
                  for (var i = n; i > 1; i--) {
                      s *= i;
                  }
                  a[n] = s;
                  return s;
              };
          })(),
          CatmullRom: function (p0, p1, p2, p3, t) {
              var v0 = (p2 - p0) * 0.5;
              var v1 = (p3 - p1) * 0.5;
              var t2 = t * t;
              var t3 = t * t2;
              return (2 * p1 - 2 * p2 + v0 + v1) * t3 + (-3 * p1 + 3 * p2 - 2 * v0 - v1) * t2 + v0 * t + p1;
          },
      },
  };

  /**
   * Utils
   */
  var Sequence = /** @class */ (function () {
      function Sequence() {
      }
      Sequence.nextId = function () {
          return Sequence._nextId++;
      };
      Sequence._nextId = 0;
      return Sequence;
  }());

  var mainGroup = new Group();

  /**
   * Tween.js - Licensed under the MIT license
   * https://github.com/tweenjs/tween.js
   * ----------------------------------------------
   *
   * See https://github.com/tweenjs/tween.js/graphs/contributors for the full list of contributors.
   * Thank you all, you're awesome!
   */
  var Tween = /** @class */ (function () {
      function Tween(_object, _group) {
          if (_group === void 0) { _group = mainGroup; }
          this._object = _object;
          this._group = _group;
          this._isPaused = false;
          this._pauseStart = 0;
          this._valuesStart = {};
          this._valuesEnd = {};
          this._valuesStartRepeat = {};
          this._duration = 1000;
          this._isDynamic = false;
          this._initialRepeat = 0;
          this._repeat = 0;
          this._yoyo = false;
          this._isPlaying = false;
          this._reversed = false;
          this._delayTime = 0;
          this._startTime = 0;
          this._easingFunction = Easing.Linear.None;
          this._interpolationFunction = Interpolation.Linear;
          // eslint-disable-next-line
          this._chainedTweens = [];
          this._onStartCallbackFired = false;
          this._onEveryStartCallbackFired = false;
          this._id = Sequence.nextId();
          this._isChainStopped = false;
          this._propertiesAreSetUp = false;
          this._goToEnd = false;
      }
      Tween.prototype.getId = function () {
          return this._id;
      };
      Tween.prototype.isPlaying = function () {
          return this._isPlaying;
      };
      Tween.prototype.isPaused = function () {
          return this._isPaused;
      };
      Tween.prototype.getDuration = function () {
          return this._duration;
      };
      Tween.prototype.to = function (target, duration) {
          if (duration === void 0) { duration = 1000; }
          if (this._isPlaying)
              throw new Error('Can not call Tween.to() while Tween is already started or paused. Stop the Tween first.');
          this._valuesEnd = target;
          this._propertiesAreSetUp = false;
          this._duration = duration < 0 ? 0 : duration;
          return this;
      };
      Tween.prototype.duration = function (duration) {
          if (duration === void 0) { duration = 1000; }
          this._duration = duration < 0 ? 0 : duration;
          return this;
      };
      Tween.prototype.dynamic = function (dynamic) {
          if (dynamic === void 0) { dynamic = false; }
          this._isDynamic = dynamic;
          return this;
      };
      Tween.prototype.start = function (time, overrideStartingValues) {
          if (time === void 0) { time = now(); }
          if (overrideStartingValues === void 0) { overrideStartingValues = false; }
          if (this._isPlaying) {
              return this;
          }
          // eslint-disable-next-line
          this._group && this._group.add(this);
          this._repeat = this._initialRepeat;
          if (this._reversed) {
              // If we were reversed (f.e. using the yoyo feature) then we need to
              // flip the tween direction back to forward.
              this._reversed = false;
              for (var property in this._valuesStartRepeat) {
                  this._swapEndStartRepeatValues(property);
                  this._valuesStart[property] = this._valuesStartRepeat[property];
              }
          }
          this._isPlaying = true;
          this._isPaused = false;
          this._onStartCallbackFired = false;
          this._onEveryStartCallbackFired = false;
          this._isChainStopped = false;
          this._startTime = time;
          this._startTime += this._delayTime;
          if (!this._propertiesAreSetUp || overrideStartingValues) {
              this._propertiesAreSetUp = true;
              // If dynamic is not enabled, clone the end values instead of using the passed-in end values.
              if (!this._isDynamic) {
                  var tmp = {};
                  for (var prop in this._valuesEnd)
                      tmp[prop] = this._valuesEnd[prop];
                  this._valuesEnd = tmp;
              }
              this._setupProperties(this._object, this._valuesStart, this._valuesEnd, this._valuesStartRepeat, overrideStartingValues);
          }
          return this;
      };
      Tween.prototype.startFromCurrentValues = function (time) {
          return this.start(time, true);
      };
      Tween.prototype._setupProperties = function (_object, _valuesStart, _valuesEnd, _valuesStartRepeat, overrideStartingValues) {
          for (var property in _valuesEnd) {
              var startValue = _object[property];
              var startValueIsArray = Array.isArray(startValue);
              var propType = startValueIsArray ? 'array' : typeof startValue;
              var isInterpolationList = !startValueIsArray && Array.isArray(_valuesEnd[property]);
              // If `to()` specifies a property that doesn't exist in the source object,
              // we should not set that property in the object
              if (propType === 'undefined' || propType === 'function') {
                  continue;
              }
              // Check if an Array was provided as property value
              if (isInterpolationList) {
                  var endValues = _valuesEnd[property];
                  if (endValues.length === 0) {
                      continue;
                  }
                  // Handle an array of relative values.
                  // Creates a local copy of the Array with the start value at the front
                  var temp = [startValue];
                  for (var i = 0, l = endValues.length; i < l; i += 1) {
                      var value = this._handleRelativeValue(startValue, endValues[i]);
                      if (isNaN(value)) {
                          isInterpolationList = false;
                          console.warn('Found invalid interpolation list. Skipping.');
                          break;
                      }
                      temp.push(value);
                  }
                  if (isInterpolationList) {
                      // if (_valuesStart[property] === undefined) { // handle end values only the first time. NOT NEEDED? setupProperties is now guarded by _propertiesAreSetUp.
                      _valuesEnd[property] = temp;
                      // }
                  }
              }
              // handle the deepness of the values
              if ((propType === 'object' || startValueIsArray) && startValue && !isInterpolationList) {
                  _valuesStart[property] = startValueIsArray ? [] : {};
                  var nestedObject = startValue;
                  for (var prop in nestedObject) {
                      _valuesStart[property][prop] = nestedObject[prop];
                  }
                  // TODO? repeat nested values? And yoyo? And array values?
                  _valuesStartRepeat[property] = startValueIsArray ? [] : {};
                  var endValues = _valuesEnd[property];
                  // If dynamic is not enabled, clone the end values instead of using the passed-in end values.
                  if (!this._isDynamic) {
                      var tmp = {};
                      for (var prop in endValues)
                          tmp[prop] = endValues[prop];
                      _valuesEnd[property] = endValues = tmp;
                  }
                  this._setupProperties(nestedObject, _valuesStart[property], endValues, _valuesStartRepeat[property], overrideStartingValues);
              }
              else {
                  // Save the starting value, but only once unless override is requested.
                  if (typeof _valuesStart[property] === 'undefined' || overrideStartingValues) {
                      _valuesStart[property] = startValue;
                  }
                  if (!startValueIsArray) {
                      // eslint-disable-next-line
                      // @ts-ignore FIXME?
                      _valuesStart[property] *= 1.0; // Ensures we're using numbers, not strings
                  }
                  if (isInterpolationList) {
                      // eslint-disable-next-line
                      // @ts-ignore FIXME?
                      _valuesStartRepeat[property] = _valuesEnd[property].slice().reverse();
                  }
                  else {
                      _valuesStartRepeat[property] = _valuesStart[property] || 0;
                  }
              }
          }
      };
      Tween.prototype.stop = function () {
          if (!this._isChainStopped) {
              this._isChainStopped = true;
              this.stopChainedTweens();
          }
          if (!this._isPlaying) {
              return this;
          }
          // eslint-disable-next-line
          this._group && this._group.remove(this);
          this._isPlaying = false;
          this._isPaused = false;
          if (this._onStopCallback) {
              this._onStopCallback(this._object);
          }
          return this;
      };
      Tween.prototype.end = function () {
          this._goToEnd = true;
          this.update(Infinity);
          return this;
      };
      Tween.prototype.pause = function (time) {
          if (time === void 0) { time = now(); }
          if (this._isPaused || !this._isPlaying) {
              return this;
          }
          this._isPaused = true;
          this._pauseStart = time;
          // eslint-disable-next-line
          this._group && this._group.remove(this);
          return this;
      };
      Tween.prototype.resume = function (time) {
          if (time === void 0) { time = now(); }
          if (!this._isPaused || !this._isPlaying) {
              return this;
          }
          this._isPaused = false;
          this._startTime += time - this._pauseStart;
          this._pauseStart = 0;
          // eslint-disable-next-line
          this._group && this._group.add(this);
          return this;
      };
      Tween.prototype.stopChainedTweens = function () {
          for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {
              this._chainedTweens[i].stop();
          }
          return this;
      };
      Tween.prototype.group = function (group) {
          if (group === void 0) { group = mainGroup; }
          this._group = group;
          return this;
      };
      Tween.prototype.delay = function (amount) {
          if (amount === void 0) { amount = 0; }
          this._delayTime = amount;
          return this;
      };
      Tween.prototype.repeat = function (times) {
          if (times === void 0) { times = 0; }
          this._initialRepeat = times;
          this._repeat = times;
          return this;
      };
      Tween.prototype.repeatDelay = function (amount) {
          this._repeatDelayTime = amount;
          return this;
      };
      Tween.prototype.yoyo = function (yoyo) {
          if (yoyo === void 0) { yoyo = false; }
          this._yoyo = yoyo;
          return this;
      };
      Tween.prototype.easing = function (easingFunction) {
          if (easingFunction === void 0) { easingFunction = Easing.Linear.None; }
          this._easingFunction = easingFunction;
          return this;
      };
      Tween.prototype.interpolation = function (interpolationFunction) {
          if (interpolationFunction === void 0) { interpolationFunction = Interpolation.Linear; }
          this._interpolationFunction = interpolationFunction;
          return this;
      };
      // eslint-disable-next-line
      Tween.prototype.chain = function () {
          var tweens = [];
          for (var _i = 0; _i < arguments.length; _i++) {
              tweens[_i] = arguments[_i];
          }
          this._chainedTweens = tweens;
          return this;
      };
      Tween.prototype.onStart = function (callback) {
          this._onStartCallback = callback;
          return this;
      };
      Tween.prototype.onEveryStart = function (callback) {
          this._onEveryStartCallback = callback;
          return this;
      };
      Tween.prototype.onUpdate = function (callback) {
          this._onUpdateCallback = callback;
          return this;
      };
      Tween.prototype.onRepeat = function (callback) {
          this._onRepeatCallback = callback;
          return this;
      };
      Tween.prototype.onComplete = function (callback) {
          this._onCompleteCallback = callback;
          return this;
      };
      Tween.prototype.onStop = function (callback) {
          this._onStopCallback = callback;
          return this;
      };
      /**
       * @returns true if the tween is still playing after the update, false
       * otherwise (calling update on a paused tween still returns true because
       * it is still playing, just paused).
       */
      Tween.prototype.update = function (time, autoStart) {
          var _this = this;
          var _a;
          if (time === void 0) { time = now(); }
          if (autoStart === void 0) { autoStart = true; }
          if (this._isPaused)
              return true;
          var property;
          var endTime = this._startTime + this._duration;
          if (!this._goToEnd && !this._isPlaying) {
              if (time > endTime)
                  return false;
              if (autoStart)
                  this.start(time, true);
          }
          this._goToEnd = false;
          if (time < this._startTime) {
              return true;
          }
          if (this._onStartCallbackFired === false) {
              if (this._onStartCallback) {
                  this._onStartCallback(this._object);
              }
              this._onStartCallbackFired = true;
          }
          if (this._onEveryStartCallbackFired === false) {
              if (this._onEveryStartCallback) {
                  this._onEveryStartCallback(this._object);
              }
              this._onEveryStartCallbackFired = true;
          }
          var elapsedTime = time - this._startTime;
          var durationAndDelay = this._duration + ((_a = this._repeatDelayTime) !== null && _a !== void 0 ? _a : this._delayTime);
          var totalTime = this._duration + this._repeat * durationAndDelay;
          var calculateElapsedPortion = function () {
              if (_this._duration === 0)
                  return 1;
              if (elapsedTime > totalTime) {
                  return 1;
              }
              var timesRepeated = Math.trunc(elapsedTime / durationAndDelay);
              var timeIntoCurrentRepeat = elapsedTime - timesRepeated * durationAndDelay;
              // TODO use %?
              // const timeIntoCurrentRepeat = elapsedTime % durationAndDelay
              var portion = Math.min(timeIntoCurrentRepeat / _this._duration, 1);
              if (portion === 0 && elapsedTime === _this._duration) {
                  return 1;
              }
              return portion;
          };
          var elapsed = calculateElapsedPortion();
          var value = this._easingFunction(elapsed);
          // properties transformations
          this._updateProperties(this._object, this._valuesStart, this._valuesEnd, value);
          if (this._onUpdateCallback) {
              this._onUpdateCallback(this._object, elapsed);
          }
          if (this._duration === 0 || elapsedTime >= this._duration) {
              if (this._repeat > 0) {
                  var completeCount = Math.min(Math.trunc((elapsedTime - this._duration) / durationAndDelay) + 1, this._repeat);
                  if (isFinite(this._repeat)) {
                      this._repeat -= completeCount;
                  }
                  // Reassign starting values, restart by making startTime = now
                  for (property in this._valuesStartRepeat) {
                      if (!this._yoyo && typeof this._valuesEnd[property] === 'string') {
                          this._valuesStartRepeat[property] =
                              // eslint-disable-next-line
                              // @ts-ignore FIXME?
                              this._valuesStartRepeat[property] + parseFloat(this._valuesEnd[property]);
                      }
                      if (this._yoyo) {
                          this._swapEndStartRepeatValues(property);
                      }
                      this._valuesStart[property] = this._valuesStartRepeat[property];
                  }
                  if (this._yoyo) {
                      this._reversed = !this._reversed;
                  }
                  this._startTime += durationAndDelay * completeCount;
                  if (this._onRepeatCallback) {
                      this._onRepeatCallback(this._object);
                  }
                  this._onEveryStartCallbackFired = false;
                  return true;
              }
              else {
                  if (this._onCompleteCallback) {
                      this._onCompleteCallback(this._object);
                  }
                  for (var i = 0, numChainedTweens = this._chainedTweens.length; i < numChainedTweens; i++) {
                      // Make the chained tweens start exactly at the time they should,
                      // even if the `update()` method was called way past the duration of the tween
                      this._chainedTweens[i].start(this._startTime + this._duration, false);
                  }
                  this._isPlaying = false;
                  return false;
              }
          }
          return true;
      };
      Tween.prototype._updateProperties = function (_object, _valuesStart, _valuesEnd, value) {
          for (var property in _valuesEnd) {
              // Don't update properties that do not exist in the source object
              if (_valuesStart[property] === undefined) {
                  continue;
              }
              var start = _valuesStart[property] || 0;
              var end = _valuesEnd[property];
              var startIsArray = Array.isArray(_object[property]);
              var endIsArray = Array.isArray(end);
              var isInterpolationList = !startIsArray && endIsArray;
              if (isInterpolationList) {
                  _object[property] = this._interpolationFunction(end, value);
              }
              else if (typeof end === 'object' && end) {
                  // eslint-disable-next-line
                  // @ts-ignore FIXME?
                  this._updateProperties(_object[property], start, end, value);
              }
              else {
                  // Parses relative end values with start as base (e.g.: +10, -3)
                  end = this._handleRelativeValue(start, end);
                  // Protect against non numeric properties.
                  if (typeof end === 'number') {
                      // eslint-disable-next-line
                      // @ts-ignore FIXME?
                      _object[property] = start + (end - start) * value;
                  }
              }
          }
      };
      Tween.prototype._handleRelativeValue = function (start, end) {
          if (typeof end !== 'string') {
              return end;
          }
          if (end.charAt(0) === '+' || end.charAt(0) === '-') {
              return start + parseFloat(end);
          }
          return parseFloat(end);
      };
      Tween.prototype._swapEndStartRepeatValues = function (property) {
          var tmp = this._valuesStartRepeat[property];
          var endValue = this._valuesEnd[property];
          if (typeof endValue === 'string') {
              this._valuesStartRepeat[property] = this._valuesStartRepeat[property] + parseFloat(endValue);
          }
          else {
              this._valuesStartRepeat[property] = this._valuesEnd[property];
          }
          this._valuesEnd[property] = tmp;
      };
      return Tween;
  }());
  /**
   * Controlling groups of tweens
   *
   * Using the TWEEN singleton to manage your tweens can cause issues in large apps with many components.
   * In these cases, you may want to create your own smaller groups of tweens.
   */
  var TWEEN = mainGroup;
  // This is the best way to export things in a way that's compatible with both ES
  // Modules and CommonJS, without build hacks, and so as not to break the
  // existing API.
  // https://github.com/rollup/rollup/issues/1961#issuecomment-423037881
  TWEEN.getAll.bind(TWEEN);
  TWEEN.removeAll.bind(TWEEN);
  TWEEN.add.bind(TWEEN);
  TWEEN.remove.bind(TWEEN);
  var update = TWEEN.update.bind(TWEEN);

  var commonjsGlobal = typeof globalThis !== 'undefined' ? globalThis : typeof window !== 'undefined' ? window : typeof global !== 'undefined' ? global : typeof self !== 'undefined' ? self : {};

  function getDefaultExportFromCjs (x) {
  	return x && x.__esModule && Object.prototype.hasOwnProperty.call(x, 'default') ? x['default'] : x;
  }

  var earcut$2 = {exports: {}};

  earcut$2.exports = earcut;
  earcut$2.exports.default = earcut;

  function earcut(data, holeIndices, dim) {

      dim = dim || 2;

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

      if (!outerNode || outerNode.next === outerNode.prev) return triangles;

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

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

      // if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
      if (data.length > 80 * dim) {
          minX = maxX = data[0];
          minY = maxY = data[1];

          for (var i = dim; i < outerLen; i += dim) {
              x = data[i];
              y = data[i + 1];
              if (x < minX) minX = x;
              if (y < minY) minY = y;
              if (x > maxX) maxX = x;
              if (y > maxY) maxY = y;
          }

          // minX, minY and invSize are later used to transform coords into integers for z-order calculation
          invSize = Math.max(maxX - minX, maxY - minY);
          invSize = invSize !== 0 ? 32767 / invSize : 0;
      }

      earcutLinked(outerNode, triangles, dim, minX, minY, invSize, 0);

      return triangles;
  }

  // create a circular doubly linked list from polygon points in the specified winding order
  function linkedList(data, start, end, dim, clockwise) {
      var i, last;

      if (clockwise === (signedArea(data, start, end, dim) > 0)) {
          for (i = start; i < end; i += dim) last = insertNode(i, data[i], data[i + 1], last);
      } else {
          for (i = end - dim; i >= start; i -= dim) last = insertNode(i, data[i], data[i + 1], last);
      }

      if (last && equals(last, last.next)) {
          removeNode(last);
          last = last.next;
      }

      return last;
  }

  // eliminate colinear or duplicate points
  function filterPoints(start, end) {
      if (!start) return start;
      if (!end) end = start;

      var p = start,
          again;
      do {
          again = false;

          if (!p.steiner && (equals(p, p.next) || area(p.prev, p, p.next) === 0)) {
              removeNode(p);
              p = end = p.prev;
              if (p === p.next) break;
              again = true;

          } else {
              p = p.next;
          }
      } while (again || p !== end);

      return end;
  }

  // main ear slicing loop which triangulates a polygon (given as a linked list)
  function earcutLinked(ear, triangles, dim, minX, minY, invSize, pass) {
      if (!ear) return;

      // interlink polygon nodes in z-order
      if (!pass && invSize) indexCurve(ear, minX, minY, invSize);

      var stop = ear,
          prev, next;

      // iterate through ears, slicing them one by one
      while (ear.prev !== ear.next) {
          prev = ear.prev;
          next = ear.next;

          if (invSize ? isEarHashed(ear, minX, minY, invSize) : isEar(ear)) {
              // cut off the triangle
              triangles.push(prev.i / dim | 0);
              triangles.push(ear.i / dim | 0);
              triangles.push(next.i / dim | 0);

              removeNode(ear);

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

              continue;
          }

          ear = next;

          // if we looped through the whole remaining polygon and can't find any more ears
          if (ear === stop) {
              // try filtering points and slicing again
              if (!pass) {
                  earcutLinked(filterPoints(ear), triangles, dim, minX, minY, invSize, 1);

              // if this didn't work, try curing all small self-intersections locally
              } else if (pass === 1) {
                  ear = cureLocalIntersections(filterPoints(ear), triangles, dim);
                  earcutLinked(ear, triangles, dim, minX, minY, invSize, 2);

              // as a last resort, try splitting the remaining polygon into two
              } else if (pass === 2) {
                  splitEarcut(ear, triangles, dim, minX, minY, invSize);
              }

              break;
          }
      }
  }

  // check whether a polygon node forms a valid ear with adjacent nodes
  function isEar(ear) {
      var a = ear.prev,
          b = ear,
          c = ear.next;

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

      // now make sure we don't have other points inside the potential ear
      var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;

      // triangle bbox; min & max are calculated like this for speed
      var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),
          y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),
          x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),
          y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);

      var p = c.next;
      while (p !== a) {
          if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 &&
              pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) &&
              area(p.prev, p, p.next) >= 0) return false;
          p = p.next;
      }

      return true;
  }

  function isEarHashed(ear, minX, minY, invSize) {
      var a = ear.prev,
          b = ear,
          c = ear.next;

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

      var ax = a.x, bx = b.x, cx = c.x, ay = a.y, by = b.y, cy = c.y;

      // triangle bbox; min & max are calculated like this for speed
      var x0 = ax < bx ? (ax < cx ? ax : cx) : (bx < cx ? bx : cx),
          y0 = ay < by ? (ay < cy ? ay : cy) : (by < cy ? by : cy),
          x1 = ax > bx ? (ax > cx ? ax : cx) : (bx > cx ? bx : cx),
          y1 = ay > by ? (ay > cy ? ay : cy) : (by > cy ? by : cy);

      // z-order range for the current triangle bbox;
      var minZ = zOrder(x0, y0, minX, minY, invSize),
          maxZ = zOrder(x1, y1, minX, minY, invSize);

      var p = ear.prevZ,
          n = ear.nextZ;

      // look for points inside the triangle in both directions
      while (p && p.z >= minZ && n && n.z <= maxZ) {
          if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
              pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
          p = p.prevZ;

          if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
              pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
          n = n.nextZ;
      }

      // look for remaining points in decreasing z-order
      while (p && p.z >= minZ) {
          if (p.x >= x0 && p.x <= x1 && p.y >= y0 && p.y <= y1 && p !== a && p !== c &&
              pointInTriangle(ax, ay, bx, by, cx, cy, p.x, p.y) && area(p.prev, p, p.next) >= 0) return false;
          p = p.prevZ;
      }

      // look for remaining points in increasing z-order
      while (n && n.z <= maxZ) {
          if (n.x >= x0 && n.x <= x1 && n.y >= y0 && n.y <= y1 && n !== a && n !== c &&
              pointInTriangle(ax, ay, bx, by, cx, cy, n.x, n.y) && area(n.prev, n, n.next) >= 0) return false;
          n = n.nextZ;
      }

      return true;
  }

  // go through all polygon nodes and cure small local self-intersections
  function cureLocalIntersections(start, triangles, dim) {
      var p = start;
      do {
          var a = p.prev,
              b = p.next.next;

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

              triangles.push(a.i / dim | 0);
              triangles.push(p.i / dim | 0);
              triangles.push(b.i / dim | 0);

              // remove two nodes involved
              removeNode(p);
              removeNode(p.next);

              p = start = b;
          }
          p = p.next;
      } while (p !== start);

      return filterPoints(p);
  }

  // try splitting polygon into two and triangulate them independently
  function splitEarcut(start, triangles, dim, minX, minY, invSize) {
      // look for a valid diagonal that divides the polygon into two
      var a = start;
      do {
          var b = a.next.next;
          while (b !== a.prev) {
              if (a.i !== b.i && isValidDiagonal(a, b)) {
                  // split the polygon in two by the diagonal
                  var c = splitPolygon(a, b);

                  // filter colinear points around the cuts
                  a = filterPoints(a, a.next);
                  c = filterPoints(c, c.next);

                  // run earcut on each half
                  earcutLinked(a, triangles, dim, minX, minY, invSize, 0);
                  earcutLinked(c, triangles, dim, minX, minY, invSize, 0);
                  return;
              }
              b = b.next;
          }
          a = a.next;
      } while (a !== start);
  }

  // link every hole into the outer loop, producing a single-ring polygon without holes
  function eliminateHoles(data, holeIndices, outerNode, dim) {
      var queue = [],
          i, len, start, end, list;

      for (i = 0, len = holeIndices.length; i < len; i++) {
          start = holeIndices[i] * dim;
          end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
          list = linkedList(data, start, end, dim, false);
          if (list === list.next) list.steiner = true;
          queue.push(getLeftmost(list));
      }

      queue.sort(compareX);

      // process holes from left to right
      for (i = 0; i < queue.length; i++) {
          outerNode = eliminateHole(queue[i], outerNode);
      }

      return outerNode;
  }

  function compareX(a, b) {
      return a.x - b.x;
  }

  // find a bridge between vertices that connects hole with an outer ring and and link it
  function eliminateHole(hole, outerNode) {
      var bridge = findHoleBridge(hole, outerNode);
      if (!bridge) {
          return outerNode;
      }

      var bridgeReverse = splitPolygon(bridge, hole);

      // filter collinear points around the cuts
      filterPoints(bridgeReverse, bridgeReverse.next);
      return filterPoints(bridge, bridge.next);
  }

  // David Eberly's algorithm for finding a bridge between hole and outer polygon
  function findHoleBridge(hole, outerNode) {
      var p = outerNode,
          hx = hole.x,
          hy = hole.y,
          qx = -Infinity,
          m;

      // find a segment intersected by a ray from the hole's leftmost point to the left;
      // segment's endpoint with lesser x will be potential connection point
      do {
          if (hy <= p.y && hy >= p.next.y && p.next.y !== p.y) {
              var x = p.x + (hy - p.y) * (p.next.x - p.x) / (p.next.y - p.y);
              if (x <= hx && x > qx) {
                  qx = x;
                  m = p.x < p.next.x ? p : p.next;
                  if (x === hx) return m; // hole touches outer segment; pick leftmost endpoint
              }
          }
          p = p.next;
      } while (p !== outerNode);

      if (!m) return null;

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

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

      p = m;

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

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

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

          p = p.next;
      } while (p !== stop);

      return m;
  }

  // whether sector in vertex m contains sector in vertex p in the same coordinates
  function sectorContainsSector(m, p) {
      return area(m.prev, m, p.prev) < 0 && area(p.next, m, m.next) < 0;
  }

  // interlink polygon nodes in z-order
  function indexCurve(start, minX, minY, invSize) {
      var p = start;
      do {
          if (p.z === 0) p.z = zOrder(p.x, p.y, minX, minY, invSize);
          p.prevZ = p.prev;
          p.nextZ = p.next;
          p = p.next;
      } while (p !== start);

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

      sortLinked(p);
  }

  // Simon Tatham's linked list merge sort algorithm
  // http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
  function sortLinked(list) {
      var i, p, q, e, tail, numMerges, pSize, qSize,
          inSize = 1;

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

          while (p) {
              numMerges++;
              q = p;
              pSize = 0;
              for (i = 0; i < inSize; i++) {
                  pSize++;
                  q = q.nextZ;
                  if (!q) break;
              }
              qSize = inSize;

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

                  if (pSize !== 0 && (qSize === 0 || !q || p.z <= q.z)) {
                      e = p;
                      p = p.nextZ;
                      pSize--;
                  } else {
                      e = q;
                      q = q.nextZ;
                      qSize--;
                  }

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

                  e.prevZ = tail;
                  tail = e;
              }

              p = q;
          }

          tail.nextZ = null;
          inSize *= 2;

      } while (numMerges > 1);

      return list;
  }

  // z-order of a point given coords and inverse of the longer side of data bbox
  function zOrder(x, y, minX, minY, invSize) {
      // coords are transformed into non-negative 15-bit integer range
      x = (x - minX) * invSize | 0;
      y = (y - minY) * invSize | 0;

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

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

      return x | (y << 1);
  }

  // find the leftmost node of a polygon ring
  function getLeftmost(start) {
      var p = start,
          leftmost = start;
      do {
          if (p.x < leftmost.x || (p.x === leftmost.x && p.y < leftmost.y)) leftmost = p;
          p = p.next;
      } while (p !== start);

      return leftmost;
  }

  // check if a point lies within a convex triangle
  function pointInTriangle(ax, ay, bx, by, cx, cy, px, py) {
      return (cx - px) * (ay - py) >= (ax - px) * (cy - py) &&
             (ax - px) * (by - py) >= (bx - px) * (ay - py) &&
             (bx - px) * (cy - py) >= (cx - px) * (by - py);
  }

  // check if a diagonal between two polygon nodes is valid (lies in polygon interior)
  function isValidDiagonal(a, b) {
      return a.next.i !== b.i && a.prev.i !== b.i && !intersectsPolygon(a, b) && // dones't intersect other edges
             (locallyInside(a, b) && locallyInside(b, a) && middleInside(a, b) && // locally visible
              (area(a.prev, a, b.prev) || area(a, b.prev, b)) || // does not create opposite-facing sectors
              equals(a, b) && area(a.prev, a, a.next) > 0 && area(b.prev, b, b.next) > 0); // special zero-length case
  }

  // signed area of a triangle
  function area(p, q, r) {
      return (q.y - p.y) * (r.x - q.x) - (q.x - p.x) * (r.y - q.y);
  }

  // check if two points are equal
  function equals(p1, p2) {
      return p1.x === p2.x && p1.y === p2.y;
  }

  // check if two segments intersect
  function intersects(p1, q1, p2, q2) {
      var o1 = sign$2(area(p1, q1, p2));
      var o2 = sign$2(area(p1, q1, q2));
      var o3 = sign$2(area(p2, q2, p1));
      var o4 = sign$2(area(p2, q2, q1));

      if (o1 !== o2 && o3 !== o4) return true; // general case

      if (o1 === 0 && onSegment(p1, p2, q1)) return true; // p1, q1 and p2 are collinear and p2 lies on p1q1
      if (o2 === 0 && onSegment(p1, q2, q1)) return true; // p1, q1 and q2 are collinear and q2 lies on p1q1
      if (o3 === 0 && onSegment(p2, p1, q2)) return true; // p2, q2 and p1 are collinear and p1 lies on p2q2
      if (o4 === 0 && onSegment(p2, q1, q2)) return true; // p2, q2 and q1 are collinear and q1 lies on p2q2

      return false;
  }

  // for collinear points p, q, r, check if point q lies on segment pr
  function onSegment(p, q, r) {
      return q.x <= Math.max(p.x, r.x) && q.x >= Math.min(p.x, r.x) && q.y <= Math.max(p.y, r.y) && q.y >= Math.min(p.y, r.y);
  }

  function sign$2(num) {
      return num > 0 ? 1 : num < 0 ? -1 : 0;
  }

  // check if a polygon diagonal intersects any polygon segments
  function intersectsPolygon(a, b) {
      var p = a;
      do {
          if (p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
                  intersects(p, p.next, a, b)) return true;
          p = p.next;
      } while (p !== a);

      return false;
  }

  // check if a polygon diagonal is locally inside the polygon
  function locallyInside(a, b) {
      return area(a.prev, a, a.next) < 0 ?
          area(a, b, a.next) >= 0 && area(a, a.prev, b) >= 0 :
          area(a, b, a.prev) < 0 || area(a, a.next, b) < 0;
  }

  // check if the middle point of a polygon diagonal is inside the polygon
  function middleInside(a, b) {
      var p = a,
          inside = false,
          px = (a.x + b.x) / 2,
          py = (a.y + b.y) / 2;
      do {
          if (((p.y > py) !== (p.next.y > py)) && p.next.y !== p.y &&
                  (px < (p.next.x - p.x) * (py - p.y) / (p.next.y - p.y) + p.x))
              inside = !inside;
          p = p.next;
      } while (p !== a);

      return inside;
  }

  // link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
  // if one belongs to the outer ring and another to a hole, it merges it into a single ring
  function splitPolygon(a, b) {
      var a2 = new Node(a.i, a.x, a.y),
          b2 = new Node(b.i, b.x, b.y),
          an = a.next,
          bp = b.prev;

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

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

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

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

      return b2;
  }

  // create a node and optionally link it with previous one (in a circular doubly linked list)
  function insertNode(i, x, y, last) {
      var p = new Node(i, x, y);

      if (!last) {
          p.prev = p;
          p.next = p;

      } else {
          p.next = last.next;
          p.prev = last;
          last.next.prev = p;
          last.next = p;
      }
      return p;
  }

  function removeNode(p) {
      p.next.prev = p.prev;
      p.prev.next = p.next;

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

  function Node(i, x, y) {
      // vertex index in coordinates array
      this.i = i;

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

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

      // z-order curve value
      this.z = 0;

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

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

  // return a percentage difference between the polygon area and its triangulation area;
  // used to verify correctness of triangulation
  earcut.deviation = function (data, holeIndices, dim, triangles) {
      var hasHoles = holeIndices && holeIndices.length;
      var outerLen = hasHoles ? holeIndices[0] * dim : data.length;

      var polygonArea = Math.abs(signedArea(data, 0, outerLen, dim));
      if (hasHoles) {
          for (var i = 0, len = holeIndices.length; i < len; i++) {
              var start = holeIndices[i] * dim;
              var end = i < len - 1 ? holeIndices[i + 1] * dim : data.length;
              polygonArea -= Math.abs(signedArea(data, start, end, dim));
          }
      }

      var trianglesArea = 0;
      for (i = 0; i < triangles.length; i += 3) {
          var a = triangles[i] * dim;
          var b = triangles[i + 1] * dim;
          var c = triangles[i + 2] * dim;
          trianglesArea += Math.abs(
              (data[a] - data[c]) * (data[b + 1] - data[a + 1]) -
              (data[a] - data[b]) * (data[c + 1] - data[a + 1]));
      }

      return polygonArea === 0 && trianglesArea === 0 ? 0 :
          Math.abs((trianglesArea - polygonArea) / polygonArea);
  };

  function signedArea(data, start, end, dim) {
      var sum = 0;
      for (var i = start, j = end - dim; i < end; i += dim) {
          sum += (data[j] - data[i]) * (data[i + 1] + data[j + 1]);
          j = i;
      }
      return sum;
  }

  // turn a polygon in a multi-dimensional array form (e.g. as in GeoJSON) into a form Earcut accepts
  earcut.flatten = function (data) {
      var dim = data[0][0].length,
          result = {vertices: [], holes: [], dimensions: dim},
          holeIndex = 0;

      for (var i = 0; i < data.length; i++) {
          for (var j = 0; j < data[i].length; j++) {
              for (var d = 0; d < dim; d++) result.vertices.push(data[i][j][d]);
          }
          if (i > 0) {
              holeIndex += data[i - 1].length;
              result.holes.push(holeIndex);
          }
      }
      return result;
  };

  var earcutExports = earcut$2.exports;
  var earcut$1 = /*@__PURE__*/getDefaultExportFromCjs(earcutExports);

  function ascending(a, b) {
    return a == null || b == null ? NaN : a < b ? -1 : a > b ? 1 : a >= b ? 0 : NaN;
  }

  function descending(a, b) {
    return a == null || b == null ? NaN
      : b < a ? -1
      : b > a ? 1
      : b >= a ? 0
      : NaN;
  }

  function bisector(f) {
    let compare1, compare2, delta;

    // If an accessor is specified, promote it to a comparator. In this case we
    // can test whether the search value is (self-) comparable. We can’t do this
    // for a comparator (except for specific, known comparators) because we can’t
    // tell if the comparator is symmetric, and an asymmetric comparator can’t be
    // used to test whether a single value is comparable.
    if (f.length !== 2) {
      compare1 = ascending;
      compare2 = (d, x) => ascending(f(d), x);
      delta = (d, x) => f(d) - x;
    } else {
      compare1 = f === ascending || f === descending ? f : zero$1;
      compare2 = f;
      delta = f;
    }

    function left(a, x, lo = 0, hi = a.length) {
      if (lo < hi) {
        if (compare1(x, x) !== 0) return hi;
        do {
          const mid = (lo + hi) >>> 1;
          if (compare2(a[mid], x) < 0) lo = mid + 1;
          else hi = mid;
        } while (lo < hi);
      }
      return lo;
    }

    function right(a, x, lo = 0, hi = a.length) {
      if (lo < hi) {
        if (compare1(x, x) !== 0) return hi;
        do {
          const mid = (lo + hi) >>> 1;
          if (compare2(a[mid], x) <= 0) lo = mid + 1;
          else hi = mid;
        } while (lo < hi);
      }
      return lo;
    }

    function center(a, x, lo = 0, hi = a.length) {
      const i = left(a, x, lo, hi - 1);
      return i > lo && delta(a[i - 1], x) > -delta(a[i], x) ? i - 1 : i;
    }

    return {left, center, right};
  }

  function zero$1() {
    return 0;
  }

  function number$1(x) {
    return x === null ? NaN : +x;
  }

  const ascendingBisect = bisector(ascending);
  const bisectRight = ascendingBisect.right;
  bisector(number$1).center;

  function extent(values, valueof) {
    let min;
    let max;
    if (valueof === undefined) {
      for (const value of values) {
        if (value != null) {
          if (min === undefined) {
            if (value >= value) min = max = value;
          } else {
            if (min > value) min = value;
            if (max < value) max = value;
          }
        }
      }
    } else {
      let index = -1;
      for (let value of values) {
        if ((value = valueof(value, ++index, values)) != null) {
          if (min === undefined) {
            if (value >= value) min = max = value;
          } else {
            if (min > value) min = value;
            if (max < value) max = value;
          }
        }
      }
    }
    return [min, max];
  }

  // https://github.com/python/cpython/blob/a74eea238f5baba15797e2e8b570d153bc8690a7/Modules/mathmodule.c#L1423
  class Adder {
    constructor() {
      this._partials = new Float64Array(32);
      this._n = 0;
    }
    add(x) {
      const p = this._partials;
      let i = 0;
      for (let j = 0; j < this._n && j < 32; j++) {
        const y = p[j],
          hi = x + y,
          lo = Math.abs(x) < Math.abs(y) ? x - (hi - y) : y - (hi - x);
        if (lo) p[i++] = lo;
        x = hi;
      }
      p[i] = x;
      this._n = i + 1;
      return this;
    }
    valueOf() {
      const p = this._partials;
      let n = this._n, x, y, lo, hi = 0;
      if (n > 0) {
        hi = p[--n];
        while (n > 0) {
          x = hi;
          y = p[--n];
          hi = x + y;
          lo = y - (hi - x);
          if (lo) break;
        }
        if (n > 0 && ((lo < 0 && p[n - 1] < 0) || (lo > 0 && p[n - 1] > 0))) {
          y = lo * 2;
          x = hi + y;
          if (y == x - hi) hi = x;
        }
      }
      return hi;
    }
  }

  const e10 = Math.sqrt(50),
      e5 = Math.sqrt(10),
      e2 = Math.sqrt(2);

  function tickSpec(start, stop, count) {
    const step = (stop - start) / Math.max(0, count),
        power = Math.floor(Math.log10(step)),
        error = step / Math.pow(10, power),
        factor = error >= e10 ? 10 : error >= e5 ? 5 : error >= e2 ? 2 : 1;
    let i1, i2, inc;
    if (power < 0) {
      inc = Math.pow(10, -power) / factor;
      i1 = Math.round(start * inc);
      i2 = Math.round(stop * inc);
      if (i1 / inc < start) ++i1;
      if (i2 / inc > stop) --i2;
      inc = -inc;
    } else {
      inc = Math.pow(10, power) * factor;
      i1 = Math.round(start / inc);
      i2 = Math.round(stop / inc);
      if (i1 * inc < start) ++i1;
      if (i2 * inc > stop) --i2;
    }
    if (i2 < i1 && 0.5 <= count && count < 2) return tickSpec(start, stop, count * 2);
    return [i1, i2, inc];
  }

  function ticks(start, stop, count) {
    stop = +stop, start = +start, count = +count;
    if (!(count > 0)) return [];
    if (start === stop) return [start];
    const reverse = stop < start, [i1, i2, inc] = reverse ? tickSpec(stop, start, count) : tickSpec(start, stop, count);
    if (!(i2 >= i1)) return [];
    const n = i2 - i1 + 1, ticks = new Array(n);
    if (reverse) {
      if (inc < 0) for (let i = 0; i < n; ++i) ticks[i] = (i2 - i) / -inc;
      else for (let i = 0; i < n; ++i) ticks[i] = (i2 - i) * inc;
    } else {
      if (inc < 0) for (let i = 0; i < n; ++i) ticks[i] = (i1 + i) / -inc;
      else for (let i = 0; i < n; ++i) ticks[i] = (i1 + i) * inc;
    }
    return ticks;
  }

  function tickIncrement(start, stop, count) {
    stop = +stop, start = +start, count = +count;
    return tickSpec(start, stop, count)[2];
  }

  function tickStep(start, stop, count) {
    stop = +stop, start = +start, count = +count;
    const reverse = stop < start, inc = reverse ? tickIncrement(stop, start, count) : tickIncrement(start, stop, count);
    return (reverse ? -1 : 1) * (inc < 0 ? 1 / -inc : inc);
  }

  function max$1(values, valueof) {
    let max;
    if (valueof === undefined) {
      for (const value of values) {
        if (value != null
            && (max < value || (max === undefined && value >= value))) {
          max = value;
        }
      }
    } else {
      let index = -1;
      for (let value of values) {
        if ((value = valueof(value, ++index, values)) != null
            && (max < value || (max === undefined && value >= value))) {
          max = value;
        }
      }
    }
    return max;
  }

  function mean(values, valueof) {
    let count = 0;
    let sum = 0;
    if (valueof === undefined) {
      for (let value of values) {
        if (value != null && (value = +value) >= value) {
          ++count, sum += value;
        }
      }
    } else {
      let index = -1;
      for (let value of values) {
        if ((value = valueof(value, ++index, values)) != null && (value = +value) >= value) {
          ++count, sum += value;
        }
      }
    }
    if (count) return sum / count;
  }

  function* flatten(arrays) {
    for (const array of arrays) {
      yield* array;
    }
  }

  function merge(arrays) {
    return Array.from(flatten(arrays));
  }

  function range$1(start, stop, step) {
    start = +start, stop = +stop, step = (n = arguments.length) < 2 ? (stop = start, start = 0, 1) : n < 3 ? 1 : +step;

    var i = -1,
        n = Math.max(0, Math.ceil((stop - start) / step)) | 0,
        range = new Array(n);

    while (++i < n) {
      range[i] = start + i * step;
    }

    return range;
  }

  function sum$1(values, valueof) {
    let sum = 0;
    if (valueof === undefined) {
      for (let value of values) {
        if (value = +value) {
          sum += value;
        }
      }
    } else {
      let index = -1;
      for (let value of values) {
        if (value = +valueof(value, ++index, values)) {
          sum += value;
        }
      }
    }
    return sum;
  }

  var epsilon$2 = 1e-6;
  var epsilon2 = 1e-12;
  var pi$1 = Math.PI;
  var halfPi$1 = pi$1 / 2;
  var quarterPi = pi$1 / 4;
  var tau$1 = pi$1 * 2;

  var degrees$1 = 180 / pi$1;
  var radians$1 = pi$1 / 180;

  var abs = Math.abs;
  var atan = Math.atan;
  var atan2$1 = Math.atan2;
  var cos$1 = Math.cos;
  var ceil = Math.ceil;
  var hypot = Math.hypot;
  var sin$1 = Math.sin;
  var sign$1 = Math.sign || function(x) { return x > 0 ? 1 : x < 0 ? -1 : 0; };
  var sqrt$1 = Math.sqrt;

  function acos(x) {
    return x > 1 ? 0 : x < -1 ? pi$1 : Math.acos(x);
  }

  function asin$1(x) {
    return x > 1 ? halfPi$1 : x < -1 ? -halfPi$1 : Math.asin(x);
  }

  function haversin(x) {
    return (x = sin$1(x / 2)) * x;
  }

  function noop() {}

  function streamGeometry(geometry, stream) {
    if (geometry && streamGeometryType.hasOwnProperty(geometry.type)) {
      streamGeometryType[geometry.type](geometry, stream);
    }
  }

  var streamObjectType = {
    Feature: function(object, stream) {
      streamGeometry(object.geometry, stream);
    },
    FeatureCollection: function(object, stream) {
      var features = object.features, i = -1, n = features.length;
      while (++i < n) streamGeometry(features[i].geometry, stream);
    }
  };

  var streamGeometryType = {
    Sphere: function(object, stream) {
      stream.sphere();
    },
    Point: function(object, stream) {
      object = object.coordinates;
      stream.point(object[0], object[1], object[2]);
    },
    MultiPoint: function(object, stream) {
      var coordinates = object.coordinates, i = -1, n = coordinates.length;
      while (++i < n) object = coordinates[i], stream.point(object[0], object[1], object[2]);
    },
    LineString: function(object, stream) {
      streamLine(object.coordinates, stream, 0);
    },
    MultiLineString: function(object, stream) {
      var coordinates = object.coordinates, i = -1, n = coordinates.length;
      while (++i < n) streamLine(coordinates[i], stream, 0);
    },
    Polygon: function(object, stream) {
      streamPolygon(object.coordinates, stream);
    },
    MultiPolygon: function(object, stream) {
      var coordinates = object.coordinates, i = -1, n = coordinates.length;
      while (++i < n) streamPolygon(coordinates[i], stream);
    },
    GeometryCollection: function(object, stream) {
      var geometries = object.geometries, i = -1, n = geometries.length;
      while (++i < n) streamGeometry(geometries[i], stream);
    }
  };

  function streamLine(coordinates, stream, closed) {
    var i = -1, n = coordinates.length - closed, coordinate;
    stream.lineStart();
    while (++i < n) coordinate = coordinates[i], stream.point(coordinate[0], coordinate[1], coordinate[2]);
    stream.lineEnd();
  }

  function streamPolygon(coordinates, stream) {
    var i = -1, n = coordinates.length;
    stream.polygonStart();
    while (++i < n) streamLine(coordinates[i], stream, 1);
    stream.polygonEnd();
  }

  function geoStream(object, stream) {
    if (object && streamObjectType.hasOwnProperty(object.type)) {
      streamObjectType[object.type](object, stream);
    } else {
      streamGeometry(object, stream);
    }
  }

  var areaRingSum = new Adder();

  // hello?

  var areaSum = new Adder(),
      lambda00$2,
      phi00$2,
      lambda0$2,
      cosPhi0$1,
      sinPhi0$1;

  var areaStream = {
    point: noop,
    lineStart: noop,
    lineEnd: noop,
    polygonStart: function() {
      areaRingSum = new Adder();
      areaStream.lineStart = areaRingStart;
      areaStream.lineEnd = areaRingEnd;
    },
    polygonEnd: function() {
      var areaRing = +areaRingSum;
      areaSum.add(areaRing < 0 ? tau$1 + areaRing : areaRing);
      this.lineStart = this.lineEnd = this.point = noop;
    },
    sphere: function() {
      areaSum.add(tau$1);
    }
  };

  function areaRingStart() {
    areaStream.point = areaPointFirst;
  }

  function areaRingEnd() {
    areaPoint(lambda00$2, phi00$2);
  }

  function areaPointFirst(lambda, phi) {
    areaStream.point = areaPoint;
    lambda00$2 = lambda, phi00$2 = phi;
    lambda *= radians$1, phi *= radians$1;
    lambda0$2 = lambda, cosPhi0$1 = cos$1(phi = phi / 2 + quarterPi), sinPhi0$1 = sin$1(phi);
  }

  function areaPoint(lambda, phi) {
    lambda *= radians$1, phi *= radians$1;
    phi = phi / 2 + quarterPi; // half the angular distance from south pole

    // Spherical excess E for a spherical triangle with vertices: south pole,
    // previous point, current point.  Uses a formula derived from Cagnoli’s
    // theorem.  See Todhunter, Spherical Trig. (1871), Sec. 103, Eq. (2).
    var dLambda = lambda - lambda0$2,
        sdLambda = dLambda >= 0 ? 1 : -1,
        adLambda = sdLambda * dLambda,
        cosPhi = cos$1(phi),
        sinPhi = sin$1(phi),
        k = sinPhi0$1 * sinPhi,
        u = cosPhi0$1 * cosPhi + k * cos$1(adLambda),
        v = k * sdLambda * sin$1(adLambda);
    areaRingSum.add(atan2$1(v, u));

    // Advance the previous points.
    lambda0$2 = lambda, cosPhi0$1 = cosPhi, sinPhi0$1 = sinPhi;
  }

  function spherical$1(cartesian) {
    return [atan2$1(cartesian[1], cartesian[0]), asin$1(cartesian[2])];
  }

  function cartesian$1(spherical) {
    var lambda = spherical[0], phi = spherical[1], cosPhi = cos$1(phi);
    return [cosPhi * cos$1(lambda), cosPhi * sin$1(lambda), sin$1(phi)];
  }

  function cartesianDot$1(a, b) {
    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
  }

  function cartesianCross$1(a, b) {
    return [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
  }

  // TODO return a
  function cartesianAddInPlace(a, b) {
    a[0] += b[0], a[1] += b[1], a[2] += b[2];
  }

  function cartesianScale(vector, k) {
    return [vector[0] * k, vector[1] * k, vector[2] * k];
  }

  // TODO return d
  function cartesianNormalizeInPlace(d) {
    var l = sqrt$1(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]);
    d[0] /= l, d[1] /= l, d[2] /= l;
  }

  var lambda0$1, phi0, lambda1, phi1, // bounds
      lambda2, // previous lambda-coordinate
      lambda00$1, phi00$1, // first point
      p0, // previous 3D point
      deltaSum,
      ranges,
      range;

  var boundsStream$2 = {
    point: boundsPoint$1,
    lineStart: boundsLineStart,
    lineEnd: boundsLineEnd,
    polygonStart: function() {
      boundsStream$2.point = boundsRingPoint;
      boundsStream$2.lineStart = boundsRingStart;
      boundsStream$2.lineEnd = boundsRingEnd;
      deltaSum = new Adder();
      areaStream.polygonStart();
    },
    polygonEnd: function() {
      areaStream.polygonEnd();
      boundsStream$2.point = boundsPoint$1;
      boundsStream$2.lineStart = boundsLineStart;
      boundsStream$2.lineEnd = boundsLineEnd;
      if (areaRingSum < 0) lambda0$1 = -(lambda1 = 180), phi0 = -(phi1 = 90);
      else if (deltaSum > epsilon$2) phi1 = 90;
      else if (deltaSum < -epsilon$2) phi0 = -90;
      range[0] = lambda0$1, range[1] = lambda1;
    },
    sphere: function() {
      lambda0$1 = -(lambda1 = 180), phi0 = -(phi1 = 90);
    }
  };

  function boundsPoint$1(lambda, phi) {
    ranges.push(range = [lambda0$1 = lambda, lambda1 = lambda]);
    if (phi < phi0) phi0 = phi;
    if (phi > phi1) phi1 = phi;
  }

  function linePoint(lambda, phi) {
    var p = cartesian$1([lambda * radians$1, phi * radians$1]);
    if (p0) {
      var normal = cartesianCross$1(p0, p),
          equatorial = [normal[1], -normal[0], 0],
          inflection = cartesianCross$1(equatorial, normal);
      cartesianNormalizeInPlace(inflection);
      inflection = spherical$1(inflection);
      var delta = lambda - lambda2,
          sign = delta > 0 ? 1 : -1,
          lambdai = inflection[0] * degrees$1 * sign,
          phii,
          antimeridian = abs(delta) > 180;
      if (antimeridian ^ (sign * lambda2 < lambdai && lambdai < sign * lambda)) {
        phii = inflection[1] * degrees$1;
        if (phii > phi1) phi1 = phii;
      } else if (lambdai = (lambdai + 360) % 360 - 180, antimeridian ^ (sign * lambda2 < lambdai && lambdai < sign * lambda)) {
        phii = -inflection[1] * degrees$1;
        if (phii < phi0) phi0 = phii;
      } else {
        if (phi < phi0) phi0 = phi;
        if (phi > phi1) phi1 = phi;
      }
      if (antimeridian) {
        if (lambda < lambda2) {
          if (angle(lambda0$1, lambda) > angle(lambda0$1, lambda1)) lambda1 = lambda;
        } else {
          if (angle(lambda, lambda1) > angle(lambda0$1, lambda1)) lambda0$1 = lambda;
        }
      } else {
        if (lambda1 >= lambda0$1) {
          if (lambda < lambda0$1) lambda0$1 = lambda;
          if (lambda > lambda1) lambda1 = lambda;
        } else {
          if (lambda > lambda2) {
            if (angle(lambda0$1, lambda) > angle(lambda0$1, lambda1)) lambda1 = lambda;
          } else {
            if (angle(lambda, lambda1) > angle(lambda0$1, lambda1)) lambda0$1 = lambda;
          }
        }
      }
    } else {
      ranges.push(range = [lambda0$1 = lambda, lambda1 = lambda]);
    }
    if (phi < phi0) phi0 = phi;
    if (phi > phi1) phi1 = phi;
    p0 = p, lambda2 = lambda;
  }

  function boundsLineStart() {
    boundsStream$2.point = linePoint;
  }

  function boundsLineEnd() {
    range[0] = lambda0$1, range[1] = lambda1;
    boundsStream$2.point = boundsPoint$1;
    p0 = null;
  }

  function boundsRingPoint(lambda, phi) {
    if (p0) {
      var delta = lambda - lambda2;
      deltaSum.add(abs(delta) > 180 ? delta + (delta > 0 ? 360 : -360) : delta);
    } else {
      lambda00$1 = lambda, phi00$1 = phi;
    }
    areaStream.point(lambda, phi);
    linePoint(lambda, phi);
  }

  function boundsRingStart() {
    areaStream.lineStart();
  }

  function boundsRingEnd() {
    boundsRingPoint(lambda00$1, phi00$1);
    areaStream.lineEnd();
    if (abs(deltaSum) > epsilon$2) lambda0$1 = -(lambda1 = 180);
    range[0] = lambda0$1, range[1] = lambda1;
    p0 = null;
  }

  // Finds the left-right distance between two longitudes.
  // This is almost the same as (lambda1 - lambda0 + 360°) % 360°, except that we want
  // the distance between ±180° to be 360°.
  function angle(lambda0, lambda1) {
    return (lambda1 -= lambda0) < 0 ? lambda1 + 360 : lambda1;
  }

  function rangeCompare(a, b) {
    return a[0] - b[0];
  }

  function rangeContains(range, x) {
    return range[0] <= range[1] ? range[0] <= x && x <= range[1] : x < range[0] || range[1] < x;
  }

  function geoBounds(feature) {
    var i, n, a, b, merged, deltaMax, delta;

    phi1 = lambda1 = -(lambda0$1 = phi0 = Infinity);
    ranges = [];
    geoStream(feature, boundsStream$2);

    // First, sort ranges by their minimum longitudes.
    if (n = ranges.length) {
      ranges.sort(rangeCompare);

      // Then, merge any ranges that overlap.
      for (i = 1, a = ranges[0], merged = [a]; i < n; ++i) {
        b = ranges[i];
        if (rangeContains(a, b[0]) || rangeContains(a, b[1])) {
          if (angle(a[0], b[1]) > angle(a[0], a[1])) a[1] = b[1];
          if (angle(b[0], a[1]) > angle(a[0], a[1])) a[0] = b[0];
        } else {
          merged.push(a = b);
        }
      }

      // Finally, find the largest gap between the merged ranges.
      // The final bounding box will be the inverse of this gap.
      for (deltaMax = -Infinity, n = merged.length - 1, i = 0, a = merged[n]; i <= n; a = b, ++i) {
        b = merged[i];
        if ((delta = angle(a[1], b[0])) > deltaMax) deltaMax = delta, lambda0$1 = b[0], lambda1 = a[1];
      }
    }

    ranges = range = null;

    return lambda0$1 === Infinity || phi0 === Infinity
        ? [[NaN, NaN], [NaN, NaN]]
        : [[lambda0$1, phi0], [lambda1, phi1]];
  }

  var W0, W1,
      X0, Y0, Z0,
      X1, Y1, Z1,
      X2, Y2, Z2,
      lambda00, phi00, // first point
      x0$1, y0$1, z0; // previous point

  var centroidStream = {
    sphere: noop,
    point: centroidPoint,
    lineStart: centroidLineStart,
    lineEnd: centroidLineEnd,
    polygonStart: function() {
      centroidStream.lineStart = centroidRingStart;
      centroidStream.lineEnd = centroidRingEnd;
    },
    polygonEnd: function() {
      centroidStream.lineStart = centroidLineStart;
      centroidStream.lineEnd = centroidLineEnd;
    }
  };

  // Arithmetic mean of Cartesian vectors.
  function centroidPoint(lambda, phi) {
    lambda *= radians$1, phi *= radians$1;
    var cosPhi = cos$1(phi);
    centroidPointCartesian(cosPhi * cos$1(lambda), cosPhi * sin$1(lambda), sin$1(phi));
  }

  function centroidPointCartesian(x, y, z) {
    ++W0;
    X0 += (x - X0) / W0;
    Y0 += (y - Y0) / W0;
    Z0 += (z - Z0) / W0;
  }

  function centroidLineStart() {
    centroidStream.point = centroidLinePointFirst;
  }

  function centroidLinePointFirst(lambda, phi) {
    lambda *= radians$1, phi *= radians$1;
    var cosPhi = cos$1(phi);
    x0$1 = cosPhi * cos$1(lambda);
    y0$1 = cosPhi * sin$1(lambda);
    z0 = sin$1(phi);
    centroidStream.point = centroidLinePoint;
    centroidPointCartesian(x0$1, y0$1, z0);
  }

  function centroidLinePoint(lambda, phi) {
    lambda *= radians$1, phi *= radians$1;
    var cosPhi = cos$1(phi),
        x = cosPhi * cos$1(lambda),
        y = cosPhi * sin$1(lambda),
        z = sin$1(phi),
        w = atan2$1(sqrt$1((w = y0$1 * z - z0 * y) * w + (w = z0 * x - x0$1 * z) * w + (w = x0$1 * y - y0$1 * x) * w), x0$1 * x + y0$1 * y + z0 * z);
    W1 += w;
    X1 += w * (x0$1 + (x0$1 = x));
    Y1 += w * (y0$1 + (y0$1 = y));
    Z1 += w * (z0 + (z0 = z));
    centroidPointCartesian(x0$1, y0$1, z0);
  }

  function centroidLineEnd() {
    centroidStream.point = centroidPoint;
  }

  // See J. E. Brock, The Inertia Tensor for a Spherical Triangle,
  // J. Applied Mechanics 42, 239 (1975).
  function centroidRingStart() {
    centroidStream.point = centroidRingPointFirst;
  }

  function centroidRingEnd() {
    centroidRingPoint(lambda00, phi00);
    centroidStream.point = centroidPoint;
  }

  function centroidRingPointFirst(lambda, phi) {
    lambda00 = lambda, phi00 = phi;
    lambda *= radians$1, phi *= radians$1;
    centroidStream.point = centroidRingPoint;
    var cosPhi = cos$1(phi);
    x0$1 = cosPhi * cos$1(lambda);
    y0$1 = cosPhi * sin$1(lambda);
    z0 = sin$1(phi);
    centroidPointCartesian(x0$1, y0$1, z0);
  }

  function centroidRingPoint(lambda, phi) {
    lambda *= radians$1, phi *= radians$1;
    var cosPhi = cos$1(phi),
        x = cosPhi * cos$1(lambda),
        y = cosPhi * sin$1(lambda),
        z = sin$1(phi),
        cx = y0$1 * z - z0 * y,
        cy = z0 * x - x0$1 * z,
        cz = x0$1 * y - y0$1 * x,
        m = hypot(cx, cy, cz),
        w = asin$1(m), // line weight = angle
        v = m && -w / m; // area weight multiplier
    X2.add(v * cx);
    Y2.add(v * cy);
    Z2.add(v * cz);
    W1 += w;
    X1 += w * (x0$1 + (x0$1 = x));
    Y1 += w * (y0$1 + (y0$1 = y));
    Z1 += w * (z0 + (z0 = z));
    centroidPointCartesian(x0$1, y0$1, z0);
  }

  function geoCentroid(object) {
    W0 = W1 =
    X0 = Y0 = Z0 =
    X1 = Y1 = Z1 = 0;
    X2 = new Adder();
    Y2 = new Adder();
    Z2 = new Adder();
    geoStream(object, centroidStream);

    var x = +X2,
        y = +Y2,
        z = +Z2,
        m = hypot(x, y, z);

    // If the area-weighted ccentroid is undefined, fall back to length-weighted ccentroid.
    if (m < epsilon2) {
      x = X1, y = Y1, z = Z1;
      // If the feature has zero length, fall back to arithmetic mean of point vectors.
      if (W1 < epsilon$2) x = X0, y = Y0, z = Z0;
      m = hypot(x, y, z);
      // If the feature still has an undefined ccentroid, then return.
      if (m < epsilon2) return [NaN, NaN];
    }

    return [atan2$1(y, x) * degrees$1, asin$1(z / m) * degrees$1];
  }

  function compose(a, b) {

    function compose(x, y) {
      return x = a(x, y), b(x[0], x[1]);
    }

    if (a.invert && b.invert) compose.invert = function(x, y) {
      return x = b.invert(x, y), x && a.invert(x[0], x[1]);
    };

    return compose;
  }

  function rotationIdentity(lambda, phi) {
    if (abs(lambda) > pi$1) lambda -= Math.round(lambda / tau$1) * tau$1;
    return [lambda, phi];
  }

  rotationIdentity.invert = rotationIdentity;

  function rotateRadians(deltaLambda, deltaPhi, deltaGamma) {
    return (deltaLambda %= tau$1) ? (deltaPhi || deltaGamma ? compose(rotationLambda(deltaLambda), rotationPhiGamma(deltaPhi, deltaGamma))
      : rotationLambda(deltaLambda))
      : (deltaPhi || deltaGamma ? rotationPhiGamma(deltaPhi, deltaGamma)
      : rotationIdentity);
  }

  function forwardRotationLambda(deltaLambda) {
    return function(lambda, phi) {
      lambda += deltaLambda;
      if (abs(lambda) > pi$1) lambda -= Math.round(lambda / tau$1) * tau$1;
      return [lambda, phi];
    };
  }

  function rotationLambda(deltaLambda) {
    var rotation = forwardRotationLambda(deltaLambda);
    rotation.invert = forwardRotationLambda(-deltaLambda);
    return rotation;
  }

  function rotationPhiGamma(deltaPhi, deltaGamma) {
    var cosDeltaPhi = cos$1(deltaPhi),
        sinDeltaPhi = sin$1(deltaPhi),
        cosDeltaGamma = cos$1(deltaGamma),
        sinDeltaGamma = sin$1(deltaGamma);

    function rotation(lambda, phi) {
      var cosPhi = cos$1(phi),
          x = cos$1(lambda) * cosPhi,
          y = sin$1(lambda) * cosPhi,
          z = sin$1(phi),
          k = z * cosDeltaPhi + x * sinDeltaPhi;
      return [
        atan2$1(y * cosDeltaGamma - k * sinDeltaGamma, x * cosDeltaPhi - z * sinDeltaPhi),
        asin$1(k * cosDeltaGamma + y * sinDeltaGamma)
      ];
    }

    rotation.invert = function(lambda, phi) {
      var cosPhi = cos$1(phi),
          x = cos$1(lambda) * cosPhi,
          y = sin$1(lambda) * cosPhi,
          z = sin$1(phi),
          k = z * cosDeltaGamma - y * sinDeltaGamma;
      return [
        atan2$1(y * cosDeltaGamma + z * sinDeltaGamma, x * cosDeltaPhi + k * sinDeltaPhi),
        asin$1(k * cosDeltaPhi - x * sinDeltaPhi)
      ];
    };

    return rotation;
  }

  function geoRotation(rotate) {
    rotate = rotateRadians(rotate[0] * radians$1, rotate[1] * radians$1, rotate.length > 2 ? rotate[2] * radians$1 : 0);

    function forward(coordinates) {
      coordinates = rotate(coordinates[0] * radians$1, coordinates[1] * radians$1);
      return coordinates[0] *= degrees$1, coordinates[1] *= degrees$1, coordinates;
    }

    forward.invert = function(coordinates) {
      coordinates = rotate.invert(coordinates[0] * radians$1, coordinates[1] * radians$1);
      return coordinates[0] *= degrees$1, coordinates[1] *= degrees$1, coordinates;
    };

    return forward;
  }

  // Generates a circle centered at [0°, 0°], with a given radius and precision.
  function circleStream(stream, radius, delta, direction, t0, t1) {
    if (!delta) return;
    var cosRadius = cos$1(radius),
        sinRadius = sin$1(radius),
        step = direction * delta;
    if (t0 == null) {
      t0 = radius + direction * tau$1;
      t1 = radius - step / 2;
    } else {
      t0 = circleRadius(cosRadius, t0);
      t1 = circleRadius(cosRadius, t1);
      if (direction > 0 ? t0 < t1 : t0 > t1) t0 += direction * tau$1;
    }
    for (var point, t = t0; direction > 0 ? t > t1 : t < t1; t -= step) {
      point = spherical$1([cosRadius, -sinRadius * cos$1(t), -sinRadius * sin$1(t)]);
      stream.point(point[0], point[1]);
    }
  }

  // Returns the signed angle of a cartesian point relative to [cosRadius, 0, 0].
  function circleRadius(cosRadius, point) {
    point = cartesian$1(point), point[0] -= cosRadius;
    cartesianNormalizeInPlace(point);
    var radius = acos(-point[1]);
    return ((-point[2] < 0 ? -radius : radius) + tau$1 - epsilon$2) % tau$1;
  }

  function clipBuffer() {
    var lines = [],
        line;
    return {
      point: function(x, y, m) {
        line.push([x, y, m]);
      },
      lineStart: function() {
        lines.push(line = []);
      },
      lineEnd: noop,
      rejoin: function() {
        if (lines.length > 1) lines.push(lines.pop().concat(lines.shift()));
      },
      result: function() {
        var result = lines;
        lines = [];
        line = null;
        return result;
      }
    };
  }

  function pointEqual(a, b) {
    return abs(a[0] - b[0]) < epsilon$2 && abs(a[1] - b[1]) < epsilon$2;
  }

  function Intersection(point, points, other, entry) {
    this.x = point;
    this.z = points;
    this.o = other; // another intersection
    this.e = entry; // is an entry?
    this.v = false; // visited
    this.n = this.p = null; // next & previous
  }

  // A generalized polygon clipping algorithm: given a polygon that has been cut
  // into its visible line segments, and rejoins the segments by interpolating
  // along the clip edge.
  function clipRejoin(segments, compareIntersection, startInside, interpolate, stream) {
    var subject = [],
        clip = [],
        i,
        n;

    segments.forEach(function(segment) {
      if ((n = segment.length - 1) <= 0) return;
      var n, p0 = segment[0], p1 = segment[n], x;

      if (pointEqual(p0, p1)) {
        if (!p0[2] && !p1[2]) {
          stream.lineStart();
          for (i = 0; i < n; ++i) stream.point((p0 = segment[i])[0], p0[1]);
          stream.lineEnd();
          return;
        }
        // handle degenerate cases by moving the point
        p1[0] += 2 * epsilon$2;
      }

      subject.push(x = new Intersection(p0, segment, null, true));
      clip.push(x.o = new Intersection(p0, null, x, false));
      subject.push(x = new Intersection(p1, segment, null, false));
      clip.push(x.o = new Intersection(p1, null, x, true));
    });

    if (!subject.length) return;

    clip.sort(compareIntersection);
    link(subject);
    link(clip);

    for (i = 0, n = clip.length; i < n; ++i) {
      clip[i].e = startInside = !startInside;
    }

    var start = subject[0],
        points,
        point;

    while (1) {
      // Find first unvisited intersection.
      var current = start,
          isSubject = true;
      while (current.v) if ((current = current.n) === start) return;
      points = current.z;
      stream.lineStart();
      do {
        current.v = current.o.v = true;
        if (current.e) {
          if (isSubject) {
            for (i = 0, n = points.length; i < n; ++i) stream.point((point = points[i])[0], point[1]);
          } else {
            interpolate(current.x, current.n.x, 1, stream);
          }
          current = current.n;
        } else {
          if (isSubject) {
            points = current.p.z;
            for (i = points.length - 1; i >= 0; --i) stream.point((point = points[i])[0], point[1]);
          } else {
            interpolate(current.x, current.p.x, -1, stream);
          }
          current = current.p;
        }
        current = current.o;
        points = current.z;
        isSubject = !isSubject;
      } while (!current.v);
      stream.lineEnd();
    }
  }

  function link(array) {
    if (!(n = array.length)) return;
    var n,
        i = 0,
        a = array[0],
        b;
    while (++i < n) {
      a.n = b = array[i];
      b.p = a;
      a = b;
    }
    a.n = b = array[0];
    b.p = a;
  }

  function longitude(point) {
    return abs(point[0]) <= pi$1 ? point[0] : sign$1(point[0]) * ((abs(point[0]) + pi$1) % tau$1 - pi$1);
  }

  function polygonContains(polygon, point) {
    var lambda = longitude(point),
        phi = point[1],
        sinPhi = sin$1(phi),
        normal = [sin$1(lambda), -cos$1(lambda), 0],
        angle = 0,
        winding = 0;

    var sum = new Adder();

    if (sinPhi === 1) phi = halfPi$1 + epsilon$2;
    else if (sinPhi === -1) phi = -halfPi$1 - epsilon$2;

    for (var i = 0, n = polygon.length; i < n; ++i) {
      if (!(m = (ring = polygon[i]).length)) continue;
      var ring,
          m,
          point0 = ring[m - 1],
          lambda0 = longitude(point0),
          phi0 = point0[1] / 2 + quarterPi,
          sinPhi0 = sin$1(phi0),
          cosPhi0 = cos$1(phi0);

      for (var j = 0; j < m; ++j, lambda0 = lambda1, sinPhi0 = sinPhi1, cosPhi0 = cosPhi1, point0 = point1) {
        var point1 = ring[j],
            lambda1 = longitude(point1),
            phi1 = point1[1] / 2 + quarterPi,
            sinPhi1 = sin$1(phi1),
            cosPhi1 = cos$1(phi1),
            delta = lambda1 - lambda0,
            sign = delta >= 0 ? 1 : -1,
            absDelta = sign * delta,
            antimeridian = absDelta > pi$1,
            k = sinPhi0 * sinPhi1;

        sum.add(atan2$1(k * sign * sin$1(absDelta), cosPhi0 * cosPhi1 + k * cos$1(absDelta)));
        angle += antimeridian ? delta + sign * tau$1 : delta;

        // Are the longitudes either side of the point’s meridian (lambda),
        // and are the latitudes smaller than the parallel (phi)?
        if (antimeridian ^ lambda0 >= lambda ^ lambda1 >= lambda) {
          var arc = cartesianCross$1(cartesian$1(point0), cartesian$1(point1));
          cartesianNormalizeInPlace(arc);
          var intersection = cartesianCross$1(normal, arc);
          cartesianNormalizeInPlace(intersection);
          var phiArc = (antimeridian ^ delta >= 0 ? -1 : 1) * asin$1(intersection[2]);
          if (phi > phiArc || phi === phiArc && (arc[0] || arc[1])) {
            winding += antimeridian ^ delta >= 0 ? 1 : -1;
          }
        }
      }
    }

    // First, determine whether the South pole is inside or outside:
    //
    // It is inside if:
    // * the polygon winds around it in a clockwise direction.
    // * the polygon does not (cumulatively) wind around it, but has a negative
    //   (counter-clockwise) area.
    //
    // Second, count the (signed) number of times a segment crosses a lambda
    // from the point to the South pole.  If it is zero, then the point is the
    // same side as the South pole.

    return (angle < -epsilon$2 || angle < epsilon$2 && sum < -epsilon2) ^ (winding & 1);
  }

  function clip(pointVisible, clipLine, interpolate, start) {
    return function(sink) {
      var line = clipLine(sink),
          ringBuffer = clipBuffer(),
          ringSink = clipLine(ringBuffer),
          polygonStarted = false,
          polygon,
          segments,
          ring;

      var clip = {
        point: point,
        lineStart: lineStart,
        lineEnd: lineEnd,
        polygonStart: function() {
          clip.point = pointRing;
          clip.lineStart = ringStart;
          clip.lineEnd = ringEnd;
          segments = [];
          polygon = [];
        },
        polygonEnd: function() {
          clip.point = point;
          clip.lineStart = lineStart;
          clip.lineEnd = lineEnd;
          segments = merge(segments);
          var startInside = polygonContains(polygon, start);
          if (segments.length) {
            if (!polygonStarted) sink.polygonStart(), polygonStarted = true;
            clipRejoin(segments, compareIntersection, startInside, interpolate, sink);
          } else if (startInside) {
            if (!polygonStarted) sink.polygonStart(), polygonStarted = true;
            sink.lineStart();
            interpolate(null, null, 1, sink);
            sink.lineEnd();
          }
          if (polygonStarted) sink.polygonEnd(), polygonStarted = false;
          segments = polygon = null;
        },
        sphere: function() {
          sink.polygonStart();
          sink.lineStart();
          interpolate(null, null, 1, sink);
          sink.lineEnd();
          sink.polygonEnd();
        }
      };

      function point(lambda, phi) {
        if (pointVisible(lambda, phi)) sink.point(lambda, phi);
      }

      function pointLine(lambda, phi) {
        line.point(lambda, phi);
      }

      function lineStart() {
        clip.point = pointLine;
        line.lineStart();
      }

      function lineEnd() {
        clip.point = point;
        line.lineEnd();
      }

      function pointRing(lambda, phi) {
        ring.push([lambda, phi]);
        ringSink.point(lambda, phi);
      }

      function ringStart() {
        ringSink.lineStart();
        ring = [];
      }

      function ringEnd() {
        pointRing(ring[0][0], ring[0][1]);
        ringSink.lineEnd();

        var clean = ringSink.clean(),
            ringSegments = ringBuffer.result(),
            i, n = ringSegments.length, m,
            segment,
            point;

        ring.pop();
        polygon.push(ring);
        ring = null;

        if (!n) return;

        // No intersections.
        if (clean & 1) {
          segment = ringSegments[0];
          if ((m = segment.length - 1) > 0) {
            if (!polygonStarted) sink.polygonStart(), polygonStarted = true;
            sink.lineStart();
            for (i = 0; i < m; ++i) sink.point((point = segment[i])[0], point[1]);
            sink.lineEnd();
          }
          return;
        }

        // Rejoin connected segments.
        // TODO reuse ringBuffer.rejoin()?
        if (n > 1 && clean & 2) ringSegments.push(ringSegments.pop().concat(ringSegments.shift()));

        segments.push(ringSegments.filter(validSegment));
      }

      return clip;
    };
  }

  function validSegment(segment) {
    return segment.length > 1;
  }

  // Intersections are sorted along the clip edge. For both antimeridian cutting
  // and circle clipping, the same comparison is used.
  function compareIntersection(a, b) {
    return ((a = a.x)[0] < 0 ? a[1] - halfPi$1 - epsilon$2 : halfPi$1 - a[1])
         - ((b = b.x)[0] < 0 ? b[1] - halfPi$1 - epsilon$2 : halfPi$1 - b[1]);
  }

  var clipAntimeridian = clip(
    function() { return true; },
    clipAntimeridianLine,
    clipAntimeridianInterpolate,
    [-pi$1, -halfPi$1]
  );

  // Takes a line and cuts into visible segments. Return values: 0 - there were
  // intersections or the line was empty; 1 - no intersections; 2 - there were
  // intersections, and the first and last segments should be rejoined.
  function clipAntimeridianLine(stream) {
    var lambda0 = NaN,
        phi0 = NaN,
        sign0 = NaN,
        clean; // no intersections

    return {
      lineStart: function() {
        stream.lineStart();
        clean = 1;
      },
      point: function(lambda1, phi1) {
        var sign1 = lambda1 > 0 ? pi$1 : -pi$1,
            delta = abs(lambda1 - lambda0);
        if (abs(delta - pi$1) < epsilon$2) { // line crosses a pole
          stream.point(lambda0, phi0 = (phi0 + phi1) / 2 > 0 ? halfPi$1 : -halfPi$1);
          stream.point(sign0, phi0);
          stream.lineEnd();
          stream.lineStart();
          stream.point(sign1, phi0);
          stream.point(lambda1, phi0);
          clean = 0;
        } else if (sign0 !== sign1 && delta >= pi$1) { // line crosses antimeridian
          if (abs(lambda0 - sign0) < epsilon$2) lambda0 -= sign0 * epsilon$2; // handle degeneracies
          if (abs(lambda1 - sign1) < epsilon$2) lambda1 -= sign1 * epsilon$2;
          phi0 = clipAntimeridianIntersect(lambda0, phi0, lambda1, phi1);
          stream.point(sign0, phi0);
          stream.lineEnd();
          stream.lineStart();
          stream.point(sign1, phi0);
          clean = 0;
        }
        stream.point(lambda0 = lambda1, phi0 = phi1);
        sign0 = sign1;
      },
      lineEnd: function() {
        stream.lineEnd();
        lambda0 = phi0 = NaN;
      },
      clean: function() {
        return 2 - clean; // if intersections, rejoin first and last segments
      }
    };
  }

  function clipAntimeridianIntersect(lambda0, phi0, lambda1, phi1) {
    var cosPhi0,
        cosPhi1,
        sinLambda0Lambda1 = sin$1(lambda0 - lambda1);
    return abs(sinLambda0Lambda1) > epsilon$2
        ? atan((sin$1(phi0) * (cosPhi1 = cos$1(phi1)) * sin$1(lambda1)
            - sin$1(phi1) * (cosPhi0 = cos$1(phi0)) * sin$1(lambda0))
            / (cosPhi0 * cosPhi1 * sinLambda0Lambda1))
        : (phi0 + phi1) / 2;
  }

  function clipAntimeridianInterpolate(from, to, direction, stream) {
    var phi;
    if (from == null) {
      phi = direction * halfPi$1;
      stream.point(-pi$1, phi);
      stream.point(0, phi);
      stream.point(pi$1, phi);
      stream.point(pi$1, 0);
      stream.point(pi$1, -phi);
      stream.point(0, -phi);
      stream.point(-pi$1, -phi);
      stream.point(-pi$1, 0);
      stream.point(-pi$1, phi);
    } else if (abs(from[0] - to[0]) > epsilon$2) {
      var lambda = from[0] < to[0] ? pi$1 : -pi$1;
      phi = direction * lambda / 2;
      stream.point(-lambda, phi);
      stream.point(0, phi);
      stream.point(lambda, phi);
    } else {
      stream.point(to[0], to[1]);
    }
  }

  function clipCircle(radius) {
    var cr = cos$1(radius),
        delta = 6 * radians$1,
        smallRadius = cr > 0,
        notHemisphere = abs(cr) > epsilon$2; // TODO optimise for this common case

    function interpolate(from, to, direction, stream) {
      circleStream(stream, radius, delta, direction, from, to);
    }

    function visible(lambda, phi) {
      return cos$1(lambda) * cos$1(phi) > cr;
    }

    // Takes a line and cuts into visible segments. Return values used for polygon
    // clipping: 0 - there were intersections or the line was empty; 1 - no
    // intersections 2 - there were intersections, and the first and last segments
    // should be rejoined.
    function clipLine(stream) {
      var point0, // previous point
          c0, // code for previous point
          v0, // visibility of previous point
          v00, // visibility of first point
          clean; // no intersections
      return {
        lineStart: function() {
          v00 = v0 = false;
          clean = 1;
        },
        point: function(lambda, phi) {
          var point1 = [lambda, phi],
              point2,
              v = visible(lambda, phi),
              c = smallRadius
                ? v ? 0 : code(lambda, phi)
                : v ? code(lambda + (lambda < 0 ? pi$1 : -pi$1), phi) : 0;
          if (!point0 && (v00 = v0 = v)) stream.lineStart();
          if (v !== v0) {
            point2 = intersect(point0, point1);
            if (!point2 || pointEqual(point0, point2) || pointEqual(point1, point2))
              point1[2] = 1;
          }
          if (v !== v0) {
            clean = 0;
            if (v) {
              // outside going in
              stream.lineStart();
              point2 = intersect(point1, point0);
              stream.point(point2[0], point2[1]);
            } else {
              // inside going out
              point2 = intersect(point0, point1);
              stream.point(point2[0], point2[1], 2);
              stream.lineEnd();
            }
            point0 = point2;
          } else if (notHemisphere && point0 && smallRadius ^ v) {
            var t;
            // If the codes for two points are different, or are both zero,
            // and there this segment intersects with the small circle.
            if (!(c & c0) && (t = intersect(point1, point0, true))) {
              clean = 0;
              if (smallRadius) {
                stream.lineStart();
                stream.point(t[0][0], t[0][1]);
                stream.point(t[1][0], t[1][1]);
                stream.lineEnd();
              } else {
                stream.point(t[1][0], t[1][1]);
                stream.lineEnd();
                stream.lineStart();
                stream.point(t[0][0], t[0][1], 3);
              }
            }
          }
          if (v && (!point0 || !pointEqual(point0, point1))) {
            stream.point(point1[0], point1[1]);
          }
          point0 = point1, v0 = v, c0 = c;
        },
        lineEnd: function() {
          if (v0) stream.lineEnd();
          point0 = null;
        },
        // Rejoin first and last segments if there were intersections and the first
        // and last points were visible.
        clean: function() {
          return clean | ((v00 && v0) << 1);
        }
      };
    }

    // Intersects the great circle between a and b with the clip circle.
    function intersect(a, b, two) {
      var pa = cartesian$1(a),
          pb = cartesian$1(b);

      // We have two planes, n1.p = d1 and n2.p = d2.
      // Find intersection line p(t) = c1 n1 + c2 n2 + t (n1 ⨯ n2).
      var n1 = [1, 0, 0], // normal
          n2 = cartesianCross$1(pa, pb),
          n2n2 = cartesianDot$1(n2, n2),
          n1n2 = n2[0], // cartesianDot(n1, n2),
          determinant = n2n2 - n1n2 * n1n2;

      // Two polar points.
      if (!determinant) return !two && a;

      var c1 =  cr * n2n2 / determinant,
          c2 = -cr * n1n2 / determinant,
          n1xn2 = cartesianCross$1(n1, n2),
          A = cartesianScale(n1, c1),
          B = cartesianScale(n2, c2);
      cartesianAddInPlace(A, B);

      // Solve |p(t)|^2 = 1.
      var u = n1xn2,
          w = cartesianDot$1(A, u),
          uu = cartesianDot$1(u, u),
          t2 = w * w - uu * (cartesianDot$1(A, A) - 1);

      if (t2 < 0) return;

      var t = sqrt$1(t2),
          q = cartesianScale(u, (-w - t) / uu);
      cartesianAddInPlace(q, A);
      q = spherical$1(q);

      if (!two) return q;

      // Two intersection points.
      var lambda0 = a[0],
          lambda1 = b[0],
          phi0 = a[1],
          phi1 = b[1],
          z;

      if (lambda1 < lambda0) z = lambda0, lambda0 = lambda1, lambda1 = z;

      var delta = lambda1 - lambda0,
          polar = abs(delta - pi$1) < epsilon$2,
          meridian = polar || delta < epsilon$2;

      if (!polar && phi1 < phi0) z = phi0, phi0 = phi1, phi1 = z;

      // Check that the first point is between a and b.
      if (meridian
          ? polar
            ? phi0 + phi1 > 0 ^ q[1] < (abs(q[0] - lambda0) < epsilon$2 ? phi0 : phi1)
            : phi0 <= q[1] && q[1] <= phi1
          : delta > pi$1 ^ (lambda0 <= q[0] && q[0] <= lambda1)) {
        var q1 = cartesianScale(u, (-w + t) / uu);
        cartesianAddInPlace(q1, A);
        return [q, spherical$1(q1)];
      }
    }

    // Generates a 4-bit vector representing the location of a point relative to
    // the small circle's bounding box.
    function code(lambda, phi) {
      var r = smallRadius ? radius : pi$1 - radius,
          code = 0;
      if (lambda < -r) code |= 1; // left
      else if (lambda > r) code |= 2; // right
      if (phi < -r) code |= 4; // below
      else if (phi > r) code |= 8; // above
      return code;
    }

    return clip(visible, clipLine, interpolate, smallRadius ? [0, -radius] : [-pi$1, radius - pi$1]);
  }

  function clipLine(a, b, x0, y0, x1, y1) {
    var ax = a[0],
        ay = a[1],
        bx = b[0],
        by = b[1],
        t0 = 0,
        t1 = 1,
        dx = bx - ax,
        dy = by - ay,
        r;

    r = x0 - ax;
    if (!dx && r > 0) return;
    r /= dx;
    if (dx < 0) {
      if (r < t0) return;
      if (r < t1) t1 = r;
    } else if (dx > 0) {
      if (r > t1) return;
      if (r > t0) t0 = r;
    }

    r = x1 - ax;
    if (!dx && r < 0) return;
    r /= dx;
    if (dx < 0) {
      if (r > t1) return;
      if (r > t0) t0 = r;
    } else if (dx > 0) {
      if (r < t0) return;
      if (r < t1) t1 = r;
    }

    r = y0 - ay;
    if (!dy && r > 0) return;
    r /= dy;
    if (dy < 0) {
      if (r < t0) return;
      if (r < t1) t1 = r;
    } else if (dy > 0) {
      if (r > t1) return;
      if (r > t0) t0 = r;
    }

    r = y1 - ay;
    if (!dy && r < 0) return;
    r /= dy;
    if (dy < 0) {
      if (r > t1) return;
      if (r > t0) t0 = r;
    } else if (dy > 0) {
      if (r < t0) return;
      if (r < t1) t1 = r;
    }

    if (t0 > 0) a[0] = ax + t0 * dx, a[1] = ay + t0 * dy;
    if (t1 < 1) b[0] = ax + t1 * dx, b[1] = ay + t1 * dy;
    return true;
  }

  var clipMax = 1e9, clipMin = -clipMax;

  // TODO Use d3-polygon’s polygonContains here for the ring check?
  // TODO Eliminate duplicate buffering in clipBuffer and polygon.push?

  function clipRectangle(x0, y0, x1, y1) {

    function visible(x, y) {
      return x0 <= x && x <= x1 && y0 <= y && y <= y1;
    }

    function interpolate(from, to, direction, stream) {
      var a = 0, a1 = 0;
      if (from == null
          || (a = corner(from, direction)) !== (a1 = corner(to, direction))
          || comparePoint(from, to) < 0 ^ direction > 0) {
        do stream.point(a === 0 || a === 3 ? x0 : x1, a > 1 ? y1 : y0);
        while ((a = (a + direction + 4) % 4) !== a1);
      } else {
        stream.point(to[0], to[1]);
      }
    }

    function corner(p, direction) {
      return abs(p[0] - x0) < epsilon$2 ? direction > 0 ? 0 : 3
          : abs(p[0] - x1) < epsilon$2 ? direction > 0 ? 2 : 1
          : abs(p[1] - y0) < epsilon$2 ? direction > 0 ? 1 : 0
          : direction > 0 ? 3 : 2; // abs(p[1] - y1) < epsilon
    }

    function compareIntersection(a, b) {
      return comparePoint(a.x, b.x);
    }

    function comparePoint(a, b) {
      var ca = corner(a, 1),
          cb = corner(b, 1);
      return ca !== cb ? ca - cb
          : ca === 0 ? b[1] - a[1]
          : ca === 1 ? a[0] - b[0]
          : ca === 2 ? a[1] - b[1]
          : b[0] - a[0];
    }

    return function(stream) {
      var activeStream = stream,
          bufferStream = clipBuffer(),
          segments,
          polygon,
          ring,
          x__, y__, v__, // first point
          x_, y_, v_, // previous point
          first,
          clean;

      var clipStream = {
        point: point,
        lineStart: lineStart,
        lineEnd: lineEnd,
        polygonStart: polygonStart,
        polygonEnd: polygonEnd
      };

      function point(x, y) {
        if (visible(x, y)) activeStream.point(x, y);
      }

      function polygonInside() {
        var winding = 0;

        for (var i = 0, n = polygon.length; i < n; ++i) {
          for (var ring = polygon[i], j = 1, m = ring.length, point = ring[0], a0, a1, b0 = point[0], b1 = point[1]; j < m; ++j) {
            a0 = b0, a1 = b1, point = ring[j], b0 = point[0], b1 = point[1];
            if (a1 <= y1) { if (b1 > y1 && (b0 - a0) * (y1 - a1) > (b1 - a1) * (x0 - a0)) ++winding; }
            else { if (b1 <= y1 && (b0 - a0) * (y1 - a1) < (b1 - a1) * (x0 - a0)) --winding; }
          }
        }

        return winding;
      }

      // Buffer geometry within a polygon and then clip it en masse.
      function polygonStart() {
        activeStream = bufferStream, segments = [], polygon = [], clean = true;
      }

      function polygonEnd() {
        var startInside = polygonInside(),
            cleanInside = clean && startInside,
            visible = (segments = merge(segments)).length;
        if (cleanInside || visible) {
          stream.polygonStart();
          if (cleanInside) {
            stream.lineStart();
            interpolate(null, null, 1, stream);
            stream.lineEnd();
          }
          if (visible) {
            clipRejoin(segments, compareIntersection, startInside, interpolate, stream);
          }
          stream.polygonEnd();
        }
        activeStream = stream, segments = polygon = ring = null;
      }

      function lineStart() {
        clipStream.point = linePoint;
        if (polygon) polygon.push(ring = []);
        first = true;
        v_ = false;
        x_ = y_ = NaN;
      }

      // TODO rather than special-case polygons, simply handle them separately.
      // Ideally, coincident intersection points should be jittered to avoid
      // clipping issues.
      function lineEnd() {
        if (segments) {
          linePoint(x__, y__);
          if (v__ && v_) bufferStream.rejoin();
          segments.push(bufferStream.result());
        }
        clipStream.point = point;
        if (v_) activeStream.lineEnd();
      }

      function linePoint(x, y) {
        var v = visible(x, y);
        if (polygon) ring.push([x, y]);
        if (first) {
          x__ = x, y__ = y, v__ = v;
          first = false;
          if (v) {
            activeStream.lineStart();
            activeStream.point(x, y);
          }
        } else {
          if (v && v_) activeStream.point(x, y);
          else {
            var a = [x_ = Math.max(clipMin, Math.min(clipMax, x_)), y_ = Math.max(clipMin, Math.min(clipMax, y_))],
                b = [x = Math.max(clipMin, Math.min(clipMax, x)), y = Math.max(clipMin, Math.min(clipMax, y))];
            if (clipLine(a, b, x0, y0, x1, y1)) {
              if (!v_) {
                activeStream.lineStart();
                activeStream.point(a[0], a[1]);
              }
              activeStream.point(b[0], b[1]);
              if (!v) activeStream.lineEnd();
              clean = false;
            } else if (v) {
              activeStream.lineStart();
              activeStream.point(x, y);
              clean = false;
            }
          }
        }
        x_ = x, y_ = y, v_ = v;
      }

      return clipStream;
    };
  }

  var lengthSum,
      lambda0,
      sinPhi0,
      cosPhi0;

  var lengthStream = {
    sphere: noop,
    point: noop,
    lineStart: lengthLineStart,
    lineEnd: noop,
    polygonStart: noop,
    polygonEnd: noop
  };

  function lengthLineStart() {
    lengthStream.point = lengthPointFirst;
    lengthStream.lineEnd = lengthLineEnd;
  }

  function lengthLineEnd() {
    lengthStream.point = lengthStream.lineEnd = noop;
  }

  function lengthPointFirst(lambda, phi) {
    lambda *= radians$1, phi *= radians$1;
    lambda0 = lambda, sinPhi0 = sin$1(phi), cosPhi0 = cos$1(phi);
    lengthStream.point = lengthPoint;
  }

  function lengthPoint(lambda, phi) {
    lambda *= radians$1, phi *= radians$1;
    var sinPhi = sin$1(phi),
        cosPhi = cos$1(phi),
        delta = abs(lambda - lambda0),
        cosDelta = cos$1(delta),
        sinDelta = sin$1(delta),
        x = cosPhi * sinDelta,
        y = cosPhi0 * sinPhi - sinPhi0 * cosPhi * cosDelta,
        z = sinPhi0 * sinPhi + cosPhi0 * cosPhi * cosDelta;
    lengthSum.add(atan2$1(sqrt$1(x * x + y * y), z));
    lambda0 = lambda, sinPhi0 = sinPhi, cosPhi0 = cosPhi;
  }

  function length(object) {
    lengthSum = new Adder();
    geoStream(object, lengthStream);
    return +lengthSum;
  }

  var coordinates = [null, null],
      object$1 = {type: "LineString", coordinates: coordinates};

  function geoDistance$1(a, b) {
    coordinates[0] = a;
    coordinates[1] = b;
    return length(object$1);
  }

  var containsObjectType = {
    Feature: function(object, point) {
      return containsGeometry(object.geometry, point);
    },
    FeatureCollection: function(object, point) {
      var features = object.features, i = -1, n = features.length;
      while (++i < n) if (containsGeometry(features[i].geometry, point)) return true;
      return false;
    }
  };

  var containsGeometryType = {
    Sphere: function() {
      return true;
    },
    Point: function(object, point) {
      return containsPoint(object.coordinates, point);
    },
    MultiPoint: function(object, point) {
      var coordinates = object.coordinates, i = -1, n = coordinates.length;
      while (++i < n) if (containsPoint(coordinates[i], point)) return true;
      return false;
    },
    LineString: function(object, point) {
      return containsLine(object.coordinates, point);
    },
    MultiLineString: function(object, point) {
      var coordinates = object.coordinates, i = -1, n = coordinates.length;
      while (++i < n) if (containsLine(coordinates[i], point)) return true;
      return false;
    },
    Polygon: function(object, point) {
      return containsPolygon(object.coordinates, point);
    },
    MultiPolygon: function(object, point) {
      var coordinates = object.coordinates, i = -1, n = coordinates.length;
      while (++i < n) if (containsPolygon(coordinates[i], point)) return true;
      return false;
    },
    GeometryCollection: function(object, point) {
      var geometries = object.geometries, i = -1, n = geometries.length;
      while (++i < n) if (containsGeometry(geometries[i], point)) return true;
      return false;
    }
  };

  function containsGeometry(geometry, point) {
    return geometry && containsGeometryType.hasOwnProperty(geometry.type)
        ? containsGeometryType[geometry.type](geometry, point)
        : false;
  }

  function containsPoint(coordinates, point) {
    return geoDistance$1(coordinates, point) === 0;
  }

  function containsLine(coordinates, point) {
    var ao, bo, ab;
    for (var i = 0, n = coordinates.length; i < n; i++) {
      bo = geoDistance$1(coordinates[i], point);
      if (bo === 0) return true;
      if (i > 0) {
        ab = geoDistance$1(coordinates[i], coordinates[i - 1]);
        if (
          ab > 0 &&
          ao <= ab &&
          bo <= ab &&
          (ao + bo - ab) * (1 - Math.pow((ao - bo) / ab, 2)) < epsilon2 * ab
        )
          return true;
      }
      ao = bo;
    }
    return false;
  }

  function containsPolygon(coordinates, point) {
    return !!polygonContains(coordinates.map(ringRadians), pointRadians(point));
  }

  function ringRadians(ring) {
    return ring = ring.map(pointRadians), ring.pop(), ring;
  }

  function pointRadians(point) {
    return [point[0] * radians$1, point[1] * radians$1];
  }

  function geoContains(object, point) {
    return (object && containsObjectType.hasOwnProperty(object.type)
        ? containsObjectType[object.type]
        : containsGeometry)(object, point);
  }

  function graticuleX(y0, y1, dy) {
    var y = range$1(y0, y1 - epsilon$2, dy).concat(y1);
    return function(x) { return y.map(function(y) { return [x, y]; }); };
  }

  function graticuleY(x0, x1, dx) {
    var x = range$1(x0, x1 - epsilon$2, dx).concat(x1);
    return function(y) { return x.map(function(x) { return [x, y]; }); };
  }

  function graticule() {
    var x1, x0, X1, X0,
        y1, y0, Y1, Y0,
        dx = 10, dy = dx, DX = 90, DY = 360,
        x, y, X, Y,
        precision = 2.5;

    function graticule() {
      return {type: "MultiLineString", coordinates: lines()};
    }

    function lines() {
      return range$1(ceil(X0 / DX) * DX, X1, DX).map(X)
          .concat(range$1(ceil(Y0 / DY) * DY, Y1, DY).map(Y))
          .concat(range$1(ceil(x0 / dx) * dx, x1, dx).filter(function(x) { return abs(x % DX) > epsilon$2; }).map(x))
          .concat(range$1(ceil(y0 / dy) * dy, y1, dy).filter(function(y) { return abs(y % DY) > epsilon$2; }).map(y));
    }

    graticule.lines = function() {
      return lines().map(function(coordinates) { return {type: "LineString", coordinates: coordinates}; });
    };

    graticule.outline = function() {
      return {
        type: "Polygon",
        coordinates: [
          X(X0).concat(
          Y(Y1).slice(1),
          X(X1).reverse().slice(1),
          Y(Y0).reverse().slice(1))
        ]
      };
    };

    graticule.extent = function(_) {
      if (!arguments.length) return graticule.extentMinor();
      return graticule.extentMajor(_).extentMinor(_);
    };

    graticule.extentMajor = function(_) {
      if (!arguments.length) return [[X0, Y0], [X1, Y1]];
      X0 = +_[0][0], X1 = +_[1][0];
      Y0 = +_[0][1], Y1 = +_[1][1];
      if (X0 > X1) _ = X0, X0 = X1, X1 = _;
      if (Y0 > Y1) _ = Y0, Y0 = Y1, Y1 = _;
      return graticule.precision(precision);
    };

    graticule.extentMinor = function(_) {
      if (!arguments.length) return [[x0, y0], [x1, y1]];
      x0 = +_[0][0], x1 = +_[1][0];
      y0 = +_[0][1], y1 = +_[1][1];
      if (x0 > x1) _ = x0, x0 = x1, x1 = _;
      if (y0 > y1) _ = y0, y0 = y1, y1 = _;
      return graticule.precision(precision);
    };

    graticule.step = function(_) {
      if (!arguments.length) return graticule.stepMinor();
      return graticule.stepMajor(_).stepMinor(_);
    };

    graticule.stepMajor = function(_) {
      if (!arguments.length) return [DX, DY];
      DX = +_[0], DY = +_[1];
      return graticule;
    };

    graticule.stepMinor = function(_) {
      if (!arguments.length) return [dx, dy];
      dx = +_[0], dy = +_[1];
      return graticule;
    };

    graticule.precision = function(_) {
      if (!arguments.length) return precision;
      precision = +_;
      x = graticuleX(y0, y1, 90);
      y = graticuleY(x0, x1, precision);
      X = graticuleX(Y0, Y1, 90);
      Y = graticuleY(X0, X1, precision);
      return graticule;
    };

    return graticule
        .extentMajor([[-180, -90 + epsilon$2], [180, 90 - epsilon$2]])
        .extentMinor([[-180, -80 - epsilon$2], [180, 80 + epsilon$2]]);
  }

  function graticule10() {
    return graticule()();
  }

  function geoInterpolate(a, b) {
    var x0 = a[0] * radians$1,
        y0 = a[1] * radians$1,
        x1 = b[0] * radians$1,
        y1 = b[1] * radians$1,
        cy0 = cos$1(y0),
        sy0 = sin$1(y0),
        cy1 = cos$1(y1),
        sy1 = sin$1(y1),
        kx0 = cy0 * cos$1(x0),
        ky0 = cy0 * sin$1(x0),
        kx1 = cy1 * cos$1(x1),
        ky1 = cy1 * sin$1(x1),
        d = 2 * asin$1(sqrt$1(haversin(y1 - y0) + cy0 * cy1 * haversin(x1 - x0))),
        k = sin$1(d);

    var interpolate = d ? function(t) {
      var B = sin$1(t *= d) / k,
          A = sin$1(d - t) / k,
          x = A * kx0 + B * kx1,
          y = A * ky0 + B * ky1,
          z = A * sy0 + B * sy1;
      return [
        atan2$1(y, x) * degrees$1,
        atan2$1(z, sqrt$1(x * x + y * y)) * degrees$1
      ];
    } : function() {
      return [x0 * degrees$1, y0 * degrees$1];
    };

    interpolate.distance = d;

    return interpolate;
  }

  var identity$2 = x => x;

  var x0 = Infinity,
      y0 = x0,
      x1 = -x0,
      y1 = x1;

  var boundsStream = {
    point: boundsPoint,
    lineStart: noop,
    lineEnd: noop,
    polygonStart: noop,
    polygonEnd: noop,
    result: function() {
      var bounds = [[x0, y0], [x1, y1]];
      x1 = y1 = -(y0 = x0 = Infinity);
      return bounds;
    }
  };

  function boundsPoint(x, y) {
    if (x < x0) x0 = x;
    if (x > x1) x1 = x;
    if (y < y0) y0 = y;
    if (y > y1) y1 = y;
  }

  var boundsStream$1 = boundsStream;

  function transformer$1(methods) {
    return function(stream) {
      var s = new TransformStream;
      for (var key in methods) s[key] = methods[key];
      s.stream = stream;
      return s;
    };
  }

  function TransformStream() {}

  TransformStream.prototype = {
    constructor: TransformStream,
    point: function(x, y) { this.stream.point(x, y); },
    sphere: function() { this.stream.sphere(); },
    lineStart: function() { this.stream.lineStart(); },
    lineEnd: function() { this.stream.lineEnd(); },
    polygonStart: function() { this.stream.polygonStart(); },
    polygonEnd: function() { this.stream.polygonEnd(); }
  };

  function fit(projection, fitBounds, object) {
    var clip = projection.clipExtent && projection.clipExtent();
    projection.scale(150).translate([0, 0]);
    if (clip != null) projection.clipExtent(null);
    geoStream(object, projection.stream(boundsStream$1));
    fitBounds(boundsStream$1.result());
    if (clip != null) projection.clipExtent(clip);
    return projection;
  }

  function fitExtent(projection, extent, object) {
    return fit(projection, function(b) {
      var w = extent[1][0] - extent[0][0],
          h = extent[1][1] - extent[0][1],
          k = Math.min(w / (b[1][0] - b[0][0]), h / (b[1][1] - b[0][1])),
          x = +extent[0][0] + (w - k * (b[1][0] + b[0][0])) / 2,
          y = +extent[0][1] + (h - k * (b[1][1] + b[0][1])) / 2;
      projection.scale(150 * k).translate([x, y]);
    }, object);
  }

  function fitSize(projection, size, object) {
    return fitExtent(projection, [[0, 0], size], object);
  }

  function fitWidth(projection, width, object) {
    return fit(projection, function(b) {
      var w = +width,
          k = w / (b[1][0] - b[0][0]),
          x = (w - k * (b[1][0] + b[0][0])) / 2,
          y = -k * b[0][1];
      projection.scale(150 * k).translate([x, y]);
    }, object);
  }

  function fitHeight(projection, height, object) {
    return fit(projection, function(b) {
      var h = +height,
          k = h / (b[1][1] - b[0][1]),
          x = -k * b[0][0],
          y = (h - k * (b[1][1] + b[0][1])) / 2;
      projection.scale(150 * k).translate([x, y]);
    }, object);
  }

  var maxDepth = 16, // maximum depth of subdivision
      cosMinDistance = cos$1(30 * radians$1); // cos(minimum angular distance)

  function resample(project, delta2) {
    return +delta2 ? resample$1(project, delta2) : resampleNone(project);
  }

  function resampleNone(project) {
    return transformer$1({
      point: function(x, y) {
        x = project(x, y);
        this.stream.point(x[0], x[1]);
      }
    });
  }

  function resample$1(project, delta2) {

    function resampleLineTo(x0, y0, lambda0, a0, b0, c0, x1, y1, lambda1, a1, b1, c1, depth, stream) {
      var dx = x1 - x0,
          dy = y1 - y0,
          d2 = dx * dx + dy * dy;
      if (d2 > 4 * delta2 && depth--) {
        var a = a0 + a1,
            b = b0 + b1,
            c = c0 + c1,
            m = sqrt$1(a * a + b * b + c * c),
            phi2 = asin$1(c /= m),
            lambda2 = abs(abs(c) - 1) < epsilon$2 || abs(lambda0 - lambda1) < epsilon$2 ? (lambda0 + lambda1) / 2 : atan2$1(b, a),
            p = project(lambda2, phi2),
            x2 = p[0],
            y2 = p[1],
            dx2 = x2 - x0,
            dy2 = y2 - y0,
            dz = dy * dx2 - dx * dy2;
        if (dz * dz / d2 > delta2 // perpendicular projected distance
            || abs((dx * dx2 + dy * dy2) / d2 - 0.5) > 0.3 // midpoint close to an end
            || a0 * a1 + b0 * b1 + c0 * c1 < cosMinDistance) { // angular distance
          resampleLineTo(x0, y0, lambda0, a0, b0, c0, x2, y2, lambda2, a /= m, b /= m, c, depth, stream);
          stream.point(x2, y2);
          resampleLineTo(x2, y2, lambda2, a, b, c, x1, y1, lambda1, a1, b1, c1, depth, stream);
        }
      }
    }
    return function(stream) {
      var lambda00, x00, y00, a00, b00, c00, // first point
          lambda0, x0, y0, a0, b0, c0; // previous point

      var resampleStream = {
        point: point,
        lineStart: lineStart,
        lineEnd: lineEnd,
        polygonStart: function() { stream.polygonStart(); resampleStream.lineStart = ringStart; },
        polygonEnd: function() { stream.polygonEnd(); resampleStream.lineStart = lineStart; }
      };

      function point(x, y) {
        x = project(x, y);
        stream.point(x[0], x[1]);
      }

      function lineStart() {
        x0 = NaN;
        resampleStream.point = linePoint;
        stream.lineStart();
      }

      function linePoint(lambda, phi) {
        var c = cartesian$1([lambda, phi]), p = project(lambda, phi);
        resampleLineTo(x0, y0, lambda0, a0, b0, c0, x0 = p[0], y0 = p[1], lambda0 = lambda, a0 = c[0], b0 = c[1], c0 = c[2], maxDepth, stream);
        stream.point(x0, y0);
      }

      function lineEnd() {
        resampleStream.point = point;
        stream.lineEnd();
      }

      function ringStart() {
        lineStart();
        resampleStream.point = ringPoint;
        resampleStream.lineEnd = ringEnd;
      }

      function ringPoint(lambda, phi) {
        linePoint(lambda00 = lambda, phi), x00 = x0, y00 = y0, a00 = a0, b00 = b0, c00 = c0;
        resampleStream.point = linePoint;
      }

      function ringEnd() {
        resampleLineTo(x0, y0, lambda0, a0, b0, c0, x00, y00, lambda00, a00, b00, c00, maxDepth, stream);
        resampleStream.lineEnd = lineEnd;
        lineEnd();
      }

      return resampleStream;
    };
  }

  var transformRadians = transformer$1({
    point: function(x, y) {
      this.stream.point(x * radians$1, y * radians$1);
    }
  });

  function transformRotate(rotate) {
    return transformer$1({
      point: function(x, y) {
        var r = rotate(x, y);
        return this.stream.point(r[0], r[1]);
      }
    });
  }

  function scaleTranslate(k, dx, dy, sx, sy) {
    function transform(x, y) {
      x *= sx; y *= sy;
      return [dx + k * x, dy - k * y];
    }
    transform.invert = function(x, y) {
      return [(x - dx) / k * sx, (dy - y) / k * sy];
    };
    return transform;
  }

  function scaleTranslateRotate(k, dx, dy, sx, sy, alpha) {
    if (!alpha) return scaleTranslate(k, dx, dy, sx, sy);
    var cosAlpha = cos$1(alpha),
        sinAlpha = sin$1(alpha),
        a = cosAlpha * k,
        b = sinAlpha * k,
        ai = cosAlpha / k,
        bi = sinAlpha / k,
        ci = (sinAlpha * dy - cosAlpha * dx) / k,
        fi = (sinAlpha * dx + cosAlpha * dy) / k;
    function transform(x, y) {
      x *= sx; y *= sy;
      return [a * x - b * y + dx, dy - b * x - a * y];
    }
    transform.invert = function(x, y) {
      return [sx * (ai * x - bi * y + ci), sy * (fi - bi * x - ai * y)];
    };
    return transform;
  }

  function projection(project) {
    return projectionMutator(function() { return project; })();
  }

  function projectionMutator(projectAt) {
    var project,
        k = 150, // scale
        x = 480, y = 250, // translate
        lambda = 0, phi = 0, // center
        deltaLambda = 0, deltaPhi = 0, deltaGamma = 0, rotate, // pre-rotate
        alpha = 0, // post-rotate angle
        sx = 1, // reflectX
        sy = 1, // reflectX
        theta = null, preclip = clipAntimeridian, // pre-clip angle
        x0 = null, y0, x1, y1, postclip = identity$2, // post-clip extent
        delta2 = 0.5, // precision
        projectResample,
        projectTransform,
        projectRotateTransform,
        cache,
        cacheStream;

    function projection(point) {
      return projectRotateTransform(point[0] * radians$1, point[1] * radians$1);
    }

    function invert(point) {
      point = projectRotateTransform.invert(point[0], point[1]);
      return point && [point[0] * degrees$1, point[1] * degrees$1];
    }

    projection.stream = function(stream) {
      return cache && cacheStream === stream ? cache : cache = transformRadians(transformRotate(rotate)(preclip(projectResample(postclip(cacheStream = stream)))));
    };

    projection.preclip = function(_) {
      return arguments.length ? (preclip = _, theta = undefined, reset()) : preclip;
    };

    projection.postclip = function(_) {
      return arguments.length ? (postclip = _, x0 = y0 = x1 = y1 = null, reset()) : postclip;
    };

    projection.clipAngle = function(_) {
      return arguments.length ? (preclip = +_ ? clipCircle(theta = _ * radians$1) : (theta = null, clipAntimeridian), reset()) : theta * degrees$1;
    };

    projection.clipExtent = function(_) {
      return arguments.length ? (postclip = _ == null ? (x0 = y0 = x1 = y1 = null, identity$2) : clipRectangle(x0 = +_[0][0], y0 = +_[0][1], x1 = +_[1][0], y1 = +_[1][1]), reset()) : x0 == null ? null : [[x0, y0], [x1, y1]];
    };

    projection.scale = function(_) {
      return arguments.length ? (k = +_, recenter()) : k;
    };

    projection.translate = function(_) {
      return arguments.length ? (x = +_[0], y = +_[1], recenter()) : [x, y];
    };

    projection.center = function(_) {
      return arguments.length ? (lambda = _[0] % 360 * radians$1, phi = _[1] % 360 * radians$1, recenter()) : [lambda * degrees$1, phi * degrees$1];
    };

    projection.rotate = function(_) {
      return arguments.length ? (deltaLambda = _[0] % 360 * radians$1, deltaPhi = _[1] % 360 * radians$1, deltaGamma = _.length > 2 ? _[2] % 360 * radians$1 : 0, recenter()) : [deltaLambda * degrees$1, deltaPhi * degrees$1, deltaGamma * degrees$1];
    };

    projection.angle = function(_) {
      return arguments.length ? (alpha = _ % 360 * radians$1, recenter()) : alpha * degrees$1;
    };

    projection.reflectX = function(_) {
      return arguments.length ? (sx = _ ? -1 : 1, recenter()) : sx < 0;
    };

    projection.reflectY = function(_) {
      return arguments.length ? (sy = _ ? -1 : 1, recenter()) : sy < 0;
    };

    projection.precision = function(_) {
      return arguments.length ? (projectResample = resample(projectTransform, delta2 = _ * _), reset()) : sqrt$1(delta2);
    };

    projection.fitExtent = function(extent, object) {
      return fitExtent(projection, extent, object);
    };

    projection.fitSize = function(size, object) {
      return fitSize(projection, size, object);
    };

    projection.fitWidth = function(width, object) {
      return fitWidth(projection, width, object);
    };

    projection.fitHeight = function(height, object) {
      return fitHeight(projection, height, object);
    };

    function recenter() {
      var center = scaleTranslateRotate(k, 0, 0, sx, sy, alpha).apply(null, project(lambda, phi)),
          transform = scaleTranslateRotate(k, x - center[0], y - center[1], sx, sy, alpha);
      rotate = rotateRadians(deltaLambda, deltaPhi, deltaGamma);
      projectTransform = compose(project, transform);
      projectRotateTransform = compose(rotate, projectTransform);
      projectResample = resample(projectTransform, delta2);
      return reset();
    }

    function reset() {
      cache = cacheStream = null;
      return projection;
    }

    return function() {
      project = projectAt.apply(this, arguments);
      projection.invert = project.invert && invert;
      return recenter();
    };
  }

  function azimuthalInvert(angle) {
    return function(x, y) {
      var z = sqrt$1(x * x + y * y),
          c = angle(z),
          sc = sin$1(c),
          cc = cos$1(c);
      return [
        atan2$1(x * sc, z * cc),
        asin$1(z && y * sc / z)
      ];
    }
  }

  function stereographicRaw(x, y) {
    var cy = cos$1(y), k = 1 + cos$1(x) * cy;
    return [cy * sin$1(x) / k, sin$1(y) / k];
  }

  stereographicRaw.invert = azimuthalInvert(function(z) {
    return 2 * atan(z);
  });

  function geoStereographic() {
    return projection(stereographicRaw)
        .scale(250)
        .clipAngle(142);
  }

  function _callSuper$2(t, o, e) {
    return o = _getPrototypeOf$3(o), _possibleConstructorReturn$2(t, _isNativeReflectConstruct$3() ? Reflect.construct(o, e || [], _getPrototypeOf$3(t).constructor) : o.apply(t, e));
  }
  function _isNativeReflectConstruct$3() {
    try {
      var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
    } catch (t) {}
    return (_isNativeReflectConstruct$3 = function () {
      return !!t;
    })();
  }
  function _iterableToArrayLimit$5(r, l) {
    var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
    if (null != t) {
      var e,
        n,
        i,
        u,
        a = [],
        f = !0,
        o = !1;
      try {
        if (i = (t = t.call(r)).next, 0 === l) {
          if (Object(t) !== t) return;
          f = !1;
        } else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
      } catch (r) {
        o = !0, n = r;
      } finally {
        try {
          if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
        } finally {
          if (o) throw n;
        }
      }
      return a;
    }
  }
  function _toPrimitive$5(t, r) {
    if ("object" != typeof t || !t) return t;
    var e = t[Symbol.toPrimitive];
    if (void 0 !== e) {
      var i = e.call(t, r || "default");
      if ("object" != typeof i) return i;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return ("string" === r ? String : Number)(t);
  }
  function _toPropertyKey$5(t) {
    var i = _toPrimitive$5(t, "string");
    return "symbol" == typeof i ? i : String(i);
  }
  function _classCallCheck$2(instance, Constructor) {
    if (!(instance instanceof Constructor)) {
      throw new TypeError("Cannot call a class as a function");
    }
  }
  function _defineProperties$2(target, props) {
    for (var i = 0; i < props.length; i++) {
      var descriptor = props[i];
      descriptor.enumerable = descriptor.enumerable || false;
      descriptor.configurable = true;
      if ("value" in descriptor) descriptor.writable = true;
      Object.defineProperty(target, _toPropertyKey$5(descriptor.key), descriptor);
    }
  }
  function _createClass$2(Constructor, protoProps, staticProps) {
    if (protoProps) _defineProperties$2(Constructor.prototype, protoProps);
    if (staticProps) _defineProperties$2(Constructor, staticProps);
    Object.defineProperty(Constructor, "prototype", {
      writable: false
    });
    return Constructor;
  }
  function _inherits$2(subClass, superClass) {
    if (typeof superClass !== "function" && superClass !== null) {
      throw new TypeError("Super expression must either be null or a function");
    }
    subClass.prototype = Object.create(superClass && superClass.prototype, {
      constructor: {
        value: subClass,
        writable: true,
        configurable: true
      }
    });
    Object.defineProperty(subClass, "prototype", {
      writable: false
    });
    if (superClass) _setPrototypeOf$3(subClass, superClass);
  }
  function _getPrototypeOf$3(o) {
    _getPrototypeOf$3 = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) {
      return o.__proto__ || Object.getPrototypeOf(o);
    };
    return _getPrototypeOf$3(o);
  }
  function _setPrototypeOf$3(o, p) {
    _setPrototypeOf$3 = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
      o.__proto__ = p;
      return o;
    };
    return _setPrototypeOf$3(o, p);
  }
  function _assertThisInitialized$3(self) {
    if (self === void 0) {
      throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
    }
    return self;
  }
  function _possibleConstructorReturn$2(self, call) {
    if (call && (typeof call === "object" || typeof call === "function")) {
      return call;
    } else if (call !== void 0) {
      throw new TypeError("Derived constructors may only return object or undefined");
    }
    return _assertThisInitialized$3(self);
  }
  function _slicedToArray$5(arr, i) {
    return _arrayWithHoles$5(arr) || _iterableToArrayLimit$5(arr, i) || _unsupportedIterableToArray$5(arr, i) || _nonIterableRest$5();
  }
  function _arrayWithHoles$5(arr) {
    if (Array.isArray(arr)) return arr;
  }
  function _unsupportedIterableToArray$5(o, minLen) {
    if (!o) return;
    if (typeof o === "string") return _arrayLikeToArray$5(o, minLen);
    var n = Object.prototype.toString.call(o).slice(8, -1);
    if (n === "Object" && o.constructor) n = o.constructor.name;
    if (n === "Map" || n === "Set") return Array.from(o);
    if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$5(o, minLen);
  }
  function _arrayLikeToArray$5(arr, len) {
    if (len == null || len > arr.length) len = arr.length;
    for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
    return arr2;
  }
  function _nonIterableRest$5() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _createForOfIteratorHelper(o, allowArrayLike) {
    var it = typeof Symbol !== "undefined" && o[Symbol.iterator] || o["@@iterator"];
    if (!it) {
      if (Array.isArray(o) || (it = _unsupportedIterableToArray$5(o)) || allowArrayLike && o && typeof o.length === "number") {
        if (it) o = it;
        var i = 0;
        var F = function () {};
        return {
          s: F,
          n: function () {
            if (i >= o.length) return {
              done: true
            };
            return {
              done: false,
              value: o[i++]
            };
          },
          e: function (e) {
            throw e;
          },
          f: F
        };
      }
      throw new TypeError("Invalid attempt to iterate non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
    }
    var normalCompletion = true,
      didErr = false,
      err;
    return {
      s: function () {
        it = it.call(o);
      },
      n: function () {
        var step = it.next();
        normalCompletion = step.done;
        return step;
      },
      e: function (e) {
        didErr = true;
        err = e;
      },
      f: function () {
        try {
          if (!normalCompletion && it.return != null) it.return();
        } finally {
          if (didErr) throw err;
        }
      }
    };
  }

  var interpolateLine = function interpolateLine() {
    var lineCoords = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];
    var maxDegDistance = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;
    var result = [];
    var prevPnt = null;
    lineCoords.forEach(function (pnt) {
      if (prevPnt) {
        var dist = geoDistance$1(pnt, prevPnt) * 180 / Math.PI;
        if (dist > maxDegDistance) {
          var interpol = geoInterpolate(prevPnt, pnt);
          var tStep = 1 / Math.ceil(dist / maxDegDistance);
          var t = tStep;
          while (t < 1) {
            result.push(interpol(t));
            t += tStep;
          }
        }
      }
      result.push(prevPnt = pnt);
    });
    return result;
  };

  var THREE$l = typeof window !== 'undefined' && window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    BufferGeometry: BufferGeometry,
    Float32BufferAttribute: Float32BufferAttribute
  };

  // support both modes for backwards threejs compatibility
  var setAttributeFn$3 = new THREE$l.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';
  var GeoJsonGeometry = /*#__PURE__*/function (_THREE$BufferGeometry) {
    _inherits$2(GeoJsonGeometry, _THREE$BufferGeometry);
    function GeoJsonGeometry(geoJson) {
      var _this;
      var radius = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;
      var resolution = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 5;
      _classCallCheck$2(this, GeoJsonGeometry);
      _this = _callSuper$2(this, GeoJsonGeometry);
      _this.type = 'GeoJsonGeometry';
      _this.parameters = {
        geoJson: geoJson,
        radius: radius,
        resolution: resolution
      };

      // process various geometry types
      var groups = ({
        Point: genPoint,
        MultiPoint: genMultiPoint,
        LineString: genLineString,
        MultiLineString: genMultiLineString,
        Polygon: genPolygon,
        MultiPolygon: genMultiPolygon
      }[geoJson.type] || function () {
        return [];
      })(geoJson.coordinates, radius);

      // concat groups
      var indices = [],
        vertices = [];
      var groupCnt = 0;
      groups.forEach(function (newG) {
        var prevIndCnt = indices.length;
        concatGroup({
          indices: indices,
          vertices: vertices
        }, newG);
        _this.addGroup(prevIndCnt, indices.length - prevIndCnt, groupCnt++);
      });

      // build geometry
      indices.length && _this.setIndex(indices);
      vertices.length && _this[setAttributeFn$3]('position', new THREE$l.Float32BufferAttribute(vertices, 3));

      //

      function genPoint(coords, r) {
        var vertices = polar2Cartesian$2(coords[1], coords[0], r);
        var indices = [];
        return [{
          vertices: vertices,
          indices: indices
        }];
      }
      function genMultiPoint(coords, r) {
        var result = {
          vertices: [],
          indices: []
        };
        coords.map(function (c) {
          return genPoint(c, r);
        }).forEach(function (_ref) {
          var _ref2 = _slicedToArray$5(_ref, 1),
            newPnt = _ref2[0];
          concatGroup(result, newPnt);
        });
        return [result];
      }
      function genLineString(coords, r) {
        var coords3d = interpolateLine(coords, resolution).map(function (_ref3) {
          var _ref4 = _slicedToArray$5(_ref3, 2),
            lng = _ref4[0],
            lat = _ref4[1];
          return polar2Cartesian$2(lat, lng, r);
        });
        var _earcut$flatten = earcut$1.flatten([coords3d]),
          vertices = _earcut$flatten.vertices;
        var numPoints = Math.round(vertices.length / 3);
        var indices = [];
        for (var vIdx = 1; vIdx < numPoints; vIdx++) {
          indices.push(vIdx - 1, vIdx);
        }
        return [{
          vertices: vertices,
          indices: indices
        }];
      }
      function genMultiLineString(coords, r) {
        var result = {
          vertices: [],
          indices: []
        };
        coords.map(function (c) {
          return genLineString(c, r);
        }).forEach(function (_ref5) {
          var _ref6 = _slicedToArray$5(_ref5, 1),
            newLine = _ref6[0];
          concatGroup(result, newLine);
        });
        return [result];
      }
      function genPolygon(coords, r) {
        var coords3d = coords.map(function (coordsSegment) {
          return interpolateLine(coordsSegment, resolution).map(function (_ref7) {
            var _ref8 = _slicedToArray$5(_ref7, 2),
              lng = _ref8[0],
              lat = _ref8[1];
            return polar2Cartesian$2(lat, lng, r);
          });
        });

        // Each point generates 3 vertice items (x,y,z).
        var _earcut$flatten2 = earcut$1.flatten(coords3d),
          vertices = _earcut$flatten2.vertices,
          holes = _earcut$flatten2.holes;
        var firstHoleIdx = holes[0] || Infinity;
        var outerVertices = vertices.slice(0, firstHoleIdx * 3);
        var holeVertices = vertices.slice(firstHoleIdx * 3);
        var holesIdx = new Set(holes);
        var numPoints = Math.round(vertices.length / 3);
        var outerIndices = [],
          holeIndices = [];
        for (var vIdx = 1; vIdx < numPoints; vIdx++) {
          if (!holesIdx.has(vIdx)) {
            if (vIdx < firstHoleIdx) {
              outerIndices.push(vIdx - 1, vIdx);
            } else {
              holeIndices.push(vIdx - 1 - firstHoleIdx, vIdx - firstHoleIdx);
            }
          }
        }
        var groups = [{
          indices: outerIndices,
          vertices: outerVertices
        }];
        if (holes.length) {
          groups.push({
            indices: holeIndices,
            vertices: holeVertices
          });
        }
        return groups;
      }
      function genMultiPolygon(coords, r) {
        var outer = {
          vertices: [],
          indices: []
        };
        var holes = {
          vertices: [],
          indices: []
        };
        coords.map(function (c) {
          return genPolygon(c, r);
        }).forEach(function (_ref9) {
          var _ref10 = _slicedToArray$5(_ref9, 2),
            newOuter = _ref10[0],
            newHoles = _ref10[1];
          concatGroup(outer, newOuter);
          newHoles && concatGroup(holes, newHoles);
        });
        var groups = [outer];
        holes.vertices.length && groups.push(holes);
        return groups;
      }
      return _this;
    }
    return _createClass$2(GeoJsonGeometry);
  }(THREE$l.BufferGeometry); //
  function concatGroup(main, extra) {
    var prevVertCnt = Math.round(main.vertices.length / 3);
    concatArr(main.vertices, extra.vertices);
    concatArr(main.indices, extra.indices.map(function (ind) {
      return ind + prevVertCnt;
    }));
  }
  function concatArr(target, src) {
    var _iterator = _createForOfIteratorHelper(src),
      _step;
    try {
      for (_iterator.s(); !(_step = _iterator.n()).done;) {
        var e = _step.value;
        target.push(e);
      }
    } catch (err) {
      _iterator.e(err);
    } finally {
      _iterator.f();
    }
  }
  function polar2Cartesian$2(lat, lng) {
    var r = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
    var phi = (90 - lat) * Math.PI / 180;
    var theta = (90 - lng) * Math.PI / 180;
    return [r * Math.sin(phi) * Math.cos(theta),
    // x
    r * Math.cos(phi),
    // y
    r * Math.sin(phi) * Math.sin(theta) // z
    ];
  }

  function computeMikkTSpaceTangents( geometry, MikkTSpace, negateSign = true ) {

  	if ( ! MikkTSpace || ! MikkTSpace.isReady ) {

  		throw new Error( 'BufferGeometryUtils: Initialized MikkTSpace library required.' );

  	}

  	if ( ! geometry.hasAttribute( 'position' ) || ! geometry.hasAttribute( 'normal' ) || ! geometry.hasAttribute( 'uv' ) ) {

  		throw new Error( 'BufferGeometryUtils: Tangents require "position", "normal", and "uv" attributes.' );

  	}

  	function getAttributeArray( attribute ) {

  		if ( attribute.normalized || attribute.isInterleavedBufferAttribute ) {

  			const dstArray = new Float32Array( attribute.count * attribute.itemSize );

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

  				dstArray[ j ++ ] = attribute.getX( i );
  				dstArray[ j ++ ] = attribute.getY( i );

  				if ( attribute.itemSize > 2 ) {

  					dstArray[ j ++ ] = attribute.getZ( i );

  				}

  			}

  			return dstArray;

  		}

  		if ( attribute.array instanceof Float32Array ) {

  			return attribute.array;

  		}

  		return new Float32Array( attribute.array );

  	}

  	// MikkTSpace algorithm requires non-indexed input.

  	const _geometry = geometry.index ? geometry.toNonIndexed() : geometry;

  	// Compute vertex tangents.

  	const tangents = MikkTSpace.generateTangents(

  		getAttributeArray( _geometry.attributes.position ),
  		getAttributeArray( _geometry.attributes.normal ),
  		getAttributeArray( _geometry.attributes.uv )

  	);

  	// Texture coordinate convention of glTF differs from the apparent
  	// default of the MikkTSpace library; .w component must be flipped.

  	if ( negateSign ) {

  		for ( let i = 3; i < tangents.length; i += 4 ) {

  			tangents[ i ] *= - 1;

  		}

  	}

  	//

  	_geometry.setAttribute( 'tangent', new BufferAttribute( tangents, 4 ) );

  	if ( geometry !== _geometry ) {

  		geometry.copy( _geometry );

  	}

  	return geometry;

  }

  /**
   * @param  {Array<BufferGeometry>} geometries
   * @param  {Boolean} useGroups
   * @return {BufferGeometry}
   */
  function mergeGeometries( geometries, useGroups = false ) {

  	const isIndexed = geometries[ 0 ].index !== null;

  	const attributesUsed = new Set( Object.keys( geometries[ 0 ].attributes ) );
  	const morphAttributesUsed = new Set( Object.keys( geometries[ 0 ].morphAttributes ) );

  	const attributes = {};
  	const morphAttributes = {};

  	const morphTargetsRelative = geometries[ 0 ].morphTargetsRelative;

  	const mergedGeometry = new BufferGeometry();

  	let offset = 0;

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

  		const geometry = geometries[ i ];
  		let attributesCount = 0;

  		// ensure that all geometries are indexed, or none

  		if ( isIndexed !== ( geometry.index !== null ) ) {

  			console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure index attribute exists among all geometries, or in none of them.' );
  			return null;

  		}

  		// gather attributes, exit early if they're different

  		for ( const name in geometry.attributes ) {

  			if ( ! attributesUsed.has( name ) ) {

  				console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. All geometries must have compatible attributes; make sure "' + name + '" attribute exists among all geometries, or in none of them.' );
  				return null;

  			}

  			if ( attributes[ name ] === undefined ) attributes[ name ] = [];

  			attributes[ name ].push( geometry.attributes[ name ] );

  			attributesCount ++;

  		}

  		// ensure geometries have the same number of attributes

  		if ( attributesCount !== attributesUsed.size ) {

  			console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. Make sure all geometries have the same number of attributes.' );
  			return null;

  		}

  		// gather morph attributes, exit early if they're different

  		if ( morphTargetsRelative !== geometry.morphTargetsRelative ) {

  			console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. .morphTargetsRelative must be consistent throughout all geometries.' );
  			return null;

  		}

  		for ( const name in geometry.morphAttributes ) {

  			if ( ! morphAttributesUsed.has( name ) ) {

  				console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '.  .morphAttributes must be consistent throughout all geometries.' );
  				return null;

  			}

  			if ( morphAttributes[ name ] === undefined ) morphAttributes[ name ] = [];

  			morphAttributes[ name ].push( geometry.morphAttributes[ name ] );

  		}

  		if ( useGroups ) {

  			let count;

  			if ( isIndexed ) {

  				count = geometry.index.count;

  			} else if ( geometry.attributes.position !== undefined ) {

  				count = geometry.attributes.position.count;

  			} else {

  				console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed with geometry at index ' + i + '. The geometry must have either an index or a position attribute' );
  				return null;

  			}

  			mergedGeometry.addGroup( offset, count, i );

  			offset += count;

  		}

  	}

  	// merge indices

  	if ( isIndexed ) {

  		let indexOffset = 0;
  		const mergedIndex = [];

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

  			const index = geometries[ i ].index;

  			for ( let j = 0; j < index.count; ++ j ) {

  				mergedIndex.push( index.getX( j ) + indexOffset );

  			}

  			indexOffset += geometries[ i ].attributes.position.count;

  		}

  		mergedGeometry.setIndex( mergedIndex );

  	}

  	// merge attributes

  	for ( const name in attributes ) {

  		const mergedAttribute = mergeAttributes( attributes[ name ] );

  		if ( ! mergedAttribute ) {

  			console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' attribute.' );
  			return null;

  		}

  		mergedGeometry.setAttribute( name, mergedAttribute );

  	}

  	// merge morph attributes

  	for ( const name in morphAttributes ) {

  		const numMorphTargets = morphAttributes[ name ][ 0 ].length;

  		if ( numMorphTargets === 0 ) break;

  		mergedGeometry.morphAttributes = mergedGeometry.morphAttributes || {};
  		mergedGeometry.morphAttributes[ name ] = [];

  		for ( let i = 0; i < numMorphTargets; ++ i ) {

  			const morphAttributesToMerge = [];

  			for ( let j = 0; j < morphAttributes[ name ].length; ++ j ) {

  				morphAttributesToMerge.push( morphAttributes[ name ][ j ][ i ] );

  			}

  			const mergedMorphAttribute = mergeAttributes( morphAttributesToMerge );

  			if ( ! mergedMorphAttribute ) {

  				console.error( 'THREE.BufferGeometryUtils: .mergeGeometries() failed while trying to merge the ' + name + ' morphAttribute.' );
  				return null;

  			}

  			mergedGeometry.morphAttributes[ name ].push( mergedMorphAttribute );

  		}

  	}

  	return mergedGeometry;

  }

  /**
   * @param {Array<BufferAttribute>} attributes
   * @return {BufferAttribute}
   */
  function mergeAttributes( attributes ) {

  	let TypedArray;
  	let itemSize;
  	let normalized;
  	let gpuType = - 1;
  	let arrayLength = 0;

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

  		const attribute = attributes[ i ];

  		if ( TypedArray === undefined ) TypedArray = attribute.array.constructor;
  		if ( TypedArray !== attribute.array.constructor ) {

  			console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.array must be of consistent array types across matching attributes.' );
  			return null;

  		}

  		if ( itemSize === undefined ) itemSize = attribute.itemSize;
  		if ( itemSize !== attribute.itemSize ) {

  			console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.itemSize must be consistent across matching attributes.' );
  			return null;

  		}

  		if ( normalized === undefined ) normalized = attribute.normalized;
  		if ( normalized !== attribute.normalized ) {

  			console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.normalized must be consistent across matching attributes.' );
  			return null;

  		}

  		if ( gpuType === - 1 ) gpuType = attribute.gpuType;
  		if ( gpuType !== attribute.gpuType ) {

  			console.error( 'THREE.BufferGeometryUtils: .mergeAttributes() failed. BufferAttribute.gpuType must be consistent across matching attributes.' );
  			return null;

  		}

  		arrayLength += attribute.count * itemSize;

  	}

  	const array = new TypedArray( arrayLength );
  	const result = new BufferAttribute( array, itemSize, normalized );
  	let offset = 0;

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

  		const attribute = attributes[ i ];
  		if ( attribute.isInterleavedBufferAttribute ) {

  			const tupleOffset = offset / itemSize;
  			for ( let j = 0, l = attribute.count; j < l; j ++ ) {

  				for ( let c = 0; c < itemSize; c ++ ) {

  					const value = attribute.getComponent( j, c );
  					result.setComponent( j + tupleOffset, c, value );

  				}

  			}

  		} else {

  			array.set( attribute.array, offset );

  		}

  		offset += attribute.count * itemSize;

  	}

  	if ( gpuType !== undefined ) {

  		result.gpuType = gpuType;

  	}

  	return result;

  }

  /**
   * @param {BufferAttribute}
   * @return {BufferAttribute}
   */
  function deepCloneAttribute( attribute ) {

  	if ( attribute.isInstancedInterleavedBufferAttribute || attribute.isInterleavedBufferAttribute ) {

  		return deinterleaveAttribute( attribute );

  	}

  	if ( attribute.isInstancedBufferAttribute ) {

  		return new InstancedBufferAttribute().copy( attribute );

  	}

  	return new BufferAttribute().copy( attribute );

  }

  /**
   * @param {Array<BufferAttribute>} attributes
   * @return {Array<InterleavedBufferAttribute>}
   */
  function interleaveAttributes( attributes ) {

  	// Interleaves the provided attributes into an InterleavedBuffer and returns
  	// a set of InterleavedBufferAttributes for each attribute
  	let TypedArray;
  	let arrayLength = 0;
  	let stride = 0;

  	// calculate the length and type of the interleavedBuffer
  	for ( let i = 0, l = attributes.length; i < l; ++ i ) {

  		const attribute = attributes[ i ];

  		if ( TypedArray === undefined ) TypedArray = attribute.array.constructor;
  		if ( TypedArray !== attribute.array.constructor ) {

  			console.error( 'AttributeBuffers of different types cannot be interleaved' );
  			return null;

  		}

  		arrayLength += attribute.array.length;
  		stride += attribute.itemSize;

  	}

  	// Create the set of buffer attributes
  	const interleavedBuffer = new InterleavedBuffer( new TypedArray( arrayLength ), stride );
  	let offset = 0;
  	const res = [];
  	const getters = [ 'getX', 'getY', 'getZ', 'getW' ];
  	const setters = [ 'setX', 'setY', 'setZ', 'setW' ];

  	for ( let j = 0, l = attributes.length; j < l; j ++ ) {

  		const attribute = attributes[ j ];
  		const itemSize = attribute.itemSize;
  		const count = attribute.count;
  		const iba = new InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, attribute.normalized );
  		res.push( iba );

  		offset += itemSize;

  		// Move the data for each attribute into the new interleavedBuffer
  		// at the appropriate offset
  		for ( let c = 0; c < count; c ++ ) {

  			for ( let k = 0; k < itemSize; k ++ ) {

  				iba[ setters[ k ] ]( c, attribute[ getters[ k ] ]( c ) );

  			}

  		}

  	}

  	return res;

  }

  // returns a new, non-interleaved version of the provided attribute
  function deinterleaveAttribute( attribute ) {

  	const cons = attribute.data.array.constructor;
  	const count = attribute.count;
  	const itemSize = attribute.itemSize;
  	const normalized = attribute.normalized;

  	const array = new cons( count * itemSize );
  	let newAttribute;
  	if ( attribute.isInstancedInterleavedBufferAttribute ) {

  		newAttribute = new InstancedBufferAttribute( array, itemSize, normalized, attribute.meshPerAttribute );

  	} else {

  		newAttribute = new BufferAttribute( array, itemSize, normalized );

  	}

  	for ( let i = 0; i < count; i ++ ) {

  		newAttribute.setX( i, attribute.getX( i ) );

  		if ( itemSize >= 2 ) {

  			newAttribute.setY( i, attribute.getY( i ) );

  		}

  		if ( itemSize >= 3 ) {

  			newAttribute.setZ( i, attribute.getZ( i ) );

  		}

  		if ( itemSize >= 4 ) {

  			newAttribute.setW( i, attribute.getW( i ) );

  		}

  	}

  	return newAttribute;

  }

  // deinterleaves all attributes on the geometry
  function deinterleaveGeometry( geometry ) {

  	const attributes = geometry.attributes;
  	const morphTargets = geometry.morphTargets;
  	const attrMap = new Map();

  	for ( const key in attributes ) {

  		const attr = attributes[ key ];
  		if ( attr.isInterleavedBufferAttribute ) {

  			if ( ! attrMap.has( attr ) ) {

  				attrMap.set( attr, deinterleaveAttribute( attr ) );

  			}

  			attributes[ key ] = attrMap.get( attr );

  		}

  	}

  	for ( const key in morphTargets ) {

  		const attr = morphTargets[ key ];
  		if ( attr.isInterleavedBufferAttribute ) {

  			if ( ! attrMap.has( attr ) ) {

  				attrMap.set( attr, deinterleaveAttribute( attr ) );

  			}

  			morphTargets[ key ] = attrMap.get( attr );

  		}

  	}

  }

  /**
   * @param {BufferGeometry} geometry
   * @return {number}
   */
  function estimateBytesUsed( geometry ) {

  	// Return the estimated memory used by this geometry in bytes
  	// Calculate using itemSize, count, and BYTES_PER_ELEMENT to account
  	// for InterleavedBufferAttributes.
  	let mem = 0;
  	for ( const name in geometry.attributes ) {

  		const attr = geometry.getAttribute( name );
  		mem += attr.count * attr.itemSize * attr.array.BYTES_PER_ELEMENT;

  	}

  	const indices = geometry.getIndex();
  	mem += indices ? indices.count * indices.itemSize * indices.array.BYTES_PER_ELEMENT : 0;
  	return mem;

  }

  /**
   * @param {BufferGeometry} geometry
   * @param {number} tolerance
   * @return {BufferGeometry}
   */
  function mergeVertices( geometry, tolerance = 1e-4 ) {

  	tolerance = Math.max( tolerance, Number.EPSILON );

  	// Generate an index buffer if the geometry doesn't have one, or optimize it
  	// if it's already available.
  	const hashToIndex = {};
  	const indices = geometry.getIndex();
  	const positions = geometry.getAttribute( 'position' );
  	const vertexCount = indices ? indices.count : positions.count;

  	// next value for triangle indices
  	let nextIndex = 0;

  	// attributes and new attribute arrays
  	const attributeNames = Object.keys( geometry.attributes );
  	const tmpAttributes = {};
  	const tmpMorphAttributes = {};
  	const newIndices = [];
  	const getters = [ 'getX', 'getY', 'getZ', 'getW' ];
  	const setters = [ 'setX', 'setY', 'setZ', 'setW' ];

  	// Initialize the arrays, allocating space conservatively. Extra
  	// space will be trimmed in the last step.
  	for ( let i = 0, l = attributeNames.length; i < l; i ++ ) {

  		const name = attributeNames[ i ];
  		const attr = geometry.attributes[ name ];

  		tmpAttributes[ name ] = new BufferAttribute(
  			new attr.array.constructor( attr.count * attr.itemSize ),
  			attr.itemSize,
  			attr.normalized
  		);

  		const morphAttr = geometry.morphAttributes[ name ];
  		if ( morphAttr ) {

  			tmpMorphAttributes[ name ] = new BufferAttribute(
  				new morphAttr.array.constructor( morphAttr.count * morphAttr.itemSize ),
  				morphAttr.itemSize,
  				morphAttr.normalized
  			);

  		}

  	}

  	// convert the error tolerance to an amount of decimal places to truncate to
  	const halfTolerance = tolerance * 0.5;
  	const exponent = Math.log10( 1 / tolerance );
  	const hashMultiplier = Math.pow( 10, exponent );
  	const hashAdditive = halfTolerance * hashMultiplier;
  	for ( let i = 0; i < vertexCount; i ++ ) {

  		const index = indices ? indices.getX( i ) : i;

  		// Generate a hash for the vertex attributes at the current index 'i'
  		let hash = '';
  		for ( let j = 0, l = attributeNames.length; j < l; j ++ ) {

  			const name = attributeNames[ j ];
  			const attribute = geometry.getAttribute( name );
  			const itemSize = attribute.itemSize;

  			for ( let k = 0; k < itemSize; k ++ ) {

  				// double tilde truncates the decimal value
  				hash += `${ ~ ~ ( attribute[ getters[ k ] ]( index ) * hashMultiplier + hashAdditive ) },`;

  			}

  		}

  		// Add another reference to the vertex if it's already
  		// used by another index
  		if ( hash in hashToIndex ) {

  			newIndices.push( hashToIndex[ hash ] );

  		} else {

  			// copy data to the new index in the temporary attributes
  			for ( let j = 0, l = attributeNames.length; j < l; j ++ ) {

  				const name = attributeNames[ j ];
  				const attribute = geometry.getAttribute( name );
  				const morphAttr = geometry.morphAttributes[ name ];
  				const itemSize = attribute.itemSize;
  				const newarray = tmpAttributes[ name ];
  				const newMorphArrays = tmpMorphAttributes[ name ];

  				for ( let k = 0; k < itemSize; k ++ ) {

  					const getterFunc = getters[ k ];
  					const setterFunc = setters[ k ];
  					newarray[ setterFunc ]( nextIndex, attribute[ getterFunc ]( index ) );

  					if ( morphAttr ) {

  						for ( let m = 0, ml = morphAttr.length; m < ml; m ++ ) {

  							newMorphArrays[ m ][ setterFunc ]( nextIndex, morphAttr[ m ][ getterFunc ]( index ) );

  						}

  					}

  				}

  			}

  			hashToIndex[ hash ] = nextIndex;
  			newIndices.push( nextIndex );
  			nextIndex ++;

  		}

  	}

  	// generate result BufferGeometry
  	const result = geometry.clone();
  	for ( const name in geometry.attributes ) {

  		const tmpAttribute = tmpAttributes[ name ];

  		result.setAttribute( name, new BufferAttribute(
  			tmpAttribute.array.slice( 0, nextIndex * tmpAttribute.itemSize ),
  			tmpAttribute.itemSize,
  			tmpAttribute.normalized,
  		) );

  		if ( ! ( name in tmpMorphAttributes ) ) continue;

  		for ( let j = 0; j < tmpMorphAttributes[ name ].length; j ++ ) {

  			const tmpMorphAttribute = tmpMorphAttributes[ name ][ j ];

  			result.morphAttributes[ name ][ j ] = new BufferAttribute(
  				tmpMorphAttribute.array.slice( 0, nextIndex * tmpMorphAttribute.itemSize ),
  				tmpMorphAttribute.itemSize,
  				tmpMorphAttribute.normalized,
  			);

  		}

  	}

  	// indices

  	result.setIndex( newIndices );

  	return result;

  }

  /**
   * @param {BufferGeometry} geometry
   * @param {number} drawMode
   * @return {BufferGeometry}
   */
  function toTrianglesDrawMode( geometry, drawMode ) {

  	if ( drawMode === TrianglesDrawMode ) {

  		console.warn( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Geometry already defined as triangles.' );
  		return geometry;

  	}

  	if ( drawMode === TriangleFanDrawMode || drawMode === TriangleStripDrawMode ) {

  		let index = geometry.getIndex();

  		// generate index if not present

  		if ( index === null ) {

  			const indices = [];

  			const position = geometry.getAttribute( 'position' );

  			if ( position !== undefined ) {

  				for ( let i = 0; i < position.count; i ++ ) {

  					indices.push( i );

  				}

  				geometry.setIndex( indices );
  				index = geometry.getIndex();

  			} else {

  				console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Undefined position attribute. Processing not possible.' );
  				return geometry;

  			}

  		}

  		//

  		const numberOfTriangles = index.count - 2;
  		const newIndices = [];

  		if ( drawMode === TriangleFanDrawMode ) {

  			// gl.TRIANGLE_FAN

  			for ( let i = 1; i <= numberOfTriangles; i ++ ) {

  				newIndices.push( index.getX( 0 ) );
  				newIndices.push( index.getX( i ) );
  				newIndices.push( index.getX( i + 1 ) );

  			}

  		} else {

  			// gl.TRIANGLE_STRIP

  			for ( let i = 0; i < numberOfTriangles; i ++ ) {

  				if ( i % 2 === 0 ) {

  					newIndices.push( index.getX( i ) );
  					newIndices.push( index.getX( i + 1 ) );
  					newIndices.push( index.getX( i + 2 ) );

  				} else {

  					newIndices.push( index.getX( i + 2 ) );
  					newIndices.push( index.getX( i + 1 ) );
  					newIndices.push( index.getX( i ) );

  				}

  			}

  		}

  		if ( ( newIndices.length / 3 ) !== numberOfTriangles ) {

  			console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unable to generate correct amount of triangles.' );

  		}

  		// build final geometry

  		const newGeometry = geometry.clone();
  		newGeometry.setIndex( newIndices );
  		newGeometry.clearGroups();

  		return newGeometry;

  	} else {

  		console.error( 'THREE.BufferGeometryUtils.toTrianglesDrawMode(): Unknown draw mode:', drawMode );
  		return geometry;

  	}

  }

  /**
   * Calculates the morphed attributes of a morphed/skinned BufferGeometry.
   * Helpful for Raytracing or Decals.
   * @param {Mesh | Line | Points} object An instance of Mesh, Line or Points.
   * @return {Object} An Object with original position/normal attributes and morphed ones.
   */
  function computeMorphedAttributes( object ) {

  	const _vA = new Vector3();
  	const _vB = new Vector3();
  	const _vC = new Vector3();

  	const _tempA = new Vector3();
  	const _tempB = new Vector3();
  	const _tempC = new Vector3();

  	const _morphA = new Vector3();
  	const _morphB = new Vector3();
  	const _morphC = new Vector3();

  	function _calculateMorphedAttributeData(
  		object,
  		attribute,
  		morphAttribute,
  		morphTargetsRelative,
  		a,
  		b,
  		c,
  		modifiedAttributeArray
  	) {

  		_vA.fromBufferAttribute( attribute, a );
  		_vB.fromBufferAttribute( attribute, b );
  		_vC.fromBufferAttribute( attribute, c );

  		const morphInfluences = object.morphTargetInfluences;

  		if ( morphAttribute && morphInfluences ) {

  			_morphA.set( 0, 0, 0 );
  			_morphB.set( 0, 0, 0 );
  			_morphC.set( 0, 0, 0 );

  			for ( let i = 0, il = morphAttribute.length; i < il; i ++ ) {

  				const influence = morphInfluences[ i ];
  				const morph = morphAttribute[ i ];

  				if ( influence === 0 ) continue;

  				_tempA.fromBufferAttribute( morph, a );
  				_tempB.fromBufferAttribute( morph, b );
  				_tempC.fromBufferAttribute( morph, c );

  				if ( morphTargetsRelative ) {

  					_morphA.addScaledVector( _tempA, influence );
  					_morphB.addScaledVector( _tempB, influence );
  					_morphC.addScaledVector( _tempC, influence );

  				} else {

  					_morphA.addScaledVector( _tempA.sub( _vA ), influence );
  					_morphB.addScaledVector( _tempB.sub( _vB ), influence );
  					_morphC.addScaledVector( _tempC.sub( _vC ), influence );

  				}

  			}

  			_vA.add( _morphA );
  			_vB.add( _morphB );
  			_vC.add( _morphC );

  		}

  		if ( object.isSkinnedMesh ) {

  			object.applyBoneTransform( a, _vA );
  			object.applyBoneTransform( b, _vB );
  			object.applyBoneTransform( c, _vC );

  		}

  		modifiedAttributeArray[ a * 3 + 0 ] = _vA.x;
  		modifiedAttributeArray[ a * 3 + 1 ] = _vA.y;
  		modifiedAttributeArray[ a * 3 + 2 ] = _vA.z;
  		modifiedAttributeArray[ b * 3 + 0 ] = _vB.x;
  		modifiedAttributeArray[ b * 3 + 1 ] = _vB.y;
  		modifiedAttributeArray[ b * 3 + 2 ] = _vB.z;
  		modifiedAttributeArray[ c * 3 + 0 ] = _vC.x;
  		modifiedAttributeArray[ c * 3 + 1 ] = _vC.y;
  		modifiedAttributeArray[ c * 3 + 2 ] = _vC.z;

  	}

  	const geometry = object.geometry;
  	const material = object.material;

  	let a, b, c;
  	const index = geometry.index;
  	const positionAttribute = geometry.attributes.position;
  	const morphPosition = geometry.morphAttributes.position;
  	const morphTargetsRelative = geometry.morphTargetsRelative;
  	const normalAttribute = geometry.attributes.normal;
  	const morphNormal = geometry.morphAttributes.position;

  	const groups = geometry.groups;
  	const drawRange = geometry.drawRange;
  	let i, j, il, jl;
  	let group;
  	let start, end;

  	const modifiedPosition = new Float32Array( positionAttribute.count * positionAttribute.itemSize );
  	const modifiedNormal = new Float32Array( normalAttribute.count * normalAttribute.itemSize );

  	if ( index !== null ) {

  		// indexed buffer geometry

  		if ( Array.isArray( material ) ) {

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

  				group = groups[ i ];

  				start = Math.max( group.start, drawRange.start );
  				end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

  				for ( j = start, jl = end; j < jl; j += 3 ) {

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

  					_calculateMorphedAttributeData(
  						object,
  						positionAttribute,
  						morphPosition,
  						morphTargetsRelative,
  						a, b, c,
  						modifiedPosition
  					);

  					_calculateMorphedAttributeData(
  						object,
  						normalAttribute,
  						morphNormal,
  						morphTargetsRelative,
  						a, b, c,
  						modifiedNormal
  					);

  				}

  			}

  		} else {

  			start = Math.max( 0, drawRange.start );
  			end = Math.min( index.count, ( drawRange.start + drawRange.count ) );

  			for ( i = start, il = end; i < il; i += 3 ) {

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

  				_calculateMorphedAttributeData(
  					object,
  					positionAttribute,
  					morphPosition,
  					morphTargetsRelative,
  					a, b, c,
  					modifiedPosition
  				);

  				_calculateMorphedAttributeData(
  					object,
  					normalAttribute,
  					morphNormal,
  					morphTargetsRelative,
  					a, b, c,
  					modifiedNormal
  				);

  			}

  		}

  	} else {

  		// non-indexed buffer geometry

  		if ( Array.isArray( material ) ) {

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

  				group = groups[ i ];

  				start = Math.max( group.start, drawRange.start );
  				end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );

  				for ( j = start, jl = end; j < jl; j += 3 ) {

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

  					_calculateMorphedAttributeData(
  						object,
  						positionAttribute,
  						morphPosition,
  						morphTargetsRelative,
  						a, b, c,
  						modifiedPosition
  					);

  					_calculateMorphedAttributeData(
  						object,
  						normalAttribute,
  						morphNormal,
  						morphTargetsRelative,
  						a, b, c,
  						modifiedNormal
  					);

  				}

  			}

  		} else {

  			start = Math.max( 0, drawRange.start );
  			end = Math.min( positionAttribute.count, ( drawRange.start + drawRange.count ) );

  			for ( i = start, il = end; i < il; i += 3 ) {

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

  				_calculateMorphedAttributeData(
  					object,
  					positionAttribute,
  					morphPosition,
  					morphTargetsRelative,
  					a, b, c,
  					modifiedPosition
  				);

  				_calculateMorphedAttributeData(
  					object,
  					normalAttribute,
  					morphNormal,
  					morphTargetsRelative,
  					a, b, c,
  					modifiedNormal
  				);

  			}

  		}

  	}

  	const morphedPositionAttribute = new Float32BufferAttribute( modifiedPosition, 3 );
  	const morphedNormalAttribute = new Float32BufferAttribute( modifiedNormal, 3 );

  	return {

  		positionAttribute: positionAttribute,
  		normalAttribute: normalAttribute,
  		morphedPositionAttribute: morphedPositionAttribute,
  		morphedNormalAttribute: morphedNormalAttribute

  	};

  }

  function mergeGroups( geometry ) {

  	if ( geometry.groups.length === 0 ) {

  		console.warn( 'THREE.BufferGeometryUtils.mergeGroups(): No groups are defined. Nothing to merge.' );
  		return geometry;

  	}

  	let groups = geometry.groups;

  	// sort groups by material index

  	groups = groups.sort( ( a, b ) => {

  		if ( a.materialIndex !== b.materialIndex ) return a.materialIndex - b.materialIndex;

  		return a.start - b.start;

  	} );

  	// create index for non-indexed geometries

  	if ( geometry.getIndex() === null ) {

  		const positionAttribute = geometry.getAttribute( 'position' );
  		const indices = [];

  		for ( let i = 0; i < positionAttribute.count; i += 3 ) {

  			indices.push( i, i + 1, i + 2 );

  		}

  		geometry.setIndex( indices );

  	}

  	// sort index

  	const index = geometry.getIndex();

  	const newIndices = [];

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

  		const group = groups[ i ];

  		const groupStart = group.start;
  		const groupLength = groupStart + group.count;

  		for ( let j = groupStart; j < groupLength; j ++ ) {

  			newIndices.push( index.getX( j ) );

  		}

  	}

  	geometry.dispose(); // Required to force buffer recreation
  	geometry.setIndex( newIndices );

  	// update groups indices

  	let start = 0;

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

  		const group = groups[ i ];

  		group.start = start;
  		start += group.count;

  	}

  	// merge groups

  	let currentGroup = groups[ 0 ];

  	geometry.groups = [ currentGroup ];

  	for ( let i = 1; i < groups.length; i ++ ) {

  		const group = groups[ i ];

  		if ( currentGroup.materialIndex === group.materialIndex ) {

  			currentGroup.count += group.count;

  		} else {

  			currentGroup = group;
  			geometry.groups.push( currentGroup );

  		}

  	}

  	return geometry;

  }


  /**
   * Modifies the supplied geometry if it is non-indexed, otherwise creates a new,
   * non-indexed geometry. Returns the geometry with smooth normals everywhere except
   * faces that meet at an angle greater than the crease angle.
   *
   * @param {BufferGeometry} geometry
   * @param {number} [creaseAngle]
   * @return {BufferGeometry}
   */
  function toCreasedNormals( geometry, creaseAngle = Math.PI / 3 /* 60 degrees */ ) {

  	const creaseDot = Math.cos( creaseAngle );
  	const hashMultiplier = ( 1 + 1e-10 ) * 1e2;

  	// reusable vectors
  	const verts = [ new Vector3(), new Vector3(), new Vector3() ];
  	const tempVec1 = new Vector3();
  	const tempVec2 = new Vector3();
  	const tempNorm = new Vector3();
  	const tempNorm2 = new Vector3();

  	// hashes a vector
  	function hashVertex( v ) {

  		const x = ~ ~ ( v.x * hashMultiplier );
  		const y = ~ ~ ( v.y * hashMultiplier );
  		const z = ~ ~ ( v.z * hashMultiplier );
  		return `${x},${y},${z}`;

  	}

  	// BufferGeometry.toNonIndexed() warns if the geometry is non-indexed
  	// and returns the original geometry
  	const resultGeometry = geometry.index ? geometry.toNonIndexed() : geometry;
  	const posAttr = resultGeometry.attributes.position;
  	const vertexMap = {};

  	// find all the normals shared by commonly located vertices
  	for ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) {

  		const i3 = 3 * i;
  		const a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 );
  		const b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 );
  		const c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 );

  		tempVec1.subVectors( c, b );
  		tempVec2.subVectors( a, b );

  		// add the normal to the map for all vertices
  		const normal = new Vector3().crossVectors( tempVec1, tempVec2 ).normalize();
  		for ( let n = 0; n < 3; n ++ ) {

  			const vert = verts[ n ];
  			const hash = hashVertex( vert );
  			if ( ! ( hash in vertexMap ) ) {

  				vertexMap[ hash ] = [];

  			}

  			vertexMap[ hash ].push( normal );

  		}

  	}

  	// average normals from all vertices that share a common location if they are within the
  	// provided crease threshold
  	const normalArray = new Float32Array( posAttr.count * 3 );
  	const normAttr = new BufferAttribute( normalArray, 3, false );
  	for ( let i = 0, l = posAttr.count / 3; i < l; i ++ ) {

  		// get the face normal for this vertex
  		const i3 = 3 * i;
  		const a = verts[ 0 ].fromBufferAttribute( posAttr, i3 + 0 );
  		const b = verts[ 1 ].fromBufferAttribute( posAttr, i3 + 1 );
  		const c = verts[ 2 ].fromBufferAttribute( posAttr, i3 + 2 );

  		tempVec1.subVectors( c, b );
  		tempVec2.subVectors( a, b );

  		tempNorm.crossVectors( tempVec1, tempVec2 ).normalize();

  		// average all normals that meet the threshold and set the normal value
  		for ( let n = 0; n < 3; n ++ ) {

  			const vert = verts[ n ];
  			const hash = hashVertex( vert );
  			const otherNormals = vertexMap[ hash ];
  			tempNorm2.set( 0, 0, 0 );

  			for ( let k = 0, lk = otherNormals.length; k < lk; k ++ ) {

  				const otherNorm = otherNormals[ k ];
  				if ( tempNorm.dot( otherNorm ) > creaseDot ) {

  					tempNorm2.add( otherNorm );

  				}

  			}

  			tempNorm2.normalize();
  			normAttr.setXYZ( i3 + n, tempNorm2.x, tempNorm2.y, tempNorm2.z );

  		}

  	}

  	resultGeometry.setAttribute( 'normal', normAttr );
  	return resultGeometry;

  }

  var _bfg = /*#__PURE__*/Object.freeze({
    __proto__: null,
    computeMikkTSpaceTangents: computeMikkTSpaceTangents,
    computeMorphedAttributes: computeMorphedAttributes,
    deepCloneAttribute: deepCloneAttribute,
    deinterleaveAttribute: deinterleaveAttribute,
    deinterleaveGeometry: deinterleaveGeometry,
    estimateBytesUsed: estimateBytesUsed,
    interleaveAttributes: interleaveAttributes,
    mergeAttributes: mergeAttributes,
    mergeGeometries: mergeGeometries,
    mergeGroups: mergeGroups,
    mergeVertices: mergeVertices,
    toCreasedNormals: toCreasedNormals,
    toTrianglesDrawMode: toTrianglesDrawMode
  });

  var index$1 = (function (p) {
    return typeof p === 'function' ? p // fn
    : typeof p === 'string' ? function (obj) {
      return obj[p];
    } // property name
    : function (obj) {
      return p;
    };
  }); // constant

  function define(constructor, factory, prototype) {
    constructor.prototype = factory.prototype = prototype;
    prototype.constructor = constructor;
  }

  function extend(parent, definition) {
    var prototype = Object.create(parent.prototype);
    for (var key in definition) prototype[key] = definition[key];
    return prototype;
  }

  function Color() {}

  var darker = 0.7;
  var brighter = 1 / darker;

  var reI = "\\s*([+-]?\\d+)\\s*",
      reN = "\\s*([+-]?(?:\\d*\\.)?\\d+(?:[eE][+-]?\\d+)?)\\s*",
      reP = "\\s*([+-]?(?:\\d*\\.)?\\d+(?:[eE][+-]?\\d+)?)%\\s*",
      reHex = /^#([0-9a-f]{3,8})$/,
      reRgbInteger = new RegExp(`^rgb\\(${reI},${reI},${reI}\\)$`),
      reRgbPercent = new RegExp(`^rgb\\(${reP},${reP},${reP}\\)$`),
      reRgbaInteger = new RegExp(`^rgba\\(${reI},${reI},${reI},${reN}\\)$`),
      reRgbaPercent = new RegExp(`^rgba\\(${reP},${reP},${reP},${reN}\\)$`),
      reHslPercent = new RegExp(`^hsl\\(${reN},${reP},${reP}\\)$`),
      reHslaPercent = new RegExp(`^hsla\\(${reN},${reP},${reP},${reN}\\)$`);

  var named = {
    aliceblue: 0xf0f8ff,
    antiquewhite: 0xfaebd7,
    aqua: 0x00ffff,
    aquamarine: 0x7fffd4,
    azure: 0xf0ffff,
    beige: 0xf5f5dc,
    bisque: 0xffe4c4,
    black: 0x000000,
    blanchedalmond: 0xffebcd,
    blue: 0x0000ff,
    blueviolet: 0x8a2be2,
    brown: 0xa52a2a,
    burlywood: 0xdeb887,
    cadetblue: 0x5f9ea0,
    chartreuse: 0x7fff00,
    chocolate: 0xd2691e,
    coral: 0xff7f50,
    cornflowerblue: 0x6495ed,
    cornsilk: 0xfff8dc,
    crimson: 0xdc143c,
    cyan: 0x00ffff,
    darkblue: 0x00008b,
    darkcyan: 0x008b8b,
    darkgoldenrod: 0xb8860b,
    darkgray: 0xa9a9a9,
    darkgreen: 0x006400,
    darkgrey: 0xa9a9a9,
    darkkhaki: 0xbdb76b,
    darkmagenta: 0x8b008b,
    darkolivegreen: 0x556b2f,
    darkorange: 0xff8c00,
    darkorchid: 0x9932cc,
    darkred: 0x8b0000,
    darksalmon: 0xe9967a,
    darkseagreen: 0x8fbc8f,
    darkslateblue: 0x483d8b,
    darkslategray: 0x2f4f4f,
    darkslategrey: 0x2f4f4f,
    darkturquoise: 0x00ced1,
    darkviolet: 0x9400d3,
    deeppink: 0xff1493,
    deepskyblue: 0x00bfff,
    dimgray: 0x696969,
    dimgrey: 0x696969,
    dodgerblue: 0x1e90ff,
    firebrick: 0xb22222,
    floralwhite: 0xfffaf0,
    forestgreen: 0x228b22,
    fuchsia: 0xff00ff,
    gainsboro: 0xdcdcdc,
    ghostwhite: 0xf8f8ff,
    gold: 0xffd700,
    goldenrod: 0xdaa520,
    gray: 0x808080,
    green: 0x008000,
    greenyellow: 0xadff2f,
    grey: 0x808080,
    honeydew: 0xf0fff0,
    hotpink: 0xff69b4,
    indianred: 0xcd5c5c,
    indigo: 0x4b0082,
    ivory: 0xfffff0,
    khaki: 0xf0e68c,
    lavender: 0xe6e6fa,
    lavenderblush: 0xfff0f5,
    lawngreen: 0x7cfc00,
    lemonchiffon: 0xfffacd,
    lightblue: 0xadd8e6,
    lightcoral: 0xf08080,
    lightcyan: 0xe0ffff,
    lightgoldenrodyellow: 0xfafad2,
    lightgray: 0xd3d3d3,
    lightgreen: 0x90ee90,
    lightgrey: 0xd3d3d3,
    lightpink: 0xffb6c1,
    lightsalmon: 0xffa07a,
    lightseagreen: 0x20b2aa,
    lightskyblue: 0x87cefa,
    lightslategray: 0x778899,
    lightslategrey: 0x778899,
    lightsteelblue: 0xb0c4de,
    lightyellow: 0xffffe0,
    lime: 0x00ff00,
    limegreen: 0x32cd32,
    linen: 0xfaf0e6,
    magenta: 0xff00ff,
    maroon: 0x800000,
    mediumaquamarine: 0x66cdaa,
    mediumblue: 0x0000cd,
    mediumorchid: 0xba55d3,
    mediumpurple: 0x9370db,
    mediumseagreen: 0x3cb371,
    mediumslateblue: 0x7b68ee,
    mediumspringgreen: 0x00fa9a,
    mediumturquoise: 0x48d1cc,
    mediumvioletred: 0xc71585,
    midnightblue: 0x191970,
    mintcream: 0xf5fffa,
    mistyrose: 0xffe4e1,
    moccasin: 0xffe4b5,
    navajowhite: 0xffdead,
    navy: 0x000080,
    oldlace: 0xfdf5e6,
    olive: 0x808000,
    olivedrab: 0x6b8e23,
    orange: 0xffa500,
    orangered: 0xff4500,
    orchid: 0xda70d6,
    palegoldenrod: 0xeee8aa,
    palegreen: 0x98fb98,
    paleturquoise: 0xafeeee,
    palevioletred: 0xdb7093,
    papayawhip: 0xffefd5,
    peachpuff: 0xffdab9,
    peru: 0xcd853f,
    pink: 0xffc0cb,
    plum: 0xdda0dd,
    powderblue: 0xb0e0e6,
    purple: 0x800080,
    rebeccapurple: 0x663399,
    red: 0xff0000,
    rosybrown: 0xbc8f8f,
    royalblue: 0x4169e1,
    saddlebrown: 0x8b4513,
    salmon: 0xfa8072,
    sandybrown: 0xf4a460,
    seagreen: 0x2e8b57,
    seashell: 0xfff5ee,
    sienna: 0xa0522d,
    silver: 0xc0c0c0,
    skyblue: 0x87ceeb,
    slateblue: 0x6a5acd,
    slategray: 0x708090,
    slategrey: 0x708090,
    snow: 0xfffafa,
    springgreen: 0x00ff7f,
    steelblue: 0x4682b4,
    tan: 0xd2b48c,
    teal: 0x008080,
    thistle: 0xd8bfd8,
    tomato: 0xff6347,
    turquoise: 0x40e0d0,
    violet: 0xee82ee,
    wheat: 0xf5deb3,
    white: 0xffffff,
    whitesmoke: 0xf5f5f5,
    yellow: 0xffff00,
    yellowgreen: 0x9acd32
  };

  define(Color, color, {
    copy(channels) {
      return Object.assign(new this.constructor, this, channels);
    },
    displayable() {
      return this.rgb().displayable();
    },
    hex: color_formatHex, // Deprecated! Use color.formatHex.
    formatHex: color_formatHex,
    formatHex8: color_formatHex8,
    formatHsl: color_formatHsl,
    formatRgb: color_formatRgb,
    toString: color_formatRgb
  });

  function color_formatHex() {
    return this.rgb().formatHex();
  }

  function color_formatHex8() {
    return this.rgb().formatHex8();
  }

  function color_formatHsl() {
    return hslConvert(this).formatHsl();
  }

  function color_formatRgb() {
    return this.rgb().formatRgb();
  }

  function color(format) {
    var m, l;
    format = (format + "").trim().toLowerCase();
    return (m = reHex.exec(format)) ? (l = m[1].length, m = parseInt(m[1], 16), l === 6 ? rgbn(m) // #ff0000
        : l === 3 ? new Rgb((m >> 8 & 0xf) | (m >> 4 & 0xf0), (m >> 4 & 0xf) | (m & 0xf0), ((m & 0xf) << 4) | (m & 0xf), 1) // #f00
        : l === 8 ? rgba$1(m >> 24 & 0xff, m >> 16 & 0xff, m >> 8 & 0xff, (m & 0xff) / 0xff) // #ff000000
        : l === 4 ? rgba$1((m >> 12 & 0xf) | (m >> 8 & 0xf0), (m >> 8 & 0xf) | (m >> 4 & 0xf0), (m >> 4 & 0xf) | (m & 0xf0), (((m & 0xf) << 4) | (m & 0xf)) / 0xff) // #f000
        : null) // invalid hex
        : (m = reRgbInteger.exec(format)) ? new Rgb(m[1], m[2], m[3], 1) // rgb(255, 0, 0)
        : (m = reRgbPercent.exec(format)) ? new Rgb(m[1] * 255 / 100, m[2] * 255 / 100, m[3] * 255 / 100, 1) // rgb(100%, 0%, 0%)
        : (m = reRgbaInteger.exec(format)) ? rgba$1(m[1], m[2], m[3], m[4]) // rgba(255, 0, 0, 1)
        : (m = reRgbaPercent.exec(format)) ? rgba$1(m[1] * 255 / 100, m[2] * 255 / 100, m[3] * 255 / 100, m[4]) // rgb(100%, 0%, 0%, 1)
        : (m = reHslPercent.exec(format)) ? hsla$1(m[1], m[2] / 100, m[3] / 100, 1) // hsl(120, 50%, 50%)
        : (m = reHslaPercent.exec(format)) ? hsla$1(m[1], m[2] / 100, m[3] / 100, m[4]) // hsla(120, 50%, 50%, 1)
        : named.hasOwnProperty(format) ? rgbn(named[format]) // eslint-disable-line no-prototype-builtins
        : format === "transparent" ? new Rgb(NaN, NaN, NaN, 0)
        : null;
  }

  function rgbn(n) {
    return new Rgb(n >> 16 & 0xff, n >> 8 & 0xff, n & 0xff, 1);
  }

  function rgba$1(r, g, b, a) {
    if (a <= 0) r = g = b = NaN;
    return new Rgb(r, g, b, a);
  }

  function rgbConvert(o) {
    if (!(o instanceof Color)) o = color(o);
    if (!o) return new Rgb;
    o = o.rgb();
    return new Rgb(o.r, o.g, o.b, o.opacity);
  }

  function rgb$2(r, g, b, opacity) {
    return arguments.length === 1 ? rgbConvert(r) : new Rgb(r, g, b, opacity == null ? 1 : opacity);
  }

  function Rgb(r, g, b, opacity) {
    this.r = +r;
    this.g = +g;
    this.b = +b;
    this.opacity = +opacity;
  }

  define(Rgb, rgb$2, extend(Color, {
    brighter(k) {
      k = k == null ? brighter : Math.pow(brighter, k);
      return new Rgb(this.r * k, this.g * k, this.b * k, this.opacity);
    },
    darker(k) {
      k = k == null ? darker : Math.pow(darker, k);
      return new Rgb(this.r * k, this.g * k, this.b * k, this.opacity);
    },
    rgb() {
      return this;
    },
    clamp() {
      return new Rgb(clampi(this.r), clampi(this.g), clampi(this.b), clampa(this.opacity));
    },
    displayable() {
      return (-0.5 <= this.r && this.r < 255.5)
          && (-0.5 <= this.g && this.g < 255.5)
          && (-0.5 <= this.b && this.b < 255.5)
          && (0 <= this.opacity && this.opacity <= 1);
    },
    hex: rgb_formatHex, // Deprecated! Use color.formatHex.
    formatHex: rgb_formatHex,
    formatHex8: rgb_formatHex8,
    formatRgb: rgb_formatRgb,
    toString: rgb_formatRgb
  }));

  function rgb_formatHex() {
    return `#${hex(this.r)}${hex(this.g)}${hex(this.b)}`;
  }

  function rgb_formatHex8() {
    return `#${hex(this.r)}${hex(this.g)}${hex(this.b)}${hex((isNaN(this.opacity) ? 1 : this.opacity) * 255)}`;
  }

  function rgb_formatRgb() {
    const a = clampa(this.opacity);
    return `${a === 1 ? "rgb(" : "rgba("}${clampi(this.r)}, ${clampi(this.g)}, ${clampi(this.b)}${a === 1 ? ")" : `, ${a})`}`;
  }

  function clampa(opacity) {
    return isNaN(opacity) ? 1 : Math.max(0, Math.min(1, opacity));
  }

  function clampi(value) {
    return Math.max(0, Math.min(255, Math.round(value) || 0));
  }

  function hex(value) {
    value = clampi(value);
    return (value < 16 ? "0" : "") + value.toString(16);
  }

  function hsla$1(h, s, l, a) {
    if (a <= 0) h = s = l = NaN;
    else if (l <= 0 || l >= 1) h = s = NaN;
    else if (s <= 0) h = NaN;
    return new Hsl(h, s, l, a);
  }

  function hslConvert(o) {
    if (o instanceof Hsl) return new Hsl(o.h, o.s, o.l, o.opacity);
    if (!(o instanceof Color)) o = color(o);
    if (!o) return new Hsl;
    if (o instanceof Hsl) return o;
    o = o.rgb();
    var r = o.r / 255,
        g = o.g / 255,
        b = o.b / 255,
        min = Math.min(r, g, b),
        max = Math.max(r, g, b),
        h = NaN,
        s = max - min,
        l = (max + min) / 2;
    if (s) {
      if (r === max) h = (g - b) / s + (g < b) * 6;
      else if (g === max) h = (b - r) / s + 2;
      else h = (r - g) / s + 4;
      s /= l < 0.5 ? max + min : 2 - max - min;
      h *= 60;
    } else {
      s = l > 0 && l < 1 ? 0 : h;
    }
    return new Hsl(h, s, l, o.opacity);
  }

  function hsl$1(h, s, l, opacity) {
    return arguments.length === 1 ? hslConvert(h) : new Hsl(h, s, l, opacity == null ? 1 : opacity);
  }

  function Hsl(h, s, l, opacity) {
    this.h = +h;
    this.s = +s;
    this.l = +l;
    this.opacity = +opacity;
  }

  define(Hsl, hsl$1, extend(Color, {
    brighter(k) {
      k = k == null ? brighter : Math.pow(brighter, k);
      return new Hsl(this.h, this.s, this.l * k, this.opacity);
    },
    darker(k) {
      k = k == null ? darker : Math.pow(darker, k);
      return new Hsl(this.h, this.s, this.l * k, this.opacity);
    },
    rgb() {
      var h = this.h % 360 + (this.h < 0) * 360,
          s = isNaN(h) || isNaN(this.s) ? 0 : this.s,
          l = this.l,
          m2 = l + (l < 0.5 ? l : 1 - l) * s,
          m1 = 2 * l - m2;
      return new Rgb(
        hsl2rgb(h >= 240 ? h - 240 : h + 120, m1, m2),
        hsl2rgb(h, m1, m2),
        hsl2rgb(h < 120 ? h + 240 : h - 120, m1, m2),
        this.opacity
      );
    },
    clamp() {
      return new Hsl(clamph(this.h), clampt(this.s), clampt(this.l), clampa(this.opacity));
    },
    displayable() {
      return (0 <= this.s && this.s <= 1 || isNaN(this.s))
          && (0 <= this.l && this.l <= 1)
          && (0 <= this.opacity && this.opacity <= 1);
    },
    formatHsl() {
      const a = clampa(this.opacity);
      return `${a === 1 ? "hsl(" : "hsla("}${clamph(this.h)}, ${clampt(this.s) * 100}%, ${clampt(this.l) * 100}%${a === 1 ? ")" : `, ${a})`}`;
    }
  }));

  function clamph(value) {
    value = (value || 0) % 360;
    return value < 0 ? value + 360 : value;
  }

  function clampt(value) {
    return Math.max(0, Math.min(1, value || 0));
  }

  /* From FvD 13.37, CSS Color Module Level 3 */
  function hsl2rgb(h, m1, m2) {
    return (h < 60 ? m1 + (m2 - m1) * h / 60
        : h < 180 ? m2
        : h < 240 ? m1 + (m2 - m1) * (240 - h) / 60
        : m1) * 255;
  }

  // This file is autogenerated. It's used to publish ESM to npm.
  function _typeof(obj) {
    "@babel/helpers - typeof";

    return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (obj) {
      return typeof obj;
    } : function (obj) {
      return obj && "function" == typeof Symbol && obj.constructor === Symbol && obj !== Symbol.prototype ? "symbol" : typeof obj;
    }, _typeof(obj);
  }

  // https://github.com/bgrins/TinyColor
  // Brian Grinstead, MIT License

  var trimLeft = /^\s+/;
  var trimRight = /\s+$/;
  function tinycolor(color, opts) {
    color = color ? color : "";
    opts = opts || {};

    // If input is already a tinycolor, return itself
    if (color instanceof tinycolor) {
      return color;
    }
    // If we are called as a function, call using new instead
    if (!(this instanceof tinycolor)) {
      return new tinycolor(color, opts);
    }
    var rgb = inputToRGB(color);
    this._originalInput = color, this._r = rgb.r, this._g = rgb.g, this._b = rgb.b, this._a = rgb.a, this._roundA = Math.round(100 * this._a) / 100, this._format = opts.format || rgb.format;
    this._gradientType = opts.gradientType;

    // Don't let the range of [0,255] come back in [0,1].
    // Potentially lose a little bit of precision here, but will fix issues where
    // .5 gets interpreted as half of the total, instead of half of 1
    // If it was supposed to be 128, this was already taken care of by `inputToRgb`
    if (this._r < 1) this._r = Math.round(this._r);
    if (this._g < 1) this._g = Math.round(this._g);
    if (this._b < 1) this._b = Math.round(this._b);
    this._ok = rgb.ok;
  }
  tinycolor.prototype = {
    isDark: function isDark() {
      return this.getBrightness() < 128;
    },
    isLight: function isLight() {
      return !this.isDark();
    },
    isValid: function isValid() {
      return this._ok;
    },
    getOriginalInput: function getOriginalInput() {
      return this._originalInput;
    },
    getFormat: function getFormat() {
      return this._format;
    },
    getAlpha: function getAlpha() {
      return this._a;
    },
    getBrightness: function getBrightness() {
      //http://www.w3.org/TR/AERT#color-contrast
      var rgb = this.toRgb();
      return (rgb.r * 299 + rgb.g * 587 + rgb.b * 114) / 1000;
    },
    getLuminance: function getLuminance() {
      //http://www.w3.org/TR/2008/REC-WCAG20-20081211/#relativeluminancedef
      var rgb = this.toRgb();
      var RsRGB, GsRGB, BsRGB, R, G, B;
      RsRGB = rgb.r / 255;
      GsRGB = rgb.g / 255;
      BsRGB = rgb.b / 255;
      if (RsRGB <= 0.03928) R = RsRGB / 12.92;else R = Math.pow((RsRGB + 0.055) / 1.055, 2.4);
      if (GsRGB <= 0.03928) G = GsRGB / 12.92;else G = Math.pow((GsRGB + 0.055) / 1.055, 2.4);
      if (BsRGB <= 0.03928) B = BsRGB / 12.92;else B = Math.pow((BsRGB + 0.055) / 1.055, 2.4);
      return 0.2126 * R + 0.7152 * G + 0.0722 * B;
    },
    setAlpha: function setAlpha(value) {
      this._a = boundAlpha(value);
      this._roundA = Math.round(100 * this._a) / 100;
      return this;
    },
    toHsv: function toHsv() {
      var hsv = rgbToHsv(this._r, this._g, this._b);
      return {
        h: hsv.h * 360,
        s: hsv.s,
        v: hsv.v,
        a: this._a
      };
    },
    toHsvString: function toHsvString() {
      var hsv = rgbToHsv(this._r, this._g, this._b);
      var h = Math.round(hsv.h * 360),
        s = Math.round(hsv.s * 100),
        v = Math.round(hsv.v * 100);
      return this._a == 1 ? "hsv(" + h + ", " + s + "%, " + v + "%)" : "hsva(" + h + ", " + s + "%, " + v + "%, " + this._roundA + ")";
    },
    toHsl: function toHsl() {
      var hsl = rgbToHsl$1(this._r, this._g, this._b);
      return {
        h: hsl.h * 360,
        s: hsl.s,
        l: hsl.l,
        a: this._a
      };
    },
    toHslString: function toHslString() {
      var hsl = rgbToHsl$1(this._r, this._g, this._b);
      var h = Math.round(hsl.h * 360),
        s = Math.round(hsl.s * 100),
        l = Math.round(hsl.l * 100);
      return this._a == 1 ? "hsl(" + h + ", " + s + "%, " + l + "%)" : "hsla(" + h + ", " + s + "%, " + l + "%, " + this._roundA + ")";
    },
    toHex: function toHex(allow3Char) {
      return rgbToHex(this._r, this._g, this._b, allow3Char);
    },
    toHexString: function toHexString(allow3Char) {
      return "#" + this.toHex(allow3Char);
    },
    toHex8: function toHex8(allow4Char) {
      return rgbaToHex(this._r, this._g, this._b, this._a, allow4Char);
    },
    toHex8String: function toHex8String(allow4Char) {
      return "#" + this.toHex8(allow4Char);
    },
    toRgb: function toRgb() {
      return {
        r: Math.round(this._r),
        g: Math.round(this._g),
        b: Math.round(this._b),
        a: this._a
      };
    },
    toRgbString: function toRgbString() {
      return this._a == 1 ? "rgb(" + Math.round(this._r) + ", " + Math.round(this._g) + ", " + Math.round(this._b) + ")" : "rgba(" + Math.round(this._r) + ", " + Math.round(this._g) + ", " + Math.round(this._b) + ", " + this._roundA + ")";
    },
    toPercentageRgb: function toPercentageRgb() {
      return {
        r: Math.round(bound01(this._r, 255) * 100) + "%",
        g: Math.round(bound01(this._g, 255) * 100) + "%",
        b: Math.round(bound01(this._b, 255) * 100) + "%",
        a: this._a
      };
    },
    toPercentageRgbString: function toPercentageRgbString() {
      return this._a == 1 ? "rgb(" + Math.round(bound01(this._r, 255) * 100) + "%, " + Math.round(bound01(this._g, 255) * 100) + "%, " + Math.round(bound01(this._b, 255) * 100) + "%)" : "rgba(" + Math.round(bound01(this._r, 255) * 100) + "%, " + Math.round(bound01(this._g, 255) * 100) + "%, " + Math.round(bound01(this._b, 255) * 100) + "%, " + this._roundA + ")";
    },
    toName: function toName() {
      if (this._a === 0) {
        return "transparent";
      }
      if (this._a < 1) {
        return false;
      }
      return hexNames[rgbToHex(this._r, this._g, this._b, true)] || false;
    },
    toFilter: function toFilter(secondColor) {
      var hex8String = "#" + rgbaToArgbHex(this._r, this._g, this._b, this._a);
      var secondHex8String = hex8String;
      var gradientType = this._gradientType ? "GradientType = 1, " : "";
      if (secondColor) {
        var s = tinycolor(secondColor);
        secondHex8String = "#" + rgbaToArgbHex(s._r, s._g, s._b, s._a);
      }
      return "progid:DXImageTransform.Microsoft.gradient(" + gradientType + "startColorstr=" + hex8String + ",endColorstr=" + secondHex8String + ")";
    },
    toString: function toString(format) {
      var formatSet = !!format;
      format = format || this._format;
      var formattedString = false;
      var hasAlpha = this._a < 1 && this._a >= 0;
      var needsAlphaFormat = !formatSet && hasAlpha && (format === "hex" || format === "hex6" || format === "hex3" || format === "hex4" || format === "hex8" || format === "name");
      if (needsAlphaFormat) {
        // Special case for "transparent", all other non-alpha formats
        // will return rgba when there is transparency.
        if (format === "name" && this._a === 0) {
          return this.toName();
        }
        return this.toRgbString();
      }
      if (format === "rgb") {
        formattedString = this.toRgbString();
      }
      if (format === "prgb") {
        formattedString = this.toPercentageRgbString();
      }
      if (format === "hex" || format === "hex6") {
        formattedString = this.toHexString();
      }
      if (format === "hex3") {
        formattedString = this.toHexString(true);
      }
      if (format === "hex4") {
        formattedString = this.toHex8String(true);
      }
      if (format === "hex8") {
        formattedString = this.toHex8String();
      }
      if (format === "name") {
        formattedString = this.toName();
      }
      if (format === "hsl") {
        formattedString = this.toHslString();
      }
      if (format === "hsv") {
        formattedString = this.toHsvString();
      }
      return formattedString || this.toHexString();
    },
    clone: function clone() {
      return tinycolor(this.toString());
    },
    _applyModification: function _applyModification(fn, args) {
      var color = fn.apply(null, [this].concat([].slice.call(args)));
      this._r = color._r;
      this._g = color._g;
      this._b = color._b;
      this.setAlpha(color._a);
      return this;
    },
    lighten: function lighten() {
      return this._applyModification(_lighten, arguments);
    },
    brighten: function brighten() {
      return this._applyModification(_brighten, arguments);
    },
    darken: function darken() {
      return this._applyModification(_darken, arguments);
    },
    desaturate: function desaturate() {
      return this._applyModification(_desaturate, arguments);
    },
    saturate: function saturate() {
      return this._applyModification(_saturate, arguments);
    },
    greyscale: function greyscale() {
      return this._applyModification(_greyscale, arguments);
    },
    spin: function spin() {
      return this._applyModification(_spin, arguments);
    },
    _applyCombination: function _applyCombination(fn, args) {
      return fn.apply(null, [this].concat([].slice.call(args)));
    },
    analogous: function analogous() {
      return this._applyCombination(_analogous, arguments);
    },
    complement: function complement() {
      return this._applyCombination(_complement, arguments);
    },
    monochromatic: function monochromatic() {
      return this._applyCombination(_monochromatic, arguments);
    },
    splitcomplement: function splitcomplement() {
      return this._applyCombination(_splitcomplement, arguments);
    },
    // Disabled until https://github.com/bgrins/TinyColor/issues/254
    // polyad: function (number) {
    //   return this._applyCombination(polyad, [number]);
    // },
    triad: function triad() {
      return this._applyCombination(polyad, [3]);
    },
    tetrad: function tetrad() {
      return this._applyCombination(polyad, [4]);
    }
  };

  // If input is an object, force 1 into "1.0" to handle ratios properly
  // String input requires "1.0" as input, so 1 will be treated as 1
  tinycolor.fromRatio = function (color, opts) {
    if (_typeof(color) == "object") {
      var newColor = {};
      for (var i in color) {
        if (color.hasOwnProperty(i)) {
          if (i === "a") {
            newColor[i] = color[i];
          } else {
            newColor[i] = convertToPercentage(color[i]);
          }
        }
      }
      color = newColor;
    }
    return tinycolor(color, opts);
  };

  // Given a string or object, convert that input to RGB
  // Possible string inputs:
  //
  //     "red"
  //     "#f00" or "f00"
  //     "#ff0000" or "ff0000"
  //     "#ff000000" or "ff000000"
  //     "rgb 255 0 0" or "rgb (255, 0, 0)"
  //     "rgb 1.0 0 0" or "rgb (1, 0, 0)"
  //     "rgba (255, 0, 0, 1)" or "rgba 255, 0, 0, 1"
  //     "rgba (1.0, 0, 0, 1)" or "rgba 1.0, 0, 0, 1"
  //     "hsl(0, 100%, 50%)" or "hsl 0 100% 50%"
  //     "hsla(0, 100%, 50%, 1)" or "hsla 0 100% 50%, 1"
  //     "hsv(0, 100%, 100%)" or "hsv 0 100% 100%"
  //
  function inputToRGB(color) {
    var rgb = {
      r: 0,
      g: 0,
      b: 0
    };
    var a = 1;
    var s = null;
    var v = null;
    var l = null;
    var ok = false;
    var format = false;
    if (typeof color == "string") {
      color = stringInputToObject(color);
    }
    if (_typeof(color) == "object") {
      if (isValidCSSUnit(color.r) && isValidCSSUnit(color.g) && isValidCSSUnit(color.b)) {
        rgb = rgbToRgb(color.r, color.g, color.b);
        ok = true;
        format = String(color.r).substr(-1) === "%" ? "prgb" : "rgb";
      } else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.v)) {
        s = convertToPercentage(color.s);
        v = convertToPercentage(color.v);
        rgb = hsvToRgb(color.h, s, v);
        ok = true;
        format = "hsv";
      } else if (isValidCSSUnit(color.h) && isValidCSSUnit(color.s) && isValidCSSUnit(color.l)) {
        s = convertToPercentage(color.s);
        l = convertToPercentage(color.l);
        rgb = hslToRgb$1(color.h, s, l);
        ok = true;
        format = "hsl";
      }
      if (color.hasOwnProperty("a")) {
        a = color.a;
      }
    }
    a = boundAlpha(a);
    return {
      ok: ok,
      format: color.format || format,
      r: Math.min(255, Math.max(rgb.r, 0)),
      g: Math.min(255, Math.max(rgb.g, 0)),
      b: Math.min(255, Math.max(rgb.b, 0)),
      a: a
    };
  }

  // Conversion Functions
  // --------------------

  // `rgbToHsl`, `rgbToHsv`, `hslToRgb`, `hsvToRgb` modified from:
  // <http://mjijackson.com/2008/02/rgb-to-hsl-and-rgb-to-hsv-color-model-conversion-algorithms-in-javascript>

  // `rgbToRgb`
  // Handle bounds / percentage checking to conform to CSS color spec
  // <http://www.w3.org/TR/css3-color/>
  // *Assumes:* r, g, b in [0, 255] or [0, 1]
  // *Returns:* { r, g, b } in [0, 255]
  function rgbToRgb(r, g, b) {
    return {
      r: bound01(r, 255) * 255,
      g: bound01(g, 255) * 255,
      b: bound01(b, 255) * 255
    };
  }

  // `rgbToHsl`
  // Converts an RGB color value to HSL.
  // *Assumes:* r, g, and b are contained in [0, 255] or [0, 1]
  // *Returns:* { h, s, l } in [0,1]
  function rgbToHsl$1(r, g, b) {
    r = bound01(r, 255);
    g = bound01(g, 255);
    b = bound01(b, 255);
    var max = Math.max(r, g, b),
      min = Math.min(r, g, b);
    var h,
      s,
      l = (max + min) / 2;
    if (max == min) {
      h = s = 0; // achromatic
    } else {
      var d = max - min;
      s = l > 0.5 ? d / (2 - max - min) : d / (max + min);
      switch (max) {
        case r:
          h = (g - b) / d + (g < b ? 6 : 0);
          break;
        case g:
          h = (b - r) / d + 2;
          break;
        case b:
          h = (r - g) / d + 4;
          break;
      }
      h /= 6;
    }
    return {
      h: h,
      s: s,
      l: l
    };
  }

  // `hslToRgb`
  // Converts an HSL color value to RGB.
  // *Assumes:* h is contained in [0, 1] or [0, 360] and s and l are contained [0, 1] or [0, 100]
  // *Returns:* { r, g, b } in the set [0, 255]
  function hslToRgb$1(h, s, l) {
    var r, g, b;
    h = bound01(h, 360);
    s = bound01(s, 100);
    l = bound01(l, 100);
    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) * (2 / 3 - t) * 6;
      return p;
    }
    if (s === 0) {
      r = g = b = l; // achromatic
    } else {
      var q = l < 0.5 ? l * (1 + s) : l + s - l * s;
      var p = 2 * l - q;
      r = hue2rgb(p, q, h + 1 / 3);
      g = hue2rgb(p, q, h);
      b = hue2rgb(p, q, h - 1 / 3);
    }
    return {
      r: r * 255,
      g: g * 255,
      b: b * 255
    };
  }

  // `rgbToHsv`
  // Converts an RGB color value to HSV
  // *Assumes:* r, g, and b are contained in the set [0, 255] or [0, 1]
  // *Returns:* { h, s, v } in [0,1]
  function rgbToHsv(r, g, b) {
    r = bound01(r, 255);
    g = bound01(g, 255);
    b = bound01(b, 255);
    var max = Math.max(r, g, b),
      min = Math.min(r, g, b);
    var h,
      s,
      v = max;
    var d = max - min;
    s = max === 0 ? 0 : d / max;
    if (max == min) {
      h = 0; // achromatic
    } else {
      switch (max) {
        case r:
          h = (g - b) / d + (g < b ? 6 : 0);
          break;
        case g:
          h = (b - r) / d + 2;
          break;
        case b:
          h = (r - g) / d + 4;
          break;
      }
      h /= 6;
    }
    return {
      h: h,
      s: s,
      v: v
    };
  }

  // `hsvToRgb`
  // Converts an HSV color value to RGB.
  // *Assumes:* h is contained in [0, 1] or [0, 360] and s and v are contained in [0, 1] or [0, 100]
  // *Returns:* { r, g, b } in the set [0, 255]
  function hsvToRgb(h, s, v) {
    h = bound01(h, 360) * 6;
    s = bound01(s, 100);
    v = bound01(v, 100);
    var i = Math.floor(h),
      f = h - i,
      p = v * (1 - s),
      q = v * (1 - f * s),
      t = v * (1 - (1 - f) * s),
      mod = i % 6,
      r = [v, q, p, p, t, v][mod],
      g = [t, v, v, q, p, p][mod],
      b = [p, p, t, v, v, q][mod];
    return {
      r: r * 255,
      g: g * 255,
      b: b * 255
    };
  }

  // `rgbToHex`
  // Converts an RGB color to hex
  // Assumes r, g, and b are contained in the set [0, 255]
  // Returns a 3 or 6 character hex
  function rgbToHex(r, g, b, allow3Char) {
    var hex = [pad2(Math.round(r).toString(16)), pad2(Math.round(g).toString(16)), pad2(Math.round(b).toString(16))];

    // Return a 3 character hex if possible
    if (allow3Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1)) {
      return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0);
    }
    return hex.join("");
  }

  // `rgbaToHex`
  // Converts an RGBA color plus alpha transparency to hex
  // Assumes r, g, b are contained in the set [0, 255] and
  // a in [0, 1]. Returns a 4 or 8 character rgba hex
  function rgbaToHex(r, g, b, a, allow4Char) {
    var hex = [pad2(Math.round(r).toString(16)), pad2(Math.round(g).toString(16)), pad2(Math.round(b).toString(16)), pad2(convertDecimalToHex(a))];

    // Return a 4 character hex if possible
    if (allow4Char && hex[0].charAt(0) == hex[0].charAt(1) && hex[1].charAt(0) == hex[1].charAt(1) && hex[2].charAt(0) == hex[2].charAt(1) && hex[3].charAt(0) == hex[3].charAt(1)) {
      return hex[0].charAt(0) + hex[1].charAt(0) + hex[2].charAt(0) + hex[3].charAt(0);
    }
    return hex.join("");
  }

  // `rgbaToArgbHex`
  // Converts an RGBA color to an ARGB Hex8 string
  // Rarely used, but required for "toFilter()"
  function rgbaToArgbHex(r, g, b, a) {
    var hex = [pad2(convertDecimalToHex(a)), pad2(Math.round(r).toString(16)), pad2(Math.round(g).toString(16)), pad2(Math.round(b).toString(16))];
    return hex.join("");
  }

  // `equals`
  // Can be called with any tinycolor input
  tinycolor.equals = function (color1, color2) {
    if (!color1 || !color2) return false;
    return tinycolor(color1).toRgbString() == tinycolor(color2).toRgbString();
  };
  tinycolor.random = function () {
    return tinycolor.fromRatio({
      r: Math.random(),
      g: Math.random(),
      b: Math.random()
    });
  };

  // Modification Functions
  // ----------------------
  // Thanks to less.js for some of the basics here
  // <https://github.com/cloudhead/less.js/blob/master/lib/less/functions.js>

  function _desaturate(color, amount) {
    amount = amount === 0 ? 0 : amount || 10;
    var hsl = tinycolor(color).toHsl();
    hsl.s -= amount / 100;
    hsl.s = clamp01(hsl.s);
    return tinycolor(hsl);
  }
  function _saturate(color, amount) {
    amount = amount === 0 ? 0 : amount || 10;
    var hsl = tinycolor(color).toHsl();
    hsl.s += amount / 100;
    hsl.s = clamp01(hsl.s);
    return tinycolor(hsl);
  }
  function _greyscale(color) {
    return tinycolor(color).desaturate(100);
  }
  function _lighten(color, amount) {
    amount = amount === 0 ? 0 : amount || 10;
    var hsl = tinycolor(color).toHsl();
    hsl.l += amount / 100;
    hsl.l = clamp01(hsl.l);
    return tinycolor(hsl);
  }
  function _brighten(color, amount) {
    amount = amount === 0 ? 0 : amount || 10;
    var rgb = tinycolor(color).toRgb();
    rgb.r = Math.max(0, Math.min(255, rgb.r - Math.round(255 * -(amount / 100))));
    rgb.g = Math.max(0, Math.min(255, rgb.g - Math.round(255 * -(amount / 100))));
    rgb.b = Math.max(0, Math.min(255, rgb.b - Math.round(255 * -(amount / 100))));
    return tinycolor(rgb);
  }
  function _darken(color, amount) {
    amount = amount === 0 ? 0 : amount || 10;
    var hsl = tinycolor(color).toHsl();
    hsl.l -= amount / 100;
    hsl.l = clamp01(hsl.l);
    return tinycolor(hsl);
  }

  // Spin takes a positive or negative amount within [-360, 360] indicating the change of hue.
  // Values outside of this range will be wrapped into this range.
  function _spin(color, amount) {
    var hsl = tinycolor(color).toHsl();
    var hue = (hsl.h + amount) % 360;
    hsl.h = hue < 0 ? 360 + hue : hue;
    return tinycolor(hsl);
  }

  // Combination Functions
  // ---------------------
  // Thanks to jQuery xColor for some of the ideas behind these
  // <https://github.com/infusion/jQuery-xcolor/blob/master/jquery.xcolor.js>

  function _complement(color) {
    var hsl = tinycolor(color).toHsl();
    hsl.h = (hsl.h + 180) % 360;
    return tinycolor(hsl);
  }
  function polyad(color, number) {
    if (isNaN(number) || number <= 0) {
      throw new Error("Argument to polyad must be a positive number");
    }
    var hsl = tinycolor(color).toHsl();
    var result = [tinycolor(color)];
    var step = 360 / number;
    for (var i = 1; i < number; i++) {
      result.push(tinycolor({
        h: (hsl.h + i * step) % 360,
        s: hsl.s,
        l: hsl.l
      }));
    }
    return result;
  }
  function _splitcomplement(color) {
    var hsl = tinycolor(color).toHsl();
    var h = hsl.h;
    return [tinycolor(color), tinycolor({
      h: (h + 72) % 360,
      s: hsl.s,
      l: hsl.l
    }), tinycolor({
      h: (h + 216) % 360,
      s: hsl.s,
      l: hsl.l
    })];
  }
  function _analogous(color, results, slices) {
    results = results || 6;
    slices = slices || 30;
    var hsl = tinycolor(color).toHsl();
    var part = 360 / slices;
    var ret = [tinycolor(color)];
    for (hsl.h = (hsl.h - (part * results >> 1) + 720) % 360; --results;) {
      hsl.h = (hsl.h + part) % 360;
      ret.push(tinycolor(hsl));
    }
    return ret;
  }
  function _monochromatic(color, results) {
    results = results || 6;
    var hsv = tinycolor(color).toHsv();
    var h = hsv.h,
      s = hsv.s,
      v = hsv.v;
    var ret = [];
    var modification = 1 / results;
    while (results--) {
      ret.push(tinycolor({
        h: h,
        s: s,
        v: v
      }));
      v = (v + modification) % 1;
    }
    return ret;
  }

  // Utility Functions
  // ---------------------

  tinycolor.mix = function (color1, color2, amount) {
    amount = amount === 0 ? 0 : amount || 50;
    var rgb1 = tinycolor(color1).toRgb();
    var rgb2 = tinycolor(color2).toRgb();
    var p = amount / 100;
    var rgba = {
      r: (rgb2.r - rgb1.r) * p + rgb1.r,
      g: (rgb2.g - rgb1.g) * p + rgb1.g,
      b: (rgb2.b - rgb1.b) * p + rgb1.b,
      a: (rgb2.a - rgb1.a) * p + rgb1.a
    };
    return tinycolor(rgba);
  };

  // Readability Functions
  // ---------------------
  // <http://www.w3.org/TR/2008/REC-WCAG20-20081211/#contrast-ratiodef (WCAG Version 2)

  // `contrast`
  // Analyze the 2 colors and returns the color contrast defined by (WCAG Version 2)
  tinycolor.readability = function (color1, color2) {
    var c1 = tinycolor(color1);
    var c2 = tinycolor(color2);
    return (Math.max(c1.getLuminance(), c2.getLuminance()) + 0.05) / (Math.min(c1.getLuminance(), c2.getLuminance()) + 0.05);
  };

  // `isReadable`
  // Ensure that foreground and background color combinations meet WCAG2 guidelines.
  // The third argument is an optional Object.
  //      the 'level' property states 'AA' or 'AAA' - if missing or invalid, it defaults to 'AA';
  //      the 'size' property states 'large' or 'small' - if missing or invalid, it defaults to 'small'.
  // If the entire object is absent, isReadable defaults to {level:"AA",size:"small"}.

  // *Example*
  //    tinycolor.isReadable("#000", "#111") => false
  //    tinycolor.isReadable("#000", "#111",{level:"AA",size:"large"}) => false
  tinycolor.isReadable = function (color1, color2, wcag2) {
    var readability = tinycolor.readability(color1, color2);
    var wcag2Parms, out;
    out = false;
    wcag2Parms = validateWCAG2Parms(wcag2);
    switch (wcag2Parms.level + wcag2Parms.size) {
      case "AAsmall":
      case "AAAlarge":
        out = readability >= 4.5;
        break;
      case "AAlarge":
        out = readability >= 3;
        break;
      case "AAAsmall":
        out = readability >= 7;
        break;
    }
    return out;
  };

  // `mostReadable`
  // Given a base color and a list of possible foreground or background
  // colors for that base, returns the most readable color.
  // Optionally returns Black or White if the most readable color is unreadable.
  // *Example*
  //    tinycolor.mostReadable(tinycolor.mostReadable("#123", ["#124", "#125"],{includeFallbackColors:false}).toHexString(); // "#112255"
  //    tinycolor.mostReadable(tinycolor.mostReadable("#123", ["#124", "#125"],{includeFallbackColors:true}).toHexString();  // "#ffffff"
  //    tinycolor.mostReadable("#a8015a", ["#faf3f3"],{includeFallbackColors:true,level:"AAA",size:"large"}).toHexString(); // "#faf3f3"
  //    tinycolor.mostReadable("#a8015a", ["#faf3f3"],{includeFallbackColors:true,level:"AAA",size:"small"}).toHexString(); // "#ffffff"
  tinycolor.mostReadable = function (baseColor, colorList, args) {
    var bestColor = null;
    var bestScore = 0;
    var readability;
    var includeFallbackColors, level, size;
    args = args || {};
    includeFallbackColors = args.includeFallbackColors;
    level = args.level;
    size = args.size;
    for (var i = 0; i < colorList.length; i++) {
      readability = tinycolor.readability(baseColor, colorList[i]);
      if (readability > bestScore) {
        bestScore = readability;
        bestColor = tinycolor(colorList[i]);
      }
    }
    if (tinycolor.isReadable(baseColor, bestColor, {
      level: level,
      size: size
    }) || !includeFallbackColors) {
      return bestColor;
    } else {
      args.includeFallbackColors = false;
      return tinycolor.mostReadable(baseColor, ["#fff", "#000"], args);
    }
  };

  // Big List of Colors
  // ------------------
  // <https://www.w3.org/TR/css-color-4/#named-colors>
  var names = tinycolor.names = {
    aliceblue: "f0f8ff",
    antiquewhite: "faebd7",
    aqua: "0ff",
    aquamarine: "7fffd4",
    azure: "f0ffff",
    beige: "f5f5dc",
    bisque: "ffe4c4",
    black: "000",
    blanchedalmond: "ffebcd",
    blue: "00f",
    blueviolet: "8a2be2",
    brown: "a52a2a",
    burlywood: "deb887",
    burntsienna: "ea7e5d",
    cadetblue: "5f9ea0",
    chartreuse: "7fff00",
    chocolate: "d2691e",
    coral: "ff7f50",
    cornflowerblue: "6495ed",
    cornsilk: "fff8dc",
    crimson: "dc143c",
    cyan: "0ff",
    darkblue: "00008b",
    darkcyan: "008b8b",
    darkgoldenrod: "b8860b",
    darkgray: "a9a9a9",
    darkgreen: "006400",
    darkgrey: "a9a9a9",
    darkkhaki: "bdb76b",
    darkmagenta: "8b008b",
    darkolivegreen: "556b2f",
    darkorange: "ff8c00",
    darkorchid: "9932cc",
    darkred: "8b0000",
    darksalmon: "e9967a",
    darkseagreen: "8fbc8f",
    darkslateblue: "483d8b",
    darkslategray: "2f4f4f",
    darkslategrey: "2f4f4f",
    darkturquoise: "00ced1",
    darkviolet: "9400d3",
    deeppink: "ff1493",
    deepskyblue: "00bfff",
    dimgray: "696969",
    dimgrey: "696969",
    dodgerblue: "1e90ff",
    firebrick: "b22222",
    floralwhite: "fffaf0",
    forestgreen: "228b22",
    fuchsia: "f0f",
    gainsboro: "dcdcdc",
    ghostwhite: "f8f8ff",
    gold: "ffd700",
    goldenrod: "daa520",
    gray: "808080",
    green: "008000",
    greenyellow: "adff2f",
    grey: "808080",
    honeydew: "f0fff0",
    hotpink: "ff69b4",
    indianred: "cd5c5c",
    indigo: "4b0082",
    ivory: "fffff0",
    khaki: "f0e68c",
    lavender: "e6e6fa",
    lavenderblush: "fff0f5",
    lawngreen: "7cfc00",
    lemonchiffon: "fffacd",
    lightblue: "add8e6",
    lightcoral: "f08080",
    lightcyan: "e0ffff",
    lightgoldenrodyellow: "fafad2",
    lightgray: "d3d3d3",
    lightgreen: "90ee90",
    lightgrey: "d3d3d3",
    lightpink: "ffb6c1",
    lightsalmon: "ffa07a",
    lightseagreen: "20b2aa",
    lightskyblue: "87cefa",
    lightslategray: "789",
    lightslategrey: "789",
    lightsteelblue: "b0c4de",
    lightyellow: "ffffe0",
    lime: "0f0",
    limegreen: "32cd32",
    linen: "faf0e6",
    magenta: "f0f",
    maroon: "800000",
    mediumaquamarine: "66cdaa",
    mediumblue: "0000cd",
    mediumorchid: "ba55d3",
    mediumpurple: "9370db",
    mediumseagreen: "3cb371",
    mediumslateblue: "7b68ee",
    mediumspringgreen: "00fa9a",
    mediumturquoise: "48d1cc",
    mediumvioletred: "c71585",
    midnightblue: "191970",
    mintcream: "f5fffa",
    mistyrose: "ffe4e1",
    moccasin: "ffe4b5",
    navajowhite: "ffdead",
    navy: "000080",
    oldlace: "fdf5e6",
    olive: "808000",
    olivedrab: "6b8e23",
    orange: "ffa500",
    orangered: "ff4500",
    orchid: "da70d6",
    palegoldenrod: "eee8aa",
    palegreen: "98fb98",
    paleturquoise: "afeeee",
    palevioletred: "db7093",
    papayawhip: "ffefd5",
    peachpuff: "ffdab9",
    peru: "cd853f",
    pink: "ffc0cb",
    plum: "dda0dd",
    powderblue: "b0e0e6",
    purple: "800080",
    rebeccapurple: "663399",
    red: "f00",
    rosybrown: "bc8f8f",
    royalblue: "4169e1",
    saddlebrown: "8b4513",
    salmon: "fa8072",
    sandybrown: "f4a460",
    seagreen: "2e8b57",
    seashell: "fff5ee",
    sienna: "a0522d",
    silver: "c0c0c0",
    skyblue: "87ceeb",
    slateblue: "6a5acd",
    slategray: "708090",
    slategrey: "708090",
    snow: "fffafa",
    springgreen: "00ff7f",
    steelblue: "4682b4",
    tan: "d2b48c",
    teal: "008080",
    thistle: "d8bfd8",
    tomato: "ff6347",
    turquoise: "40e0d0",
    violet: "ee82ee",
    wheat: "f5deb3",
    white: "fff",
    whitesmoke: "f5f5f5",
    yellow: "ff0",
    yellowgreen: "9acd32"
  };

  // Make it easy to access colors via `hexNames[hex]`
  var hexNames = tinycolor.hexNames = flip(names);

  // Utilities
  // ---------

  // `{ 'name1': 'val1' }` becomes `{ 'val1': 'name1' }`
  function flip(o) {
    var flipped = {};
    for (var i in o) {
      if (o.hasOwnProperty(i)) {
        flipped[o[i]] = i;
      }
    }
    return flipped;
  }

  // Return a valid alpha value [0,1] with all invalid values being set to 1
  function boundAlpha(a) {
    a = parseFloat(a);
    if (isNaN(a) || a < 0 || a > 1) {
      a = 1;
    }
    return a;
  }

  // Take input from [0, n] and return it as [0, 1]
  function bound01(n, max) {
    if (isOnePointZero(n)) n = "100%";
    var processPercent = isPercentage(n);
    n = Math.min(max, Math.max(0, parseFloat(n)));

    // Automatically convert percentage into number
    if (processPercent) {
      n = parseInt(n * max, 10) / 100;
    }

    // Handle floating point rounding errors
    if (Math.abs(n - max) < 0.000001) {
      return 1;
    }

    // Convert into [0, 1] range if it isn't already
    return n % max / parseFloat(max);
  }

  // Force a number between 0 and 1
  function clamp01(val) {
    return Math.min(1, Math.max(0, val));
  }

  // Parse a base-16 hex value into a base-10 integer
  function parseIntFromHex(val) {
    return parseInt(val, 16);
  }

  // Need to handle 1.0 as 100%, since once it is a number, there is no difference between it and 1
  // <http://stackoverflow.com/questions/7422072/javascript-how-to-detect-number-as-a-decimal-including-1-0>
  function isOnePointZero(n) {
    return typeof n == "string" && n.indexOf(".") != -1 && parseFloat(n) === 1;
  }

  // Check to see if string passed in is a percentage
  function isPercentage(n) {
    return typeof n === "string" && n.indexOf("%") != -1;
  }

  // Force a hex value to have 2 characters
  function pad2(c) {
    return c.length == 1 ? "0" + c : "" + c;
  }

  // Replace a decimal with it's percentage value
  function convertToPercentage(n) {
    if (n <= 1) {
      n = n * 100 + "%";
    }
    return n;
  }

  // Converts a decimal to a hex value
  function convertDecimalToHex(d) {
    return Math.round(parseFloat(d) * 255).toString(16);
  }
  // Converts a hex value to a decimal
  function convertHexToDecimal(h) {
    return parseIntFromHex(h) / 255;
  }
  var matchers = function () {
    // <http://www.w3.org/TR/css3-values/#integers>
    var CSS_INTEGER = "[-\\+]?\\d+%?";

    // <http://www.w3.org/TR/css3-values/#number-value>
    var CSS_NUMBER = "[-\\+]?\\d*\\.\\d+%?";

    // Allow positive/negative integer/number.  Don't capture the either/or, just the entire outcome.
    var CSS_UNIT = "(?:" + CSS_NUMBER + ")|(?:" + CSS_INTEGER + ")";

    // Actual matching.
    // Parentheses and commas are optional, but not required.
    // Whitespace can take the place of commas or opening paren
    var PERMISSIVE_MATCH3 = "[\\s|\\(]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")\\s*\\)?";
    var PERMISSIVE_MATCH4 = "[\\s|\\(]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")[,|\\s]+(" + CSS_UNIT + ")\\s*\\)?";
    return {
      CSS_UNIT: new RegExp(CSS_UNIT),
      rgb: new RegExp("rgb" + PERMISSIVE_MATCH3),
      rgba: new RegExp("rgba" + PERMISSIVE_MATCH4),
      hsl: new RegExp("hsl" + PERMISSIVE_MATCH3),
      hsla: new RegExp("hsla" + PERMISSIVE_MATCH4),
      hsv: new RegExp("hsv" + PERMISSIVE_MATCH3),
      hsva: new RegExp("hsva" + PERMISSIVE_MATCH4),
      hex3: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,
      hex6: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/,
      hex4: /^#?([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})([0-9a-fA-F]{1})$/,
      hex8: /^#?([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})([0-9a-fA-F]{2})$/
    };
  }();

  // `isValidCSSUnit`
  // Take in a single string / number and check to see if it looks like a CSS unit
  // (see `matchers` above for definition).
  function isValidCSSUnit(color) {
    return !!matchers.CSS_UNIT.exec(color);
  }

  // `stringInputToObject`
  // Permissive string parsing.  Take in a number of formats, and output an object
  // based on detected format.  Returns `{ r, g, b }` or `{ h, s, l }` or `{ h, s, v}`
  function stringInputToObject(color) {
    color = color.replace(trimLeft, "").replace(trimRight, "").toLowerCase();
    var named = false;
    if (names[color]) {
      color = names[color];
      named = true;
    } else if (color == "transparent") {
      return {
        r: 0,
        g: 0,
        b: 0,
        a: 0,
        format: "name"
      };
    }

    // Try to match string input using regular expressions.
    // Keep most of the number bounding out of this function - don't worry about [0,1] or [0,100] or [0,360]
    // Just return an object and let the conversion functions handle that.
    // This way the result will be the same whether the tinycolor is initialized with string or object.
    var match;
    if (match = matchers.rgb.exec(color)) {
      return {
        r: match[1],
        g: match[2],
        b: match[3]
      };
    }
    if (match = matchers.rgba.exec(color)) {
      return {
        r: match[1],
        g: match[2],
        b: match[3],
        a: match[4]
      };
    }
    if (match = matchers.hsl.exec(color)) {
      return {
        h: match[1],
        s: match[2],
        l: match[3]
      };
    }
    if (match = matchers.hsla.exec(color)) {
      return {
        h: match[1],
        s: match[2],
        l: match[3],
        a: match[4]
      };
    }
    if (match = matchers.hsv.exec(color)) {
      return {
        h: match[1],
        s: match[2],
        v: match[3]
      };
    }
    if (match = matchers.hsva.exec(color)) {
      return {
        h: match[1],
        s: match[2],
        v: match[3],
        a: match[4]
      };
    }
    if (match = matchers.hex8.exec(color)) {
      return {
        r: parseIntFromHex(match[1]),
        g: parseIntFromHex(match[2]),
        b: parseIntFromHex(match[3]),
        a: convertHexToDecimal(match[4]),
        format: named ? "name" : "hex8"
      };
    }
    if (match = matchers.hex6.exec(color)) {
      return {
        r: parseIntFromHex(match[1]),
        g: parseIntFromHex(match[2]),
        b: parseIntFromHex(match[3]),
        format: named ? "name" : "hex"
      };
    }
    if (match = matchers.hex4.exec(color)) {
      return {
        r: parseIntFromHex(match[1] + "" + match[1]),
        g: parseIntFromHex(match[2] + "" + match[2]),
        b: parseIntFromHex(match[3] + "" + match[3]),
        a: convertHexToDecimal(match[4] + "" + match[4]),
        format: named ? "name" : "hex8"
      };
    }
    if (match = matchers.hex3.exec(color)) {
      return {
        r: parseIntFromHex(match[1] + "" + match[1]),
        g: parseIntFromHex(match[2] + "" + match[2]),
        b: parseIntFromHex(match[3] + "" + match[3]),
        format: named ? "name" : "hex"
      };
    }
    return false;
  }
  function validateWCAG2Parms(parms) {
    // return valid WCAG2 parms for isReadable.
    // If input parms are invalid, return {"level":"AA", "size":"small"}
    var level, size;
    parms = parms || {
      level: "AA",
      size: "small"
    };
    level = (parms.level || "AA").toUpperCase();
    size = (parms.size || "small").toLowerCase();
    if (level !== "AA" && level !== "AAA") {
      level = "AA";
    }
    if (size !== "small" && size !== "large") {
      size = "small";
    }
    return {
      level: level,
      size: size
    };
  }

  function _iterableToArrayLimit$4(arr, i) {
    var _i = null == arr ? null : "undefined" != typeof Symbol && arr[Symbol.iterator] || arr["@@iterator"];
    if (null != _i) {
      var _s,
        _e,
        _x,
        _r,
        _arr = [],
        _n = !0,
        _d = !1;
      try {
        if (_x = (_i = _i.call(arr)).next, 0 === i) {
          if (Object(_i) !== _i) return;
          _n = !1;
        } else for (; !(_n = (_s = _x.call(_i)).done) && (_arr.push(_s.value), _arr.length !== i); _n = !0);
      } catch (err) {
        _d = !0, _e = err;
      } finally {
        try {
          if (!_n && null != _i.return && (_r = _i.return(), Object(_r) !== _r)) return;
        } finally {
          if (_d) throw _e;
        }
      }
      return _arr;
    }
  }
  function _objectWithoutPropertiesLoose$2(source, excluded) {
    if (source == null) return {};
    var target = {};
    var sourceKeys = Object.keys(source);
    var key, i;
    for (i = 0; i < sourceKeys.length; i++) {
      key = sourceKeys[i];
      if (excluded.indexOf(key) >= 0) continue;
      target[key] = source[key];
    }
    return target;
  }
  function _objectWithoutProperties$2(source, excluded) {
    if (source == null) return {};
    var target = _objectWithoutPropertiesLoose$2(source, excluded);
    var key, i;
    if (Object.getOwnPropertySymbols) {
      var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
      for (i = 0; i < sourceSymbolKeys.length; i++) {
        key = sourceSymbolKeys[i];
        if (excluded.indexOf(key) >= 0) continue;
        if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
        target[key] = source[key];
      }
    }
    return target;
  }
  function _slicedToArray$4(arr, i) {
    return _arrayWithHoles$4(arr) || _iterableToArrayLimit$4(arr, i) || _unsupportedIterableToArray$4(arr, i) || _nonIterableRest$4();
  }
  function _toConsumableArray$4(arr) {
    return _arrayWithoutHoles$4(arr) || _iterableToArray$4(arr) || _unsupportedIterableToArray$4(arr) || _nonIterableSpread$4();
  }
  function _arrayWithoutHoles$4(arr) {
    if (Array.isArray(arr)) return _arrayLikeToArray$4(arr);
  }
  function _arrayWithHoles$4(arr) {
    if (Array.isArray(arr)) return arr;
  }
  function _iterableToArray$4(iter) {
    if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
  }
  function _unsupportedIterableToArray$4(o, minLen) {
    if (!o) return;
    if (typeof o === "string") return _arrayLikeToArray$4(o, minLen);
    var n = Object.prototype.toString.call(o).slice(8, -1);
    if (n === "Object" && o.constructor) n = o.constructor.name;
    if (n === "Map" || n === "Set") return Array.from(o);
    if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$4(o, minLen);
  }
  function _arrayLikeToArray$4(arr, len) {
    if (len == null || len > arr.length) len = arr.length;
    for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
    return arr2;
  }
  function _nonIterableSpread$4() {
    throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _nonIterableRest$4() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _toPrimitive$4(input, hint) {
    if (typeof input !== "object" || input === null) return input;
    var prim = input[Symbol.toPrimitive];
    if (prim !== undefined) {
      var res = prim.call(input, hint || "default");
      if (typeof res !== "object") return res;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return (hint === "string" ? String : Number)(input);
  }
  function _toPropertyKey$4(arg) {
    var key = _toPrimitive$4(arg, "string");
    return typeof key === "symbol" ? key : String(key);
  }

  var index = (function () {
    var list = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];
    var keyAccessors = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
    var multiItem = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : true;
    var flattenKeys = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : false;
    var keys = (keyAccessors instanceof Array ? keyAccessors.length ? keyAccessors : [undefined] : [keyAccessors]).map(function (key) {
      return {
        keyAccessor: key,
        isProp: !(key instanceof Function)
      };
    });
    var indexedResult = list.reduce(function (res, item) {
      var iterObj = res;
      var itemVal = item;
      keys.forEach(function (_ref, idx) {
        var keyAccessor = _ref.keyAccessor,
          isProp = _ref.isProp;
        var key;
        if (isProp) {
          var _itemVal = itemVal,
            propVal = _itemVal[keyAccessor],
            rest = _objectWithoutProperties$2(_itemVal, [keyAccessor].map(_toPropertyKey$4));
          key = propVal;
          itemVal = rest;
        } else {
          key = keyAccessor(itemVal, idx);
        }
        if (idx + 1 < keys.length) {
          if (!iterObj.hasOwnProperty(key)) {
            iterObj[key] = {};
          }
          iterObj = iterObj[key];
        } else {
          // Leaf key
          if (multiItem) {
            if (!iterObj.hasOwnProperty(key)) {
              iterObj[key] = [];
            }
            iterObj[key].push(itemVal);
          } else {
            iterObj[key] = itemVal;
          }
        }
      });
      return res;
    }, {});
    if (multiItem instanceof Function) {
      // Reduce leaf multiple values
      (function reduce(node) {
        var level = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;
        if (level === keys.length) {
          Object.keys(node).forEach(function (k) {
            return node[k] = multiItem(node[k]);
          });
        } else {
          Object.values(node).forEach(function (child) {
            return reduce(child, level + 1);
          });
        }
      })(indexedResult); // IIFE
    }

    var result = indexedResult;
    if (flattenKeys) {
      // flatten into array
      result = [];
      (function flatten(node) {
        var accKeys = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
        if (accKeys.length === keys.length) {
          result.push({
            keys: accKeys,
            vals: node
          });
        } else {
          Object.entries(node).forEach(function (_ref2) {
            var _ref3 = _slicedToArray$4(_ref2, 2),
              key = _ref3[0],
              val = _ref3[1];
            return flatten(val, [].concat(_toConsumableArray$4(accKeys), [key]));
          });
        }
      })(indexedResult); //IIFE

      if (keyAccessors instanceof Array && keyAccessors.length === 0 && result.length === 1) {
        // clear keys if there's no key accessors (single result)
        result[0].keys = [];
      }
    }
    return result;
  });

  function _iterableToArrayLimit$3(arr, i) {
    var _i = null == arr ? null : "undefined" != typeof Symbol && arr[Symbol.iterator] || arr["@@iterator"];
    if (null != _i) {
      var _s,
        _e,
        _x,
        _r,
        _arr = [],
        _n = !0,
        _d = !1;
      try {
        if (_x = (_i = _i.call(arr)).next, 0 === i) {
          if (Object(_i) !== _i) return;
          _n = !1;
        } else for (; !(_n = (_s = _x.call(_i)).done) && (_arr.push(_s.value), _arr.length !== i); _n = !0);
      } catch (err) {
        _d = !0, _e = err;
      } finally {
        try {
          if (!_n && null != _i.return && (_r = _i.return(), Object(_r) !== _r)) return;
        } finally {
          if (_d) throw _e;
        }
      }
      return _arr;
    }
  }
  function ownKeys$1(object, enumerableOnly) {
    var keys = Object.keys(object);
    if (Object.getOwnPropertySymbols) {
      var symbols = Object.getOwnPropertySymbols(object);
      enumerableOnly && (symbols = symbols.filter(function (sym) {
        return Object.getOwnPropertyDescriptor(object, sym).enumerable;
      })), keys.push.apply(keys, symbols);
    }
    return keys;
  }
  function _objectSpread2$1(target) {
    for (var i = 1; i < arguments.length; i++) {
      var source = null != arguments[i] ? arguments[i] : {};
      i % 2 ? ownKeys$1(Object(source), !0).forEach(function (key) {
        _defineProperty$2(target, key, source[key]);
      }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(target, Object.getOwnPropertyDescriptors(source)) : ownKeys$1(Object(source)).forEach(function (key) {
        Object.defineProperty(target, key, Object.getOwnPropertyDescriptor(source, key));
      });
    }
    return target;
  }
  function _defineProperty$2(obj, key, value) {
    key = _toPropertyKey$3(key);
    if (key in obj) {
      Object.defineProperty(obj, key, {
        value: value,
        enumerable: true,
        configurable: true,
        writable: true
      });
    } else {
      obj[key] = value;
    }
    return obj;
  }
  function _objectWithoutPropertiesLoose$1(source, excluded) {
    if (source == null) return {};
    var target = {};
    var sourceKeys = Object.keys(source);
    var key, i;
    for (i = 0; i < sourceKeys.length; i++) {
      key = sourceKeys[i];
      if (excluded.indexOf(key) >= 0) continue;
      target[key] = source[key];
    }
    return target;
  }
  function _objectWithoutProperties$1(source, excluded) {
    if (source == null) return {};
    var target = _objectWithoutPropertiesLoose$1(source, excluded);
    var key, i;
    if (Object.getOwnPropertySymbols) {
      var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
      for (i = 0; i < sourceSymbolKeys.length; i++) {
        key = sourceSymbolKeys[i];
        if (excluded.indexOf(key) >= 0) continue;
        if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
        target[key] = source[key];
      }
    }
    return target;
  }
  function _slicedToArray$3(arr, i) {
    return _arrayWithHoles$3(arr) || _iterableToArrayLimit$3(arr, i) || _unsupportedIterableToArray$3(arr, i) || _nonIterableRest$3();
  }
  function _toConsumableArray$3(arr) {
    return _arrayWithoutHoles$3(arr) || _iterableToArray$3(arr) || _unsupportedIterableToArray$3(arr) || _nonIterableSpread$3();
  }
  function _arrayWithoutHoles$3(arr) {
    if (Array.isArray(arr)) return _arrayLikeToArray$3(arr);
  }
  function _arrayWithHoles$3(arr) {
    if (Array.isArray(arr)) return arr;
  }
  function _iterableToArray$3(iter) {
    if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
  }
  function _unsupportedIterableToArray$3(o, minLen) {
    if (!o) return;
    if (typeof o === "string") return _arrayLikeToArray$3(o, minLen);
    var n = Object.prototype.toString.call(o).slice(8, -1);
    if (n === "Object" && o.constructor) n = o.constructor.name;
    if (n === "Map" || n === "Set") return Array.from(o);
    if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$3(o, minLen);
  }
  function _arrayLikeToArray$3(arr, len) {
    if (len == null || len > arr.length) len = arr.length;
    for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
    return arr2;
  }
  function _nonIterableSpread$3() {
    throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _nonIterableRest$3() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _toPrimitive$3(input, hint) {
    if (typeof input !== "object" || input === null) return input;
    var prim = input[Symbol.toPrimitive];
    if (prim !== undefined) {
      var res = prim.call(input, hint || "default");
      if (typeof res !== "object") return res;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return (hint === "string" ? String : Number)(input);
  }
  function _toPropertyKey$3(arg) {
    var key = _toPrimitive$3(arg, "string");
    return typeof key === "symbol" ? key : String(key);
  }

  var _excluded$2 = ["createObj", "updateObj", "exitObj", "objBindAttr", "dataBindAttr"];
  function diffArrays(prev, next, idAccessor) {
    var result = {
      enter: [],
      update: [],
      exit: []
    };
    if (!idAccessor) {
      // use object references for comparison
      var prevSet = new Set(prev);
      var nextSet = new Set(next);
      new Set([].concat(_toConsumableArray$3(prevSet), _toConsumableArray$3(nextSet))).forEach(function (item) {
        var type = !prevSet.has(item) ? 'enter' : !nextSet.has(item) ? 'exit' : 'update';
        result[type].push(type === 'update' ? [item, item] : item);
      });
    } else {
      // compare by id (duplicate keys are ignored)
      var prevById = index(prev, idAccessor, false);
      var nextById = index(next, idAccessor, false);
      var byId = Object.assign({}, prevById, nextById);
      Object.entries(byId).forEach(function (_ref) {
        var _ref2 = _slicedToArray$3(_ref, 2),
          id = _ref2[0],
          item = _ref2[1];
        var type = !prevById.hasOwnProperty(id) ? 'enter' : !nextById.hasOwnProperty(id) ? 'exit' : 'update';
        result[type].push(type === 'update' ? [prevById[id], nextById[id]] : item);
      });
    }
    return result;
  }
  function dataBindDiff(data, existingObjs, _ref3) {
    var _ref3$objBindAttr = _ref3.objBindAttr,
      objBindAttr = _ref3$objBindAttr === void 0 ? '__obj' : _ref3$objBindAttr,
      _ref3$dataBindAttr = _ref3.dataBindAttr,
      dataBindAttr = _ref3$dataBindAttr === void 0 ? '__data' : _ref3$dataBindAttr,
      idAccessor = _ref3.idAccessor,
      _ref3$purge = _ref3.purge,
      purge = _ref3$purge === void 0 ? false : _ref3$purge;
    var isObjValid = function isObjValid(obj) {
      return obj.hasOwnProperty(dataBindAttr);
    };
    var removeObjs = existingObjs.filter(function (obj) {
      return !isObjValid(obj);
    });
    var prevD = existingObjs.filter(isObjValid).map(function (obj) {
      return obj[dataBindAttr];
    });
    var nextD = data;
    var diff = purge ? {
      enter: nextD,
      exit: prevD,
      update: []
    } // don't diff data in purge mode
    : diffArrays(prevD, nextD, idAccessor);
    diff.update = diff.update.map(function (_ref4) {
      var _ref5 = _slicedToArray$3(_ref4, 2),
        prevD = _ref5[0],
        nextD = _ref5[1];
      if (prevD !== nextD) {
        // transfer obj to new data point (if different)
        nextD[objBindAttr] = prevD[objBindAttr];
        nextD[objBindAttr][dataBindAttr] = nextD;
      }
      return nextD;
    });
    diff.exit = diff.exit.concat(removeObjs.map(function (obj) {
      return _defineProperty$2({}, objBindAttr, obj);
    }));
    return diff;
  }
  function viewDigest(data, existingObjs,
  // list
  appendObj,
  // item => {...} function
  removeObj, // item => {...} function
  _ref7) {
    var _ref7$createObj = _ref7.createObj,
      createObj = _ref7$createObj === void 0 ? function (d) {
        return {};
      } : _ref7$createObj,
      _ref7$updateObj = _ref7.updateObj,
      updateObj = _ref7$updateObj === void 0 ? function (obj, d) {} : _ref7$updateObj,
      _ref7$exitObj = _ref7.exitObj,
      exitObj = _ref7$exitObj === void 0 ? function (obj) {} : _ref7$exitObj,
      _ref7$objBindAttr = _ref7.objBindAttr,
      objBindAttr = _ref7$objBindAttr === void 0 ? '__obj' : _ref7$objBindAttr,
      _ref7$dataBindAttr = _ref7.dataBindAttr,
      dataBindAttr = _ref7$dataBindAttr === void 0 ? '__data' : _ref7$dataBindAttr,
      dataDiffOptions = _objectWithoutProperties$1(_ref7, _excluded$2);
    var _dataBindDiff = dataBindDiff(data, existingObjs, _objectSpread2$1({
        objBindAttr: objBindAttr,
        dataBindAttr: dataBindAttr
      }, dataDiffOptions)),
      enter = _dataBindDiff.enter,
      update = _dataBindDiff.update,
      exit = _dataBindDiff.exit;

    // Remove exiting points
    exit.forEach(function (d) {
      var obj = d[objBindAttr];
      delete d[objBindAttr]; // unbind obj

      exitObj(obj);
      removeObj(obj);
    });
    var newObjs = createObjs(enter);
    var pointsData = [].concat(_toConsumableArray$3(enter), _toConsumableArray$3(update));
    updateObjs(pointsData);

    // Add new points
    newObjs.forEach(appendObj);

    //

    function createObjs(data) {
      var newObjs = [];
      data.forEach(function (d) {
        var obj = createObj(d);
        if (obj) {
          obj[dataBindAttr] = d;
          d[objBindAttr] = obj;
          newObjs.push(obj);
        }
      });
      return newObjs;
    }
    function updateObjs(data) {
      data.forEach(function (d) {
        var obj = d[objBindAttr];
        if (obj) {
          obj[dataBindAttr] = d;
          updateObj(obj, d);
        }
      });
    }
  }

  var FrameTicker$3 = {exports: {}};

  (function (module, exports) {
  	!function(e,t){module.exports=t();}(commonjsGlobal,function(){return function(e){function t(n){if(i[n])return i[n].exports;var r=i[n]={exports:{},id:n,loaded:!1};return e[n].call(r.exports,r,r.exports,t),r.loaded=!0,r.exports}var i={};return t.m=e,t.c=i,t.p="",t(0)}([function(e,t,i){var n=i(1),r=function(){function e(e,t,i){void 0===e&&(e=NaN),void 0===t&&(t=NaN),void 0===i&&(i=!1),this._minFPS=t,this._maxFPS=e,this._timeScale=1,this._currentTick=0,this._currentTime=0,this._tickDeltaTime=0,this._isRunning=!1,this._maxInterval=isNaN(this._minFPS)?NaN:1e3/this._minFPS,this._minInterval=isNaN(this._maxFPS)?NaN:1e3/this._maxFPS,this._onResume=new n.default,this._onPause=new n.default,this._onTick=new n.default,this._onTickOncePerFrame=new n.default,i||this.resume();}return e.prototype.updateOnce=function(e){e(this.currentTimeSeconds,this.tickDeltaTimeSeconds,this.currentTick);},e.prototype.resume=function(){this._isRunning||(this._isRunning=!0,this._lastTimeUpdated=this.getTimer(),this._onResume.dispatch(),this.animateOnce());},e.prototype.pause=function(){this._isRunning&&(this._isRunning=!1,this._onPause.dispatch(),window.cancelAnimationFrame(this._animationFrameHandle));},e.prototype.dispose=function(){this.pause(),this._onResume.removeAll(),this._onPause.removeAll(),this._onTick.removeAll();},Object.defineProperty(e.prototype,"currentTick",{get:function(){return this._currentTick},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"currentTimeSeconds",{get:function(){return this._currentTime/1e3},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"tickDeltaTimeSeconds",{get:function(){return this._tickDeltaTime/1e3},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"timeScale",{get:function(){return this._timeScale},set:function(e){this._timeScale!==e&&(this._timeScale=e);},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onResume",{get:function(){return this._onResume},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onPause",{get:function(){return this._onPause},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onTick",{get:function(){return this._onTick},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"onTickOncePerFrame",{get:function(){return this._onTickOncePerFrame},enumerable:!0,configurable:!0}),Object.defineProperty(e.prototype,"isRunning",{get:function(){return this._isRunning},enumerable:!0,configurable:!0}),e.prototype.animateOnce=function(){var e=this;this._animationFrameHandle=window.requestAnimationFrame(function(){return e.onFrame()});},e.prototype.onFrame=function(){if(this._now=this.getTimer(),this._frameDeltaTime=this._now-this._lastTimeUpdated,isNaN(this._minInterval)||this._frameDeltaTime>=this._minInterval)if(isNaN(this._maxInterval))this.update(this._frameDeltaTime*this._timeScale,!0),this._lastTimeUpdated=this._now;else for(this._interval=Math.min(this._frameDeltaTime,this._maxInterval);this._now>=this._lastTimeUpdated+this._interval;)this.update(this._interval*this._timeScale,this._now<=this._lastTimeUpdated+2*this._maxInterval),this._lastTimeUpdated+=this._interval;this._isRunning&&this.animateOnce();},e.prototype.update=function(e,t){void 0===t&&(t=!0),this._currentTick++,this._currentTime+=e,this._tickDeltaTime=e,this._onTick.dispatch(this.currentTimeSeconds,this.tickDeltaTimeSeconds,this.currentTick),t&&this._onTickOncePerFrame.dispatch(this.currentTimeSeconds,this.tickDeltaTimeSeconds,this.currentTick);},e.prototype.getTimer=function(){return Date.now()},e}();Object.defineProperty(t,"__esModule",{value:!0}),t.default=r;},function(e,t,i){!function(t,i){e.exports=i();}(this,function(){return function(e){function t(n){if(i[n])return i[n].exports;var r=i[n]={exports:{},id:n,loaded:!1};return e[n].call(r.exports,r,r.exports,t),r.loaded=!0,r.exports}var i={};return t.m=e,t.c=i,t.p="",t(0)}([function(e,t){var i=function(){function e(){this.functions=[];}return e.prototype.add=function(e){return this.functions.indexOf(e)===-1&&(this.functions.push(e),!0)},e.prototype.remove=function(e){var t=this.functions.indexOf(e);return t>-1&&(this.functions.splice(t,1),!0)},e.prototype.removeAll=function(){return this.functions.length>0&&(this.functions.length=0,!0)},e.prototype.dispatch=function(){for(var e=[],t=0;t<arguments.length;t++)e[t]=arguments[t];var i=this.functions.concat();i.forEach(function(t){t.apply(void 0,e);});},Object.defineProperty(e.prototype,"numItems",{get:function(){return this.functions.length},enumerable:!0,configurable:!0}),e}();Object.defineProperty(t,"__esModule",{value:!0}),t.default=i;}])});}])}); 
  } (FrameTicker$3));

  var FrameTickerExports = FrameTicker$3.exports;
  var _FrameTicker = /*@__PURE__*/getDefaultExportFromCjs(FrameTickerExports);

  function initRange(domain, range) {
    switch (arguments.length) {
      case 0: break;
      case 1: this.range(domain); break;
      default: this.range(range).domain(domain); break;
    }
    return this;
  }

  var constant = x => () => x;

  function linear$1(a, d) {
    return function(t) {
      return a + t * d;
    };
  }

  function exponential(a, b, y) {
    return a = Math.pow(a, y), b = Math.pow(b, y) - a, y = 1 / y, function(t) {
      return Math.pow(a + t * b, y);
    };
  }

  function gamma(y) {
    return (y = +y) === 1 ? nogamma : function(a, b) {
      return b - a ? exponential(a, b, y) : constant(isNaN(a) ? b : a);
    };
  }

  function nogamma(a, b) {
    var d = b - a;
    return d ? linear$1(a, d) : constant(isNaN(a) ? b : a);
  }

  var rgb$1 = (function rgbGamma(y) {
    var color = gamma(y);

    function rgb(start, end) {
      var r = color((start = rgb$2(start)).r, (end = rgb$2(end)).r),
          g = color(start.g, end.g),
          b = color(start.b, end.b),
          opacity = nogamma(start.opacity, end.opacity);
      return function(t) {
        start.r = r(t);
        start.g = g(t);
        start.b = b(t);
        start.opacity = opacity(t);
        return start + "";
      };
    }

    rgb.gamma = rgbGamma;

    return rgb;
  })(1);

  function numberArray(a, b) {
    if (!b) b = [];
    var n = a ? Math.min(b.length, a.length) : 0,
        c = b.slice(),
        i;
    return function(t) {
      for (i = 0; i < n; ++i) c[i] = a[i] * (1 - t) + b[i] * t;
      return c;
    };
  }

  function isNumberArray(x) {
    return ArrayBuffer.isView(x) && !(x instanceof DataView);
  }

  function interpolateArray(a, b) {
    return (isNumberArray(b) ? numberArray : genericArray)(a, b);
  }

  function genericArray(a, b) {
    var nb = b ? b.length : 0,
        na = a ? Math.min(nb, a.length) : 0,
        x = new Array(na),
        c = new Array(nb),
        i;

    for (i = 0; i < na; ++i) x[i] = interpolate(a[i], b[i]);
    for (; i < nb; ++i) c[i] = b[i];

    return function(t) {
      for (i = 0; i < na; ++i) c[i] = x[i](t);
      return c;
    };
  }

  function date(a, b) {
    var d = new Date;
    return a = +a, b = +b, function(t) {
      return d.setTime(a * (1 - t) + b * t), d;
    };
  }

  function interpolateNumber(a, b) {
    return a = +a, b = +b, function(t) {
      return a * (1 - t) + b * t;
    };
  }

  function object(a, b) {
    var i = {},
        c = {},
        k;

    if (a === null || typeof a !== "object") a = {};
    if (b === null || typeof b !== "object") b = {};

    for (k in b) {
      if (k in a) {
        i[k] = interpolate(a[k], b[k]);
      } else {
        c[k] = b[k];
      }
    }

    return function(t) {
      for (k in i) c[k] = i[k](t);
      return c;
    };
  }

  var reA = /[-+]?(?:\d+\.?\d*|\.?\d+)(?:[eE][-+]?\d+)?/g,
      reB = new RegExp(reA.source, "g");

  function zero(b) {
    return function() {
      return b;
    };
  }

  function one(b) {
    return function(t) {
      return b(t) + "";
    };
  }

  function string(a, b) {
    var bi = reA.lastIndex = reB.lastIndex = 0, // scan index for next number in b
        am, // current match in a
        bm, // current match in b
        bs, // string preceding current number in b, if any
        i = -1, // index in s
        s = [], // string constants and placeholders
        q = []; // number interpolators

    // Coerce inputs to strings.
    a = a + "", b = b + "";

    // Interpolate pairs of numbers in a & b.
    while ((am = reA.exec(a))
        && (bm = reB.exec(b))) {
      if ((bs = bm.index) > bi) { // a string precedes the next number in b
        bs = b.slice(bi, bs);
        if (s[i]) s[i] += bs; // coalesce with previous string
        else s[++i] = bs;
      }
      if ((am = am[0]) === (bm = bm[0])) { // numbers in a & b match
        if (s[i]) s[i] += bm; // coalesce with previous string
        else s[++i] = bm;
      } else { // interpolate non-matching numbers
        s[++i] = null;
        q.push({i: i, x: interpolateNumber(am, bm)});
      }
      bi = reB.lastIndex;
    }

    // Add remains of b.
    if (bi < b.length) {
      bs = b.slice(bi);
      if (s[i]) s[i] += bs; // coalesce with previous string
      else s[++i] = bs;
    }

    // Special optimization for only a single match.
    // Otherwise, interpolate each of the numbers and rejoin the string.
    return s.length < 2 ? (q[0]
        ? one(q[0].x)
        : zero(b))
        : (b = q.length, function(t) {
            for (var i = 0, o; i < b; ++i) s[(o = q[i]).i] = o.x(t);
            return s.join("");
          });
  }

  function interpolate(a, b) {
    var t = typeof b, c;
    return b == null || t === "boolean" ? constant(b)
        : (t === "number" ? interpolateNumber
        : t === "string" ? ((c = color(b)) ? (b = c, rgb$1) : string)
        : b instanceof color ? rgb$1
        : b instanceof Date ? date
        : isNumberArray(b) ? numberArray
        : Array.isArray(b) ? genericArray
        : typeof b.valueOf !== "function" && typeof b.toString !== "function" || isNaN(b) ? object
        : interpolateNumber)(a, b);
  }

  function interpolateRound(a, b) {
    return a = +a, b = +b, function(t) {
      return Math.round(a * (1 - t) + b * t);
    };
  }

  function constants(x) {
    return function() {
      return x;
    };
  }

  function number(x) {
    return +x;
  }

  var unit = [0, 1];

  function identity$1(x) {
    return x;
  }

  function normalize(a, b) {
    return (b -= (a = +a))
        ? function(x) { return (x - a) / b; }
        : constants(isNaN(b) ? NaN : 0.5);
  }

  function clamper(a, b) {
    var t;
    if (a > b) t = a, a = b, b = t;
    return function(x) { return Math.max(a, Math.min(b, x)); };
  }

  // normalize(a, b)(x) takes a domain value x in [a,b] and returns the corresponding parameter t in [0,1].
  // interpolate(a, b)(t) takes a parameter t in [0,1] and returns the corresponding range value x in [a,b].
  function bimap(domain, range, interpolate) {
    var d0 = domain[0], d1 = domain[1], r0 = range[0], r1 = range[1];
    if (d1 < d0) d0 = normalize(d1, d0), r0 = interpolate(r1, r0);
    else d0 = normalize(d0, d1), r0 = interpolate(r0, r1);
    return function(x) { return r0(d0(x)); };
  }

  function polymap(domain, range, interpolate) {
    var j = Math.min(domain.length, range.length) - 1,
        d = new Array(j),
        r = new Array(j),
        i = -1;

    // Reverse descending domains.
    if (domain[j] < domain[0]) {
      domain = domain.slice().reverse();
      range = range.slice().reverse();
    }

    while (++i < j) {
      d[i] = normalize(domain[i], domain[i + 1]);
      r[i] = interpolate(range[i], range[i + 1]);
    }

    return function(x) {
      var i = bisectRight(domain, x, 1, j) - 1;
      return r[i](d[i](x));
    };
  }

  function copy(source, target) {
    return target
        .domain(source.domain())
        .range(source.range())
        .interpolate(source.interpolate())
        .clamp(source.clamp())
        .unknown(source.unknown());
  }

  function transformer() {
    var domain = unit,
        range = unit,
        interpolate$1 = interpolate,
        transform,
        untransform,
        unknown,
        clamp = identity$1,
        piecewise,
        output,
        input;

    function rescale() {
      var n = Math.min(domain.length, range.length);
      if (clamp !== identity$1) clamp = clamper(domain[0], domain[n - 1]);
      piecewise = n > 2 ? polymap : bimap;
      output = input = null;
      return scale;
    }

    function scale(x) {
      return x == null || isNaN(x = +x) ? unknown : (output || (output = piecewise(domain.map(transform), range, interpolate$1)))(transform(clamp(x)));
    }

    scale.invert = function(y) {
      return clamp(untransform((input || (input = piecewise(range, domain.map(transform), interpolateNumber)))(y)));
    };

    scale.domain = function(_) {
      return arguments.length ? (domain = Array.from(_, number), rescale()) : domain.slice();
    };

    scale.range = function(_) {
      return arguments.length ? (range = Array.from(_), rescale()) : range.slice();
    };

    scale.rangeRound = function(_) {
      return range = Array.from(_), interpolate$1 = interpolateRound, rescale();
    };

    scale.clamp = function(_) {
      return arguments.length ? (clamp = _ ? true : identity$1, rescale()) : clamp !== identity$1;
    };

    scale.interpolate = function(_) {
      return arguments.length ? (interpolate$1 = _, rescale()) : interpolate$1;
    };

    scale.unknown = function(_) {
      return arguments.length ? (unknown = _, scale) : unknown;
    };

    return function(t, u) {
      transform = t, untransform = u;
      return rescale();
    };
  }

  function continuous() {
    return transformer()(identity$1, identity$1);
  }

  function formatDecimal(x) {
    return Math.abs(x = Math.round(x)) >= 1e21
        ? x.toLocaleString("en").replace(/,/g, "")
        : x.toString(10);
  }

  // Computes the decimal coefficient and exponent of the specified number x with
  // significant digits p, where x is positive and p is in [1, 21] or undefined.
  // For example, formatDecimalParts(1.23) returns ["123", 0].
  function formatDecimalParts(x, p) {
    if ((i = (x = p ? x.toExponential(p - 1) : x.toExponential()).indexOf("e")) < 0) return null; // NaN, ±Infinity
    var i, coefficient = x.slice(0, i);

    // The string returned by toExponential either has the form \d\.\d+e[-+]\d+
    // (e.g., 1.2e+3) or the form \de[-+]\d+ (e.g., 1e+3).
    return [
      coefficient.length > 1 ? coefficient[0] + coefficient.slice(2) : coefficient,
      +x.slice(i + 1)
    ];
  }

  function exponent(x) {
    return x = formatDecimalParts(Math.abs(x)), x ? x[1] : NaN;
  }

  function formatGroup(grouping, thousands) {
    return function(value, width) {
      var i = value.length,
          t = [],
          j = 0,
          g = grouping[0],
          length = 0;

      while (i > 0 && g > 0) {
        if (length + g + 1 > width) g = Math.max(1, width - length);
        t.push(value.substring(i -= g, i + g));
        if ((length += g + 1) > width) break;
        g = grouping[j = (j + 1) % grouping.length];
      }

      return t.reverse().join(thousands);
    };
  }

  function formatNumerals(numerals) {
    return function(value) {
      return value.replace(/[0-9]/g, function(i) {
        return numerals[+i];
      });
    };
  }

  // [[fill]align][sign][symbol][0][width][,][.precision][~][type]
  var re = /^(?:(.)?([<>=^]))?([+\-( ])?([$#])?(0)?(\d+)?(,)?(\.\d+)?(~)?([a-z%])?$/i;

  function formatSpecifier(specifier) {
    if (!(match = re.exec(specifier))) throw new Error("invalid format: " + specifier);
    var match;
    return new FormatSpecifier({
      fill: match[1],
      align: match[2],
      sign: match[3],
      symbol: match[4],
      zero: match[5],
      width: match[6],
      comma: match[7],
      precision: match[8] && match[8].slice(1),
      trim: match[9],
      type: match[10]
    });
  }

  formatSpecifier.prototype = FormatSpecifier.prototype; // instanceof

  function FormatSpecifier(specifier) {
    this.fill = specifier.fill === undefined ? " " : specifier.fill + "";
    this.align = specifier.align === undefined ? ">" : specifier.align + "";
    this.sign = specifier.sign === undefined ? "-" : specifier.sign + "";
    this.symbol = specifier.symbol === undefined ? "" : specifier.symbol + "";
    this.zero = !!specifier.zero;
    this.width = specifier.width === undefined ? undefined : +specifier.width;
    this.comma = !!specifier.comma;
    this.precision = specifier.precision === undefined ? undefined : +specifier.precision;
    this.trim = !!specifier.trim;
    this.type = specifier.type === undefined ? "" : specifier.type + "";
  }

  FormatSpecifier.prototype.toString = function() {
    return this.fill
        + this.align
        + this.sign
        + this.symbol
        + (this.zero ? "0" : "")
        + (this.width === undefined ? "" : Math.max(1, this.width | 0))
        + (this.comma ? "," : "")
        + (this.precision === undefined ? "" : "." + Math.max(0, this.precision | 0))
        + (this.trim ? "~" : "")
        + this.type;
  };

  // Trims insignificant zeros, e.g., replaces 1.2000k with 1.2k.
  function formatTrim(s) {
    out: for (var n = s.length, i = 1, i0 = -1, i1; i < n; ++i) {
      switch (s[i]) {
        case ".": i0 = i1 = i; break;
        case "0": if (i0 === 0) i0 = i; i1 = i; break;
        default: if (!+s[i]) break out; if (i0 > 0) i0 = 0; break;
      }
    }
    return i0 > 0 ? s.slice(0, i0) + s.slice(i1 + 1) : s;
  }

  var prefixExponent;

  function formatPrefixAuto(x, p) {
    var d = formatDecimalParts(x, p);
    if (!d) return x + "";
    var coefficient = d[0],
        exponent = d[1],
        i = exponent - (prefixExponent = Math.max(-8, Math.min(8, Math.floor(exponent / 3))) * 3) + 1,
        n = coefficient.length;
    return i === n ? coefficient
        : i > n ? coefficient + new Array(i - n + 1).join("0")
        : i > 0 ? coefficient.slice(0, i) + "." + coefficient.slice(i)
        : "0." + new Array(1 - i).join("0") + formatDecimalParts(x, Math.max(0, p + i - 1))[0]; // less than 1y!
  }

  function formatRounded(x, p) {
    var d = formatDecimalParts(x, p);
    if (!d) return x + "";
    var coefficient = d[0],
        exponent = d[1];
    return exponent < 0 ? "0." + new Array(-exponent).join("0") + coefficient
        : coefficient.length > exponent + 1 ? coefficient.slice(0, exponent + 1) + "." + coefficient.slice(exponent + 1)
        : coefficient + new Array(exponent - coefficient.length + 2).join("0");
  }

  var formatTypes = {
    "%": (x, p) => (x * 100).toFixed(p),
    "b": (x) => Math.round(x).toString(2),
    "c": (x) => x + "",
    "d": formatDecimal,
    "e": (x, p) => x.toExponential(p),
    "f": (x, p) => x.toFixed(p),
    "g": (x, p) => x.toPrecision(p),
    "o": (x) => Math.round(x).toString(8),
    "p": (x, p) => formatRounded(x * 100, p),
    "r": formatRounded,
    "s": formatPrefixAuto,
    "X": (x) => Math.round(x).toString(16).toUpperCase(),
    "x": (x) => Math.round(x).toString(16)
  };

  function identity(x) {
    return x;
  }

  var map = Array.prototype.map,
      prefixes = ["y","z","a","f","p","n","µ","m","","k","M","G","T","P","E","Z","Y"];

  function formatLocale(locale) {
    var group = locale.grouping === undefined || locale.thousands === undefined ? identity : formatGroup(map.call(locale.grouping, Number), locale.thousands + ""),
        currencyPrefix = locale.currency === undefined ? "" : locale.currency[0] + "",
        currencySuffix = locale.currency === undefined ? "" : locale.currency[1] + "",
        decimal = locale.decimal === undefined ? "." : locale.decimal + "",
        numerals = locale.numerals === undefined ? identity : formatNumerals(map.call(locale.numerals, String)),
        percent = locale.percent === undefined ? "%" : locale.percent + "",
        minus = locale.minus === undefined ? "−" : locale.minus + "",
        nan = locale.nan === undefined ? "NaN" : locale.nan + "";

    function newFormat(specifier) {
      specifier = formatSpecifier(specifier);

      var fill = specifier.fill,
          align = specifier.align,
          sign = specifier.sign,
          symbol = specifier.symbol,
          zero = specifier.zero,
          width = specifier.width,
          comma = specifier.comma,
          precision = specifier.precision,
          trim = specifier.trim,
          type = specifier.type;

      // The "n" type is an alias for ",g".
      if (type === "n") comma = true, type = "g";

      // The "" type, and any invalid type, is an alias for ".12~g".
      else if (!formatTypes[type]) precision === undefined && (precision = 12), trim = true, type = "g";

      // If zero fill is specified, padding goes after sign and before digits.
      if (zero || (fill === "0" && align === "=")) zero = true, fill = "0", align = "=";

      // Compute the prefix and suffix.
      // For SI-prefix, the suffix is lazily computed.
      var prefix = symbol === "$" ? currencyPrefix : symbol === "#" && /[boxX]/.test(type) ? "0" + type.toLowerCase() : "",
          suffix = symbol === "$" ? currencySuffix : /[%p]/.test(type) ? percent : "";

      // What format function should we use?
      // Is this an integer type?
      // Can this type generate exponential notation?
      var formatType = formatTypes[type],
          maybeSuffix = /[defgprs%]/.test(type);

      // Set the default precision if not specified,
      // or clamp the specified precision to the supported range.
      // For significant precision, it must be in [1, 21].
      // For fixed precision, it must be in [0, 20].
      precision = precision === undefined ? 6
          : /[gprs]/.test(type) ? Math.max(1, Math.min(21, precision))
          : Math.max(0, Math.min(20, precision));

      function format(value) {
        var valuePrefix = prefix,
            valueSuffix = suffix,
            i, n, c;

        if (type === "c") {
          valueSuffix = formatType(value) + valueSuffix;
          value = "";
        } else {
          value = +value;

          // Determine the sign. -0 is not less than 0, but 1 / -0 is!
          var valueNegative = value < 0 || 1 / value < 0;

          // Perform the initial formatting.
          value = isNaN(value) ? nan : formatType(Math.abs(value), precision);

          // Trim insignificant zeros.
          if (trim) value = formatTrim(value);

          // If a negative value rounds to zero after formatting, and no explicit positive sign is requested, hide the sign.
          if (valueNegative && +value === 0 && sign !== "+") valueNegative = false;

          // Compute the prefix and suffix.
          valuePrefix = (valueNegative ? (sign === "(" ? sign : minus) : sign === "-" || sign === "(" ? "" : sign) + valuePrefix;
          valueSuffix = (type === "s" ? prefixes[8 + prefixExponent / 3] : "") + valueSuffix + (valueNegative && sign === "(" ? ")" : "");

          // Break the formatted value into the integer “value” part that can be
          // grouped, and fractional or exponential “suffix” part that is not.
          if (maybeSuffix) {
            i = -1, n = value.length;
            while (++i < n) {
              if (c = value.charCodeAt(i), 48 > c || c > 57) {
                valueSuffix = (c === 46 ? decimal + value.slice(i + 1) : value.slice(i)) + valueSuffix;
                value = value.slice(0, i);
                break;
              }
            }
          }
        }

        // If the fill character is not "0", grouping is applied before padding.
        if (comma && !zero) value = group(value, Infinity);

        // Compute the padding.
        var length = valuePrefix.length + value.length + valueSuffix.length,
            padding = length < width ? new Array(width - length + 1).join(fill) : "";

        // If the fill character is "0", grouping is applied after padding.
        if (comma && zero) value = group(padding + value, padding.length ? width - valueSuffix.length : Infinity), padding = "";

        // Reconstruct the final output based on the desired alignment.
        switch (align) {
          case "<": value = valuePrefix + value + valueSuffix + padding; break;
          case "=": value = valuePrefix + padding + value + valueSuffix; break;
          case "^": value = padding.slice(0, length = padding.length >> 1) + valuePrefix + value + valueSuffix + padding.slice(length); break;
          default: value = padding + valuePrefix + value + valueSuffix; break;
        }

        return numerals(value);
      }

      format.toString = function() {
        return specifier + "";
      };

      return format;
    }

    function formatPrefix(specifier, value) {
      var f = newFormat((specifier = formatSpecifier(specifier), specifier.type = "f", specifier)),
          e = Math.max(-8, Math.min(8, Math.floor(exponent(value) / 3))) * 3,
          k = Math.pow(10, -e),
          prefix = prefixes[8 + e / 3];
      return function(value) {
        return f(k * value) + prefix;
      };
    }

    return {
      format: newFormat,
      formatPrefix: formatPrefix
    };
  }

  var locale;
  var format$1;
  var formatPrefix;

  defaultLocale({
    thousands: ",",
    grouping: [3],
    currency: ["$", ""]
  });

  function defaultLocale(definition) {
    locale = formatLocale(definition);
    format$1 = locale.format;
    formatPrefix = locale.formatPrefix;
    return locale;
  }

  function precisionFixed(step) {
    return Math.max(0, -exponent(Math.abs(step)));
  }

  function precisionPrefix(step, value) {
    return Math.max(0, Math.max(-8, Math.min(8, Math.floor(exponent(value) / 3))) * 3 - exponent(Math.abs(step)));
  }

  function precisionRound(step, max) {
    step = Math.abs(step), max = Math.abs(max) - step;
    return Math.max(0, exponent(max) - exponent(step)) + 1;
  }

  function tickFormat(start, stop, count, specifier) {
    var step = tickStep(start, stop, count),
        precision;
    specifier = formatSpecifier(specifier == null ? ",f" : specifier);
    switch (specifier.type) {
      case "s": {
        var value = Math.max(Math.abs(start), Math.abs(stop));
        if (specifier.precision == null && !isNaN(precision = precisionPrefix(step, value))) specifier.precision = precision;
        return formatPrefix(specifier, value);
      }
      case "":
      case "e":
      case "g":
      case "p":
      case "r": {
        if (specifier.precision == null && !isNaN(precision = precisionRound(step, Math.max(Math.abs(start), Math.abs(stop))))) specifier.precision = precision - (specifier.type === "e");
        break;
      }
      case "f":
      case "%": {
        if (specifier.precision == null && !isNaN(precision = precisionFixed(step))) specifier.precision = precision - (specifier.type === "%") * 2;
        break;
      }
    }
    return format$1(specifier);
  }

  function linearish(scale) {
    var domain = scale.domain;

    scale.ticks = function(count) {
      var d = domain();
      return ticks(d[0], d[d.length - 1], count == null ? 10 : count);
    };

    scale.tickFormat = function(count, specifier) {
      var d = domain();
      return tickFormat(d[0], d[d.length - 1], count == null ? 10 : count, specifier);
    };

    scale.nice = function(count) {
      if (count == null) count = 10;

      var d = domain();
      var i0 = 0;
      var i1 = d.length - 1;
      var start = d[i0];
      var stop = d[i1];
      var prestep;
      var step;
      var maxIter = 10;

      if (stop < start) {
        step = start, start = stop, stop = step;
        step = i0, i0 = i1, i1 = step;
      }
      
      while (maxIter-- > 0) {
        step = tickIncrement(start, stop, count);
        if (step === prestep) {
          d[i0] = start;
          d[i1] = stop;
          return domain(d);
        } else if (step > 0) {
          start = Math.floor(start / step) * step;
          stop = Math.ceil(stop / step) * step;
        } else if (step < 0) {
          start = Math.ceil(start * step) / step;
          stop = Math.floor(stop * step) / step;
        } else {
          break;
        }
        prestep = step;
      }

      return scale;
    };

    return scale;
  }

  function linear() {
    var scale = continuous();

    scale.copy = function() {
      return copy(scale, linear());
    };

    initRange.apply(scale, arguments);

    return linearish(scale);
  }

  const epsilon$1 = 1.1102230246251565e-16;
  const splitter = 134217729;
  const resulterrbound = (3 + 8 * epsilon$1) * epsilon$1;

  // fast_expansion_sum_zeroelim routine from oritinal code
  function sum(elen, e, flen, f, h) {
      let Q, Qnew, hh, bvirt;
      let enow = e[0];
      let fnow = f[0];
      let eindex = 0;
      let findex = 0;
      if ((fnow > enow) === (fnow > -enow)) {
          Q = enow;
          enow = e[++eindex];
      } else {
          Q = fnow;
          fnow = f[++findex];
      }
      let hindex = 0;
      if (eindex < elen && findex < flen) {
          if ((fnow > enow) === (fnow > -enow)) {
              Qnew = enow + Q;
              hh = Q - (Qnew - enow);
              enow = e[++eindex];
          } else {
              Qnew = fnow + Q;
              hh = Q - (Qnew - fnow);
              fnow = f[++findex];
          }
          Q = Qnew;
          if (hh !== 0) {
              h[hindex++] = hh;
          }
          while (eindex < elen && findex < flen) {
              if ((fnow > enow) === (fnow > -enow)) {
                  Qnew = Q + enow;
                  bvirt = Qnew - Q;
                  hh = Q - (Qnew - bvirt) + (enow - bvirt);
                  enow = e[++eindex];
              } else {
                  Qnew = Q + fnow;
                  bvirt = Qnew - Q;
                  hh = Q - (Qnew - bvirt) + (fnow - bvirt);
                  fnow = f[++findex];
              }
              Q = Qnew;
              if (hh !== 0) {
                  h[hindex++] = hh;
              }
          }
      }
      while (eindex < elen) {
          Qnew = Q + enow;
          bvirt = Qnew - Q;
          hh = Q - (Qnew - bvirt) + (enow - bvirt);
          enow = e[++eindex];
          Q = Qnew;
          if (hh !== 0) {
              h[hindex++] = hh;
          }
      }
      while (findex < flen) {
          Qnew = Q + fnow;
          bvirt = Qnew - Q;
          hh = Q - (Qnew - bvirt) + (fnow - bvirt);
          fnow = f[++findex];
          Q = Qnew;
          if (hh !== 0) {
              h[hindex++] = hh;
          }
      }
      if (Q !== 0 || hindex === 0) {
          h[hindex++] = Q;
      }
      return hindex;
  }

  function estimate(elen, e) {
      let Q = e[0];
      for (let i = 1; i < elen; i++) Q += e[i];
      return Q;
  }

  function vec(n) {
      return new Float64Array(n);
  }

  const ccwerrboundA = (3 + 16 * epsilon$1) * epsilon$1;
  const ccwerrboundB = (2 + 12 * epsilon$1) * epsilon$1;
  const ccwerrboundC = (9 + 64 * epsilon$1) * epsilon$1 * epsilon$1;

  const B = vec(4);
  const C1 = vec(8);
  const C2 = vec(12);
  const D = vec(16);
  const u = vec(4);

  function orient2dadapt(ax, ay, bx, by, cx, cy, detsum) {
      let acxtail, acytail, bcxtail, bcytail;
      let bvirt, c, ahi, alo, bhi, blo, _i, _j, _0, s1, s0, t1, t0, u3;

      const acx = ax - cx;
      const bcx = bx - cx;
      const acy = ay - cy;
      const bcy = by - cy;

      s1 = acx * bcy;
      c = splitter * acx;
      ahi = c - (c - acx);
      alo = acx - ahi;
      c = splitter * bcy;
      bhi = c - (c - bcy);
      blo = bcy - bhi;
      s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
      t1 = acy * bcx;
      c = splitter * acy;
      ahi = c - (c - acy);
      alo = acy - ahi;
      c = splitter * bcx;
      bhi = c - (c - bcx);
      blo = bcx - bhi;
      t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
      _i = s0 - t0;
      bvirt = s0 - _i;
      B[0] = s0 - (_i + bvirt) + (bvirt - t0);
      _j = s1 + _i;
      bvirt = _j - s1;
      _0 = s1 - (_j - bvirt) + (_i - bvirt);
      _i = _0 - t1;
      bvirt = _0 - _i;
      B[1] = _0 - (_i + bvirt) + (bvirt - t1);
      u3 = _j + _i;
      bvirt = u3 - _j;
      B[2] = _j - (u3 - bvirt) + (_i - bvirt);
      B[3] = u3;

      let det = estimate(4, B);
      let errbound = ccwerrboundB * detsum;
      if (det >= errbound || -det >= errbound) {
          return det;
      }

      bvirt = ax - acx;
      acxtail = ax - (acx + bvirt) + (bvirt - cx);
      bvirt = bx - bcx;
      bcxtail = bx - (bcx + bvirt) + (bvirt - cx);
      bvirt = ay - acy;
      acytail = ay - (acy + bvirt) + (bvirt - cy);
      bvirt = by - bcy;
      bcytail = by - (bcy + bvirt) + (bvirt - cy);

      if (acxtail === 0 && acytail === 0 && bcxtail === 0 && bcytail === 0) {
          return det;
      }

      errbound = ccwerrboundC * detsum + resulterrbound * Math.abs(det);
      det += (acx * bcytail + bcy * acxtail) - (acy * bcxtail + bcx * acytail);
      if (det >= errbound || -det >= errbound) return det;

      s1 = acxtail * bcy;
      c = splitter * acxtail;
      ahi = c - (c - acxtail);
      alo = acxtail - ahi;
      c = splitter * bcy;
      bhi = c - (c - bcy);
      blo = bcy - bhi;
      s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
      t1 = acytail * bcx;
      c = splitter * acytail;
      ahi = c - (c - acytail);
      alo = acytail - ahi;
      c = splitter * bcx;
      bhi = c - (c - bcx);
      blo = bcx - bhi;
      t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
      _i = s0 - t0;
      bvirt = s0 - _i;
      u[0] = s0 - (_i + bvirt) + (bvirt - t0);
      _j = s1 + _i;
      bvirt = _j - s1;
      _0 = s1 - (_j - bvirt) + (_i - bvirt);
      _i = _0 - t1;
      bvirt = _0 - _i;
      u[1] = _0 - (_i + bvirt) + (bvirt - t1);
      u3 = _j + _i;
      bvirt = u3 - _j;
      u[2] = _j - (u3 - bvirt) + (_i - bvirt);
      u[3] = u3;
      const C1len = sum(4, B, 4, u, C1);

      s1 = acx * bcytail;
      c = splitter * acx;
      ahi = c - (c - acx);
      alo = acx - ahi;
      c = splitter * bcytail;
      bhi = c - (c - bcytail);
      blo = bcytail - bhi;
      s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
      t1 = acy * bcxtail;
      c = splitter * acy;
      ahi = c - (c - acy);
      alo = acy - ahi;
      c = splitter * bcxtail;
      bhi = c - (c - bcxtail);
      blo = bcxtail - bhi;
      t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
      _i = s0 - t0;
      bvirt = s0 - _i;
      u[0] = s0 - (_i + bvirt) + (bvirt - t0);
      _j = s1 + _i;
      bvirt = _j - s1;
      _0 = s1 - (_j - bvirt) + (_i - bvirt);
      _i = _0 - t1;
      bvirt = _0 - _i;
      u[1] = _0 - (_i + bvirt) + (bvirt - t1);
      u3 = _j + _i;
      bvirt = u3 - _j;
      u[2] = _j - (u3 - bvirt) + (_i - bvirt);
      u[3] = u3;
      const C2len = sum(C1len, C1, 4, u, C2);

      s1 = acxtail * bcytail;
      c = splitter * acxtail;
      ahi = c - (c - acxtail);
      alo = acxtail - ahi;
      c = splitter * bcytail;
      bhi = c - (c - bcytail);
      blo = bcytail - bhi;
      s0 = alo * blo - (s1 - ahi * bhi - alo * bhi - ahi * blo);
      t1 = acytail * bcxtail;
      c = splitter * acytail;
      ahi = c - (c - acytail);
      alo = acytail - ahi;
      c = splitter * bcxtail;
      bhi = c - (c - bcxtail);
      blo = bcxtail - bhi;
      t0 = alo * blo - (t1 - ahi * bhi - alo * bhi - ahi * blo);
      _i = s0 - t0;
      bvirt = s0 - _i;
      u[0] = s0 - (_i + bvirt) + (bvirt - t0);
      _j = s1 + _i;
      bvirt = _j - s1;
      _0 = s1 - (_j - bvirt) + (_i - bvirt);
      _i = _0 - t1;
      bvirt = _0 - _i;
      u[1] = _0 - (_i + bvirt) + (bvirt - t1);
      u3 = _j + _i;
      bvirt = u3 - _j;
      u[2] = _j - (u3 - bvirt) + (_i - bvirt);
      u[3] = u3;
      const Dlen = sum(C2len, C2, 4, u, D);

      return D[Dlen - 1];
  }

  function orient2d(ax, ay, bx, by, cx, cy) {
      const detleft = (ay - cy) * (bx - cx);
      const detright = (ax - cx) * (by - cy);
      const det = detleft - detright;

      const detsum = Math.abs(detleft + detright);
      if (Math.abs(det) >= ccwerrboundA * detsum) return det;

      return -orient2dadapt(ax, ay, bx, by, cx, cy, detsum);
  }

  const EPSILON = Math.pow(2, -52);
  const EDGE_STACK = new Uint32Array(512);

  class Delaunator {

      static from(points, getX = defaultGetX, getY = defaultGetY) {
          const n = points.length;
          const coords = new Float64Array(n * 2);

          for (let i = 0; i < n; i++) {
              const p = points[i];
              coords[2 * i] = getX(p);
              coords[2 * i + 1] = getY(p);
          }

          return new Delaunator(coords);
      }

      constructor(coords) {
          const n = coords.length >> 1;
          if (n > 0 && typeof coords[0] !== 'number') throw new Error('Expected coords to contain numbers.');

          this.coords = coords;

          // arrays that will store the triangulation graph
          const maxTriangles = Math.max(2 * n - 5, 0);
          this._triangles = new Uint32Array(maxTriangles * 3);
          this._halfedges = new Int32Array(maxTriangles * 3);

          // temporary arrays for tracking the edges of the advancing convex hull
          this._hashSize = Math.ceil(Math.sqrt(n));
          this._hullPrev = new Uint32Array(n); // edge to prev edge
          this._hullNext = new Uint32Array(n); // edge to next edge
          this._hullTri = new Uint32Array(n); // edge to adjacent triangle
          this._hullHash = new Int32Array(this._hashSize); // angular edge hash

          // temporary arrays for sorting points
          this._ids = new Uint32Array(n);
          this._dists = new Float64Array(n);

          this.update();
      }

      update() {
          const {coords, _hullPrev: hullPrev, _hullNext: hullNext, _hullTri: hullTri, _hullHash: hullHash} =  this;
          const n = coords.length >> 1;

          // populate an array of point indices; calculate input data bbox
          let minX = Infinity;
          let minY = Infinity;
          let maxX = -Infinity;
          let maxY = -Infinity;

          for (let i = 0; i < n; i++) {
              const x = coords[2 * i];
              const y = coords[2 * i + 1];
              if (x < minX) minX = x;
              if (y < minY) minY = y;
              if (x > maxX) maxX = x;
              if (y > maxY) maxY = y;
              this._ids[i] = i;
          }
          const cx = (minX + maxX) / 2;
          const cy = (minY + maxY) / 2;

          let i0, i1, i2;

          // pick a seed point close to the center
          for (let i = 0, minDist = Infinity; i < n; i++) {
              const d = dist(cx, cy, coords[2 * i], coords[2 * i + 1]);
              if (d < minDist) {
                  i0 = i;
                  minDist = d;
              }
          }
          const i0x = coords[2 * i0];
          const i0y = coords[2 * i0 + 1];

          // find the point closest to the seed
          for (let i = 0, minDist = Infinity; i < n; i++) {
              if (i === i0) continue;
              const d = dist(i0x, i0y, coords[2 * i], coords[2 * i + 1]);
              if (d < minDist && d > 0) {
                  i1 = i;
                  minDist = d;
              }
          }
          let i1x = coords[2 * i1];
          let i1y = coords[2 * i1 + 1];

          let minRadius = Infinity;

          // find the third point which forms the smallest circumcircle with the first two
          for (let i = 0; i < n; i++) {
              if (i === i0 || i === i1) continue;
              const r = circumradius(i0x, i0y, i1x, i1y, coords[2 * i], coords[2 * i + 1]);
              if (r < minRadius) {
                  i2 = i;
                  minRadius = r;
              }
          }
          let i2x = coords[2 * i2];
          let i2y = coords[2 * i2 + 1];

          if (minRadius === Infinity) {
              // order collinear points by dx (or dy if all x are identical)
              // and return the list as a hull
              for (let i = 0; i < n; i++) {
                  this._dists[i] = (coords[2 * i] - coords[0]) || (coords[2 * i + 1] - coords[1]);
              }
              quicksort(this._ids, this._dists, 0, n - 1);
              const hull = new Uint32Array(n);
              let j = 0;
              for (let i = 0, d0 = -Infinity; i < n; i++) {
                  const id = this._ids[i];
                  const d = this._dists[id];
                  if (d > d0) {
                      hull[j++] = id;
                      d0 = d;
                  }
              }
              this.hull = hull.subarray(0, j);
              this.triangles = new Uint32Array(0);
              this.halfedges = new Uint32Array(0);
              return;
          }

          // swap the order of the seed points for counter-clockwise orientation
          if (orient2d(i0x, i0y, i1x, i1y, i2x, i2y) < 0) {
              const i = i1;
              const x = i1x;
              const y = i1y;
              i1 = i2;
              i1x = i2x;
              i1y = i2y;
              i2 = i;
              i2x = x;
              i2y = y;
          }

          const center = circumcenter(i0x, i0y, i1x, i1y, i2x, i2y);
          this._cx = center.x;
          this._cy = center.y;

          for (let i = 0; i < n; i++) {
              this._dists[i] = dist(coords[2 * i], coords[2 * i + 1], center.x, center.y);
          }

          // sort the points by distance from the seed triangle circumcenter
          quicksort(this._ids, this._dists, 0, n - 1);

          // set up the seed triangle as the starting hull
          this._hullStart = i0;
          let hullSize = 3;

          hullNext[i0] = hullPrev[i2] = i1;
          hullNext[i1] = hullPrev[i0] = i2;
          hullNext[i2] = hullPrev[i1] = i0;

          hullTri[i0] = 0;
          hullTri[i1] = 1;
          hullTri[i2] = 2;

          hullHash.fill(-1);
          hullHash[this._hashKey(i0x, i0y)] = i0;
          hullHash[this._hashKey(i1x, i1y)] = i1;
          hullHash[this._hashKey(i2x, i2y)] = i2;

          this.trianglesLen = 0;
          this._addTriangle(i0, i1, i2, -1, -1, -1);

          for (let k = 0, xp, yp; k < this._ids.length; k++) {
              const i = this._ids[k];
              const x = coords[2 * i];
              const y = coords[2 * i + 1];

              // skip near-duplicate points
              if (k > 0 && Math.abs(x - xp) <= EPSILON && Math.abs(y - yp) <= EPSILON) continue;
              xp = x;
              yp = y;

              // skip seed triangle points
              if (i === i0 || i === i1 || i === i2) continue;

              // find a visible edge on the convex hull using edge hash
              let start = 0;
              for (let j = 0, key = this._hashKey(x, y); j < this._hashSize; j++) {
                  start = hullHash[(key + j) % this._hashSize];
                  if (start !== -1 && start !== hullNext[start]) break;
              }

              start = hullPrev[start];
              let e = start, q;
              while (q = hullNext[e], orient2d(x, y, coords[2 * e], coords[2 * e + 1], coords[2 * q], coords[2 * q + 1]) >= 0) {
                  e = q;
                  if (e === start) {
                      e = -1;
                      break;
                  }
              }
              if (e === -1) continue; // likely a near-duplicate point; skip it

              // add the first triangle from the point
              let t = this._addTriangle(e, i, hullNext[e], -1, -1, hullTri[e]);

              // recursively flip triangles from the point until they satisfy the Delaunay condition
              hullTri[i] = this._legalize(t + 2);
              hullTri[e] = t; // keep track of boundary triangles on the hull
              hullSize++;

              // walk forward through the hull, adding more triangles and flipping recursively
              let n = hullNext[e];
              while (q = hullNext[n], orient2d(x, y, coords[2 * n], coords[2 * n + 1], coords[2 * q], coords[2 * q + 1]) < 0) {
                  t = this._addTriangle(n, i, q, hullTri[i], -1, hullTri[n]);
                  hullTri[i] = this._legalize(t + 2);
                  hullNext[n] = n; // mark as removed
                  hullSize--;
                  n = q;
              }

              // walk backward from the other side, adding more triangles and flipping
              if (e === start) {
                  while (q = hullPrev[e], orient2d(x, y, coords[2 * q], coords[2 * q + 1], coords[2 * e], coords[2 * e + 1]) < 0) {
                      t = this._addTriangle(q, i, e, -1, hullTri[e], hullTri[q]);
                      this._legalize(t + 2);
                      hullTri[q] = t;
                      hullNext[e] = e; // mark as removed
                      hullSize--;
                      e = q;
                  }
              }

              // update the hull indices
              this._hullStart = hullPrev[i] = e;
              hullNext[e] = hullPrev[n] = i;
              hullNext[i] = n;

              // save the two new edges in the hash table
              hullHash[this._hashKey(x, y)] = i;
              hullHash[this._hashKey(coords[2 * e], coords[2 * e + 1])] = e;
          }

          this.hull = new Uint32Array(hullSize);
          for (let i = 0, e = this._hullStart; i < hullSize; i++) {
              this.hull[i] = e;
              e = hullNext[e];
          }

          // trim typed triangle mesh arrays
          this.triangles = this._triangles.subarray(0, this.trianglesLen);
          this.halfedges = this._halfedges.subarray(0, this.trianglesLen);
      }

      _hashKey(x, y) {
          return Math.floor(pseudoAngle(x - this._cx, y - this._cy) * this._hashSize) % this._hashSize;
      }

      _legalize(a) {
          const {_triangles: triangles, _halfedges: halfedges, coords} = this;

          let i = 0;
          let ar = 0;

          // recursion eliminated with a fixed-size stack
          while (true) {
              const b = halfedges[a];

              /* if the pair of triangles doesn't satisfy the Delaunay condition
               * (p1 is inside the circumcircle of [p0, pl, pr]), flip them,
               * then do the same check/flip recursively for the new pair of triangles
               *
               *           pl                    pl
               *          /||\                  /  \
               *       al/ || \bl            al/    \a
               *        /  ||  \              /      \
               *       /  a||b  \    flip    /___ar___\
               *     p0\   ||   /p1   =>   p0\---bl---/p1
               *        \  ||  /              \      /
               *       ar\ || /br             b\    /br
               *          \||/                  \  /
               *           pr                    pr
               */
              const a0 = a - a % 3;
              ar = a0 + (a + 2) % 3;

              if (b === -1) { // convex hull edge
                  if (i === 0) break;
                  a = EDGE_STACK[--i];
                  continue;
              }

              const b0 = b - b % 3;
              const al = a0 + (a + 1) % 3;
              const bl = b0 + (b + 2) % 3;

              const p0 = triangles[ar];
              const pr = triangles[a];
              const pl = triangles[al];
              const p1 = triangles[bl];

              const illegal = inCircle(
                  coords[2 * p0], coords[2 * p0 + 1],
                  coords[2 * pr], coords[2 * pr + 1],
                  coords[2 * pl], coords[2 * pl + 1],
                  coords[2 * p1], coords[2 * p1 + 1]);

              if (illegal) {
                  triangles[a] = p1;
                  triangles[b] = p0;

                  const hbl = halfedges[bl];

                  // edge swapped on the other side of the hull (rare); fix the halfedge reference
                  if (hbl === -1) {
                      let e = this._hullStart;
                      do {
                          if (this._hullTri[e] === bl) {
                              this._hullTri[e] = a;
                              break;
                          }
                          e = this._hullPrev[e];
                      } while (e !== this._hullStart);
                  }
                  this._link(a, hbl);
                  this._link(b, halfedges[ar]);
                  this._link(ar, bl);

                  const br = b0 + (b + 1) % 3;

                  // don't worry about hitting the cap: it can only happen on extremely degenerate input
                  if (i < EDGE_STACK.length) {
                      EDGE_STACK[i++] = br;
                  }
              } else {
                  if (i === 0) break;
                  a = EDGE_STACK[--i];
              }
          }

          return ar;
      }

      _link(a, b) {
          this._halfedges[a] = b;
          if (b !== -1) this._halfedges[b] = a;
      }

      // add a new triangle given vertex indices and adjacent half-edge ids
      _addTriangle(i0, i1, i2, a, b, c) {
          const t = this.trianglesLen;

          this._triangles[t] = i0;
          this._triangles[t + 1] = i1;
          this._triangles[t + 2] = i2;

          this._link(t, a);
          this._link(t + 1, b);
          this._link(t + 2, c);

          this.trianglesLen += 3;

          return t;
      }
  }

  // monotonically increases with real angle, but doesn't need expensive trigonometry
  function pseudoAngle(dx, dy) {
      const p = dx / (Math.abs(dx) + Math.abs(dy));
      return (dy > 0 ? 3 - p : 1 + p) / 4; // [0..1]
  }

  function dist(ax, ay, bx, by) {
      const dx = ax - bx;
      const dy = ay - by;
      return dx * dx + dy * dy;
  }

  function inCircle(ax, ay, bx, by, cx, cy, px, py) {
      const dx = ax - px;
      const dy = ay - py;
      const ex = bx - px;
      const ey = by - py;
      const fx = cx - px;
      const fy = cy - py;

      const ap = dx * dx + dy * dy;
      const bp = ex * ex + ey * ey;
      const cp = fx * fx + fy * fy;

      return dx * (ey * cp - bp * fy) -
             dy * (ex * cp - bp * fx) +
             ap * (ex * fy - ey * fx) < 0;
  }

  function circumradius(ax, ay, bx, by, cx, cy) {
      const dx = bx - ax;
      const dy = by - ay;
      const ex = cx - ax;
      const ey = cy - ay;

      const bl = dx * dx + dy * dy;
      const cl = ex * ex + ey * ey;
      const d = 0.5 / (dx * ey - dy * ex);

      const x = (ey * bl - dy * cl) * d;
      const y = (dx * cl - ex * bl) * d;

      return x * x + y * y;
  }

  function circumcenter(ax, ay, bx, by, cx, cy) {
      const dx = bx - ax;
      const dy = by - ay;
      const ex = cx - ax;
      const ey = cy - ay;

      const bl = dx * dx + dy * dy;
      const cl = ex * ex + ey * ey;
      const d = 0.5 / (dx * ey - dy * ex);

      const x = ax + (ey * bl - dy * cl) * d;
      const y = ay + (dx * cl - ex * bl) * d;

      return {x, y};
  }

  function quicksort(ids, dists, left, right) {
      if (right - left <= 20) {
          for (let i = left + 1; i <= right; i++) {
              const temp = ids[i];
              const tempDist = dists[temp];
              let j = i - 1;
              while (j >= left && dists[ids[j]] > tempDist) ids[j + 1] = ids[j--];
              ids[j + 1] = temp;
          }
      } else {
          const median = (left + right) >> 1;
          let i = left + 1;
          let j = right;
          swap(ids, median, i);
          if (dists[ids[left]] > dists[ids[right]]) swap(ids, left, right);
          if (dists[ids[i]] > dists[ids[right]]) swap(ids, i, right);
          if (dists[ids[left]] > dists[ids[i]]) swap(ids, left, i);

          const temp = ids[i];
          const tempDist = dists[temp];
          while (true) {
              do i++; while (dists[ids[i]] < tempDist);
              do j--; while (dists[ids[j]] > tempDist);
              if (j < i) break;
              swap(ids, i, j);
          }
          ids[left + 1] = ids[j];
          ids[j] = temp;

          if (right - i + 1 >= j - left) {
              quicksort(ids, dists, i, right);
              quicksort(ids, dists, left, j - 1);
          } else {
              quicksort(ids, dists, left, j - 1);
              quicksort(ids, dists, i, right);
          }
      }
  }

  function swap(arr, i, j) {
      const tmp = arr[i];
      arr[i] = arr[j];
      arr[j] = tmp;
  }

  function defaultGetX(p) {
      return p[0];
  }
  function defaultGetY(p) {
      return p[1];
  }

  /**
   * Unwrap a coordinate from a Point Feature, Geometry or a single coordinate.
   *
   * @name getCoord
   * @param {Array<number>|Geometry<Point>|Feature<Point>} coord GeoJSON Point or an Array of numbers
   * @returns {Array<number>} coordinates
   * @example
   * var pt = turf.point([10, 10]);
   *
   * var coord = turf.getCoord(pt);
   * //= [10, 10]
   */
  function getCoord(coord) {
      if (!coord) {
          throw new Error("coord is required");
      }
      if (!Array.isArray(coord)) {
          if (coord.type === "Feature" &&
              coord.geometry !== null &&
              coord.geometry.type === "Point") {
              return coord.geometry.coordinates;
          }
          if (coord.type === "Point") {
              return coord.coordinates;
          }
      }
      if (Array.isArray(coord) &&
          coord.length >= 2 &&
          !Array.isArray(coord[0]) &&
          !Array.isArray(coord[1])) {
          return coord;
      }
      throw new Error("coord must be GeoJSON Point or an Array of numbers");
  }
  /**
   * Get Geometry from Feature or Geometry Object
   *
   * @param {Feature|Geometry} geojson GeoJSON Feature or Geometry Object
   * @returns {Geometry|null} GeoJSON Geometry Object
   * @throws {Error} if geojson is not a Feature or Geometry Object
   * @example
   * var point = {
   *   "type": "Feature",
   *   "properties": {},
   *   "geometry": {
   *     "type": "Point",
   *     "coordinates": [110, 40]
   *   }
   * }
   * var geom = turf.getGeom(point)
   * //={"type": "Point", "coordinates": [110, 40]}
   */
  function getGeom(geojson) {
      if (geojson.type === "Feature") {
          return geojson.geometry;
      }
      return geojson;
  }

  // http://en.wikipedia.org/wiki/Even%E2%80%93odd_rule
  // modified from: https://github.com/substack/point-in-polygon/blob/master/index.js
  // which was modified from http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html
  /**
   * Takes a {@link Point} and a {@link Polygon} or {@link MultiPolygon} and determines if the point
   * resides inside the polygon. The polygon can be convex or concave. The function accounts for holes.
   *
   * @name booleanPointInPolygon
   * @param {Coord} point input point
   * @param {Feature<Polygon|MultiPolygon>} polygon input polygon or multipolygon
   * @param {Object} [options={}] Optional parameters
   * @param {boolean} [options.ignoreBoundary=false] True if polygon boundary should be ignored when determining if
   * the point is inside the polygon otherwise false.
   * @returns {boolean} `true` if the Point is inside the Polygon; `false` if the Point is not inside the Polygon
   * @example
   * var pt = turf.point([-77, 44]);
   * var poly = turf.polygon([[
   *   [-81, 41],
   *   [-81, 47],
   *   [-72, 47],
   *   [-72, 41],
   *   [-81, 41]
   * ]]);
   *
   * turf.booleanPointInPolygon(pt, poly);
   * //= true
   */
  function booleanPointInPolygon(point, polygon, options) {
      if (options === void 0) { options = {}; }
      // validation
      if (!point) {
          throw new Error("point is required");
      }
      if (!polygon) {
          throw new Error("polygon is required");
      }
      var pt = getCoord(point);
      var geom = getGeom(polygon);
      var type = geom.type;
      var bbox = polygon.bbox;
      var polys = geom.coordinates;
      // Quick elimination if point is not inside bbox
      if (bbox && inBBox(pt, bbox) === false) {
          return false;
      }
      // normalize to multipolygon
      if (type === "Polygon") {
          polys = [polys];
      }
      var insidePoly = false;
      for (var i = 0; i < polys.length && !insidePoly; i++) {
          // check if it is in the outer ring first
          if (inRing(pt, polys[i][0], options.ignoreBoundary)) {
              var inHole = false;
              var k = 1;
              // check for the point in any of the holes
              while (k < polys[i].length && !inHole) {
                  if (inRing(pt, polys[i][k], !options.ignoreBoundary)) {
                      inHole = true;
                  }
                  k++;
              }
              if (!inHole) {
                  insidePoly = true;
              }
          }
      }
      return insidePoly;
  }
  /**
   * inRing
   *
   * @private
   * @param {Array<number>} pt [x,y]
   * @param {Array<Array<number>>} ring [[x,y], [x,y],..]
   * @param {boolean} ignoreBoundary ignoreBoundary
   * @returns {boolean} inRing
   */
  function inRing(pt, ring, ignoreBoundary) {
      var isInside = false;
      if (ring[0][0] === ring[ring.length - 1][0] &&
          ring[0][1] === ring[ring.length - 1][1]) {
          ring = ring.slice(0, ring.length - 1);
      }
      for (var i = 0, j = ring.length - 1; i < ring.length; j = i++) {
          var xi = ring[i][0];
          var yi = ring[i][1];
          var xj = ring[j][0];
          var yj = ring[j][1];
          var onBoundary = pt[1] * (xi - xj) + yi * (xj - pt[0]) + yj * (pt[0] - xi) === 0 &&
              (xi - pt[0]) * (xj - pt[0]) <= 0 &&
              (yi - pt[1]) * (yj - pt[1]) <= 0;
          if (onBoundary) {
              return !ignoreBoundary;
          }
          var intersect = yi > pt[1] !== yj > pt[1] &&
              pt[0] < ((xj - xi) * (pt[1] - yi)) / (yj - yi) + xi;
          if (intersect) {
              isInside = !isInside;
          }
      }
      return isInside;
  }
  /**
   * inBBox
   *
   * @private
   * @param {Position} pt point [x,y]
   * @param {BBox} bbox BBox [west, south, east, north]
   * @returns {boolean} true/false if point is inside BBox
   */
  function inBBox(pt, bbox) {
      return (bbox[0] <= pt[0] && bbox[1] <= pt[1] && bbox[2] >= pt[0] && bbox[3] >= pt[1]);
  }

  const epsilon = 1e-6;

  class Path {
    constructor() {
      this._x0 = this._y0 = // start of current subpath
      this._x1 = this._y1 = null; // end of current subpath
      this._ = "";
    }
    moveTo(x, y) {
      this._ += `M${this._x0 = this._x1 = +x},${this._y0 = this._y1 = +y}`;
    }
    closePath() {
      if (this._x1 !== null) {
        this._x1 = this._x0, this._y1 = this._y0;
        this._ += "Z";
      }
    }
    lineTo(x, y) {
      this._ += `L${this._x1 = +x},${this._y1 = +y}`;
    }
    arc(x, y, r) {
      x = +x, y = +y, r = +r;
      const x0 = x + r;
      const y0 = y;
      if (r < 0) throw new Error("negative radius");
      if (this._x1 === null) this._ += `M${x0},${y0}`;
      else if (Math.abs(this._x1 - x0) > epsilon || Math.abs(this._y1 - y0) > epsilon) this._ += "L" + x0 + "," + y0;
      if (!r) return;
      this._ += `A${r},${r},0,1,1,${x - r},${y}A${r},${r},0,1,1,${this._x1 = x0},${this._y1 = y0}`;
    }
    rect(x, y, w, h) {
      this._ += `M${this._x0 = this._x1 = +x},${this._y0 = this._y1 = +y}h${+w}v${+h}h${-w}Z`;
    }
    value() {
      return this._ || null;
    }
  }

  class Polygon {
    constructor() {
      this._ = [];
    }
    moveTo(x, y) {
      this._.push([x, y]);
    }
    closePath() {
      this._.push(this._[0].slice());
    }
    lineTo(x, y) {
      this._.push([x, y]);
    }
    value() {
      return this._.length ? this._ : null;
    }
  }

  class Voronoi {
    constructor(delaunay, [xmin, ymin, xmax, ymax] = [0, 0, 960, 500]) {
      if (!((xmax = +xmax) >= (xmin = +xmin)) || !((ymax = +ymax) >= (ymin = +ymin))) throw new Error("invalid bounds");
      this.delaunay = delaunay;
      this._circumcenters = new Float64Array(delaunay.points.length * 2);
      this.vectors = new Float64Array(delaunay.points.length * 2);
      this.xmax = xmax, this.xmin = xmin;
      this.ymax = ymax, this.ymin = ymin;
      this._init();
    }
    update() {
      this.delaunay.update();
      this._init();
      return this;
    }
    _init() {
      const {delaunay: {points, hull, triangles}, vectors} = this;
      let bx, by; // lazily computed barycenter of the hull

      // Compute circumcenters.
      const circumcenters = this.circumcenters = this._circumcenters.subarray(0, triangles.length / 3 * 2);
      for (let i = 0, j = 0, n = triangles.length, x, y; i < n; i += 3, j += 2) {
        const t1 = triangles[i] * 2;
        const t2 = triangles[i + 1] * 2;
        const t3 = triangles[i + 2] * 2;
        const x1 = points[t1];
        const y1 = points[t1 + 1];
        const x2 = points[t2];
        const y2 = points[t2 + 1];
        const x3 = points[t3];
        const y3 = points[t3 + 1];

        const dx = x2 - x1;
        const dy = y2 - y1;
        const ex = x3 - x1;
        const ey = y3 - y1;
        const ab = (dx * ey - dy * ex) * 2;

        if (Math.abs(ab) < 1e-9) {
          // For a degenerate triangle, the circumcenter is at the infinity, in a
          // direction orthogonal to the halfedge and away from the “center” of
          // the diagram <bx, by>, defined as the hull’s barycenter.
          if (bx === undefined) {
            bx = by = 0;
            for (const i of hull) bx += points[i * 2], by += points[i * 2 + 1];
            bx /= hull.length, by /= hull.length;
          }
          const a = 1e9 * Math.sign((bx - x1) * ey - (by - y1) * ex);
          x = (x1 + x3) / 2 - a * ey;
          y = (y1 + y3) / 2 + a * ex;
        } else {
          const d = 1 / ab;
          const bl = dx * dx + dy * dy;
          const cl = ex * ex + ey * ey;
          x = x1 + (ey * bl - dy * cl) * d;
          y = y1 + (dx * cl - ex * bl) * d;
        }
        circumcenters[j] = x;
        circumcenters[j + 1] = y;
      }

      // Compute exterior cell rays.
      let h = hull[hull.length - 1];
      let p0, p1 = h * 4;
      let x0, x1 = points[2 * h];
      let y0, y1 = points[2 * h + 1];
      vectors.fill(0);
      for (let i = 0; i < hull.length; ++i) {
        h = hull[i];
        p0 = p1, x0 = x1, y0 = y1;
        p1 = h * 4, x1 = points[2 * h], y1 = points[2 * h + 1];
        vectors[p0 + 2] = vectors[p1] = y0 - y1;
        vectors[p0 + 3] = vectors[p1 + 1] = x1 - x0;
      }
    }
    render(context) {
      const buffer = context == null ? context = new Path : undefined;
      const {delaunay: {halfedges, inedges, hull}, circumcenters, vectors} = this;
      if (hull.length <= 1) return null;
      for (let i = 0, n = halfedges.length; i < n; ++i) {
        const j = halfedges[i];
        if (j < i) continue;
        const ti = Math.floor(i / 3) * 2;
        const tj = Math.floor(j / 3) * 2;
        const xi = circumcenters[ti];
        const yi = circumcenters[ti + 1];
        const xj = circumcenters[tj];
        const yj = circumcenters[tj + 1];
        this._renderSegment(xi, yi, xj, yj, context);
      }
      let h0, h1 = hull[hull.length - 1];
      for (let i = 0; i < hull.length; ++i) {
        h0 = h1, h1 = hull[i];
        const t = Math.floor(inedges[h1] / 3) * 2;
        const x = circumcenters[t];
        const y = circumcenters[t + 1];
        const v = h0 * 4;
        const p = this._project(x, y, vectors[v + 2], vectors[v + 3]);
        if (p) this._renderSegment(x, y, p[0], p[1], context);
      }
      return buffer && buffer.value();
    }
    renderBounds(context) {
      const buffer = context == null ? context = new Path : undefined;
      context.rect(this.xmin, this.ymin, this.xmax - this.xmin, this.ymax - this.ymin);
      return buffer && buffer.value();
    }
    renderCell(i, context) {
      const buffer = context == null ? context = new Path : undefined;
      const points = this._clip(i);
      if (points === null || !points.length) return;
      context.moveTo(points[0], points[1]);
      let n = points.length;
      while (points[0] === points[n-2] && points[1] === points[n-1] && n > 1) n -= 2;
      for (let i = 2; i < n; i += 2) {
        if (points[i] !== points[i-2] || points[i+1] !== points[i-1])
          context.lineTo(points[i], points[i + 1]);
      }
      context.closePath();
      return buffer && buffer.value();
    }
    *cellPolygons() {
      const {delaunay: {points}} = this;
      for (let i = 0, n = points.length / 2; i < n; ++i) {
        const cell = this.cellPolygon(i);
        if (cell) cell.index = i, yield cell;
      }
    }
    cellPolygon(i) {
      const polygon = new Polygon;
      this.renderCell(i, polygon);
      return polygon.value();
    }
    _renderSegment(x0, y0, x1, y1, context) {
      let S;
      const c0 = this._regioncode(x0, y0);
      const c1 = this._regioncode(x1, y1);
      if (c0 === 0 && c1 === 0) {
        context.moveTo(x0, y0);
        context.lineTo(x1, y1);
      } else if (S = this._clipSegment(x0, y0, x1, y1, c0, c1)) {
        context.moveTo(S[0], S[1]);
        context.lineTo(S[2], S[3]);
      }
    }
    contains(i, x, y) {
      if ((x = +x, x !== x) || (y = +y, y !== y)) return false;
      return this.delaunay._step(i, x, y) === i;
    }
    *neighbors(i) {
      const ci = this._clip(i);
      if (ci) for (const j of this.delaunay.neighbors(i)) {
        const cj = this._clip(j);
        // find the common edge
        if (cj) loop: for (let ai = 0, li = ci.length; ai < li; ai += 2) {
          for (let aj = 0, lj = cj.length; aj < lj; aj += 2) {
            if (ci[ai] === cj[aj]
                && ci[ai + 1] === cj[aj + 1]
                && ci[(ai + 2) % li] === cj[(aj + lj - 2) % lj]
                && ci[(ai + 3) % li] === cj[(aj + lj - 1) % lj]) {
              yield j;
              break loop;
            }
          }
        }
      }
    }
    _cell(i) {
      const {circumcenters, delaunay: {inedges, halfedges, triangles}} = this;
      const e0 = inedges[i];
      if (e0 === -1) return null; // coincident point
      const points = [];
      let e = e0;
      do {
        const t = Math.floor(e / 3);
        points.push(circumcenters[t * 2], circumcenters[t * 2 + 1]);
        e = e % 3 === 2 ? e - 2 : e + 1;
        if (triangles[e] !== i) break; // bad triangulation
        e = halfedges[e];
      } while (e !== e0 && e !== -1);
      return points;
    }
    _clip(i) {
      // degenerate case (1 valid point: return the box)
      if (i === 0 && this.delaunay.hull.length === 1) {
        return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin];
      }
      const points = this._cell(i);
      if (points === null) return null;
      const {vectors: V} = this;
      const v = i * 4;
      return this._simplify(V[v] || V[v + 1]
          ? this._clipInfinite(i, points, V[v], V[v + 1], V[v + 2], V[v + 3])
          : this._clipFinite(i, points));
    }
    _clipFinite(i, points) {
      const n = points.length;
      let P = null;
      let x0, y0, x1 = points[n - 2], y1 = points[n - 1];
      let c0, c1 = this._regioncode(x1, y1);
      let e0, e1 = 0;
      for (let j = 0; j < n; j += 2) {
        x0 = x1, y0 = y1, x1 = points[j], y1 = points[j + 1];
        c0 = c1, c1 = this._regioncode(x1, y1);
        if (c0 === 0 && c1 === 0) {
          e0 = e1, e1 = 0;
          if (P) P.push(x1, y1);
          else P = [x1, y1];
        } else {
          let S, sx0, sy0, sx1, sy1;
          if (c0 === 0) {
            if ((S = this._clipSegment(x0, y0, x1, y1, c0, c1)) === null) continue;
            [sx0, sy0, sx1, sy1] = S;
          } else {
            if ((S = this._clipSegment(x1, y1, x0, y0, c1, c0)) === null) continue;
            [sx1, sy1, sx0, sy0] = S;
            e0 = e1, e1 = this._edgecode(sx0, sy0);
            if (e0 && e1) this._edge(i, e0, e1, P, P.length);
            if (P) P.push(sx0, sy0);
            else P = [sx0, sy0];
          }
          e0 = e1, e1 = this._edgecode(sx1, sy1);
          if (e0 && e1) this._edge(i, e0, e1, P, P.length);
          if (P) P.push(sx1, sy1);
          else P = [sx1, sy1];
        }
      }
      if (P) {
        e0 = e1, e1 = this._edgecode(P[0], P[1]);
        if (e0 && e1) this._edge(i, e0, e1, P, P.length);
      } else if (this.contains(i, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) {
        return [this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax, this.xmin, this.ymin];
      }
      return P;
    }
    _clipSegment(x0, y0, x1, y1, c0, c1) {
      // for more robustness, always consider the segment in the same order
      const flip = c0 < c1;
      if (flip) [x0, y0, x1, y1, c0, c1] = [x1, y1, x0, y0, c1, c0];
      while (true) {
        if (c0 === 0 && c1 === 0) return flip ? [x1, y1, x0, y0] : [x0, y0, x1, y1];
        if (c0 & c1) return null;
        let x, y, c = c0 || c1;
        if (c & 0b1000) x = x0 + (x1 - x0) * (this.ymax - y0) / (y1 - y0), y = this.ymax;
        else if (c & 0b0100) x = x0 + (x1 - x0) * (this.ymin - y0) / (y1 - y0), y = this.ymin;
        else if (c & 0b0010) y = y0 + (y1 - y0) * (this.xmax - x0) / (x1 - x0), x = this.xmax;
        else y = y0 + (y1 - y0) * (this.xmin - x0) / (x1 - x0), x = this.xmin;
        if (c0) x0 = x, y0 = y, c0 = this._regioncode(x0, y0);
        else x1 = x, y1 = y, c1 = this._regioncode(x1, y1);
      }
    }
    _clipInfinite(i, points, vx0, vy0, vxn, vyn) {
      let P = Array.from(points), p;
      if (p = this._project(P[0], P[1], vx0, vy0)) P.unshift(p[0], p[1]);
      if (p = this._project(P[P.length - 2], P[P.length - 1], vxn, vyn)) P.push(p[0], p[1]);
      if (P = this._clipFinite(i, P)) {
        for (let j = 0, n = P.length, c0, c1 = this._edgecode(P[n - 2], P[n - 1]); j < n; j += 2) {
          c0 = c1, c1 = this._edgecode(P[j], P[j + 1]);
          if (c0 && c1) j = this._edge(i, c0, c1, P, j), n = P.length;
        }
      } else if (this.contains(i, (this.xmin + this.xmax) / 2, (this.ymin + this.ymax) / 2)) {
        P = [this.xmin, this.ymin, this.xmax, this.ymin, this.xmax, this.ymax, this.xmin, this.ymax];
      }
      return P;
    }
    _edge(i, e0, e1, P, j) {
      while (e0 !== e1) {
        let x, y;
        switch (e0) {
          case 0b0101: e0 = 0b0100; continue; // top-left
          case 0b0100: e0 = 0b0110, x = this.xmax, y = this.ymin; break; // top
          case 0b0110: e0 = 0b0010; continue; // top-right
          case 0b0010: e0 = 0b1010, x = this.xmax, y = this.ymax; break; // right
          case 0b1010: e0 = 0b1000; continue; // bottom-right
          case 0b1000: e0 = 0b1001, x = this.xmin, y = this.ymax; break; // bottom
          case 0b1001: e0 = 0b0001; continue; // bottom-left
          case 0b0001: e0 = 0b0101, x = this.xmin, y = this.ymin; break; // left
        }
        // Note: this implicitly checks for out of bounds: if P[j] or P[j+1] are
        // undefined, the conditional statement will be executed.
        if ((P[j] !== x || P[j + 1] !== y) && this.contains(i, x, y)) {
          P.splice(j, 0, x, y), j += 2;
        }
      }
      return j;
    }
    _project(x0, y0, vx, vy) {
      let t = Infinity, c, x, y;
      if (vy < 0) { // top
        if (y0 <= this.ymin) return null;
        if ((c = (this.ymin - y0) / vy) < t) y = this.ymin, x = x0 + (t = c) * vx;
      } else if (vy > 0) { // bottom
        if (y0 >= this.ymax) return null;
        if ((c = (this.ymax - y0) / vy) < t) y = this.ymax, x = x0 + (t = c) * vx;
      }
      if (vx > 0) { // right
        if (x0 >= this.xmax) return null;
        if ((c = (this.xmax - x0) / vx) < t) x = this.xmax, y = y0 + (t = c) * vy;
      } else if (vx < 0) { // left
        if (x0 <= this.xmin) return null;
        if ((c = (this.xmin - x0) / vx) < t) x = this.xmin, y = y0 + (t = c) * vy;
      }
      return [x, y];
    }
    _edgecode(x, y) {
      return (x === this.xmin ? 0b0001
          : x === this.xmax ? 0b0010 : 0b0000)
          | (y === this.ymin ? 0b0100
          : y === this.ymax ? 0b1000 : 0b0000);
    }
    _regioncode(x, y) {
      return (x < this.xmin ? 0b0001
          : x > this.xmax ? 0b0010 : 0b0000)
          | (y < this.ymin ? 0b0100
          : y > this.ymax ? 0b1000 : 0b0000);
    }
    _simplify(P) {
      if (P && P.length > 4) {
        for (let i = 0; i < P.length; i+= 2) {
          const j = (i + 2) % P.length, k = (i + 4) % P.length;
          if (P[i] === P[j] && P[j] === P[k] || P[i + 1] === P[j + 1] && P[j + 1] === P[k + 1]) {
            P.splice(j, 2), i -= 2;
          }
        }
        if (!P.length) P = null;
      }
      return P;
    }
  }

  const tau = 2 * Math.PI, pow = Math.pow;

  function pointX(p) {
    return p[0];
  }

  function pointY(p) {
    return p[1];
  }

  // A triangulation is collinear if all its triangles have a non-null area
  function collinear(d) {
    const {triangles, coords} = d;
    for (let i = 0; i < triangles.length; i += 3) {
      const a = 2 * triangles[i],
            b = 2 * triangles[i + 1],
            c = 2 * triangles[i + 2],
            cross = (coords[c] - coords[a]) * (coords[b + 1] - coords[a + 1])
                  - (coords[b] - coords[a]) * (coords[c + 1] - coords[a + 1]);
      if (cross > 1e-10) return false;
    }
    return true;
  }

  function jitter(x, y, r) {
    return [x + Math.sin(x + y) * r, y + Math.cos(x - y) * r];
  }

  class Delaunay {
    static from(points, fx = pointX, fy = pointY, that) {
      return new Delaunay("length" in points
          ? flatArray(points, fx, fy, that)
          : Float64Array.from(flatIterable(points, fx, fy, that)));
    }
    constructor(points) {
      this._delaunator = new Delaunator(points);
      this.inedges = new Int32Array(points.length / 2);
      this._hullIndex = new Int32Array(points.length / 2);
      this.points = this._delaunator.coords;
      this._init();
    }
    update() {
      this._delaunator.update();
      this._init();
      return this;
    }
    _init() {
      const d = this._delaunator, points = this.points;

      // check for collinear
      if (d.hull && d.hull.length > 2 && collinear(d)) {
        this.collinear = Int32Array.from({length: points.length/2}, (_,i) => i)
          .sort((i, j) => points[2 * i] - points[2 * j] || points[2 * i + 1] - points[2 * j + 1]); // for exact neighbors
        const e = this.collinear[0], f = this.collinear[this.collinear.length - 1],
          bounds = [ points[2 * e], points[2 * e + 1], points[2 * f], points[2 * f + 1] ],
          r = 1e-8 * Math.hypot(bounds[3] - bounds[1], bounds[2] - bounds[0]);
        for (let i = 0, n = points.length / 2; i < n; ++i) {
          const p = jitter(points[2 * i], points[2 * i + 1], r);
          points[2 * i] = p[0];
          points[2 * i + 1] = p[1];
        }
        this._delaunator = new Delaunator(points);
      } else {
        delete this.collinear;
      }

      const halfedges = this.halfedges = this._delaunator.halfedges;
      const hull = this.hull = this._delaunator.hull;
      const triangles = this.triangles = this._delaunator.triangles;
      const inedges = this.inedges.fill(-1);
      const hullIndex = this._hullIndex.fill(-1);

      // Compute an index from each point to an (arbitrary) incoming halfedge
      // Used to give the first neighbor of each point; for this reason,
      // on the hull we give priority to exterior halfedges
      for (let e = 0, n = halfedges.length; e < n; ++e) {
        const p = triangles[e % 3 === 2 ? e - 2 : e + 1];
        if (halfedges[e] === -1 || inedges[p] === -1) inedges[p] = e;
      }
      for (let i = 0, n = hull.length; i < n; ++i) {
        hullIndex[hull[i]] = i;
      }

      // degenerate case: 1 or 2 (distinct) points
      if (hull.length <= 2 && hull.length > 0) {
        this.triangles = new Int32Array(3).fill(-1);
        this.halfedges = new Int32Array(3).fill(-1);
        this.triangles[0] = hull[0];
        inedges[hull[0]] = 1;
        if (hull.length === 2) {
          inedges[hull[1]] = 0;
          this.triangles[1] = hull[1];
          this.triangles[2] = hull[1];
        }
      }
    }
    voronoi(bounds) {
      return new Voronoi(this, bounds);
    }
    *neighbors(i) {
      const {inedges, hull, _hullIndex, halfedges, triangles, collinear} = this;

      // degenerate case with several collinear points
      if (collinear) {
        const l = collinear.indexOf(i);
        if (l > 0) yield collinear[l - 1];
        if (l < collinear.length - 1) yield collinear[l + 1];
        return;
      }

      const e0 = inedges[i];
      if (e0 === -1) return; // coincident point
      let e = e0, p0 = -1;
      do {
        yield p0 = triangles[e];
        e = e % 3 === 2 ? e - 2 : e + 1;
        if (triangles[e] !== i) return; // bad triangulation
        e = halfedges[e];
        if (e === -1) {
          const p = hull[(_hullIndex[i] + 1) % hull.length];
          if (p !== p0) yield p;
          return;
        }
      } while (e !== e0);
    }
    find(x, y, i = 0) {
      if ((x = +x, x !== x) || (y = +y, y !== y)) return -1;
      const i0 = i;
      let c;
      while ((c = this._step(i, x, y)) >= 0 && c !== i && c !== i0) i = c;
      return c;
    }
    _step(i, x, y) {
      const {inedges, hull, _hullIndex, halfedges, triangles, points} = this;
      if (inedges[i] === -1 || !points.length) return (i + 1) % (points.length >> 1);
      let c = i;
      let dc = pow(x - points[i * 2], 2) + pow(y - points[i * 2 + 1], 2);
      const e0 = inedges[i];
      let e = e0;
      do {
        let t = triangles[e];
        const dt = pow(x - points[t * 2], 2) + pow(y - points[t * 2 + 1], 2);
        if (dt < dc) dc = dt, c = t;
        e = e % 3 === 2 ? e - 2 : e + 1;
        if (triangles[e] !== i) break; // bad triangulation
        e = halfedges[e];
        if (e === -1) {
          e = hull[(_hullIndex[i] + 1) % hull.length];
          if (e !== t) {
            if (pow(x - points[e * 2], 2) + pow(y - points[e * 2 + 1], 2) < dc) return e;
          }
          break;
        }
      } while (e !== e0);
      return c;
    }
    render(context) {
      const buffer = context == null ? context = new Path : undefined;
      const {points, halfedges, triangles} = this;
      for (let i = 0, n = halfedges.length; i < n; ++i) {
        const j = halfedges[i];
        if (j < i) continue;
        const ti = triangles[i] * 2;
        const tj = triangles[j] * 2;
        context.moveTo(points[ti], points[ti + 1]);
        context.lineTo(points[tj], points[tj + 1]);
      }
      this.renderHull(context);
      return buffer && buffer.value();
    }
    renderPoints(context, r) {
      if (r === undefined && (!context || typeof context.moveTo !== "function")) r = context, context = null;
      r = r == undefined ? 2 : +r;
      const buffer = context == null ? context = new Path : undefined;
      const {points} = this;
      for (let i = 0, n = points.length; i < n; i += 2) {
        const x = points[i], y = points[i + 1];
        context.moveTo(x + r, y);
        context.arc(x, y, r, 0, tau);
      }
      return buffer && buffer.value();
    }
    renderHull(context) {
      const buffer = context == null ? context = new Path : undefined;
      const {hull, points} = this;
      const h = hull[0] * 2, n = hull.length;
      context.moveTo(points[h], points[h + 1]);
      for (let i = 1; i < n; ++i) {
        const h = 2 * hull[i];
        context.lineTo(points[h], points[h + 1]);
      }
      context.closePath();
      return buffer && buffer.value();
    }
    hullPolygon() {
      const polygon = new Polygon;
      this.renderHull(polygon);
      return polygon.value();
    }
    renderTriangle(i, context) {
      const buffer = context == null ? context = new Path : undefined;
      const {points, triangles} = this;
      const t0 = triangles[i *= 3] * 2;
      const t1 = triangles[i + 1] * 2;
      const t2 = triangles[i + 2] * 2;
      context.moveTo(points[t0], points[t0 + 1]);
      context.lineTo(points[t1], points[t1 + 1]);
      context.lineTo(points[t2], points[t2 + 1]);
      context.closePath();
      return buffer && buffer.value();
    }
    *trianglePolygons() {
      const {triangles} = this;
      for (let i = 0, n = triangles.length / 3; i < n; ++i) {
        yield this.trianglePolygon(i);
      }
    }
    trianglePolygon(i) {
      const polygon = new Polygon;
      this.renderTriangle(i, polygon);
      return polygon.value();
    }
  }

  function flatArray(points, fx, fy, that) {
    const n = points.length;
    const array = new Float64Array(n * 2);
    for (let i = 0; i < n; ++i) {
      const p = points[i];
      array[i * 2] = fx.call(that, p, i, points);
      array[i * 2 + 1] = fy.call(that, p, i, points);
    }
    return array;
  }

  function* flatIterable(points, fx, fy, that) {
    let i = 0;
    for (const p of points) {
      yield fx.call(that, p, i, points);
      yield fy.call(that, p, i, points);
      ++i;
    }
  }

  const pi = Math.PI;
  const halfPi = pi / 2;

  const degrees = 180 / pi;
  const radians = pi / 180;
  const atan2 = Math.atan2;
  const cos = Math.cos;
  const max = Math.max;
  const min = Math.min;
  const sin = Math.sin;
  const sign =
    Math.sign ||
    function(x) {
      return x > 0 ? 1 : x < 0 ? -1 : 0;
    };
  const sqrt = Math.sqrt;

  function asin(x) {
    return x > 1 ? halfPi : x < -1 ? -halfPi : Math.asin(x);
  }

  function cartesianDot(a, b) {
    return a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
  }

  function cartesianCross(a, b) {
    return [
      a[1] * b[2] - a[2] * b[1],
      a[2] * b[0] - a[0] * b[2],
      a[0] * b[1] - a[1] * b[0]
    ];
  }

  function cartesianAdd(a, b) {
    return [a[0] + b[0], a[1] + b[1], a[2] + b[2]];
  }

  function cartesianNormalize(d) {
    var l = sqrt(d[0] * d[0] + d[1] * d[1] + d[2] * d[2]);
    return [d[0] / l, d[1] / l, d[2] / l];
  }

  // Converts 3D Cartesian to spherical coordinates (degrees).
  function spherical(cartesian) {
    return [
      atan2(cartesian[1], cartesian[0]) * degrees,
      asin(max(-1, min(1, cartesian[2]))) * degrees
    ];
  }

  // Converts spherical coordinates (degrees) to 3D Cartesian.
  function cartesian(coordinates) {
    const lambda = coordinates[0] * radians,
      phi = coordinates[1] * radians,
      cosphi = cos(phi);
    return [cosphi * cos(lambda), cosphi * sin(lambda), sin(phi)];
  }

  // Spherical excess of a triangle (in spherical coordinates)
  function excess(triangle) {
    triangle = triangle.map(p => cartesian(p));
    return cartesianDot(triangle[0], cartesianCross(triangle[2], triangle[1]));
  }

  function geoDelaunay(points) {
    const delaunay = geo_delaunay_from(points),
      triangles = geo_triangles(delaunay),
      edges = geo_edges(triangles, points),
      neighbors = geo_neighbors(triangles, points.length),
      find = geo_find(neighbors, points),
      // Voronoi ; could take a center function as an argument
      circumcenters = geo_circumcenters(triangles, points),
      { polygons, centers } = geo_polygons(circumcenters, triangles, points),
      mesh = geo_mesh(polygons),
      hull = geo_hull(triangles, points),
      // Urquhart ; returns a function that takes a distance array as argument.
      urquhart = geo_urquhart(edges, triangles);
    return {
      delaunay,
      edges,
      triangles,
      centers,
      neighbors,
      polygons,
      mesh,
      hull,
      urquhart,
      find
    };
  }

  function geo_find(neighbors, points) {
    function distance2(a,b) {
      let x = a[0] - b[0],
          y = a[1] - b[1],
          z = a[2] - b[2];
      return x * x + y * y + z * z;
    }

    return function find(x, y, next) {
      if (next === undefined) next = 0;
      let cell,
        dist,
        found = next;
      const xyz = cartesian([x, y]);
      do {
        cell = next;
        next = null;
        dist = distance2(xyz, cartesian(points[cell]));
        neighbors[cell].forEach(i => {
          let ndist = distance2(xyz, cartesian(points[i]));
          if (ndist < dist) {
            dist = ndist;
            next = i;
            found = i;
            return;
          }
        });
      } while (next !== null);

      return found;
    };
  }

  function geo_delaunay_from(points) {
    if (points.length < 2) return {};

    // find a valid point to send to infinity
    let pivot = 0;
    while (isNaN(points[pivot][0]+points[pivot][1]) && pivot++ < points.length);

    const r = geoRotation(points[pivot]),
      projection = geoStereographic()
        .translate([0, 0])
        .scale(1)
        .rotate(r.invert([180, 0]));
    points = points.map(projection);

    const zeros = [];
    let max2 = 1;
    for (let i = 0, n = points.length; i < n; i++) {
      let m = points[i][0] ** 2 + points[i][1] ** 2;
      if (!isFinite(m) || m > 1e32) zeros.push(i);
      else if (m > max2) max2 = m;
    }

    const FAR = 1e6 * sqrt(max2);

    zeros.forEach(i => (points[i] = [FAR, 0]));

    // Add infinite horizon points
    points.push([0,FAR]);
    points.push([-FAR,0]);
    points.push([0,-FAR]);

    const delaunay = Delaunay.from(points);

    delaunay.projection = projection;

    // clean up the triangulation
    const {triangles, halfedges, inedges} = delaunay;
    for (let i = 0, l = halfedges.length; i < l; i++) {
      if (halfedges[i] < 0) {
        const j = i % 3 == 2 ? i - 2 : i + 1;
        const k = i % 3 == 0 ? i + 2 : i - 1;
        const a = halfedges[j];
        const b = halfedges[k];
        halfedges[a] = b;
        halfedges[b] = a;
        halfedges[j] = halfedges[k] = -1;
        triangles[i] = triangles[j] = triangles[k] = pivot;
        inedges[triangles[a]] = a % 3 == 0 ? a + 2 : a - 1;
        inedges[triangles[b]] = b % 3 == 0 ? b + 2 : b - 1;
        i += 2 - i % 3;
      } else if (triangles[i] > points.length - 3 - 1) {
        triangles[i] = pivot;
      }
    }
    
    // there should always be 4 degenerate triangles
    // console.warn(degenerate);
    return delaunay;
  }

  function geo_edges(triangles, points) {
    const _index = new Set;
    if (points.length === 2) return [[0, 1]];
    triangles.forEach(tri => {
      if (tri[0] === tri[1]) return;
      if (excess(tri.map(i => points[i])) < 0) return;
      for (let i = 0, j; i < 3; i++) {
        j = (i + 1) % 3;
        _index.add(extent([tri[i], tri[j]]).join("-"));
      }
    });
    return Array.from(_index, d => d.split("-").map(Number));
  }

  function geo_triangles(delaunay) {
    const {triangles} = delaunay;
    if (!triangles) return [];

    const geo_triangles = [];
    for (let i = 0, n = triangles.length / 3; i < n; i++) {
      const a = triangles[3 * i],
        b = triangles[3 * i + 1],
        c = triangles[3 * i + 2];
      if (a !== b && b !== c) {
        geo_triangles.push([a, c, b]);
      }
    }
    return geo_triangles;
  }

  function geo_circumcenters(triangles, points) {
    // if (!use_centroids) {
    return triangles.map(tri => {
      const c = tri.map(i => points[i]).map(cartesian),
        V = cartesianAdd(
          cartesianAdd(cartesianCross(c[1], c[0]), cartesianCross(c[2], c[1])),
          cartesianCross(c[0], c[2])
        );
      return spherical(cartesianNormalize(V));
    });
    /*} else {
      return triangles.map(tri => {
        return d3.geoCentroid({
          type: "MultiPoint",
          coordinates: tri.map(i => points[i])
        });
      });
    }*/
  }

  function geo_neighbors(triangles, npoints) {
    const neighbors = [];
    triangles.forEach(tri => {
      for (let j = 0; j < 3; j++) {
        const a = tri[j],
          b = tri[(j + 1) % 3];
        neighbors[a] = neighbors[a] || [];
        neighbors[a].push(b);
      }
    });

    // degenerate cases
    if (triangles.length === 0) {
      if (npoints === 2) (neighbors[0] = [1]), (neighbors[1] = [0]);
      else if (npoints === 1) neighbors[0] = [];
    }

    return neighbors;
  }

  function geo_polygons(circumcenters, triangles, points) {
    const polygons = [];

    const centers = circumcenters.slice();

    if (triangles.length === 0) {
      if (points.length < 2) return { polygons, centers };
      if (points.length === 2) {
        // two hemispheres
        const a = cartesian(points[0]),
          b = cartesian(points[1]),
          m = cartesianNormalize(cartesianAdd(a, b)),
          d = cartesianNormalize(cartesianCross(a, b)),
          c = cartesianCross(m, d);
        const poly = [
          m,
          cartesianCross(m, c),
          cartesianCross(cartesianCross(m, c), c),
          cartesianCross(cartesianCross(cartesianCross(m, c), c), c)
        ]
          .map(spherical)
          .map(supplement);
        return (
          polygons.push(poly),
          polygons.push(poly.slice().reverse()),
          { polygons, centers }
        );
      }
    }

    triangles.forEach((tri, t) => {
      for (let j = 0; j < 3; j++) {
        const a = tri[j],
          b = tri[(j + 1) % 3],
          c = tri[(j + 2) % 3];
        polygons[a] = polygons[a] || [];
        polygons[a].push([b, c, t, [a, b, c]]);
      }
    });

    // reorder each polygon
    const reordered = polygons.map(poly => {
      const p = [poly[0][2]]; // t
      let k = poly[0][1]; // k = c
      for (let i = 1; i < poly.length; i++) {
        // look for b = k
        for (let j = 0; j < poly.length; j++) {
          if (poly[j][0] == k) {
            k = poly[j][1];
            p.push(poly[j][2]);
            break;
          }
        }
      }

      if (p.length > 2) {
        return p;
      } else if (p.length == 2) {
        const R0 = o_midpoint(
            points[poly[0][3][0]],
            points[poly[0][3][1]],
            centers[p[0]]
          ),
          R1 = o_midpoint(
            points[poly[0][3][2]],
            points[poly[0][3][0]],
            centers[p[0]]
          );
        const i0 = supplement(R0),
          i1 = supplement(R1);
        return [p[0], i1, p[1], i0];
      }
    });

    function supplement(point) {
      let f = -1;
      centers.slice(triangles.length, Infinity).forEach((p, i) => {
        if (p[0] === point[0] && p[1] === point[1]) f = i + triangles.length;
      });
      if (f < 0) (f = centers.length), centers.push(point);
      return f;
    }

    return { polygons: reordered, centers };
  }

  function o_midpoint(a, b, c) {
    a = cartesian(a);
    b = cartesian(b);
    c = cartesian(c);
    const s = sign(cartesianDot(cartesianCross(b, a), c));
    return spherical(cartesianNormalize(cartesianAdd(a, b)).map(d => s * d));
  }

  function geo_mesh(polygons) {
    const mesh = [];
    polygons.forEach(poly => {
      if (!poly) return;
      let p = poly[poly.length - 1];
      for (let q of poly) {
        if (q > p) mesh.push([p, q]);
        p = q;
      }
    });
    return mesh;
  }

  function geo_urquhart(edges, triangles) {
    return function(distances) {
      const _lengths = new Map(),
        _urquhart = new Map();
      edges.forEach((edge, i) => {
        const u = edge.join("-");
        _lengths.set(u, distances[i]);
        _urquhart.set(u, true);
      });

      triangles.forEach(tri => {
        let l = 0,
          remove = -1;
        for (let j = 0; j < 3; j++) {
          let u = extent([tri[j], tri[(j + 1) % 3]]).join("-");
          if (_lengths.get(u) > l) {
            l = _lengths.get(u);
            remove = u;
          }
        }
        _urquhart.set(remove,  false);
      });

      return edges.map(edge => _urquhart.get(edge.join("-")));
    };
  }

  function geo_hull(triangles, points) {
    const _hull = new Set(),
      hull = [];
    triangles.map(tri => {
      if (excess(tri.map(i => points[i > points.length ? 0 : i])) > 1e-12) return;
      for (let i = 0; i < 3; i++) {
        let e = [tri[i], tri[(i + 1) % 3]],
          code = `${e[0]}-${e[1]}`;
        if (_hull.has(code)) _hull.delete(code);
        else _hull.add(`${e[1]}-${e[0]}`);
      }
    });

    const _index = new Map;
    let start;
    _hull.forEach(e => {
      e = e.split("-").map(Number);
      _index.set(e[0],e[1]);
      start = e[0];
    });

    if (start === undefined) return hull;

    let next = start;
    do {
      hull.push(next);
      let n = _index.get(next);
      _index.set(next, -1);
      next = n;
    } while (next > -1 && next !== start);

    return hull;
  }

  function geoVoronoi(data) {
    const v = function(data) {
      v.delaunay = null;
      v._data = data;

      if (typeof v._data === "object" && v._data.type === "FeatureCollection") {
        v._data = v._data.features;
      }
      if (typeof v._data === "object") {
        const temp = v._data
          .map(d => [v._vx(d), v._vy(d), d])
          .filter(d => isFinite(d[0] + d[1]));
        v.points = temp.map(d => [d[0], d[1]]);
        v.valid = temp.map(d => d[2]);
        v.delaunay = geoDelaunay(v.points);
      }
      return v;
    };

    v._vx = function(d) {
      if (typeof d == "object" && "type" in d) {
        return geoCentroid(d)[0];
      }
      if (0 in d) return d[0];
    };
    v._vy = function(d) {
      if (typeof d == "object" && "type" in d) {
        return geoCentroid(d)[1];
      }
      if (1 in d) return d[1];
    };

    v.x = function(f) {
      if (!f) return v._vx;
      v._vx = f;
      return v;
    };
    v.y = function(f) {
      if (!f) return v._vy;
      v._vy = f;
      return v;
    };

    v.polygons = function(data) {
      if (data !== undefined) {
        v(data);
      }

      if (!v.delaunay) return false;
      const coll = {
        type: "FeatureCollection",
        features: []
      };
      if (v.valid.length === 0) return coll;
      v.delaunay.polygons.forEach((poly, i) =>
        coll.features.push({
          type: "Feature",
          geometry: !poly
            ? null
            : {
                type: "Polygon",
                coordinates: [[...poly, poly[0]].map(i => v.delaunay.centers[i])]
              },
          properties: {
            site: v.valid[i],
            sitecoordinates: v.points[i],
            neighbours: v.delaunay.neighbors[i] // not part of the public API
          }
        })
      );
      if (v.valid.length === 1)
        coll.features.push({
          type: "Feature",
          geometry: { type: "Sphere" },
          properties: {
            site: v.valid[0],
            sitecoordinates: v.points[0],
            neighbours: []
          }
        });
      return coll;
    };

    v.triangles = function(data) {
      if (data !== undefined) {
        v(data);
      }
      if (!v.delaunay) return false;

      return {
        type: "FeatureCollection",
        features: v.delaunay.triangles
          .map((tri, index) => {
            tri = tri.map(i => v.points[i]);
            tri.center = v.delaunay.centers[index];
            return tri;
          })
          .filter(tri => excess(tri) > 0)
          .map(tri => ({
            type: "Feature",
            properties: {
              circumcenter: tri.center
            },
            geometry: {
              type: "Polygon",
              coordinates: [[...tri, tri[0]]]
            }
          }))
      };
    };

    v.links = function(data) {
      if (data !== undefined) {
        v(data);
      }
      if (!v.delaunay) return false;
      const _distances = v.delaunay.edges.map(e =>
          geoDistance$1(v.points[e[0]], v.points[e[1]])
        ),
        _urquart = v.delaunay.urquhart(_distances);
      return {
        type: "FeatureCollection",
        features: v.delaunay.edges.map((e, i) => ({
          type: "Feature",
          properties: {
            source: v.valid[e[0]],
            target: v.valid[e[1]],
            length: _distances[i],
            urquhart: !!_urquart[i]
          },
          geometry: {
            type: "LineString",
            coordinates: [v.points[e[0]], v.points[e[1]]]
          }
        }))
      };
    };

    v.mesh = function(data) {
      if (data !== undefined) {
        v(data);
      }
      if (!v.delaunay) return false;
      return {
        type: "MultiLineString",
        coordinates: v.delaunay.edges.map(e => [v.points[e[0]], v.points[e[1]]])
      };
    };

    v.cellMesh = function(data) {
      if (data !== undefined) {
        v(data);
      }
      if (!v.delaunay) return false;
      const { centers, polygons } = v.delaunay;
      const coordinates = [];
      for (const p of polygons) {
        if (!p) continue;
        for (
          let n = p.length, p0 = p[n - 1], p1 = p[0], i = 0;
          i < n;
          p0 = p1, p1 = p[++i]
        ) {
          if (p1 > p0) {
            coordinates.push([centers[p0], centers[p1]]);
          }
        }
      }
      return {
        type: "MultiLineString",
        coordinates
      };
    };

    v._found = undefined;
    v.find = function(x, y, radius) {
      v._found = v.delaunay.find(x, y, v._found);
      if (!radius || geoDistance$1([x, y], v.points[v._found]) < radius)
        return v._found;
    };

    v.hull = function(data) {
      if (data !== undefined) {
        v(data);
      }
      const hull = v.delaunay.hull,
        points = v.points;
      return hull.length === 0
        ? null
        : {
            type: "Polygon",
            coordinates: [[...hull.map(i => points[i]), points[hull[0]]]]
          };
    };

    return data ? v(data) : v;
  }

  function _callSuper$1(t, o, e) {
    return o = _getPrototypeOf$2(o), _possibleConstructorReturn$1(t, _isNativeReflectConstruct$2() ? Reflect.construct(o, e || [], _getPrototypeOf$2(t).constructor) : o.apply(t, e));
  }
  function _isNativeReflectConstruct$2() {
    try {
      var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
    } catch (t) {}
    return (_isNativeReflectConstruct$2 = function () {
      return !!t;
    })();
  }
  function _iterableToArrayLimit$2(r, l) {
    var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
    if (null != t) {
      var e,
        n,
        i,
        u,
        a = [],
        f = !0,
        o = !1;
      try {
        if (i = (t = t.call(r)).next, 0 === l) {
          if (Object(t) !== t) return;
          f = !1;
        } else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
      } catch (r) {
        o = !0, n = r;
      } finally {
        try {
          if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
        } finally {
          if (o) throw n;
        }
      }
      return a;
    }
  }
  function _toPrimitive$2(t, r) {
    if ("object" != typeof t || !t) return t;
    var e = t[Symbol.toPrimitive];
    if (void 0 !== e) {
      var i = e.call(t, r || "default");
      if ("object" != typeof i) return i;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return ("string" === r ? String : Number)(t);
  }
  function _toPropertyKey$2(t) {
    var i = _toPrimitive$2(t, "string");
    return "symbol" == typeof i ? i : String(i);
  }
  function _classCallCheck$1(instance, Constructor) {
    if (!(instance instanceof Constructor)) {
      throw new TypeError("Cannot call a class as a function");
    }
  }
  function _defineProperties$1(target, props) {
    for (var i = 0; i < props.length; i++) {
      var descriptor = props[i];
      descriptor.enumerable = descriptor.enumerable || false;
      descriptor.configurable = true;
      if ("value" in descriptor) descriptor.writable = true;
      Object.defineProperty(target, _toPropertyKey$2(descriptor.key), descriptor);
    }
  }
  function _createClass$1(Constructor, protoProps, staticProps) {
    if (protoProps) _defineProperties$1(Constructor.prototype, protoProps);
    if (staticProps) _defineProperties$1(Constructor, staticProps);
    Object.defineProperty(Constructor, "prototype", {
      writable: false
    });
    return Constructor;
  }
  function _inherits$1(subClass, superClass) {
    if (typeof superClass !== "function" && superClass !== null) {
      throw new TypeError("Super expression must either be null or a function");
    }
    subClass.prototype = Object.create(superClass && superClass.prototype, {
      constructor: {
        value: subClass,
        writable: true,
        configurable: true
      }
    });
    Object.defineProperty(subClass, "prototype", {
      writable: false
    });
    if (superClass) _setPrototypeOf$2(subClass, superClass);
  }
  function _getPrototypeOf$2(o) {
    _getPrototypeOf$2 = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) {
      return o.__proto__ || Object.getPrototypeOf(o);
    };
    return _getPrototypeOf$2(o);
  }
  function _setPrototypeOf$2(o, p) {
    _setPrototypeOf$2 = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
      o.__proto__ = p;
      return o;
    };
    return _setPrototypeOf$2(o, p);
  }
  function _assertThisInitialized$2(self) {
    if (self === void 0) {
      throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
    }
    return self;
  }
  function _possibleConstructorReturn$1(self, call) {
    if (call && (typeof call === "object" || typeof call === "function")) {
      return call;
    } else if (call !== void 0) {
      throw new TypeError("Derived constructors may only return object or undefined");
    }
    return _assertThisInitialized$2(self);
  }
  function _slicedToArray$2(arr, i) {
    return _arrayWithHoles$2(arr) || _iterableToArrayLimit$2(arr, i) || _unsupportedIterableToArray$2(arr, i) || _nonIterableRest$2();
  }
  function _toConsumableArray$2(arr) {
    return _arrayWithoutHoles$2(arr) || _iterableToArray$2(arr) || _unsupportedIterableToArray$2(arr) || _nonIterableSpread$2();
  }
  function _arrayWithoutHoles$2(arr) {
    if (Array.isArray(arr)) return _arrayLikeToArray$2(arr);
  }
  function _arrayWithHoles$2(arr) {
    if (Array.isArray(arr)) return arr;
  }
  function _iterableToArray$2(iter) {
    if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
  }
  function _unsupportedIterableToArray$2(o, minLen) {
    if (!o) return;
    if (typeof o === "string") return _arrayLikeToArray$2(o, minLen);
    var n = Object.prototype.toString.call(o).slice(8, -1);
    if (n === "Object" && o.constructor) n = o.constructor.name;
    if (n === "Map" || n === "Set") return Array.from(o);
    if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$2(o, minLen);
  }
  function _arrayLikeToArray$2(arr, len) {
    if (len == null || len > arr.length) len = arr.length;
    for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
    return arr2;
  }
  function _nonIterableSpread$2() {
    throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _nonIterableRest$2() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }

  function geoPolygonTriangulate(polygon) {
    var _ref = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},
      _ref$resolution = _ref.resolution,
      resolution = _ref$resolution === void 0 ? Infinity : _ref$resolution;
    var contour = interpolateContourPoints(polygon, resolution);
    var edgePoints = merge(contour);
    var innerPoints = getInnerGeoPoints(polygon, resolution);
    var points = [].concat(_toConsumableArray$2(edgePoints), _toConsumableArray$2(innerPoints));
    var boundariesGeojson = {
      type: 'Polygon',
      coordinates: polygon
    };
    var _geoBounds = geoBounds(boundariesGeojson),
      _geoBounds2 = _slicedToArray$2(_geoBounds, 2),
      _geoBounds2$ = _slicedToArray$2(_geoBounds2[0], 2),
      minLng = _geoBounds2$[0],
      minLat = _geoBounds2$[1],
      _geoBounds2$2 = _slicedToArray$2(_geoBounds2[1], 2),
      maxLng = _geoBounds2$2[0],
      maxLat = _geoBounds2$2[1];
    var crossesPoleOrAntimeridian = minLng > maxLng // crosses antimeridian
    || maxLat >= 89 // crosses north pole
    || minLat <= -89; // crosses south pole

    var indices = [];
    if (crossesPoleOrAntimeridian) {
      // Use d3-geo-voronoi. Slowest, but most accurate for polygons that cross poles or anti-meridian
      var vt = geoVoronoi(points).triangles(); // geoDelaunay generates more triangles than needed
      var pntMap = new Map(points.map(function (_ref2, idx) {
        var _ref3 = _slicedToArray$2(_ref2, 2),
          lng = _ref3[0],
          lat = _ref3[1];
        return ["".concat(lng, "-").concat(lat), idx];
      }));
      vt.features.forEach(function (f) {
        var _indices;
        var triangle = f.geometry.coordinates[0].slice(0, 3).reverse(); // reverse wound to match earcut

        var inds = [];
        triangle.forEach(function (_ref4) {
          var _ref5 = _slicedToArray$2(_ref4, 2),
            lng = _ref5[0],
            lat = _ref5[1];
          var k = "".concat(lng, "-").concat(lat);
          pntMap.has(k) && inds.push(pntMap.get(k));
        });
        if (inds.length !== 3) return; // triangle malfunction

        // exclude edge triangles outside polygon perimeter or through holes
        if (inds.some(function (ind) {
          return ind < edgePoints.length;
        })) {
          var triangleCentroid = f.properties.circumcenter;
          if (!pointInside(triangleCentroid, boundariesGeojson, crossesPoleOrAntimeridian)) return;
        }
        (_indices = indices).push.apply(_indices, inds);
      });
    } else if (!innerPoints.length) {
      // earcut triangulation slightly more performing if it's only using the polygon perimeter
      var _earcut$flatten = earcut$1.flatten(contour),
        vertices = _earcut$flatten.vertices,
        _earcut$flatten$holes = _earcut$flatten.holes,
        holes = _earcut$flatten$holes === void 0 ? [] : _earcut$flatten$holes;
      indices = earcut$1(vertices, holes, 2);
    } else {
      // use delaunator
      var delaunay = Delaunator.from(points);
      var _loop = function _loop(i) {
        var _indices2;
        var inds = [2, 1, 0].map(function (idx) {
          return delaunay.triangles[i + idx];
        }); // reverse wound to have same orientation as earcut
        var triangle = inds.map(function (indice) {
          return points[indice];
        });

        // exclude edge triangles outside polygon perimeter or through holes
        if (inds.some(function (ind) {
          return ind < edgePoints.length;
        })) {
          var triangleCentroid = [0, 1].map(function (coordIdx) {
            return mean(triangle, function (p) {
              return p[coordIdx];
            });
          });
          if (!pointInside(triangleCentroid, boundariesGeojson, crossesPoleOrAntimeridian)) return 1; // continue
        }
        (_indices2 = indices).push.apply(_indices2, _toConsumableArray$2(inds));
      };
      for (var i = 0, len = delaunay.triangles.length; i < len; i += 3) {
        if (_loop(i)) continue;
      }
    }

    // calc uvs
    var lngUvScale = linear(extent(points, function (d) {
      return d[0];
    }), [0, 1]);
    var latUvScale = linear(extent(points, function (d) {
      return d[1];
    }), [0, 1]);
    var uvs = points.map(function (_ref6) {
      var _ref7 = _slicedToArray$2(_ref6, 2),
        lng = _ref7[0],
        lat = _ref7[1];
      return [lngUvScale(lng), latUvScale(lat)];
    });
    var triangles = {
      points: points,
      indices: indices,
      uvs: uvs
    };
    return {
      contour: contour,
      triangles: triangles
    };
  }
  function interpolateContourPoints(polygon, maxDistance) {
    // add interpolated points for segments that are further apart than the max distance
    return polygon.map(function (coords) {
      var pnts = [];
      var prevPnt;
      coords.forEach(function (pnt) {
        if (prevPnt) {
          var dist = geoDistance$1(pnt, prevPnt) * 180 / Math.PI;
          if (dist > maxDistance) {
            var interpol = geoInterpolate(prevPnt, pnt);
            var tStep = 1 / Math.ceil(dist / maxDistance);
            var t = tStep;
            while (t < 1) {
              pnts.push(interpol(t));
              t += tStep;
            }
          }
        }
        pnts.push(prevPnt = pnt);
      });
      return pnts;
    });
  }
  function getInnerGeoPoints(polygon, maxDistance) {
    var boundariesGeojson = {
      type: 'Polygon',
      coordinates: polygon
    };
    var _geoBounds3 = geoBounds(boundariesGeojson),
      _geoBounds4 = _slicedToArray$2(_geoBounds3, 2),
      _geoBounds4$ = _slicedToArray$2(_geoBounds4[0], 2),
      minLng = _geoBounds4$[0],
      minLat = _geoBounds4$[1],
      _geoBounds4$2 = _slicedToArray$2(_geoBounds4[1], 2),
      maxLng = _geoBounds4$2[0],
      maxLat = _geoBounds4$2[1];

    // polygon smaller than maxDistance -> no inner points
    if (Math.min(Math.abs(maxLng - minLng), Math.abs(maxLat - minLat)) < maxDistance) return [];
    var crossesPoleOrAntimeridian = minLng > maxLng || maxLat >= 89 || minLat <= -89;
    return getGeoSpiralGrid(maxDistance, {
      minLng: minLng,
      maxLng: maxLng,
      minLat: minLat,
      maxLat: maxLat
    }).filter(function (pnt) {
      return pointInside(pnt, boundariesGeojson, crossesPoleOrAntimeridian);
    });
  }
  function getGeoSpiralGrid(distanceBetweenPoints) {
    var _ref8 = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {},
      minLng = _ref8.minLng,
      maxLng = _ref8.maxLng,
      minLat = _ref8.minLat,
      maxLat = _ref8.maxLat;
    var numPoints = Math.round(Math.pow(360 / distanceBetweenPoints, 2) / Math.PI);

    // https://observablehq.com/@mbostock/spherical-fibonacci-lattice
    var phi = (1 + Math.sqrt(5)) / 2; // golden ratio

    var getPntLng = function getPntLng(idx) {
      return idx / phi * 360 % 360 - 180;
    };
    var getPntLat = function getPntLat(idx) {
      return Math.acos(2 * idx / numPoints - 1) / Math.PI * 180 - 90;
    };
    var getPntIdx = function getPntIdx(lat) {
      return numPoints * (Math.cos((lat + 90) * Math.PI / 180) + 1) / 2;
    };
    var pntIdxRange = [maxLat !== undefined ? Math.ceil(getPntIdx(maxLat)) : 0, minLat !== undefined ? Math.floor(getPntIdx(minLat)) : numPoints - 1];
    var isLngInRange = minLng === undefined && maxLng === undefined ? function () {
      return true;
    } : minLng === undefined ? function (lng) {
      return lng <= maxLng;
    } : maxLng === undefined ? function (lng) {
      return lng >= minLng;
    } : maxLng >= minLng ? function (lng) {
      return lng >= minLng && lng <= maxLng;
    } : function (lng) {
      return lng >= minLng || lng <= maxLng;
    }; // for ranges that cross the anti-meridian

    var pnts = [];
    for (var i = pntIdxRange[0]; i <= pntIdxRange[1]; i++) {
      var lng = getPntLng(i);
      isLngInRange(lng) && pnts.push([lng, getPntLat(i)]);
    }
    return pnts;
  }
  function pointInside(pnt, polygon) {
    var crossesPoleOrAntimeridian = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;
    // turf method is more performing but malfunctions if polygon includes a pole (lat = 90 | -90) or crosses the antimeridian (lng = 180 | -180)
    return crossesPoleOrAntimeridian ? geoContains(polygon, pnt) : booleanPointInPolygon(pnt, polygon);
  }

  var THREE$k = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    BufferGeometry: BufferGeometry,
    Float32BufferAttribute: Float32BufferAttribute
  };

  // support both modes for backwards threejs compatibility
  var setAttributeFn$2 = new THREE$k.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';
  var ConicPolygonBufferGeometry = /*#__PURE__*/function (_THREE$BufferGeometry) {
    _inherits$1(ConicPolygonBufferGeometry, _THREE$BufferGeometry);
    function ConicPolygonBufferGeometry(polygonGeoJson, startHeight, endHeight, closedBottom, closedTop, includeSides, curvatureResolution) {
      var _this;
      _classCallCheck$1(this, ConicPolygonBufferGeometry);
      _this = _callSuper$1(this, ConicPolygonBufferGeometry);
      _this.type = 'ConicPolygonBufferGeometry';
      _this.parameters = {
        polygonGeoJson: polygonGeoJson,
        startHeight: startHeight,
        endHeight: endHeight,
        closedBottom: closedBottom,
        closedTop: closedTop,
        includeSides: includeSides,
        curvatureResolution: curvatureResolution
      };

      // defaults
      startHeight = startHeight || 0;
      endHeight = endHeight || 1;
      closedBottom = closedBottom !== undefined ? closedBottom : true;
      closedTop = closedTop !== undefined ? closedTop : true;
      includeSides = includeSides !== undefined ? includeSides : true;
      curvatureResolution = curvatureResolution || 5; // in angular degrees

      // pre-calculate contour, triangulation and UV maps
      var _geoPolygonTriangulat = geoPolygonTriangulate(polygonGeoJson, {
          resolution: curvatureResolution
        }),
        contour = _geoPolygonTriangulat.contour,
        triangles = _geoPolygonTriangulat.triangles;
      var flatUvs = merge(triangles.uvs);
      var vertices = [];
      var uvs = [];
      var indices = [];
      var groupCnt = 0; // add groups to apply different materials to torso / caps

      var addGroup = function addGroup(groupData) {
        var prevVertCnt = Math.round(vertices.length / 3);
        var prevIndCnt = indices.length;
        vertices = vertices.concat(groupData.vertices);
        uvs = uvs.concat(groupData.uvs);
        indices = indices.concat(!prevVertCnt ? groupData.indices : groupData.indices.map(function (ind) {
          return ind + prevVertCnt;
        }));
        _this.addGroup(prevIndCnt, indices.length - prevIndCnt, groupCnt++);
      };
      includeSides && addGroup(generateTorso());
      closedBottom && addGroup(generateCap(startHeight, false));
      closedTop && addGroup(generateCap(endHeight, true));

      // build geometry
      _this.setIndex(indices);
      _this[setAttributeFn$2]('position', new THREE$k.Float32BufferAttribute(vertices, 3));
      _this[setAttributeFn$2]('uv', new THREE$k.Float32BufferAttribute(uvs, 2));

      // auto-calculate normals
      _this.computeVertexNormals();

      //

      function generateVertices(polygon, altitude) {
        var coords3d = polygon.map(function (coords) {
          return coords.map(function (_ref) {
            var _ref2 = _slicedToArray$2(_ref, 2),
              lng = _ref2[0],
              lat = _ref2[1];
            return polar2Cartesian$1(lat, lng, altitude);
          });
        });
        // returns { vertices, holes, coordinates }. Each point generates 3 vertice items (x,y,z).
        return earcut$1.flatten(coords3d);
      }
      function generateTorso() {
        var _generateVertices = generateVertices(contour, startHeight),
          bottomVerts = _generateVertices.vertices,
          holes = _generateVertices.holes;
        var _generateVertices2 = generateVertices(contour, endHeight),
          topVerts = _generateVertices2.vertices;
        var vertices = merge([topVerts, bottomVerts]);
        var numPoints = Math.round(topVerts.length / 3);
        var holesIdx = new Set(holes);
        var lastHoleIdx = 0;
        var indices = [];
        for (var v0Idx = 0; v0Idx < numPoints; v0Idx++) {
          var v1Idx = v0Idx + 1; // next point
          if (v1Idx === numPoints) {
            v1Idx = lastHoleIdx; // close final loop
          } else if (holesIdx.has(v1Idx)) {
            var holeIdx = v1Idx;
            v1Idx = lastHoleIdx; // close hole loop
            lastHoleIdx = holeIdx;
          }

          // Each pair of coords generates two triangles (faces)
          indices.push(v0Idx, v0Idx + numPoints, v1Idx + numPoints);
          indices.push(v1Idx + numPoints, v1Idx, v0Idx);
        }
        var uvs = []; // wrap texture around perimeter (u), with v=1 on top
        for (var v = 1; v >= 0; v--) for (var i = 0; i < numPoints; i += 1) uvs.push(i / (numPoints - 1), v);
        return {
          indices: indices,
          vertices: vertices,
          uvs: uvs
        };
      }
      function generateCap(radius) {
        var isTop = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;
        return {
          // need to reverse-wind the bottom triangles to make them face outwards
          indices: isTop ? triangles.indices : triangles.indices.slice().reverse(),
          vertices: generateVertices([triangles.points], radius).vertices,
          uvs: flatUvs
        };
      }
      return _this;
    }
    return _createClass$1(ConicPolygonBufferGeometry);
  }(THREE$k.BufferGeometry); //
  function polar2Cartesian$1(lat, lng) {
    var r = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
    var phi = (90 - lat) * Math.PI / 180;
    var theta = (90 - lng) * Math.PI / 180;
    return [r * Math.sin(phi) * Math.cos(theta),
    // x
    r * Math.cos(phi),
    // y
    r * Math.sin(phi) * Math.sin(theta) // z
    ];
  }

  // @ts-nocheck
  var libh3 = function (libh3) {
    libh3 = libh3 || {};
    var Module = typeof libh3 !== "undefined" ? libh3 : {};
    var moduleOverrides = {};
    var key;

    for (key in Module) {
      if (Module.hasOwnProperty(key)) {
        moduleOverrides[key] = Module[key];
      }
    }

    var ENVIRONMENT_IS_WEB = false;
    var ENVIRONMENT_IS_WORKER = false;
    var ENVIRONMENT_IS_NODE = false;
    var ENVIRONMENT_HAS_NODE = false;
    var ENVIRONMENT_IS_SHELL = false;
    ENVIRONMENT_IS_WEB = typeof window === "object";
    ENVIRONMENT_IS_WORKER = typeof importScripts === "function";
    ENVIRONMENT_HAS_NODE = typeof process === "object" && typeof process.versions === "object" && typeof process.versions.node === "string";
    ENVIRONMENT_IS_NODE = ENVIRONMENT_HAS_NODE && !ENVIRONMENT_IS_WEB && !ENVIRONMENT_IS_WORKER;
    ENVIRONMENT_IS_SHELL = !ENVIRONMENT_IS_WEB && !ENVIRONMENT_IS_NODE && !ENVIRONMENT_IS_WORKER;
    var scriptDirectory = "";

    function locateFile(path) {
      if (Module["locateFile"]) {
        return Module["locateFile"](path, scriptDirectory);
      }

      return scriptDirectory + path;
    }

    var read_, readAsync, readBinary;

    if (ENVIRONMENT_IS_NODE) {
      scriptDirectory = __dirname + "/";
      var nodeFS;
      var nodePath;

      read_ = function shell_read(filename, binary) {
        var ret;
        ret = tryParseAsDataURI(filename);

        if (!ret) {
          if (!nodeFS) { nodeFS = require("fs"); }
          if (!nodePath) { nodePath = require("path"); }
          filename = nodePath["normalize"](filename);
          ret = nodeFS["readFileSync"](filename);
        }

        return binary ? ret : ret.toString();
      };

      readBinary = function readBinary(filename) {
        var ret = read_(filename, true);

        if (!ret.buffer) {
          ret = new Uint8Array(ret);
        }

        assert(ret.buffer);
        return ret;
      };

      if (process["argv"].length > 1) {
        process["argv"][1].replace(/\\/g, "/");
      }

      process["argv"].slice(2);

      Module["inspect"] = function () {
        return "[Emscripten Module object]";
      };
    } else if (ENVIRONMENT_IS_SHELL) {
      if (typeof read != "undefined") {
        read_ = function shell_read(f) {
          var data = tryParseAsDataURI(f);

          if (data) {
            return intArrayToString(data);
          }

          return read(f);
        };
      }

      readBinary = function readBinary(f) {
        var data;
        data = tryParseAsDataURI(f);

        if (data) {
          return data;
        }

        if (typeof readbuffer === "function") {
          return new Uint8Array(readbuffer(f));
        }

        data = read(f, "binary");
        assert(typeof data === "object");
        return data;
      };

      if (typeof scriptArgs != "undefined") {
        scriptArgs;
      }

      if (typeof print !== "undefined") {
        if (typeof console === "undefined") { console = {}; }
        console.log = print;
        console.warn = console.error = typeof printErr !== "undefined" ? printErr : print;
      }
    } else if (ENVIRONMENT_IS_WEB || ENVIRONMENT_IS_WORKER) {
      if (ENVIRONMENT_IS_WORKER) {
        scriptDirectory = self.location.href;
      } else if (typeof document !== "undefined" && document.currentScript) {
        scriptDirectory = document.currentScript.src;
      }

      if (scriptDirectory.indexOf("blob:") !== 0) {
        scriptDirectory = scriptDirectory.substr(0, scriptDirectory.lastIndexOf("/") + 1);
      } else {
        scriptDirectory = "";
      }

      read_ = function shell_read(url) {
        try {
          var xhr = new XMLHttpRequest();
          xhr.open("GET", url, false);
          xhr.send(null);
          return xhr.responseText;
        } catch (err) {
          var data = tryParseAsDataURI(url);

          if (data) {
            return intArrayToString(data);
          }

          throw err;
        }
      };

      if (ENVIRONMENT_IS_WORKER) {
        readBinary = function readBinary(url) {
          try {
            var xhr = new XMLHttpRequest();
            xhr.open("GET", url, false);
            xhr.responseType = "arraybuffer";
            xhr.send(null);
            return new Uint8Array(xhr.response);
          } catch (err) {
            var data = tryParseAsDataURI(url);

            if (data) {
              return data;
            }

            throw err;
          }
        };
      }

      readAsync = function readAsync(url, onload, onerror) {
        var xhr = new XMLHttpRequest();
        xhr.open("GET", url, true);
        xhr.responseType = "arraybuffer";

        xhr.onload = function xhr_onload() {
          if (xhr.status == 200 || xhr.status == 0 && xhr.response) {
            onload(xhr.response);
            return;
          }

          var data = tryParseAsDataURI(url);

          if (data) {
            onload(data.buffer);
            return;
          }

          onerror();
        };

        xhr.onerror = onerror;
        xhr.send(null);
      };
    }

    var out = Module["print"] || console.log.bind(console);
    var err = Module["printErr"] || console.warn.bind(console);

    for (key in moduleOverrides) {
      if (moduleOverrides.hasOwnProperty(key)) {
        Module[key] = moduleOverrides[key];
      }
    }

    moduleOverrides = null;
    if (Module["arguments"]) { Module["arguments"]; }
    if (Module["thisProgram"]) { Module["thisProgram"]; }

    var tempRet0 = 0;

    var setTempRet0 = function (value) {
      tempRet0 = value;
    };

    var getTempRet0 = function () {
      return tempRet0;
    };

    var GLOBAL_BASE = 8;

    function setValue(ptr, value, type, noSafe) {
      type = type || "i8";
      if (type.charAt(type.length - 1) === "*") { type = "i32"; }

      switch (type) {
        case "i1":
          HEAP8[ptr >> 0] = value;
          break;

        case "i8":
          HEAP8[ptr >> 0] = value;
          break;

        case "i16":
          HEAP16[ptr >> 1] = value;
          break;

        case "i32":
          HEAP32[ptr >> 2] = value;
          break;

        case "i64":
          tempI64 = [value >>> 0, (tempDouble = value, +Math_abs(tempDouble) >= +1 ? tempDouble > +0 ? (Math_min(+Math_floor(tempDouble / +4294967296), +4294967295) | 0) >>> 0 : ~~+Math_ceil((tempDouble - +(~~tempDouble >>> 0)) / +4294967296) >>> 0 : 0)], HEAP32[ptr >> 2] = tempI64[0], HEAP32[ptr + 4 >> 2] = tempI64[1];
          break;

        case "float":
          HEAPF32[ptr >> 2] = value;
          break;

        case "double":
          HEAPF64[ptr >> 3] = value;
          break;

        default:
          abort("invalid type for setValue: " + type);
      }
    }

    function getValue(ptr, type, noSafe) {
      type = type || "i8";
      if (type.charAt(type.length - 1) === "*") { type = "i32"; }

      switch (type) {
        case "i1":
          return HEAP8[ptr >> 0];

        case "i8":
          return HEAP8[ptr >> 0];

        case "i16":
          return HEAP16[ptr >> 1];

        case "i32":
          return HEAP32[ptr >> 2];

        case "i64":
          return HEAP32[ptr >> 2];

        case "float":
          return HEAPF32[ptr >> 2];

        case "double":
          return HEAPF64[ptr >> 3];

        default:
          abort("invalid type for getValue: " + type);
      }

      return null;
    }

    var ABORT = false;

    function assert(condition, text) {
      if (!condition) {
        abort("Assertion failed: " + text);
      }
    }

    function getCFunc(ident) {
      var func = Module["_" + ident];
      assert(func, "Cannot call unknown function " + ident + ", make sure it is exported");
      return func;
    }

    function ccall(ident, returnType, argTypes, args, opts) {
      var toC = {
        "string": function (str) {
          var ret = 0;

          if (str !== null && str !== undefined && str !== 0) {
            var len = (str.length << 2) + 1;
            ret = stackAlloc(len);
            stringToUTF8(str, ret, len);
          }

          return ret;
        },
        "array": function (arr) {
          var ret = stackAlloc(arr.length);
          writeArrayToMemory(arr, ret);
          return ret;
        }
      };

      function convertReturnValue(ret) {
        if (returnType === "string") { return UTF8ToString(ret); }
        if (returnType === "boolean") { return Boolean(ret); }
        return ret;
      }

      var func = getCFunc(ident);
      var cArgs = [];
      var stack = 0;

      if (args) {
        for (var i = 0; i < args.length; i++) {
          var converter = toC[argTypes[i]];

          if (converter) {
            if (stack === 0) { stack = stackSave(); }
            cArgs[i] = converter(args[i]);
          } else {
            cArgs[i] = args[i];
          }
        }
      }

      var ret = func.apply(null, cArgs);
      ret = convertReturnValue(ret);
      if (stack !== 0) { stackRestore(stack); }
      return ret;
    }

    function cwrap(ident, returnType, argTypes, opts) {
      argTypes = argTypes || [];
      var numericArgs = argTypes.every(function (type) {
        return type === "number";
      });
      var numericRet = returnType !== "string";

      if (numericRet && numericArgs && !opts) {
        return getCFunc(ident);
      }

      return function () {
        return ccall(ident, returnType, argTypes, arguments);
      };
    }
    var UTF8Decoder = typeof TextDecoder !== "undefined" ? new TextDecoder("utf8") : undefined;

    function UTF8ArrayToString(u8Array, idx, maxBytesToRead) {
      var endIdx = idx + maxBytesToRead;
      var endPtr = idx;

      while (u8Array[endPtr] && !(endPtr >= endIdx)) { ++endPtr; }

      if (endPtr - idx > 16 && u8Array.subarray && UTF8Decoder) {
        return UTF8Decoder.decode(u8Array.subarray(idx, endPtr));
      } else {
        var str = "";

        while (idx < endPtr) {
          var u0 = u8Array[idx++];

          if (!(u0 & 128)) {
            str += String.fromCharCode(u0);
            continue;
          }

          var u1 = u8Array[idx++] & 63;

          if ((u0 & 224) == 192) {
            str += String.fromCharCode((u0 & 31) << 6 | u1);
            continue;
          }

          var u2 = u8Array[idx++] & 63;

          if ((u0 & 240) == 224) {
            u0 = (u0 & 15) << 12 | u1 << 6 | u2;
          } else {
            u0 = (u0 & 7) << 18 | u1 << 12 | u2 << 6 | u8Array[idx++] & 63;
          }

          if (u0 < 65536) {
            str += String.fromCharCode(u0);
          } else {
            var ch = u0 - 65536;
            str += String.fromCharCode(55296 | ch >> 10, 56320 | ch & 1023);
          }
        }
      }

      return str;
    }

    function UTF8ToString(ptr, maxBytesToRead) {
      return ptr ? UTF8ArrayToString(HEAPU8, ptr, maxBytesToRead) : "";
    }

    function stringToUTF8Array(str, outU8Array, outIdx, maxBytesToWrite) {
      if (!(maxBytesToWrite > 0)) { return 0; }
      var startIdx = outIdx;
      var endIdx = outIdx + maxBytesToWrite - 1;

      for (var i = 0; i < str.length; ++i) {
        var u = str.charCodeAt(i);

        if (u >= 55296 && u <= 57343) {
          var u1 = str.charCodeAt(++i);
          u = 65536 + ((u & 1023) << 10) | u1 & 1023;
        }

        if (u <= 127) {
          if (outIdx >= endIdx) { break; }
          outU8Array[outIdx++] = u;
        } else if (u <= 2047) {
          if (outIdx + 1 >= endIdx) { break; }
          outU8Array[outIdx++] = 192 | u >> 6;
          outU8Array[outIdx++] = 128 | u & 63;
        } else if (u <= 65535) {
          if (outIdx + 2 >= endIdx) { break; }
          outU8Array[outIdx++] = 224 | u >> 12;
          outU8Array[outIdx++] = 128 | u >> 6 & 63;
          outU8Array[outIdx++] = 128 | u & 63;
        } else {
          if (outIdx + 3 >= endIdx) { break; }
          outU8Array[outIdx++] = 240 | u >> 18;
          outU8Array[outIdx++] = 128 | u >> 12 & 63;
          outU8Array[outIdx++] = 128 | u >> 6 & 63;
          outU8Array[outIdx++] = 128 | u & 63;
        }
      }

      outU8Array[outIdx] = 0;
      return outIdx - startIdx;
    }

    function stringToUTF8(str, outPtr, maxBytesToWrite) {
      return stringToUTF8Array(str, HEAPU8, outPtr, maxBytesToWrite);
    }

    typeof TextDecoder !== "undefined" ? new TextDecoder("utf-16le") : undefined;

    function writeArrayToMemory(array, buffer) {
      HEAP8.set(array, buffer);
    }

    function alignUp(x, multiple) {
      if (x % multiple > 0) {
        x += multiple - x % multiple;
      }

      return x;
    }

    var buffer, HEAP8, HEAPU8, HEAP16, HEAP32, HEAPF32, HEAPF64;

    function updateGlobalBufferAndViews(buf) {
      buffer = buf;
      Module["HEAP8"] = HEAP8 = new Int8Array(buf);
      Module["HEAP16"] = HEAP16 = new Int16Array(buf);
      Module["HEAP32"] = HEAP32 = new Int32Array(buf);
      Module["HEAPU8"] = HEAPU8 = new Uint8Array(buf);
      Module["HEAPU16"] = new Uint16Array(buf);
      Module["HEAPU32"] = new Uint32Array(buf);
      Module["HEAPF32"] = HEAPF32 = new Float32Array(buf);
      Module["HEAPF64"] = HEAPF64 = new Float64Array(buf);
    }

    var DYNAMIC_BASE = 5267040,
        DYNAMICTOP_PTR = 24128;
    var INITIAL_TOTAL_MEMORY = Module["TOTAL_MEMORY"] || 33554432;

    if (Module["buffer"]) {
      buffer = Module["buffer"];
    } else {
      buffer = new ArrayBuffer(INITIAL_TOTAL_MEMORY);
    }

    INITIAL_TOTAL_MEMORY = buffer.byteLength;
    updateGlobalBufferAndViews(buffer);
    HEAP32[DYNAMICTOP_PTR >> 2] = DYNAMIC_BASE;

    function callRuntimeCallbacks(callbacks) {
      while (callbacks.length > 0) {
        var callback = callbacks.shift();

        if (typeof callback == "function") {
          callback();
          continue;
        }

        var func = callback.func;

        if (typeof func === "number") {
          if (callback.arg === undefined) {
            Module["dynCall_v"](func);
          } else {
            Module["dynCall_vi"](func, callback.arg);
          }
        } else {
          func(callback.arg === undefined ? null : callback.arg);
        }
      }
    }

    var __ATPRERUN__ = [];
    var __ATINIT__ = [];
    var __ATMAIN__ = [];
    var __ATPOSTRUN__ = [];

    function preRun() {
      if (Module["preRun"]) {
        if (typeof Module["preRun"] == "function") { Module["preRun"] = [Module["preRun"]]; }

        while (Module["preRun"].length) {
          addOnPreRun(Module["preRun"].shift());
        }
      }

      callRuntimeCallbacks(__ATPRERUN__);
    }

    function initRuntime() {
      callRuntimeCallbacks(__ATINIT__);
    }

    function preMain() {
      callRuntimeCallbacks(__ATMAIN__);
    }

    function postRun() {
      if (Module["postRun"]) {
        if (typeof Module["postRun"] == "function") { Module["postRun"] = [Module["postRun"]]; }

        while (Module["postRun"].length) {
          addOnPostRun(Module["postRun"].shift());
        }
      }

      callRuntimeCallbacks(__ATPOSTRUN__);
    }

    function addOnPreRun(cb) {
      __ATPRERUN__.unshift(cb);
    }

    function addOnPostRun(cb) {
      __ATPOSTRUN__.unshift(cb);
    }

    var Math_abs = Math.abs;
    var Math_ceil = Math.ceil;
    var Math_floor = Math.floor;
    var Math_min = Math.min;
    var runDependencies = 0;
    var dependenciesFulfilled = null;

    function addRunDependency(id) {
      runDependencies++;

      if (Module["monitorRunDependencies"]) {
        Module["monitorRunDependencies"](runDependencies);
      }
    }

    function removeRunDependency(id) {
      runDependencies--;

      if (Module["monitorRunDependencies"]) {
        Module["monitorRunDependencies"](runDependencies);
      }

      if (runDependencies == 0) {

        if (dependenciesFulfilled) {
          var callback = dependenciesFulfilled;
          dependenciesFulfilled = null;
          callback();
        }
      }
    }

    Module["preloadedImages"] = {};
    Module["preloadedAudios"] = {};
    var memoryInitializer = null;
    var dataURIPrefix = "data:application/octet-stream;base64,";

    function isDataURI(filename) {
      return String.prototype.startsWith ? filename.startsWith(dataURIPrefix) : filename.indexOf(dataURIPrefix) === 0;
    }

    var tempDouble;
    var tempI64;
    memoryInitializer = "data:application/octet-stream;base64, ";
    var tempDoublePtr = 24144;

    function demangle(func) {
      return func;
    }

    function demangleAll(text) {
      var regex = /\b__Z[\w\d_]+/g;
      return text.replace(regex, function (x) {
        var y = demangle(x);
        return x === y ? x : y + " [" + x + "]";
      });
    }

    function jsStackTrace() {
      var err = new Error();

      if (!err.stack) {
        try {
          throw new Error(0);
        } catch (e) {
          err = e;
        }

        if (!err.stack) {
          return "(no stack trace available)";
        }
      }

      return err.stack.toString();
    }

    function stackTrace() {
      var js = jsStackTrace();
      if (Module["extraStackTrace"]) { js += "\n" + Module["extraStackTrace"](); }
      return demangleAll(js);
    }

    function ___assert_fail(condition, filename, line, func) {
      abort("Assertion failed: " + UTF8ToString(condition) + ", at: " + [filename ? UTF8ToString(filename) : "unknown filename", line, func ? UTF8ToString(func) : "unknown function"]);
    }

    function _emscripten_get_heap_size() {
      return HEAP8.length;
    }

    function _emscripten_memcpy_big(dest, src, num) {
      HEAPU8.set(HEAPU8.subarray(src, src + num), dest);
    }

    function ___setErrNo(value) {
      if (Module["___errno_location"]) { HEAP32[Module["___errno_location"]() >> 2] = value; }
      return value;
    }

    function abortOnCannotGrowMemory(requestedSize) {
      abort("OOM");
    }

    function emscripten_realloc_buffer(size) {
      try {
        var newBuffer = new ArrayBuffer(size);
        if (newBuffer.byteLength != size) { return; }
        new Int8Array(newBuffer).set(HEAP8);

        _emscripten_replace_memory(newBuffer);

        updateGlobalBufferAndViews(newBuffer);
        return 1;
      } catch (e) {}
    }

    function _emscripten_resize_heap(requestedSize) {
      var oldSize = _emscripten_get_heap_size();

      var PAGE_MULTIPLE = 16777216;
      var LIMIT = 2147483648 - PAGE_MULTIPLE;

      if (requestedSize > LIMIT) {
        return false;
      }

      var MIN_TOTAL_MEMORY = 16777216;
      var newSize = Math.max(oldSize, MIN_TOTAL_MEMORY);

      while (newSize < requestedSize) {
        if (newSize <= 536870912) {
          newSize = alignUp(2 * newSize, PAGE_MULTIPLE);
        } else {
          newSize = Math.min(alignUp((3 * newSize + 2147483648) / 4, PAGE_MULTIPLE), LIMIT);
        }
      }

      var replacement = emscripten_realloc_buffer(newSize);

      if (!replacement) {
        return false;
      }

      return true;
    }

    function intArrayToString(array) {
      var ret = [];

      for (var i = 0; i < array.length; i++) {
        var chr = array[i];

        if (chr > 255) {

          chr &= 255;
        }

        ret.push(String.fromCharCode(chr));
      }

      return ret.join("");
    }

    var decodeBase64 = typeof atob === "function" ? atob : function (input) {
      var keyStr = "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/=";
      var output = "";
      var chr1, chr2, chr3;
      var enc1, enc2, enc3, enc4;
      var i = 0;
      input = input.replace(/[^A-Za-z0-9\+\/\=]/g, "");

      do {
        enc1 = keyStr.indexOf(input.charAt(i++));
        enc2 = keyStr.indexOf(input.charAt(i++));
        enc3 = keyStr.indexOf(input.charAt(i++));
        enc4 = keyStr.indexOf(input.charAt(i++));
        chr1 = enc1 << 2 | enc2 >> 4;
        chr2 = (enc2 & 15) << 4 | enc3 >> 2;
        chr3 = (enc3 & 3) << 6 | enc4;
        output = output + String.fromCharCode(chr1);

        if (enc3 !== 64) {
          output = output + String.fromCharCode(chr2);
        }

        if (enc4 !== 64) {
          output = output + String.fromCharCode(chr3);
        }
      } while (i < input.length);

      return output;
    };

    function intArrayFromBase64(s) {
      if (typeof ENVIRONMENT_IS_NODE === "boolean" && ENVIRONMENT_IS_NODE) {
        var buf;

        try {
          buf = Buffer.from(s, "base64");
        } catch (_) {
          buf = new Buffer(s, "base64");
        }

        return new Uint8Array(buf.buffer, buf.byteOffset, buf.byteLength);
      }

      try {
        var decoded = decodeBase64(s);
        var bytes = new Uint8Array(decoded.length);

        for (var i = 0; i < decoded.length; ++i) {
          bytes[i] = decoded.charCodeAt(i);
        }

        return bytes;
      } catch (_) {
        throw new Error("Converting base64 string to bytes failed.");
      }
    }

    function tryParseAsDataURI(filename) {
      if (!isDataURI(filename)) {
        return;
      }

      return intArrayFromBase64(filename.slice(dataURIPrefix.length));
    }

    var asmGlobalArg = {
      "Math": Math,
      "Int8Array": Int8Array,
      "Int32Array": Int32Array,
      "Uint8Array": Uint8Array,
      "Float32Array": Float32Array,
      "Float64Array": Float64Array
    };
    var asmLibraryArg = {
      "a": abort,
      "b": setTempRet0,
      "c": getTempRet0,
      "d": ___assert_fail,
      "e": ___setErrNo,
      "f": _emscripten_get_heap_size,
      "g": _emscripten_memcpy_big,
      "h": _emscripten_resize_heap,
      "i": abortOnCannotGrowMemory,
      "j": demangle,
      "k": demangleAll,
      "l": emscripten_realloc_buffer,
      "m": jsStackTrace,
      "n": stackTrace,
      "o": tempDoublePtr,
      "p": DYNAMICTOP_PTR
    }; // EMSCRIPTEN_START_ASM

    var asm =
    /** @suppress {uselessCode} */
    function (global, env, buffer) {
      "almost asm";

      var a = new global.Int8Array(buffer),
          b = new global.Int32Array(buffer);
          new global.Uint8Array(buffer);
          new global.Float32Array(buffer);
          var e = new global.Float64Array(buffer),
          f = env.o | 0,
          g = env.p | 0,
          p = global.Math.floor,
          q = global.Math.abs,
          r = global.Math.sqrt,
          s = global.Math.pow,
          t = global.Math.cos,
          u = global.Math.sin,
          v = global.Math.tan,
          w = global.Math.acos,
          x = global.Math.asin,
          y = global.Math.atan,
          z = global.Math.atan2,
          A = global.Math.ceil,
          B = global.Math.imul,
          C = global.Math.min,
          D = global.Math.max,
          E = global.Math.clz32,
          G = env.b,
          H = env.c,
          I = env.d,
          J = env.e,
          K = env.f,
          L = env.g,
          M = env.h,
          N = env.i,
          T = 24160;

      function W(newBuffer) {
        a = new Int8Array(newBuffer);
        b = new Int32Array(newBuffer);
        e = new Float64Array(newBuffer);
        buffer = newBuffer;
        return true;
      } // EMSCRIPTEN_START_FUNCS


      function X(a) {
        a = a | 0;
        var b = 0;
        b = T;
        T = T + a | 0;
        T = T + 15 & -16;
        return b | 0;
      }

      function Y() {
        return T | 0;
      }

      function Z(a) {
        a = a | 0;
        T = a;
      }

      function _(a, b) {
        a = a | 0;
        T = a;
      }

      function $(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            e = 0,
            f = 0;

        if ((a | 0) < 0) {
          c = 2;
          return c | 0;
        }

        if ((a | 0) > 13780509) {
          c = ic(15, c) | 0;
          return c | 0;
        } else {
          d = ((a | 0) < 0) << 31 >> 31;
          f = rd(a | 0, d | 0, 3, 0) | 0;
          e = H() | 0;
          d = ld(a | 0, d | 0, 1, 0) | 0;
          d = rd(f | 0, e | 0, d | 0, H() | 0) | 0;
          d = ld(d | 0, H() | 0, 1, 0) | 0;
          a = H() | 0;
          b[c >> 2] = d;
          b[c + 4 >> 2] = a;
          c = 0;
          return c | 0;
        }
      }

      function aa(a, b, c, d) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        d = d | 0;
        return ba(a, b, c, d, 0) | 0;
      }

      function ba(a, c, d, e, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        var g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0;
        j = T;
        T = T + 16 | 0;
        h = j;

        if (!(ca(a, c, d, e, f) | 0)) {
          e = 0;
          T = j;
          return e | 0;
        }

        do { if ((d | 0) >= 0) {
          if ((d | 0) > 13780509) {
            g = ic(15, h) | 0;
            if (g | 0) { break; }
            i = h;
            h = b[i >> 2] | 0;
            i = b[i + 4 >> 2] | 0;
          } else {
            g = ((d | 0) < 0) << 31 >> 31;
            k = rd(d | 0, g | 0, 3, 0) | 0;
            i = H() | 0;
            g = ld(d | 0, g | 0, 1, 0) | 0;
            g = rd(k | 0, i | 0, g | 0, H() | 0) | 0;
            g = ld(g | 0, H() | 0, 1, 0) | 0;
            i = H() | 0;
            b[h >> 2] = g;
            b[h + 4 >> 2] = i;
            h = g;
          }

          Bd(e | 0, 0, h << 3 | 0) | 0;

          if (f | 0) {
            Bd(f | 0, 0, h << 2 | 0) | 0;
            g = da(a, c, d, e, f, h, i, 0) | 0;
            break;
          }

          g = kd(h, 4) | 0;
          if (!g) { g = 13; }else {
            k = da(a, c, d, e, g, h, i, 0) | 0;
            jd(g);
            g = k;
          }
        } else { g = 2; } } while (0);

        k = g;
        T = j;
        return k | 0;
      }

      function ca(a, c, d, e, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        var g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0;
        q = T;
        T = T + 16 | 0;
        o = q;
        p = q + 8 | 0;
        n = o;
        b[n >> 2] = a;
        b[n + 4 >> 2] = c;

        if ((d | 0) < 0) {
          p = 2;
          T = q;
          return p | 0;
        }

        g = e;
        b[g >> 2] = a;
        b[g + 4 >> 2] = c;
        g = (f | 0) != 0;
        if (g) { b[f >> 2] = 0; }

        if (xb(a, c) | 0) {
          p = 9;
          T = q;
          return p | 0;
        }

        b[p >> 2] = 0;

        a: do { if ((d | 0) >= 1) {
          if (g) {
            l = 1;
            k = 0;
            m = 0;
            n = 1;
            g = a;

            while (1) {
              if (!(k | m)) {
                g = ea(g, c, 4, p, o) | 0;
                if (g | 0) { break a; }
                c = o;
                g = b[c >> 2] | 0;
                c = b[c + 4 >> 2] | 0;

                if (xb(g, c) | 0) {
                  g = 9;
                  break a;
                }
              }

              g = ea(g, c, b[22384 + (m << 2) >> 2] | 0, p, o) | 0;
              if (g | 0) { break a; }
              c = o;
              g = b[c >> 2] | 0;
              c = b[c + 4 >> 2] | 0;
              a = e + (l << 3) | 0;
              b[a >> 2] = g;
              b[a + 4 >> 2] = c;
              b[f + (l << 2) >> 2] = n;
              a = k + 1 | 0;
              h = (a | 0) == (n | 0);
              i = m + 1 | 0;
              j = (i | 0) == 6;

              if (xb(g, c) | 0) {
                g = 9;
                break a;
              }

              n = n + (j & h & 1) | 0;

              if ((n | 0) > (d | 0)) {
                g = 0;
                break;
              } else {
                l = l + 1 | 0;
                k = h ? 0 : a;
                m = h ? j ? 0 : i : m;
              }
            }
          } else {
            l = 1;
            k = 0;
            m = 0;
            n = 1;
            g = a;

            while (1) {
              if (!(k | m)) {
                g = ea(g, c, 4, p, o) | 0;
                if (g | 0) { break a; }
                c = o;
                g = b[c >> 2] | 0;
                c = b[c + 4 >> 2] | 0;

                if (xb(g, c) | 0) {
                  g = 9;
                  break a;
                }
              }

              g = ea(g, c, b[22384 + (m << 2) >> 2] | 0, p, o) | 0;
              if (g | 0) { break a; }
              c = o;
              g = b[c >> 2] | 0;
              c = b[c + 4 >> 2] | 0;
              a = e + (l << 3) | 0;
              b[a >> 2] = g;
              b[a + 4 >> 2] = c;
              a = k + 1 | 0;
              h = (a | 0) == (n | 0);
              i = m + 1 | 0;
              j = (i | 0) == 6;

              if (xb(g, c) | 0) {
                g = 9;
                break a;
              }

              n = n + (j & h & 1) | 0;

              if ((n | 0) > (d | 0)) {
                g = 0;
                break;
              } else {
                l = l + 1 | 0;
                k = h ? 0 : a;
                m = h ? j ? 0 : i : m;
              }
            }
          }
        } else { g = 0; } } while (0);

        p = g;
        T = q;
        return p | 0;
      }

      function da(a, c, d, e, f, g, h, i) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        g = g | 0;
        h = h | 0;
        i = i | 0;
        var j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0;
        q = T;
        T = T + 16 | 0;
        o = q + 8 | 0;
        p = q;
        j = td(a | 0, c | 0, g | 0, h | 0) | 0;
        l = H() | 0;
        m = e + (j << 3) | 0;
        r = m;
        s = b[r >> 2] | 0;
        r = b[r + 4 >> 2] | 0;
        k = (s | 0) == (a | 0) & (r | 0) == (c | 0);
        if (!((s | 0) == 0 & (r | 0) == 0 | k)) { do {
          j = ld(j | 0, l | 0, 1, 0) | 0;
          j = sd(j | 0, H() | 0, g | 0, h | 0) | 0;
          l = H() | 0;
          m = e + (j << 3) | 0;
          s = m;
          r = b[s >> 2] | 0;
          s = b[s + 4 >> 2] | 0;
          k = (r | 0) == (a | 0) & (s | 0) == (c | 0);
        } while (!((r | 0) == 0 & (s | 0) == 0 | k)); }
        j = f + (j << 2) | 0;

        if (k ? (b[j >> 2] | 0) <= (i | 0) : 0) {
          s = 0;
          T = q;
          return s | 0;
        }

        s = m;
        b[s >> 2] = a;
        b[s + 4 >> 2] = c;
        b[j >> 2] = i;

        if ((i | 0) >= (d | 0)) {
          s = 0;
          T = q;
          return s | 0;
        }

        k = i + 1 | 0;
        b[o >> 2] = 0;
        j = ea(a, c, 2, o, p) | 0;

        switch (j | 0) {
          case 9:
            {
              n = 9;
              break;
            }

          case 0:
            {
              j = p;
              j = da(b[j >> 2] | 0, b[j + 4 >> 2] | 0, d, e, f, g, h, k) | 0;
              if (!j) { n = 9; }
              break;
            }

        }

        a: do { if ((n | 0) == 9) {
          b[o >> 2] = 0;
          j = ea(a, c, 3, o, p) | 0;

          switch (j | 0) {
            case 9:
              break;

            case 0:
              {
                j = p;
                j = da(b[j >> 2] | 0, b[j + 4 >> 2] | 0, d, e, f, g, h, k) | 0;
                if (j | 0) { break a; }
                break;
              }

            default:
              break a;
          }

          b[o >> 2] = 0;
          j = ea(a, c, 1, o, p) | 0;

          switch (j | 0) {
            case 9:
              break;

            case 0:
              {
                j = p;
                j = da(b[j >> 2] | 0, b[j + 4 >> 2] | 0, d, e, f, g, h, k) | 0;
                if (j | 0) { break a; }
                break;
              }

            default:
              break a;
          }

          b[o >> 2] = 0;
          j = ea(a, c, 5, o, p) | 0;

          switch (j | 0) {
            case 9:
              break;

            case 0:
              {
                j = p;
                j = da(b[j >> 2] | 0, b[j + 4 >> 2] | 0, d, e, f, g, h, k) | 0;
                if (j | 0) { break a; }
                break;
              }

            default:
              break a;
          }

          b[o >> 2] = 0;
          j = ea(a, c, 4, o, p) | 0;

          switch (j | 0) {
            case 9:
              break;

            case 0:
              {
                j = p;
                j = da(b[j >> 2] | 0, b[j + 4 >> 2] | 0, d, e, f, g, h, k) | 0;
                if (j | 0) { break a; }
                break;
              }

            default:
              break a;
          }

          b[o >> 2] = 0;
          j = ea(a, c, 6, o, p) | 0;

          switch (j | 0) {
            case 9:
              break;

            case 0:
              {
                j = p;
                j = da(b[j >> 2] | 0, b[j + 4 >> 2] | 0, d, e, f, g, h, k) | 0;
                if (j | 0) { break a; }
                break;
              }

            default:
              break a;
          }

          s = 0;
          T = q;
          return s | 0;
        } } while (0);

        s = j;
        T = q;
        return s | 0;
      }

      function ea(a, c, d, e, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        var g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0;

        if (d >>> 0 > 6) {
          f = 1;
          return f | 0;
        }

        m = (b[e >> 2] | 0) % 6 | 0;
        b[e >> 2] = m;

        if ((m | 0) > 0) {
          g = 0;

          do {
            d = Sa(d) | 0;
            g = g + 1 | 0;
          } while ((g | 0) < (b[e >> 2] | 0));
        }

        m = vd(a | 0, c | 0, 45) | 0;
        H() | 0;
        l = m & 127;

        if (l >>> 0 > 121) {
          f = 5;
          return f | 0;
        }

        j = Fb(a, c) | 0;
        g = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        g = g & 15;

        a: do { if (!g) { k = 8; }else {
          while (1) {
            h = (15 - g | 0) * 3 | 0;
            i = vd(a | 0, c | 0, h | 0) | 0;
            H() | 0;
            i = i & 7;

            if ((i | 0) == 7) {
              c = 5;
              break;
            }

            p = (Lb(g) | 0) == 0;
            g = g + -1 | 0;
            n = wd(7, 0, h | 0) | 0;
            c = c & ~(H() | 0);
            o = wd(b[(p ? 432 : 16) + (i * 28 | 0) + (d << 2) >> 2] | 0, 0, h | 0) | 0;
            h = H() | 0;
            d = b[(p ? 640 : 224) + (i * 28 | 0) + (d << 2) >> 2] | 0;
            a = o | a & ~n;
            c = h | c;

            if (!d) {
              d = 0;
              break a;
            }

            if (!g) {
              k = 8;
              break a;
            }
          }

          return c | 0;
        } } while (0);

        if ((k | 0) == 8) {
          p = b[848 + (l * 28 | 0) + (d << 2) >> 2] | 0;
          o = wd(p | 0, 0, 45) | 0;
          a = o | a;
          c = H() | 0 | c & -1040385;
          d = b[4272 + (l * 28 | 0) + (d << 2) >> 2] | 0;

          if ((p & 127 | 0) == 127) {
            p = wd(b[848 + (l * 28 | 0) + 20 >> 2] | 0, 0, 45) | 0;
            c = H() | 0 | c & -1040385;
            d = b[4272 + (l * 28 | 0) + 20 >> 2] | 0;
            a = Hb(p | a, c) | 0;
            c = H() | 0;
            b[e >> 2] = (b[e >> 2] | 0) + 1;
          }
        }

        i = vd(a | 0, c | 0, 45) | 0;
        H() | 0;
        i = i & 127;

        b: do { if (!(ma(i) | 0)) {
          if ((d | 0) > 0) {
            g = 0;

            do {
              a = Hb(a, c) | 0;
              c = H() | 0;
              g = g + 1 | 0;
            } while ((g | 0) != (d | 0));
          }
        } else {
          c: do { if ((Fb(a, c) | 0) == 1) {
            if ((l | 0) != (i | 0)) { if (sa(i, b[7696 + (l * 28 | 0) >> 2] | 0) | 0) {
              a = Jb(a, c) | 0;
              h = 1;
              c = H() | 0;
              break;
            } else { I(23313, 22416, 436, 22424); } }

            switch (j | 0) {
              case 3:
                {
                  a = Hb(a, c) | 0;
                  c = H() | 0;
                  b[e >> 2] = (b[e >> 2] | 0) + 1;
                  h = 0;
                  break c;
                }

              case 5:
                {
                  a = Jb(a, c) | 0;
                  c = H() | 0;
                  b[e >> 2] = (b[e >> 2] | 0) + 5;
                  h = 0;
                  break c;
                }

              case 0:
                {
                  p = 9;
                  return p | 0;
                }

              default:
                {
                  p = 1;
                  return p | 0;
                }
            }
          } else { h = 0; } } while (0);

          if ((d | 0) > 0) {
            g = 0;

            do {
              a = Gb(a, c) | 0;
              c = H() | 0;
              g = g + 1 | 0;
            } while ((g | 0) != (d | 0));
          }

          if ((l | 0) != (i | 0)) {
            if (!(na(i) | 0)) {
              if ((h | 0) != 0 | (Fb(a, c) | 0) != 5) { break; }
              b[e >> 2] = (b[e >> 2] | 0) + 1;
              break;
            }

            switch (m & 127) {
              case 8:
              case 118:
                break b;

            }

            if ((Fb(a, c) | 0) != 3) { b[e >> 2] = (b[e >> 2] | 0) + 1; }
          }
        } } while (0);

        b[e >> 2] = ((b[e >> 2] | 0) + d | 0) % 6 | 0;
        p = f;
        b[p >> 2] = a;
        b[p + 4 >> 2] = c;
        p = 0;
        return p | 0;
      }

      function fa(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0;
        i = T;
        T = T + 16 | 0;
        g = i;
        h = i + 8 | 0;
        f = (xb(a, c) | 0) == 0;
        f = f ? 1 : 2;

        while (1) {
          b[h >> 2] = 0;
          k = (ea(a, c, f, h, g) | 0) == 0;
          j = g;

          if (k & ((b[j >> 2] | 0) == (d | 0) ? (b[j + 4 >> 2] | 0) == (e | 0) : 0)) {
            a = 4;
            break;
          }

          f = f + 1 | 0;

          if (f >>> 0 >= 7) {
            f = 7;
            a = 4;
            break;
          }
        }

        if ((a | 0) == 4) {
          T = i;
          return f | 0;
        }

        return 0;
      }

      function ga(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0;
        p = T;
        T = T + 16 | 0;
        n = p;
        o = p + 8 | 0;
        m = n;
        b[m >> 2] = a;
        b[m + 4 >> 2] = c;

        if (!d) {
          o = e;
          b[o >> 2] = a;
          b[o + 4 >> 2] = c;
          o = 0;
          T = p;
          return o | 0;
        }

        b[o >> 2] = 0;

        a: do { if (!(xb(a, c) | 0)) {
          g = (d | 0) > 0;

          if (g) {
            f = 0;
            m = a;

            do {
              a = ea(m, c, 4, o, n) | 0;
              if (a | 0) { break a; }
              c = n;
              m = b[c >> 2] | 0;
              c = b[c + 4 >> 2] | 0;
              f = f + 1 | 0;

              if (xb(m, c) | 0) {
                a = 9;
                break a;
              }
            } while ((f | 0) < (d | 0));

            l = e;
            b[l >> 2] = m;
            b[l + 4 >> 2] = c;
            l = d + -1 | 0;

            if (g) {
              k = 0;
              a = 1;

              do {
                f = 22384 + (k << 2) | 0;

                if ((k | 0) == 5) {
                  h = b[f >> 2] | 0;
                  g = 0;
                  f = a;

                  while (1) {
                    a = n;
                    a = ea(b[a >> 2] | 0, b[a + 4 >> 2] | 0, h, o, n) | 0;
                    if (a | 0) { break a; }

                    if ((g | 0) != (l | 0)) {
                      j = n;
                      i = b[j >> 2] | 0;
                      j = b[j + 4 >> 2] | 0;
                      a = e + (f << 3) | 0;
                      b[a >> 2] = i;
                      b[a + 4 >> 2] = j;
                      if (!(xb(i, j) | 0)) { a = f + 1 | 0; }else {
                        a = 9;
                        break a;
                      }
                    } else { a = f; }

                    g = g + 1 | 0;
                    if ((g | 0) >= (d | 0)) { break; }else { f = a; }
                  }
                } else {
                  h = n;
                  j = b[f >> 2] | 0;
                  i = 0;
                  f = a;
                  g = b[h >> 2] | 0;
                  h = b[h + 4 >> 2] | 0;

                  while (1) {
                    a = ea(g, h, j, o, n) | 0;
                    if (a | 0) { break a; }
                    h = n;
                    g = b[h >> 2] | 0;
                    h = b[h + 4 >> 2] | 0;
                    a = e + (f << 3) | 0;
                    b[a >> 2] = g;
                    b[a + 4 >> 2] = h;
                    a = f + 1 | 0;

                    if (xb(g, h) | 0) {
                      a = 9;
                      break a;
                    }

                    i = i + 1 | 0;
                    if ((i | 0) >= (d | 0)) { break; }else { f = a; }
                  }
                }

                k = k + 1 | 0;
              } while (k >>> 0 < 6);

              a = n;
              h = m;
              f = b[a >> 2] | 0;
              g = c;
              a = b[a + 4 >> 2] | 0;
            } else {
              h = m;
              f = m;
              g = c;
              a = c;
            }
          } else {
            h = e;
            b[h >> 2] = a;
            b[h + 4 >> 2] = c;
            h = a;
            f = a;
            g = c;
            a = c;
          }

          a = (h | 0) == (f | 0) & (g | 0) == (a | 0) ? 0 : 9;
        } else { a = 9; } } while (0);

        o = a;
        T = p;
        return o | 0;
      }

      function ha(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0;
        i = T;
        T = T + 48 | 0;
        f = i + 16 | 0;
        g = i + 8 | 0;
        h = i;

        if (d | 0) {
          h = 15;
          T = i;
          return h | 0;
        }

        k = a;
        j = b[k + 4 >> 2] | 0;
        d = g;
        b[d >> 2] = b[k >> 2];
        b[d + 4 >> 2] = j;
        Ec(g, f);
        c = za(f, c, h) | 0;

        if (!c) {
          d = b[g >> 2] | 0;
          g = b[a + 8 >> 2] | 0;

          if ((g | 0) > 0) {
            f = b[a + 12 >> 2] | 0;
            c = 0;

            do {
              d = (b[f + (c << 3) >> 2] | 0) + d | 0;
              c = c + 1 | 0;
            } while ((c | 0) < (g | 0));
          }

          c = h;
          f = b[c >> 2] | 0;
          c = b[c + 4 >> 2] | 0;
          g = ((d | 0) < 0) << 31 >> 31;

          if ((c | 0) < (g | 0) | (c | 0) == (g | 0) & f >>> 0 < d >>> 0) {
            c = h;
            b[c >> 2] = d;
            b[c + 4 >> 2] = g;
            c = g;
          } else { d = f; }

          j = ld(d | 0, c | 0, 12, 0) | 0;
          k = H() | 0;
          c = h;
          b[c >> 2] = j;
          b[c + 4 >> 2] = k;
          c = e;
          b[c >> 2] = j;
          b[c + 4 >> 2] = k;
          c = 0;
        }

        k = c;
        T = i;
        return k | 0;
      }

      function ia(a, c, d, f, g, h, i) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        f = f | 0;
        g = g | 0;
        h = h | 0;
        i = i | 0;
        var j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0,
            v = 0,
            w = 0,
            x = 0,
            y = 0,
            z = 0,
            A = 0,
            B = 0,
            C = 0,
            D = 0,
            E = 0,
            F = 0,
            G = 0,
            I = 0,
            J = 0.0,
            K = 0.0,
            L = 0.0,
            M = 0.0;
        I = T;
        T = T + 64 | 0;
        D = I + 48 | 0;
        E = I + 32 | 0;
        F = I + 24 | 0;
        x = I + 8 | 0;
        y = I;
        k = b[a >> 2] | 0;

        if ((k | 0) <= 0) {
          G = 0;
          T = I;
          return G | 0;
        }

        z = a + 4 | 0;
        A = D + 8 | 0;
        B = E + 8 | 0;
        C = x + 8 | 0;
        j = 0;
        v = 0;

        while (1) {
          l = b[z >> 2] | 0;
          u = l + (v << 4) | 0;
          b[D >> 2] = b[u >> 2];
          b[D + 4 >> 2] = b[u + 4 >> 2];
          b[D + 8 >> 2] = b[u + 8 >> 2];
          b[D + 12 >> 2] = b[u + 12 >> 2];

          if ((v | 0) == (k + -1 | 0)) {
            b[E >> 2] = b[l >> 2];
            b[E + 4 >> 2] = b[l + 4 >> 2];
            b[E + 8 >> 2] = b[l + 8 >> 2];
            b[E + 12 >> 2] = b[l + 12 >> 2];
          } else {
            u = l + (v + 1 << 4) | 0;
            b[E >> 2] = b[u >> 2];
            b[E + 4 >> 2] = b[u + 4 >> 2];
            b[E + 8 >> 2] = b[u + 8 >> 2];
            b[E + 12 >> 2] = b[u + 12 >> 2];
          }

          k = Aa(D, E, f, F) | 0;

          a: do { if (!k) {
            l = F;
            k = b[l >> 2] | 0;
            l = b[l + 4 >> 2] | 0;

            if ((l | 0) > 0 | (l | 0) == 0 & k >>> 0 > 0) {
              t = 0;
              u = 0;

              b: while (1) {
                M = +e[D >> 3];
                s = md(k | 0, l | 0, t | 0, u | 0) | 0;
                L = +(s >>> 0) + 4294967296.0 * +(H() | 0);
                J = +(k >>> 0) + 4294967296.0 * +(l | 0);
                K = +(t >>> 0) + 4294967296.0 * +(u | 0);
                e[x >> 3] = M * L / J + +e[E >> 3] * K / J;
                e[C >> 3] = +e[A >> 3] * L / J + +e[B >> 3] * K / J;
                k = Mb(x, f, y) | 0;

                if (k | 0) {
                  j = k;
                  break;
                }

                s = y;
                r = b[s >> 2] | 0;
                s = b[s + 4 >> 2] | 0;
                o = td(r | 0, s | 0, c | 0, d | 0) | 0;
                m = H() | 0;
                k = i + (o << 3) | 0;
                n = k;
                l = b[n >> 2] | 0;
                n = b[n + 4 >> 2] | 0;

                c: do { if ((l | 0) == 0 & (n | 0) == 0) {
                  w = k;
                  G = 16;
                } else {
                  p = 0;
                  q = 0;

                  while (1) {
                    if ((p | 0) > (d | 0) | (p | 0) == (d | 0) & q >>> 0 > c >>> 0) {
                      j = 1;
                      break b;
                    }

                    if ((l | 0) == (r | 0) & (n | 0) == (s | 0)) { break c; }
                    k = ld(o | 0, m | 0, 1, 0) | 0;
                    o = sd(k | 0, H() | 0, c | 0, d | 0) | 0;
                    m = H() | 0;
                    q = ld(q | 0, p | 0, 1, 0) | 0;
                    p = H() | 0;
                    k = i + (o << 3) | 0;
                    n = k;
                    l = b[n >> 2] | 0;
                    n = b[n + 4 >> 2] | 0;

                    if ((l | 0) == 0 & (n | 0) == 0) {
                      w = k;
                      G = 16;
                      break;
                    }
                  }
                } } while (0);

                if ((G | 0) == 16 ? (G = 0, !((r | 0) == 0 & (s | 0) == 0)) : 0) {
                  q = w;
                  b[q >> 2] = r;
                  b[q + 4 >> 2] = s;
                  q = h + (b[g >> 2] << 3) | 0;
                  b[q >> 2] = r;
                  b[q + 4 >> 2] = s;
                  q = g;
                  q = ld(b[q >> 2] | 0, b[q + 4 >> 2] | 0, 1, 0) | 0;
                  r = H() | 0;
                  s = g;
                  b[s >> 2] = q;
                  b[s + 4 >> 2] = r;
                }

                t = ld(t | 0, u | 0, 1, 0) | 0;
                u = H() | 0;
                l = F;
                k = b[l >> 2] | 0;
                l = b[l + 4 >> 2] | 0;

                if (!((l | 0) > (u | 0) | (l | 0) == (u | 0) & k >>> 0 > t >>> 0)) {
                  l = 1;
                  break a;
                }
              }

              l = 0;
            } else { l = 1; }
          } else {
            l = 0;
            j = k;
          } } while (0);

          v = v + 1 | 0;

          if (!l) {
            G = 21;
            break;
          }

          k = b[a >> 2] | 0;

          if ((v | 0) >= (k | 0)) {
            j = 0;
            G = 21;
            break;
          }
        }

        if ((G | 0) == 21) {
          T = I;
          return j | 0;
        }

        return 0;
      }

      function ja(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0,
            v = 0,
            w = 0,
            x = 0,
            y = 0,
            z = 0,
            A = 0,
            B = 0,
            C = 0,
            D = 0,
            E = 0,
            F = 0,
            G = 0,
            I = 0,
            J = 0,
            K = 0;
        K = T;
        T = T + 112 | 0;
        F = K + 80 | 0;
        j = K + 72 | 0;
        G = K;
        I = K + 56 | 0;

        if (d | 0) {
          J = 15;
          T = K;
          return J | 0;
        }

        k = a + 8 | 0;
        J = id((b[k >> 2] << 5) + 32 | 0) | 0;

        if (!J) {
          J = 13;
          T = K;
          return J | 0;
        }

        Fc(a, J);
        D = a;
        E = b[D + 4 >> 2] | 0;
        d = j;
        b[d >> 2] = b[D >> 2];
        b[d + 4 >> 2] = E;
        Ec(j, F);
        d = za(F, c, G) | 0;

        if (!d) {
          d = b[j >> 2] | 0;
          g = b[k >> 2] | 0;

          if ((g | 0) > 0) {
            h = b[a + 12 >> 2] | 0;
            f = 0;

            do {
              d = (b[h + (f << 3) >> 2] | 0) + d | 0;
              f = f + 1 | 0;
            } while ((f | 0) != (g | 0));

            f = d;
          } else { f = d; }

          d = G;
          g = b[d >> 2] | 0;
          d = b[d + 4 >> 2] | 0;
          h = ((f | 0) < 0) << 31 >> 31;

          if ((d | 0) < (h | 0) | (d | 0) == (h | 0) & g >>> 0 < f >>> 0) {
            d = G;
            b[d >> 2] = f;
            b[d + 4 >> 2] = h;
            d = h;
          } else { f = g; }

          D = ld(f | 0, d | 0, 12, 0) | 0;
          E = H() | 0;
          d = G;
          b[d >> 2] = D;
          b[d + 4 >> 2] = E;
          d = 0;
        } else {
          D = 0;
          E = 0;
        }

        if (d | 0) {
          jd(J);
          J = d;
          T = K;
          return J | 0;
        }

        f = kd(D, 8) | 0;

        if (!f) {
          jd(J);
          J = 13;
          T = K;
          return J | 0;
        }

        i = kd(D, 8) | 0;

        if (!i) {
          jd(J);
          jd(f);
          J = 13;
          T = K;
          return J | 0;
        }

        B = F;
        b[B >> 2] = 0;
        b[B + 4 >> 2] = 0;
        B = a;
        C = b[B + 4 >> 2] | 0;
        d = j;
        b[d >> 2] = b[B >> 2];
        b[d + 4 >> 2] = C;
        d = ia(j, D, E, c, F, f, i) | 0;

        a: do { if (!d) {
          b: do { if ((b[k >> 2] | 0) > 0) {
            h = a + 12 | 0;
            g = 0;

            while (1) {
              d = ia((b[h >> 2] | 0) + (g << 3) | 0, D, E, c, F, f, i) | 0;
              g = g + 1 | 0;
              if (d | 0) { break; }
              if ((g | 0) >= (b[k >> 2] | 0)) { break b; }
            }

            jd(f);
            jd(i);
            jd(J);
            break a;
          } } while (0);

          if ((E | 0) > 0 | (E | 0) == 0 & D >>> 0 > 0) { Bd(i | 0, 0, D << 3 | 0) | 0; }
          C = F;
          B = b[C + 4 >> 2] | 0;

          c: do { if ((B | 0) > 0 | (B | 0) == 0 & (b[C >> 2] | 0) >>> 0 > 0) {
            y = f;
            z = i;
            A = f;
            B = i;
            C = f;
            d = f;
            v = f;
            w = i;
            x = i;
            f = i;

            d: while (1) {
              r = 0;
              s = 0;
              t = 0;
              u = 0;
              g = 0;
              h = 0;

              while (1) {
                i = G;
                j = i + 56 | 0;

                do {
                  b[i >> 2] = 0;
                  i = i + 4 | 0;
                } while ((i | 0) < (j | 0));

                c = y + (r << 3) | 0;
                k = b[c >> 2] | 0;
                c = b[c + 4 >> 2] | 0;

                if (ca(k, c, 1, G, 0) | 0) {
                  i = G;
                  j = i + 56 | 0;

                  do {
                    b[i >> 2] = 0;
                    i = i + 4 | 0;
                  } while ((i | 0) < (j | 0));

                  i = kd(7, 4) | 0;

                  if (i | 0) {
                    da(k, c, 1, G, i, 7, 0, 0) | 0;
                    jd(i);
                  }
                }

                q = 0;

                while (1) {
                  p = G + (q << 3) | 0;
                  o = b[p >> 2] | 0;
                  p = b[p + 4 >> 2] | 0;

                  e: do { if (!((o | 0) == 0 & (p | 0) == 0)) {
                    l = td(o | 0, p | 0, D | 0, E | 0) | 0;
                    k = H() | 0;
                    i = e + (l << 3) | 0;
                    c = i;
                    j = b[c >> 2] | 0;
                    c = b[c + 4 >> 2] | 0;

                    if (!((j | 0) == 0 & (c | 0) == 0)) {
                      m = 0;
                      n = 0;

                      do {
                        if ((m | 0) > (E | 0) | (m | 0) == (E | 0) & n >>> 0 > D >>> 0) { break d; }

                        if ((j | 0) == (o | 0) & (c | 0) == (p | 0)) {
                          i = g;
                          j = h;
                          break e;
                        }

                        i = ld(l | 0, k | 0, 1, 0) | 0;
                        l = sd(i | 0, H() | 0, D | 0, E | 0) | 0;
                        k = H() | 0;
                        n = ld(n | 0, m | 0, 1, 0) | 0;
                        m = H() | 0;
                        i = e + (l << 3) | 0;
                        c = i;
                        j = b[c >> 2] | 0;
                        c = b[c + 4 >> 2] | 0;
                      } while (!((j | 0) == 0 & (c | 0) == 0));
                    }

                    if (!((o | 0) == 0 & (p | 0) == 0)) {
                      Pb(o, p, I) | 0;

                      if (Gc(a, J, I) | 0) {
                        n = ld(g | 0, h | 0, 1, 0) | 0;
                        h = H() | 0;
                        m = i;
                        b[m >> 2] = o;
                        b[m + 4 >> 2] = p;
                        g = z + (g << 3) | 0;
                        b[g >> 2] = o;
                        b[g + 4 >> 2] = p;
                        g = n;
                      }

                      i = g;
                      j = h;
                    } else {
                      i = g;
                      j = h;
                    }
                  } else {
                    i = g;
                    j = h;
                  } } while (0);

                  q = q + 1 | 0;
                  if (q >>> 0 >= 7) { break; }else {
                    g = i;
                    h = j;
                  }
                }

                r = ld(r | 0, s | 0, 1, 0) | 0;
                s = H() | 0;
                t = ld(t | 0, u | 0, 1, 0) | 0;
                u = H() | 0;
                h = F;
                g = b[h >> 2] | 0;
                h = b[h + 4 >> 2] | 0;
                if (!((u | 0) < (h | 0) | (u | 0) == (h | 0) & t >>> 0 < g >>> 0)) { break; }else {
                  g = i;
                  h = j;
                }
              }

              if ((h | 0) > 0 | (h | 0) == 0 & g >>> 0 > 0) {
                g = 0;
                h = 0;

                do {
                  u = y + (g << 3) | 0;
                  b[u >> 2] = 0;
                  b[u + 4 >> 2] = 0;
                  g = ld(g | 0, h | 0, 1, 0) | 0;
                  h = H() | 0;
                  u = F;
                  t = b[u + 4 >> 2] | 0;
                } while ((h | 0) < (t | 0) | ((h | 0) == (t | 0) ? g >>> 0 < (b[u >> 2] | 0) >>> 0 : 0));
              }

              u = F;
              b[u >> 2] = i;
              b[u + 4 >> 2] = j;

              if ((j | 0) > 0 | (j | 0) == 0 & i >>> 0 > 0) {
                q = f;
                r = x;
                s = C;
                t = w;
                u = z;
                f = v;
                x = d;
                w = A;
                v = q;
                d = r;
                C = B;
                B = s;
                A = t;
                z = y;
                y = u;
              } else { break c; }
            }

            jd(A);
            jd(B);
            jd(J);
            d = 1;
            break a;
          } else { d = i; } } while (0);

          jd(J);
          jd(f);
          jd(d);
          d = 0;
        } else {
          jd(f);
          jd(i);
          jd(J);
        } } while (0);

        J = d;
        T = K;
        return J | 0;
      }

      function ka(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0;
        l = T;
        T = T + 176 | 0;
        j = l;

        if ((c | 0) < 1) {
          _c(d, 0, 0);

          k = 0;
          T = l;
          return k | 0;
        }

        i = a;
        i = vd(b[i >> 2] | 0, b[i + 4 >> 2] | 0, 52) | 0;
        H() | 0;

        _c(d, (c | 0) > 6 ? c : 6, i & 15);

        i = 0;

        while (1) {
          e = a + (i << 3) | 0;
          e = Qb(b[e >> 2] | 0, b[e + 4 >> 2] | 0, j) | 0;
          if (e | 0) { break; }
          e = b[j >> 2] | 0;

          if ((e | 0) > 0) {
            h = 0;

            do {
              g = j + 8 + (h << 4) | 0;
              h = h + 1 | 0;
              e = j + 8 + (((h | 0) % (e | 0) | 0) << 4) | 0;
              f = dd(d, e, g) | 0;
              if (!f) { cd(d, g, e) | 0; }else { bd(d, f) | 0; }
              e = b[j >> 2] | 0;
            } while ((h | 0) < (e | 0));
          }

          i = i + 1 | 0;

          if ((i | 0) >= (c | 0)) {
            e = 0;
            k = 13;
            break;
          }
        }

        if ((k | 0) == 13) {
          T = l;
          return e | 0;
        }

        $c(d);
        k = e;
        T = l;
        return k | 0;
      }

      function la(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0;
        g = T;
        T = T + 32 | 0;
        e = g;
        f = g + 16 | 0;
        a = ka(a, c, f) | 0;

        if (a | 0) {
          d = a;
          T = g;
          return d | 0;
        }

        b[d >> 2] = 0;
        b[d + 4 >> 2] = 0;
        b[d + 8 >> 2] = 0;
        a = ad(f) | 0;
        if (a | 0) { do {
          c = qc(d) | 0;

          do {
            rc(c, a) | 0;
            h = a + 16 | 0;
            b[e >> 2] = b[h >> 2];
            b[e + 4 >> 2] = b[h + 4 >> 2];
            b[e + 8 >> 2] = b[h + 8 >> 2];
            b[e + 12 >> 2] = b[h + 12 >> 2];
            bd(f, a) | 0;
            a = ed(f, e) | 0;
          } while ((a | 0) != 0);

          a = ad(f) | 0;
        } while ((a | 0) != 0); }
        $c(f);
        a = tc(d) | 0;

        if (!a) {
          h = 0;
          T = g;
          return h | 0;
        }

        sc(d);
        h = a;
        T = g;
        return h | 0;
      }

      function ma(a) {
        a = a | 0;

        if (a >>> 0 > 121) {
          a = 0;
          return a | 0;
        }

        a = b[7696 + (a * 28 | 0) + 16 >> 2] | 0;
        return a | 0;
      }

      function na(a) {
        a = a | 0;
        return (a | 0) == 4 | (a | 0) == 117 | 0;
      }

      function oa(a) {
        a = a | 0;
        return b[11120 + ((b[a >> 2] | 0) * 216 | 0) + ((b[a + 4 >> 2] | 0) * 72 | 0) + ((b[a + 8 >> 2] | 0) * 24 | 0) + (b[a + 12 >> 2] << 3) >> 2] | 0;
      }

      function pa(a) {
        a = a | 0;
        return b[11120 + ((b[a >> 2] | 0) * 216 | 0) + ((b[a + 4 >> 2] | 0) * 72 | 0) + ((b[a + 8 >> 2] | 0) * 24 | 0) + (b[a + 12 >> 2] << 3) + 4 >> 2] | 0;
      }

      function qa(a, c) {
        a = a | 0;
        c = c | 0;
        a = 7696 + (a * 28 | 0) | 0;
        b[c >> 2] = b[a >> 2];
        b[c + 4 >> 2] = b[a + 4 >> 2];
        b[c + 8 >> 2] = b[a + 8 >> 2];
        b[c + 12 >> 2] = b[a + 12 >> 2];
        return;
      }

      function ra(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            e = 0;

        if (c >>> 0 > 20) {
          c = -1;
          return c | 0;
        }

        do { if ((b[11120 + (c * 216 | 0) >> 2] | 0) != (a | 0)) {
          if ((b[11120 + (c * 216 | 0) + 8 >> 2] | 0) != (a | 0)) {
            if ((b[11120 + (c * 216 | 0) + 16 >> 2] | 0) != (a | 0)) {
              if ((b[11120 + (c * 216 | 0) + 24 >> 2] | 0) != (a | 0)) {
                if ((b[11120 + (c * 216 | 0) + 32 >> 2] | 0) != (a | 0)) {
                  if ((b[11120 + (c * 216 | 0) + 40 >> 2] | 0) != (a | 0)) {
                    if ((b[11120 + (c * 216 | 0) + 48 >> 2] | 0) != (a | 0)) {
                      if ((b[11120 + (c * 216 | 0) + 56 >> 2] | 0) != (a | 0)) {
                        if ((b[11120 + (c * 216 | 0) + 64 >> 2] | 0) != (a | 0)) {
                          if ((b[11120 + (c * 216 | 0) + 72 >> 2] | 0) != (a | 0)) {
                            if ((b[11120 + (c * 216 | 0) + 80 >> 2] | 0) != (a | 0)) {
                              if ((b[11120 + (c * 216 | 0) + 88 >> 2] | 0) != (a | 0)) {
                                if ((b[11120 + (c * 216 | 0) + 96 >> 2] | 0) != (a | 0)) {
                                  if ((b[11120 + (c * 216 | 0) + 104 >> 2] | 0) != (a | 0)) {
                                    if ((b[11120 + (c * 216 | 0) + 112 >> 2] | 0) != (a | 0)) {
                                      if ((b[11120 + (c * 216 | 0) + 120 >> 2] | 0) != (a | 0)) {
                                        if ((b[11120 + (c * 216 | 0) + 128 >> 2] | 0) != (a | 0)) {
                                          if ((b[11120 + (c * 216 | 0) + 136 >> 2] | 0) == (a | 0)) {
                                            a = 2;
                                            d = 1;
                                            e = 2;
                                          } else {
                                            if ((b[11120 + (c * 216 | 0) + 144 >> 2] | 0) == (a | 0)) {
                                              a = 0;
                                              d = 2;
                                              e = 0;
                                              break;
                                            }

                                            if ((b[11120 + (c * 216 | 0) + 152 >> 2] | 0) == (a | 0)) {
                                              a = 0;
                                              d = 2;
                                              e = 1;
                                              break;
                                            }

                                            if ((b[11120 + (c * 216 | 0) + 160 >> 2] | 0) == (a | 0)) {
                                              a = 0;
                                              d = 2;
                                              e = 2;
                                              break;
                                            }

                                            if ((b[11120 + (c * 216 | 0) + 168 >> 2] | 0) == (a | 0)) {
                                              a = 1;
                                              d = 2;
                                              e = 0;
                                              break;
                                            }

                                            if ((b[11120 + (c * 216 | 0) + 176 >> 2] | 0) == (a | 0)) {
                                              a = 1;
                                              d = 2;
                                              e = 1;
                                              break;
                                            }

                                            if ((b[11120 + (c * 216 | 0) + 184 >> 2] | 0) == (a | 0)) {
                                              a = 1;
                                              d = 2;
                                              e = 2;
                                              break;
                                            }

                                            if ((b[11120 + (c * 216 | 0) + 192 >> 2] | 0) == (a | 0)) {
                                              a = 2;
                                              d = 2;
                                              e = 0;
                                              break;
                                            }

                                            if ((b[11120 + (c * 216 | 0) + 200 >> 2] | 0) == (a | 0)) {
                                              a = 2;
                                              d = 2;
                                              e = 1;
                                              break;
                                            }

                                            if ((b[11120 + (c * 216 | 0) + 208 >> 2] | 0) == (a | 0)) {
                                              a = 2;
                                              d = 2;
                                              e = 2;
                                              break;
                                            } else { a = -1; }

                                            return a | 0;
                                          }
                                        } else {
                                          a = 2;
                                          d = 1;
                                          e = 1;
                                        }
                                      } else {
                                        a = 2;
                                        d = 1;
                                        e = 0;
                                      }
                                    } else {
                                      a = 1;
                                      d = 1;
                                      e = 2;
                                    }
                                  } else {
                                    a = 1;
                                    d = 1;
                                    e = 1;
                                  }
                                } else {
                                  a = 1;
                                  d = 1;
                                  e = 0;
                                }
                              } else {
                                a = 0;
                                d = 1;
                                e = 2;
                              }
                            } else {
                              a = 0;
                              d = 1;
                              e = 1;
                            }
                          } else {
                            a = 0;
                            d = 1;
                            e = 0;
                          }
                        } else {
                          a = 2;
                          d = 0;
                          e = 2;
                        }
                      } else {
                        a = 2;
                        d = 0;
                        e = 1;
                      }
                    } else {
                      a = 2;
                      d = 0;
                      e = 0;
                    }
                  } else {
                    a = 1;
                    d = 0;
                    e = 2;
                  }
                } else {
                  a = 1;
                  d = 0;
                  e = 1;
                }
              } else {
                a = 1;
                d = 0;
                e = 0;
              }
            } else {
              a = 0;
              d = 0;
              e = 2;
            }
          } else {
            a = 0;
            d = 0;
            e = 1;
          }
        } else {
          a = 0;
          d = 0;
          e = 0;
        } } while (0);

        c = b[11120 + (c * 216 | 0) + (d * 72 | 0) + (a * 24 | 0) + (e << 3) + 4 >> 2] | 0;
        return c | 0;
      }

      function sa(a, c) {
        a = a | 0;
        c = c | 0;

        if ((b[7696 + (a * 28 | 0) + 20 >> 2] | 0) == (c | 0)) {
          c = 1;
          return c | 0;
        }

        c = (b[7696 + (a * 28 | 0) + 24 >> 2] | 0) == (c | 0);
        return c | 0;
      }

      function ta(a, c) {
        a = a | 0;
        c = c | 0;
        return b[848 + (a * 28 | 0) + (c << 2) >> 2] | 0;
      }

      function ua(a, c) {
        a = a | 0;
        c = c | 0;

        if ((b[848 + (a * 28 | 0) >> 2] | 0) == (c | 0)) {
          c = 0;
          return c | 0;
        }

        if ((b[848 + (a * 28 | 0) + 4 >> 2] | 0) == (c | 0)) {
          c = 1;
          return c | 0;
        }

        if ((b[848 + (a * 28 | 0) + 8 >> 2] | 0) == (c | 0)) {
          c = 2;
          return c | 0;
        }

        if ((b[848 + (a * 28 | 0) + 12 >> 2] | 0) == (c | 0)) {
          c = 3;
          return c | 0;
        }

        if ((b[848 + (a * 28 | 0) + 16 >> 2] | 0) == (c | 0)) {
          c = 4;
          return c | 0;
        }

        if ((b[848 + (a * 28 | 0) + 20 >> 2] | 0) == (c | 0)) {
          c = 5;
          return c | 0;
        } else { return ((b[848 + (a * 28 | 0) + 24 >> 2] | 0) == (c | 0) ? 6 : 7) | 0; }
      }

      function va() {
        return 122;
      }

      function wa(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0;
        c = 0;

        do {
          wd(c | 0, 0, 45) | 0;
          e = H() | 0 | 134225919;
          d = a + (c << 3) | 0;
          b[d >> 2] = -1;
          b[d + 4 >> 2] = e;
          c = c + 1 | 0;
        } while ((c | 0) != 122);

        return 0;
      }

      function xa(a) {
        a = a | 0;
        return +e[a + 16 >> 3] < +e[a + 24 >> 3] | 0;
      }

      function ya(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0.0,
            d = 0.0,
            f = 0.0;
        c = +e[b >> 3];

        if (!(c >= +e[a + 8 >> 3])) {
          b = 0;
          return b | 0;
        }

        if (!(c <= +e[a >> 3])) {
          b = 0;
          return b | 0;
        }

        d = +e[a + 16 >> 3];
        c = +e[a + 24 >> 3];
        f = +e[b + 8 >> 3];
        b = f >= c;
        a = f <= d & 1;

        if (d < c) {
          if (b) { a = 1; }
        } else if (!b) { a = 0; }

        b = (a | 0) != 0;
        return b | 0;
      }

      function za(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var g = 0.0,
            h = 0.0,
            i = 0.0,
            j = 0.0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0.0,
            v = 0.0;
        t = T;
        T = T + 288 | 0;
        n = t + 264 | 0;
        o = t + 96 | 0;
        m = t;
        k = m;
        l = k + 96 | 0;

        do {
          b[k >> 2] = 0;
          k = k + 4 | 0;
        } while ((k | 0) < (l | 0));

        c = Ub(c, m) | 0;

        if (c | 0) {
          s = c;
          T = t;
          return s | 0;
        }

        l = m;
        m = b[l >> 2] | 0;
        l = b[l + 4 >> 2] | 0;
        Pb(m, l, n) | 0;
        Qb(m, l, o) | 0;
        j = +ac(n, o + 8 | 0);
        e[n >> 3] = +e[a >> 3];
        l = n + 8 | 0;
        e[l >> 3] = +e[a + 16 >> 3];
        e[o >> 3] = +e[a + 8 >> 3];
        m = o + 8 | 0;
        e[m >> 3] = +e[a + 24 >> 3];
        h = +ac(n, o);
        v = +e[l >> 3] - +e[m >> 3];
        i = +q(+v);
        u = +e[n >> 3] - +e[o >> 3];
        g = +q(+u);

        if (!(v == 0.0 | u == 0.0) ? (v = +xd(+i, +g), v = +A(+(h * h / +yd(+(v / +yd(+i, +g)), 3.0) / (j * (j * 2.59807621135) * .8))), e[f >> 3] = v, r = ~~v >>> 0, s = +q(v) >= 1.0 ? v > 0.0 ? ~~+C(+p(v / 4294967296.0), 4294967295.0) >>> 0 : ~~+A((v - +(~~v >>> 0)) / 4294967296.0) >>> 0 : 0, !((b[f + 4 >> 2] & 2146435072 | 0) == 2146435072)) : 0) {
          o = (r | 0) == 0 & (s | 0) == 0;
          c = d;
          b[c >> 2] = o ? 1 : r;
          b[c + 4 >> 2] = o ? 0 : s;
          c = 0;
        } else { c = 1; }

        s = c;
        T = t;
        return s | 0;
      }

      function Aa(a, c, d, g) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        g = g | 0;
        var h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0.0;
        m = T;
        T = T + 288 | 0;
        j = m + 264 | 0;
        k = m + 96 | 0;
        l = m;
        h = l;
        i = h + 96 | 0;

        do {
          b[h >> 2] = 0;
          h = h + 4 | 0;
        } while ((h | 0) < (i | 0));

        d = Ub(d, l) | 0;

        if (d | 0) {
          g = d;
          T = m;
          return g | 0;
        }

        d = l;
        h = b[d >> 2] | 0;
        d = b[d + 4 >> 2] | 0;
        Pb(h, d, j) | 0;
        Qb(h, d, k) | 0;
        n = +ac(j, k + 8 | 0);
        n = +A(+(+ac(a, c) / (n * 2.0)));
        e[f >> 3] = n;
        d = ~~n >>> 0;
        h = +q(n) >= 1.0 ? n > 0.0 ? ~~+C(+p(n / 4294967296.0), 4294967295.0) >>> 0 : ~~+A((n - +(~~n >>> 0)) / 4294967296.0) >>> 0 : 0;

        if ((b[f + 4 >> 2] & 2146435072 | 0) == 2146435072) {
          g = 1;
          T = m;
          return g | 0;
        }

        l = (d | 0) == 0 & (h | 0) == 0;
        b[g >> 2] = l ? 1 : d;
        b[g + 4 >> 2] = l ? 0 : h;
        g = 0;
        T = m;
        return g | 0;
      }

      function Ba(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        b[a >> 2] = c;
        b[a + 4 >> 2] = d;
        b[a + 8 >> 2] = e;
        return;
      }

      function Ca(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0.0,
            j = 0.0,
            k = 0.0,
            l = 0.0,
            m = 0,
            n = 0,
            o = 0.0;
        n = c + 8 | 0;
        b[n >> 2] = 0;
        k = +e[a >> 3];
        i = +q(+k);
        l = +e[a + 8 >> 3];
        j = +q(+l) / .8660254037844386;
        i = i + j * .5;
        d = ~~i;
        a = ~~j;
        i = i - +(d | 0);
        j = j - +(a | 0);

        do { if (i < .5) {
          if (i < .3333333333333333) {
            b[c >> 2] = d;

            if (j < (i + 1.0) * .5) {
              b[c + 4 >> 2] = a;
              break;
            } else {
              a = a + 1 | 0;
              b[c + 4 >> 2] = a;
              break;
            }
          } else {
            o = 1.0 - i;
            a = (!(j < o) & 1) + a | 0;
            b[c + 4 >> 2] = a;

            if (o <= j & j < i * 2.0) {
              d = d + 1 | 0;
              b[c >> 2] = d;
              break;
            } else {
              b[c >> 2] = d;
              break;
            }
          }
        } else {
          if (!(i < .6666666666666666)) {
            d = d + 1 | 0;
            b[c >> 2] = d;

            if (j < i * .5) {
              b[c + 4 >> 2] = a;
              break;
            } else {
              a = a + 1 | 0;
              b[c + 4 >> 2] = a;
              break;
            }
          }

          if (j < 1.0 - i) {
            b[c + 4 >> 2] = a;

            if (i * 2.0 + -1.0 < j) {
              b[c >> 2] = d;
              break;
            }
          } else {
            a = a + 1 | 0;
            b[c + 4 >> 2] = a;
          }

          d = d + 1 | 0;
          b[c >> 2] = d;
        } } while (0);

        do { if (k < 0.0) { if (!(a & 1)) {
          m = (a | 0) / 2 | 0;
          m = md(d | 0, ((d | 0) < 0) << 31 >> 31 | 0, m | 0, ((m | 0) < 0) << 31 >> 31 | 0) | 0;
          d = ~~(+(d | 0) - (+(m >>> 0) + 4294967296.0 * +(H() | 0)) * 2.0);
          b[c >> 2] = d;
          break;
        } else {
          m = (a + 1 | 0) / 2 | 0;
          m = md(d | 0, ((d | 0) < 0) << 31 >> 31 | 0, m | 0, ((m | 0) < 0) << 31 >> 31 | 0) | 0;
          d = ~~(+(d | 0) - ((+(m >>> 0) + 4294967296.0 * +(H() | 0)) * 2.0 + 1.0));
          b[c >> 2] = d;
          break;
        } } } while (0);

        m = c + 4 | 0;

        if (l < 0.0) {
          d = d - ((a << 1 | 1 | 0) / 2 | 0) | 0;
          b[c >> 2] = d;
          a = 0 - a | 0;
          b[m >> 2] = a;
        }

        f = a - d | 0;

        if ((d | 0) < 0) {
          g = 0 - d | 0;
          b[m >> 2] = f;
          b[n >> 2] = g;
          b[c >> 2] = 0;
          a = f;
          d = 0;
        } else { g = 0; }

        if ((a | 0) < 0) {
          d = d - a | 0;
          b[c >> 2] = d;
          g = g - a | 0;
          b[n >> 2] = g;
          b[m >> 2] = 0;
          a = 0;
        }

        h = d - g | 0;
        f = a - g | 0;

        if ((g | 0) < 0) {
          b[c >> 2] = h;
          b[m >> 2] = f;
          b[n >> 2] = 0;
          a = f;
          d = h;
          g = 0;
        }

        f = (a | 0) < (d | 0) ? a : d;
        f = (g | 0) < (f | 0) ? g : f;
        if ((f | 0) <= 0) { return; }
        b[c >> 2] = d - f;
        b[m >> 2] = a - f;
        b[n >> 2] = g - f;
        return;
      }

      function Da(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0;
        c = b[a >> 2] | 0;
        h = a + 4 | 0;
        d = b[h >> 2] | 0;

        if ((c | 0) < 0) {
          d = d - c | 0;
          b[h >> 2] = d;
          g = a + 8 | 0;
          b[g >> 2] = (b[g >> 2] | 0) - c;
          b[a >> 2] = 0;
          c = 0;
        }

        if ((d | 0) < 0) {
          c = c - d | 0;
          b[a >> 2] = c;
          g = a + 8 | 0;
          f = (b[g >> 2] | 0) - d | 0;
          b[g >> 2] = f;
          b[h >> 2] = 0;
          d = 0;
        } else {
          f = a + 8 | 0;
          g = f;
          f = b[f >> 2] | 0;
        }

        if ((f | 0) < 0) {
          c = c - f | 0;
          b[a >> 2] = c;
          d = d - f | 0;
          b[h >> 2] = d;
          b[g >> 2] = 0;
          f = 0;
        }

        e = (d | 0) < (c | 0) ? d : c;
        e = (f | 0) < (e | 0) ? f : e;
        if ((e | 0) <= 0) { return; }
        b[a >> 2] = c - e;
        b[h >> 2] = d - e;
        b[g >> 2] = f - e;
        return;
      }

      function Ea(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0.0,
            f = 0;
        f = b[a + 8 >> 2] | 0;
        d = +((b[a + 4 >> 2] | 0) - f | 0);
        e[c >> 3] = +((b[a >> 2] | 0) - f | 0) - d * .5;
        e[c + 8 >> 3] = d * .8660254037844386;
        return;
      }

      function Fa(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        b[d >> 2] = (b[c >> 2] | 0) + (b[a >> 2] | 0);
        b[d + 4 >> 2] = (b[c + 4 >> 2] | 0) + (b[a + 4 >> 2] | 0);
        b[d + 8 >> 2] = (b[c + 8 >> 2] | 0) + (b[a + 8 >> 2] | 0);
        return;
      }

      function Ga(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        b[d >> 2] = (b[a >> 2] | 0) - (b[c >> 2] | 0);
        b[d + 4 >> 2] = (b[a + 4 >> 2] | 0) - (b[c + 4 >> 2] | 0);
        b[d + 8 >> 2] = (b[a + 8 >> 2] | 0) - (b[c + 8 >> 2] | 0);
        return;
      }

      function Ha(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            e = 0;
        d = B(b[a >> 2] | 0, c) | 0;
        b[a >> 2] = d;
        d = a + 4 | 0;
        e = B(b[d >> 2] | 0, c) | 0;
        b[d >> 2] = e;
        a = a + 8 | 0;
        c = B(b[a >> 2] | 0, c) | 0;
        b[a >> 2] = c;
        return;
      }

      function Ia(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        h = b[a >> 2] | 0;
        i = (h | 0) < 0;
        e = (b[a + 4 >> 2] | 0) - (i ? h : 0) | 0;
        g = (e | 0) < 0;
        f = (g ? 0 - e | 0 : 0) + ((b[a + 8 >> 2] | 0) - (i ? h : 0)) | 0;
        d = (f | 0) < 0;
        a = d ? 0 : f;
        c = (g ? 0 : e) - (d ? f : 0) | 0;
        f = (i ? 0 : h) - (g ? e : 0) - (d ? f : 0) | 0;
        d = (c | 0) < (f | 0) ? c : f;
        d = (a | 0) < (d | 0) ? a : d;
        e = (d | 0) > 0;
        a = a - (e ? d : 0) | 0;
        c = c - (e ? d : 0) | 0;

        a: do { switch (f - (e ? d : 0) | 0) {
          case 0:
            switch (c | 0) {
              case 0:
                {
                  i = (a | 0) == 0 ? 0 : (a | 0) == 1 ? 1 : 7;
                  return i | 0;
                }

              case 1:
                {
                  i = (a | 0) == 0 ? 2 : (a | 0) == 1 ? 3 : 7;
                  return i | 0;
                }

              default:
                break a;
            }

          case 1:
            switch (c | 0) {
              case 0:
                {
                  i = (a | 0) == 0 ? 4 : (a | 0) == 1 ? 5 : 7;
                  return i | 0;
                }

              case 1:
                {
                  if (!a) { a = 6; }else { break a; }
                  return a | 0;
                }

              default:
                break a;
            }

        } } while (0);

        i = 7;
        return i | 0;
      }

      function Ja(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        h = a + 8 | 0;
        f = b[h >> 2] | 0;
        g = (b[a >> 2] | 0) - f | 0;
        i = a + 4 | 0;
        f = (b[i >> 2] | 0) - f | 0;

        do { if (g >>> 0 > 715827881 | f >>> 0 > 715827881) {
          d = (g | 0) > 0;

          if (d) {
            if ((2147483647 - g | 0) < (g | 0)) {
              i = 1;
              return i | 0;
            }

            if ((2147483647 - (g << 1) | 0) < (g | 0)) {
              i = 1;
              return i | 0;
            }
          } else {
            if ((-2147483648 - g | 0) > (g | 0)) {
              i = 1;
              return i | 0;
            }

            if ((-2147483648 - (g << 1) | 0) > (g | 0)) {
              i = 1;
              return i | 0;
            }
          }

          c = g * 3 | 0;

          if ((f | 0) > 0) {
            if ((2147483647 - f | 0) < (f | 0)) {
              i = 1;
              return i | 0;
            }
          } else if ((-2147483648 - f | 0) > (f | 0)) {
            i = 1;
            return i | 0;
          }

          e = f << 1;

          if ((g | 0) > -1) {
            if ((c | -2147483648 | 0) >= (f | 0)) {
              i = 1;
              return i | 0;
            }
          } else if ((c ^ -2147483648 | 0) < (f | 0)) {
            i = 1;
            return i | 0;
          }

          if (d) {
            if ((2147483647 - g | 0) < (e | 0)) { c = 1; }else {
              d = e;
              break;
            }
            return c | 0;
          } else {
            if ((-2147483648 - g | 0) > (e | 0)) { c = 1; }else {
              d = e;
              break;
            }
            return c | 0;
          }
        } else {
          d = f << 1;
          c = g * 3 | 0;
        } } while (0);

        e = hd(+(c - f | 0) / 7.0) | 0;
        b[a >> 2] = e;
        f = hd(+(d + g | 0) / 7.0) | 0;
        b[i >> 2] = f;
        b[h >> 2] = 0;
        d = (f | 0) < (e | 0);
        c = d ? e : f;
        d = d ? f : e;

        do { if ((d | 0) < 0) {
          if ((c | 0) > 0) {
            if ((c | -2147483648 | 0) < (d | 0) & ((d | 0) != -2147483648 & (2147483647 - c | 0) >= (d | 0))) { break; }
            I(23313, 22444, 355, 22455);
          }

          if ((d | 0) == -2147483648 | (-2147483648 - c | 0) > (d | 0)) { I(23313, 22444, 355, 22455); }

          if ((c | 0) > -1) {
            if ((c | -2147483648 | 0) < (d | 0)) { break; }
            I(23313, 22444, 355, 22455);
          } else {
            if ((c ^ -2147483648 | 0) >= (d | 0)) { break; }
            I(23313, 22444, 355, 22455);
          }
        } } while (0);

        c = f - e | 0;

        if ((e | 0) < 0) {
          d = 0 - e | 0;
          b[i >> 2] = c;
          b[h >> 2] = d;
          b[a >> 2] = 0;
          e = 0;
        } else {
          c = f;
          d = 0;
        }

        if ((c | 0) < 0) {
          e = e - c | 0;
          b[a >> 2] = e;
          d = d - c | 0;
          b[h >> 2] = d;
          b[i >> 2] = 0;
          c = 0;
        }

        g = e - d | 0;
        f = c - d | 0;

        if ((d | 0) < 0) {
          b[a >> 2] = g;
          b[i >> 2] = f;
          b[h >> 2] = 0;
          c = f;
          f = g;
          d = 0;
        } else { f = e; }

        e = (c | 0) < (f | 0) ? c : f;
        e = (d | 0) < (e | 0) ? d : e;

        if ((e | 0) <= 0) {
          i = 0;
          return i | 0;
        }

        b[a >> 2] = f - e;
        b[i >> 2] = c - e;
        b[h >> 2] = d - e;
        i = 0;
        return i | 0;
      }

      function Ka(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        h = a + 8 | 0;
        f = b[h >> 2] | 0;
        g = (b[a >> 2] | 0) - f | 0;
        i = a + 4 | 0;
        f = (b[i >> 2] | 0) - f | 0;

        do { if (g >>> 0 > 715827881 | f >>> 0 > 715827881) {
          d = (g | 0) > 0;

          if (d) {
            if ((2147483647 - g | 0) < (g | 0)) {
              i = 1;
              return i | 0;
            }
          } else if ((-2147483648 - g | 0) > (g | 0)) {
            i = 1;
            return i | 0;
          }

          c = g << 1;

          if ((f | 0) > 0) {
            if ((2147483647 - f | 0) < (f | 0)) {
              i = 1;
              return i | 0;
            }

            if ((2147483647 - (f << 1) | 0) < (f | 0)) {
              i = 1;
              return i | 0;
            }
          } else {
            if ((-2147483648 - f | 0) > (f | 0)) {
              i = 1;
              return i | 0;
            }

            if ((-2147483648 - (f << 1) | 0) > (f | 0)) {
              i = 1;
              return i | 0;
            }
          }

          e = f * 3 | 0;

          if (d) {
            if ((2147483647 - c | 0) < (f | 0)) {
              i = 1;
              return i | 0;
            }
          } else if ((-2147483648 - c | 0) > (f | 0)) {
            i = 1;
            return i | 0;
          }

          if ((f | 0) > -1) {
            if ((e | -2147483648 | 0) < (g | 0)) {
              d = e;
              break;
            } else { c = 1; }

            return c | 0;
          } else {
            if ((e ^ -2147483648 | 0) < (g | 0)) { c = 1; }else {
              d = e;
              break;
            }
            return c | 0;
          }
        } else {
          d = f * 3 | 0;
          c = g << 1;
        } } while (0);

        e = hd(+(c + f | 0) / 7.0) | 0;
        b[a >> 2] = e;
        f = hd(+(d - g | 0) / 7.0) | 0;
        b[i >> 2] = f;
        b[h >> 2] = 0;
        d = (f | 0) < (e | 0);
        c = d ? e : f;
        d = d ? f : e;

        do { if ((d | 0) < 0) {
          if ((c | 0) > 0) {
            if ((c | -2147483648 | 0) < (d | 0) & ((d | 0) != -2147483648 & (2147483647 - c | 0) >= (d | 0))) { break; }
            I(23313, 22444, 404, 22469);
          }

          if ((d | 0) == -2147483648 | (-2147483648 - c | 0) > (d | 0)) { I(23313, 22444, 404, 22469); }

          if ((c | 0) > -1) {
            if ((c | -2147483648 | 0) < (d | 0)) { break; }
            I(23313, 22444, 404, 22469);
          } else {
            if ((c ^ -2147483648 | 0) >= (d | 0)) { break; }
            I(23313, 22444, 404, 22469);
          }
        } } while (0);

        c = f - e | 0;

        if ((e | 0) < 0) {
          d = 0 - e | 0;
          b[i >> 2] = c;
          b[h >> 2] = d;
          b[a >> 2] = 0;
          e = 0;
        } else {
          c = f;
          d = 0;
        }

        if ((c | 0) < 0) {
          e = e - c | 0;
          b[a >> 2] = e;
          d = d - c | 0;
          b[h >> 2] = d;
          b[i >> 2] = 0;
          c = 0;
        }

        g = e - d | 0;
        f = c - d | 0;

        if ((d | 0) < 0) {
          b[a >> 2] = g;
          b[i >> 2] = f;
          b[h >> 2] = 0;
          c = f;
          f = g;
          d = 0;
        } else { f = e; }

        e = (c | 0) < (f | 0) ? c : f;
        e = (d | 0) < (e | 0) ? d : e;

        if ((e | 0) <= 0) {
          i = 0;
          return i | 0;
        }

        b[a >> 2] = f - e;
        b[i >> 2] = c - e;
        b[h >> 2] = d - e;
        i = 0;
        return i | 0;
      }

      function La(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        h = a + 8 | 0;
        d = b[h >> 2] | 0;
        c = (b[a >> 2] | 0) - d | 0;
        i = a + 4 | 0;
        d = (b[i >> 2] | 0) - d | 0;
        e = hd(+((c * 3 | 0) - d | 0) / 7.0) | 0;
        b[a >> 2] = e;
        c = hd(+((d << 1) + c | 0) / 7.0) | 0;
        b[i >> 2] = c;
        b[h >> 2] = 0;
        d = c - e | 0;

        if ((e | 0) < 0) {
          g = 0 - e | 0;
          b[i >> 2] = d;
          b[h >> 2] = g;
          b[a >> 2] = 0;
          c = d;
          e = 0;
          d = g;
        } else { d = 0; }

        if ((c | 0) < 0) {
          e = e - c | 0;
          b[a >> 2] = e;
          d = d - c | 0;
          b[h >> 2] = d;
          b[i >> 2] = 0;
          c = 0;
        }

        g = e - d | 0;
        f = c - d | 0;

        if ((d | 0) < 0) {
          b[a >> 2] = g;
          b[i >> 2] = f;
          b[h >> 2] = 0;
          c = f;
          f = g;
          d = 0;
        } else { f = e; }

        e = (c | 0) < (f | 0) ? c : f;
        e = (d | 0) < (e | 0) ? d : e;
        if ((e | 0) <= 0) { return; }
        b[a >> 2] = f - e;
        b[i >> 2] = c - e;
        b[h >> 2] = d - e;
        return;
      }

      function Ma(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        h = a + 8 | 0;
        d = b[h >> 2] | 0;
        c = (b[a >> 2] | 0) - d | 0;
        i = a + 4 | 0;
        d = (b[i >> 2] | 0) - d | 0;
        e = hd(+((c << 1) + d | 0) / 7.0) | 0;
        b[a >> 2] = e;
        c = hd(+((d * 3 | 0) - c | 0) / 7.0) | 0;
        b[i >> 2] = c;
        b[h >> 2] = 0;
        d = c - e | 0;

        if ((e | 0) < 0) {
          g = 0 - e | 0;
          b[i >> 2] = d;
          b[h >> 2] = g;
          b[a >> 2] = 0;
          c = d;
          e = 0;
          d = g;
        } else { d = 0; }

        if ((c | 0) < 0) {
          e = e - c | 0;
          b[a >> 2] = e;
          d = d - c | 0;
          b[h >> 2] = d;
          b[i >> 2] = 0;
          c = 0;
        }

        g = e - d | 0;
        f = c - d | 0;

        if ((d | 0) < 0) {
          b[a >> 2] = g;
          b[i >> 2] = f;
          b[h >> 2] = 0;
          c = f;
          f = g;
          d = 0;
        } else { f = e; }

        e = (c | 0) < (f | 0) ? c : f;
        e = (d | 0) < (e | 0) ? d : e;
        if ((e | 0) <= 0) { return; }
        b[a >> 2] = f - e;
        b[i >> 2] = c - e;
        b[h >> 2] = d - e;
        return;
      }

      function Na(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        c = b[a >> 2] | 0;
        h = a + 4 | 0;
        d = b[h >> 2] | 0;
        i = a + 8 | 0;
        e = b[i >> 2] | 0;
        f = d + (c * 3 | 0) | 0;
        b[a >> 2] = f;
        d = e + (d * 3 | 0) | 0;
        b[h >> 2] = d;
        c = (e * 3 | 0) + c | 0;
        b[i >> 2] = c;
        e = d - f | 0;

        if ((f | 0) < 0) {
          c = c - f | 0;
          b[h >> 2] = e;
          b[i >> 2] = c;
          b[a >> 2] = 0;
          d = e;
          e = 0;
        } else { e = f; }

        if ((d | 0) < 0) {
          e = e - d | 0;
          b[a >> 2] = e;
          c = c - d | 0;
          b[i >> 2] = c;
          b[h >> 2] = 0;
          d = 0;
        }

        g = e - c | 0;
        f = d - c | 0;

        if ((c | 0) < 0) {
          b[a >> 2] = g;
          b[h >> 2] = f;
          b[i >> 2] = 0;
          e = g;
          c = 0;
        } else { f = d; }

        d = (f | 0) < (e | 0) ? f : e;
        d = (c | 0) < (d | 0) ? c : d;
        if ((d | 0) <= 0) { return; }
        b[a >> 2] = e - d;
        b[h >> 2] = f - d;
        b[i >> 2] = c - d;
        return;
      }

      function Oa(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        f = b[a >> 2] | 0;
        h = a + 4 | 0;
        c = b[h >> 2] | 0;
        i = a + 8 | 0;
        d = b[i >> 2] | 0;
        e = (c * 3 | 0) + f | 0;
        f = d + (f * 3 | 0) | 0;
        b[a >> 2] = f;
        b[h >> 2] = e;
        c = (d * 3 | 0) + c | 0;
        b[i >> 2] = c;
        d = e - f | 0;

        if ((f | 0) < 0) {
          c = c - f | 0;
          b[h >> 2] = d;
          b[i >> 2] = c;
          b[a >> 2] = 0;
          f = 0;
        } else { d = e; }

        if ((d | 0) < 0) {
          f = f - d | 0;
          b[a >> 2] = f;
          c = c - d | 0;
          b[i >> 2] = c;
          b[h >> 2] = 0;
          d = 0;
        }

        g = f - c | 0;
        e = d - c | 0;

        if ((c | 0) < 0) {
          b[a >> 2] = g;
          b[h >> 2] = e;
          b[i >> 2] = 0;
          f = g;
          c = 0;
        } else { e = d; }

        d = (e | 0) < (f | 0) ? e : f;
        d = (c | 0) < (d | 0) ? c : d;
        if ((d | 0) <= 0) { return; }
        b[a >> 2] = f - d;
        b[h >> 2] = e - d;
        b[i >> 2] = c - d;
        return;
      }

      function Pa(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        if ((c + -1 | 0) >>> 0 >= 6) { return; }
        f = (b[15440 + (c * 12 | 0) >> 2] | 0) + (b[a >> 2] | 0) | 0;
        b[a >> 2] = f;
        i = a + 4 | 0;
        e = (b[15440 + (c * 12 | 0) + 4 >> 2] | 0) + (b[i >> 2] | 0) | 0;
        b[i >> 2] = e;
        h = a + 8 | 0;
        c = (b[15440 + (c * 12 | 0) + 8 >> 2] | 0) + (b[h >> 2] | 0) | 0;
        b[h >> 2] = c;
        d = e - f | 0;

        if ((f | 0) < 0) {
          c = c - f | 0;
          b[i >> 2] = d;
          b[h >> 2] = c;
          b[a >> 2] = 0;
          e = 0;
        } else {
          d = e;
          e = f;
        }

        if ((d | 0) < 0) {
          e = e - d | 0;
          b[a >> 2] = e;
          c = c - d | 0;
          b[h >> 2] = c;
          b[i >> 2] = 0;
          d = 0;
        }

        g = e - c | 0;
        f = d - c | 0;

        if ((c | 0) < 0) {
          b[a >> 2] = g;
          b[i >> 2] = f;
          b[h >> 2] = 0;
          e = g;
          c = 0;
        } else { f = d; }

        d = (f | 0) < (e | 0) ? f : e;
        d = (c | 0) < (d | 0) ? c : d;
        if ((d | 0) <= 0) { return; }
        b[a >> 2] = e - d;
        b[i >> 2] = f - d;
        b[h >> 2] = c - d;
        return;
      }

      function Qa(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        f = b[a >> 2] | 0;
        h = a + 4 | 0;
        c = b[h >> 2] | 0;
        i = a + 8 | 0;
        d = b[i >> 2] | 0;
        e = c + f | 0;
        f = d + f | 0;
        b[a >> 2] = f;
        b[h >> 2] = e;
        c = d + c | 0;
        b[i >> 2] = c;
        d = e - f | 0;

        if ((f | 0) < 0) {
          c = c - f | 0;
          b[h >> 2] = d;
          b[i >> 2] = c;
          b[a >> 2] = 0;
          e = 0;
        } else {
          d = e;
          e = f;
        }

        if ((d | 0) < 0) {
          e = e - d | 0;
          b[a >> 2] = e;
          c = c - d | 0;
          b[i >> 2] = c;
          b[h >> 2] = 0;
          d = 0;
        }

        g = e - c | 0;
        f = d - c | 0;

        if ((c | 0) < 0) {
          b[a >> 2] = g;
          b[h >> 2] = f;
          b[i >> 2] = 0;
          e = g;
          c = 0;
        } else { f = d; }

        d = (f | 0) < (e | 0) ? f : e;
        d = (c | 0) < (d | 0) ? c : d;
        if ((d | 0) <= 0) { return; }
        b[a >> 2] = e - d;
        b[h >> 2] = f - d;
        b[i >> 2] = c - d;
        return;
      }

      function Ra(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        c = b[a >> 2] | 0;
        h = a + 4 | 0;
        e = b[h >> 2] | 0;
        i = a + 8 | 0;
        d = b[i >> 2] | 0;
        f = e + c | 0;
        b[a >> 2] = f;
        e = d + e | 0;
        b[h >> 2] = e;
        c = d + c | 0;
        b[i >> 2] = c;
        d = e - f | 0;

        if ((f | 0) < 0) {
          c = c - f | 0;
          b[h >> 2] = d;
          b[i >> 2] = c;
          b[a >> 2] = 0;
          e = 0;
        } else {
          d = e;
          e = f;
        }

        if ((d | 0) < 0) {
          e = e - d | 0;
          b[a >> 2] = e;
          c = c - d | 0;
          b[i >> 2] = c;
          b[h >> 2] = 0;
          d = 0;
        }

        g = e - c | 0;
        f = d - c | 0;

        if ((c | 0) < 0) {
          b[a >> 2] = g;
          b[h >> 2] = f;
          b[i >> 2] = 0;
          e = g;
          c = 0;
        } else { f = d; }

        d = (f | 0) < (e | 0) ? f : e;
        d = (c | 0) < (d | 0) ? c : d;
        if ((d | 0) <= 0) { return; }
        b[a >> 2] = e - d;
        b[h >> 2] = f - d;
        b[i >> 2] = c - d;
        return;
      }

      function Sa(a) {
        a = a | 0;

        switch (a | 0) {
          case 1:
            {
              a = 5;
              break;
            }

          case 5:
            {
              a = 4;
              break;
            }

          case 4:
            {
              a = 6;
              break;
            }

          case 6:
            {
              a = 2;
              break;
            }

          case 2:
            {
              a = 3;
              break;
            }

          case 3:
            {
              a = 1;
              break;
            }

        }

        return a | 0;
      }

      function Ta(a) {
        a = a | 0;

        switch (a | 0) {
          case 1:
            {
              a = 3;
              break;
            }

          case 3:
            {
              a = 2;
              break;
            }

          case 2:
            {
              a = 6;
              break;
            }

          case 6:
            {
              a = 4;
              break;
            }

          case 4:
            {
              a = 5;
              break;
            }

          case 5:
            {
              a = 1;
              break;
            }

        }

        return a | 0;
      }

      function Ua(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        c = b[a >> 2] | 0;
        h = a + 4 | 0;
        d = b[h >> 2] | 0;
        i = a + 8 | 0;
        e = b[i >> 2] | 0;
        f = d + (c << 1) | 0;
        b[a >> 2] = f;
        d = e + (d << 1) | 0;
        b[h >> 2] = d;
        c = (e << 1) + c | 0;
        b[i >> 2] = c;
        e = d - f | 0;

        if ((f | 0) < 0) {
          c = c - f | 0;
          b[h >> 2] = e;
          b[i >> 2] = c;
          b[a >> 2] = 0;
          d = e;
          e = 0;
        } else { e = f; }

        if ((d | 0) < 0) {
          e = e - d | 0;
          b[a >> 2] = e;
          c = c - d | 0;
          b[i >> 2] = c;
          b[h >> 2] = 0;
          d = 0;
        }

        g = e - c | 0;
        f = d - c | 0;

        if ((c | 0) < 0) {
          b[a >> 2] = g;
          b[h >> 2] = f;
          b[i >> 2] = 0;
          e = g;
          c = 0;
        } else { f = d; }

        d = (f | 0) < (e | 0) ? f : e;
        d = (c | 0) < (d | 0) ? c : d;
        if ((d | 0) <= 0) { return; }
        b[a >> 2] = e - d;
        b[h >> 2] = f - d;
        b[i >> 2] = c - d;
        return;
      }

      function Va(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        f = b[a >> 2] | 0;
        h = a + 4 | 0;
        c = b[h >> 2] | 0;
        i = a + 8 | 0;
        d = b[i >> 2] | 0;
        e = (c << 1) + f | 0;
        f = d + (f << 1) | 0;
        b[a >> 2] = f;
        b[h >> 2] = e;
        c = (d << 1) + c | 0;
        b[i >> 2] = c;
        d = e - f | 0;

        if ((f | 0) < 0) {
          c = c - f | 0;
          b[h >> 2] = d;
          b[i >> 2] = c;
          b[a >> 2] = 0;
          f = 0;
        } else { d = e; }

        if ((d | 0) < 0) {
          f = f - d | 0;
          b[a >> 2] = f;
          c = c - d | 0;
          b[i >> 2] = c;
          b[h >> 2] = 0;
          d = 0;
        }

        g = f - c | 0;
        e = d - c | 0;

        if ((c | 0) < 0) {
          b[a >> 2] = g;
          b[h >> 2] = e;
          b[i >> 2] = 0;
          f = g;
          c = 0;
        } else { e = d; }

        d = (e | 0) < (f | 0) ? e : f;
        d = (c | 0) < (d | 0) ? c : d;
        if ((d | 0) <= 0) { return; }
        b[a >> 2] = f - d;
        b[h >> 2] = e - d;
        b[i >> 2] = c - d;
        return;
      }

      function Wa(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        h = (b[a >> 2] | 0) - (b[c >> 2] | 0) | 0;
        i = (h | 0) < 0;
        e = (b[a + 4 >> 2] | 0) - (b[c + 4 >> 2] | 0) - (i ? h : 0) | 0;
        g = (e | 0) < 0;
        f = (i ? 0 - h | 0 : 0) + (b[a + 8 >> 2] | 0) - (b[c + 8 >> 2] | 0) + (g ? 0 - e | 0 : 0) | 0;
        a = (f | 0) < 0;
        c = a ? 0 : f;
        d = (g ? 0 : e) - (a ? f : 0) | 0;
        f = (i ? 0 : h) - (g ? e : 0) - (a ? f : 0) | 0;
        a = (d | 0) < (f | 0) ? d : f;
        a = (c | 0) < (a | 0) ? c : a;
        e = (a | 0) > 0;
        c = c - (e ? a : 0) | 0;
        d = d - (e ? a : 0) | 0;
        a = f - (e ? a : 0) | 0;
        a = (a | 0) > -1 ? a : 0 - a | 0;
        d = (d | 0) > -1 ? d : 0 - d | 0;
        c = (c | 0) > -1 ? c : 0 - c | 0;
        c = (d | 0) > (c | 0) ? d : c;
        return ((a | 0) > (c | 0) ? a : c) | 0;
      }

      function Xa(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0;
        d = b[a + 8 >> 2] | 0;
        b[c >> 2] = (b[a >> 2] | 0) - d;
        b[c + 4 >> 2] = (b[a + 4 >> 2] | 0) - d;
        return;
      }

      function Ya(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        e = b[a >> 2] | 0;
        b[c >> 2] = e;
        f = b[a + 4 >> 2] | 0;
        h = c + 4 | 0;
        b[h >> 2] = f;
        i = c + 8 | 0;
        b[i >> 2] = 0;
        d = (f | 0) < (e | 0);
        a = d ? e : f;
        d = d ? f : e;

        do { if ((d | 0) < 0) {
          if ((a | 0) > 0) {
            if ((a | -2147483648 | 0) < (d | 0) & ((d | 0) != -2147483648 & (2147483647 - a | 0) >= (d | 0))) { break; }else { a = 1; }
            return a | 0;
          }

          if ((d | 0) == -2147483648 | (-2147483648 - a | 0) > (d | 0)) {
            c = 1;
            return c | 0;
          }

          if ((a | 0) > -1) {
            if ((a | -2147483648 | 0) < (d | 0)) { break; }else { a = 1; }
            return a | 0;
          } else {
            if ((a ^ -2147483648 | 0) < (d | 0)) { a = 1; }else { break; }
            return a | 0;
          }
        } } while (0);

        a = f - e | 0;

        if ((e | 0) < 0) {
          d = 0 - e | 0;
          b[h >> 2] = a;
          b[i >> 2] = d;
          b[c >> 2] = 0;
          e = 0;
        } else {
          a = f;
          d = 0;
        }

        if ((a | 0) < 0) {
          e = e - a | 0;
          b[c >> 2] = e;
          d = d - a | 0;
          b[i >> 2] = d;
          b[h >> 2] = 0;
          a = 0;
        }

        g = e - d | 0;
        f = a - d | 0;

        if ((d | 0) < 0) {
          b[c >> 2] = g;
          b[h >> 2] = f;
          b[i >> 2] = 0;
          a = f;
          f = g;
          d = 0;
        } else { f = e; }

        e = (a | 0) < (f | 0) ? a : f;
        e = (d | 0) < (e | 0) ? d : e;

        if ((e | 0) <= 0) {
          c = 0;
          return c | 0;
        }

        b[c >> 2] = f - e;
        b[h >> 2] = a - e;
        b[i >> 2] = d - e;
        c = 0;
        return c | 0;
      }

      function Za(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0;
        c = a + 8 | 0;
        f = b[c >> 2] | 0;
        d = f - (b[a >> 2] | 0) | 0;
        b[a >> 2] = d;
        e = a + 4 | 0;
        a = (b[e >> 2] | 0) - f | 0;
        b[e >> 2] = a;
        b[c >> 2] = 0 - (a + d);
        return;
      }

      function _a(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        d = b[a >> 2] | 0;
        c = 0 - d | 0;
        b[a >> 2] = c;
        h = a + 8 | 0;
        b[h >> 2] = 0;
        i = a + 4 | 0;
        e = b[i >> 2] | 0;
        f = e + d | 0;

        if ((d | 0) > 0) {
          b[i >> 2] = f;
          b[h >> 2] = d;
          b[a >> 2] = 0;
          c = 0;
          e = f;
        } else { d = 0; }

        if ((e | 0) < 0) {
          g = c - e | 0;
          b[a >> 2] = g;
          d = d - e | 0;
          b[h >> 2] = d;
          b[i >> 2] = 0;
          f = g - d | 0;
          c = 0 - d | 0;

          if ((d | 0) < 0) {
            b[a >> 2] = f;
            b[i >> 2] = c;
            b[h >> 2] = 0;
            e = c;
            d = 0;
          } else {
            e = 0;
            f = g;
          }
        } else { f = c; }

        c = (e | 0) < (f | 0) ? e : f;
        c = (d | 0) < (c | 0) ? d : c;
        if ((c | 0) <= 0) { return; }
        b[a >> 2] = f - c;
        b[i >> 2] = e - c;
        b[h >> 2] = d - c;
        return;
      }

      function $a(a, c, d, e, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        var g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0;
        m = T;
        T = T + 64 | 0;
        l = m;
        i = m + 56 | 0;

        if (!(0 == 0 & (c & 2013265920 | 0) == 134217728 & (0 == 0 & (e & 2013265920 | 0) == 134217728))) {
          f = 5;
          T = m;
          return f | 0;
        }

        if ((a | 0) == (d | 0) & (c | 0) == (e | 0)) {
          b[f >> 2] = 0;
          f = 0;
          T = m;
          return f | 0;
        }

        h = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        h = h & 15;
        k = vd(d | 0, e | 0, 52) | 0;
        H() | 0;

        if ((h | 0) != (k & 15 | 0)) {
          f = 12;
          T = m;
          return f | 0;
        }

        g = h + -1 | 0;

        if (h >>> 0 > 1) {
          vb(a, c, g, l) | 0;
          vb(d, e, g, i) | 0;
          k = l;
          j = b[k >> 2] | 0;
          k = b[k + 4 >> 2] | 0;

          a: do { if ((j | 0) == (b[i >> 2] | 0) ? (k | 0) == (b[i + 4 >> 2] | 0) : 0) {
            h = (h ^ 15) * 3 | 0;
            g = vd(a | 0, c | 0, h | 0) | 0;
            H() | 0;
            g = g & 7;
            h = vd(d | 0, e | 0, h | 0) | 0;
            H() | 0;
            h = h & 7;

            do { if (!((g | 0) == 0 | (h | 0) == 0)) {
              if ((g | 0) == 7) { g = 5; }else {
                if ((g | 0) == 1 | (h | 0) == 1 ? xb(j, k) | 0 : 0) {
                  g = 5;
                  break;
                }

                if ((b[15536 + (g << 2) >> 2] | 0) != (h | 0) ? (b[15568 + (g << 2) >> 2] | 0) != (h | 0) : 0) { break a; }
                b[f >> 2] = 1;
                g = 0;
              }
            } else {
              b[f >> 2] = 1;
              g = 0;
            } } while (0);

            f = g;
            T = m;
            return f | 0;
          } } while (0);
        }

        g = l;
        h = g + 56 | 0;

        do {
          b[g >> 2] = 0;
          g = g + 4 | 0;
        } while ((g | 0) < (h | 0));

        aa(a, c, 1, l) | 0;
        c = l;

        if (((((!((b[c >> 2] | 0) == (d | 0) ? (b[c + 4 >> 2] | 0) == (e | 0) : 0) ? (c = l + 8 | 0, !((b[c >> 2] | 0) == (d | 0) ? (b[c + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (c = l + 16 | 0, !((b[c >> 2] | 0) == (d | 0) ? (b[c + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (c = l + 24 | 0, !((b[c >> 2] | 0) == (d | 0) ? (b[c + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (c = l + 32 | 0, !((b[c >> 2] | 0) == (d | 0) ? (b[c + 4 >> 2] | 0) == (e | 0) : 0)) : 0) ? (c = l + 40 | 0, !((b[c >> 2] | 0) == (d | 0) ? (b[c + 4 >> 2] | 0) == (e | 0) : 0)) : 0) {
          g = l + 48 | 0;
          g = ((b[g >> 2] | 0) == (d | 0) ? (b[g + 4 >> 2] | 0) == (e | 0) : 0) & 1;
        } else { g = 1; }

        b[f >> 2] = g;
        f = 0;
        T = m;
        return f | 0;
      }

      function ab(a, c, d, e, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        d = fa(a, c, d, e) | 0;

        if ((d | 0) == 7) {
          f = 11;
          return f | 0;
        }

        e = wd(d | 0, 0, 56) | 0;
        c = c & -2130706433 | (H() | 0) | 268435456;
        b[f >> 2] = a | e;
        b[f + 4 >> 2] = c;
        f = 0;
        return f | 0;
      }

      function bb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;

        if (!(0 == 0 & (c & 2013265920 | 0) == 268435456)) {
          d = 6;
          return d | 0;
        }

        b[d >> 2] = a;
        b[d + 4 >> 2] = c & -2130706433 | 134217728;
        d = 0;
        return d | 0;
      }

      function cb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0;
        f = T;
        T = T + 16 | 0;
        e = f;
        b[e >> 2] = 0;

        if (!(0 == 0 & (c & 2013265920 | 0) == 268435456)) {
          e = 6;
          T = f;
          return e | 0;
        }

        g = vd(a | 0, c | 0, 56) | 0;
        H() | 0;
        e = ea(a, c & -2130706433 | 134217728, g & 7, e, d) | 0;
        T = f;
        return e | 0;
      }

      function db(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0;
        c = vd(a | 0, b | 0, 56) | 0;
        H() | 0;

        switch (c & 7) {
          case 0:
          case 7:
            {
              c = 0;
              return c | 0;
            }

        }

        c = b & -2130706433 | 134217728;

        if (!(0 == 0 & (b & 2013265920 | 0) == 268435456)) {
          c = 0;
          return c | 0;
        }

        if (0 == 0 & (b & 117440512 | 0) == 16777216 & (xb(a, c) | 0) != 0) {
          c = 0;
          return c | 0;
        }

        c = ub(a, c) | 0;
        return c | 0;
      }

      function eb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0;
        f = T;
        T = T + 16 | 0;
        e = f;

        if (!(0 == 0 & (c & 2013265920 | 0) == 268435456)) {
          e = 6;
          T = f;
          return e | 0;
        }

        g = c & -2130706433 | 134217728;
        h = d;
        b[h >> 2] = a;
        b[h + 4 >> 2] = g;
        b[e >> 2] = 0;
        c = vd(a | 0, c | 0, 56) | 0;
        H() | 0;
        e = ea(a, g, c & 7, e, d + 8 | 0) | 0;
        T = f;
        return e | 0;
      }

      function fb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0;
        f = (xb(a, c) | 0) == 0;
        c = c & -2130706433;
        e = d;
        b[e >> 2] = f ? a : 0;
        b[e + 4 >> 2] = f ? c | 285212672 : 0;
        e = d + 8 | 0;
        b[e >> 2] = a;
        b[e + 4 >> 2] = c | 301989888;
        e = d + 16 | 0;
        b[e >> 2] = a;
        b[e + 4 >> 2] = c | 318767104;
        e = d + 24 | 0;
        b[e >> 2] = a;
        b[e + 4 >> 2] = c | 335544320;
        e = d + 32 | 0;
        b[e >> 2] = a;
        b[e + 4 >> 2] = c | 352321536;
        d = d + 40 | 0;
        b[d >> 2] = a;
        b[d + 4 >> 2] = c | 369098752;
        return 0;
      }

      function gb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0;
        h = T;
        T = T + 16 | 0;
        f = h;
        g = c & -2130706433 | 134217728;

        if (!(0 == 0 & (c & 2013265920 | 0) == 268435456)) {
          g = 6;
          T = h;
          return g | 0;
        }

        e = vd(a | 0, c | 0, 56) | 0;
        H() | 0;
        e = Uc(a, g, e & 7) | 0;

        if ((e | 0) == -1) {
          b[d >> 2] = 0;
          g = 6;
          T = h;
          return g | 0;
        }

        if (Ob(a, g, f) | 0) { I(23313, 22484, 282, 22499); }
        c = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        c = c & 15;
        if (!(xb(a, g) | 0)) { qb(f, c, e, 2, d); }else { mb(f, c, e, 2, d); }
        g = 0;
        T = h;
        return g | 0;
      }

      function hb(a, b, c) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        var d = 0,
            e = 0;
        d = T;
        T = T + 16 | 0;
        e = d;
        ib(a, b, c, e);
        Ca(e, c + 4 | 0);
        T = d;
        return;
      }

      function ib(a, c, d, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        f = f | 0;
        var g = 0.0,
            h = 0.0,
            i = 0.0,
            j = 0,
            k = 0;
        j = T;
        T = T + 16 | 0;
        k = j;
        jb(a, d, k);
        h = +w(+(1.0 - +e[k >> 3] * .5));

        if (h < 1.0e-16) {
          b[f >> 2] = 0;
          b[f + 4 >> 2] = 0;
          b[f + 8 >> 2] = 0;
          b[f + 12 >> 2] = 0;
          T = j;
          return;
        }

        k = b[d >> 2] | 0;
        g = +e[15920 + (k * 24 | 0) >> 3];
        g = +Zb(g - +Zb(+cc(15600 + (k << 4) | 0, a)));
        if (!(Lb(c) | 0)) { i = g; }else { i = +Zb(g + -.3334731722518321); }
        g = +v(+h) / .381966011250105;

        if ((c | 0) > 0) {
          a = 0;

          do {
            g = g * 2.6457513110645907;
            a = a + 1 | 0;
          } while ((a | 0) != (c | 0));
        }

        h = +t(+i) * g;
        e[f >> 3] = h;
        i = +u(+i) * g;
        e[f + 8 >> 3] = i;
        T = j;
        return;
      }

      function jb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var f = 0.0,
            g = 0,
            h = 0;
        h = T;
        T = T + 32 | 0;
        g = h;
        Tc(a, g);
        b[c >> 2] = 0;
        e[d >> 3] = 5.0;
        f = +Sc(16400, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 0;
          e[d >> 3] = f;
        }

        f = +Sc(16424, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 1;
          e[d >> 3] = f;
        }

        f = +Sc(16448, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 2;
          e[d >> 3] = f;
        }

        f = +Sc(16472, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 3;
          e[d >> 3] = f;
        }

        f = +Sc(16496, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 4;
          e[d >> 3] = f;
        }

        f = +Sc(16520, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 5;
          e[d >> 3] = f;
        }

        f = +Sc(16544, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 6;
          e[d >> 3] = f;
        }

        f = +Sc(16568, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 7;
          e[d >> 3] = f;
        }

        f = +Sc(16592, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 8;
          e[d >> 3] = f;
        }

        f = +Sc(16616, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 9;
          e[d >> 3] = f;
        }

        f = +Sc(16640, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 10;
          e[d >> 3] = f;
        }

        f = +Sc(16664, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 11;
          e[d >> 3] = f;
        }

        f = +Sc(16688, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 12;
          e[d >> 3] = f;
        }

        f = +Sc(16712, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 13;
          e[d >> 3] = f;
        }

        f = +Sc(16736, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 14;
          e[d >> 3] = f;
        }

        f = +Sc(16760, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 15;
          e[d >> 3] = f;
        }

        f = +Sc(16784, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 16;
          e[d >> 3] = f;
        }

        f = +Sc(16808, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 17;
          e[d >> 3] = f;
        }

        f = +Sc(16832, g);

        if (f < +e[d >> 3]) {
          b[c >> 2] = 18;
          e[d >> 3] = f;
        }

        f = +Sc(16856, g);

        if (!(f < +e[d >> 3])) {
          T = h;
          return;
        }

        b[c >> 2] = 19;
        e[d >> 3] = f;
        T = h;
        return;
      }

      function kb(a, c, d, f, g) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        f = f | 0;
        g = g | 0;
        var h = 0.0,
            i = 0.0;
        h = +Pc(a);

        if (h < 1.0e-16) {
          c = 15600 + (c << 4) | 0;
          b[g >> 2] = b[c >> 2];
          b[g + 4 >> 2] = b[c + 4 >> 2];
          b[g + 8 >> 2] = b[c + 8 >> 2];
          b[g + 12 >> 2] = b[c + 12 >> 2];
          return;
        }

        i = +z(+ +e[a + 8 >> 3], + +e[a >> 3]);

        if ((d | 0) > 0) {
          a = 0;

          do {
            h = h / 2.6457513110645907;
            a = a + 1 | 0;
          } while ((a | 0) != (d | 0));
        }

        if (!f) {
          h = +y(+(h * .381966011250105));
          if (Lb(d) | 0) { i = +Zb(i + .3334731722518321); }
        } else {
          h = h / 3.0;
          d = (Lb(d) | 0) == 0;
          h = +y(+((d ? h : h / 2.6457513110645907) * .381966011250105));
        }

        dc(15600 + (c << 4) | 0, +Zb(+e[15920 + (c * 24 | 0) >> 3] - i), h, g);
        return;
      }

      function lb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0;
        e = T;
        T = T + 16 | 0;
        f = e;
        Ea(a + 4 | 0, f);
        kb(f, b[a >> 2] | 0, c, 0, d);
        T = e;
        return;
      }

      function mb(a, c, d, f, g) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        f = f | 0;
        g = g | 0;
        var h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0,
            v = 0,
            w = 0,
            x = 0,
            y = 0,
            z = 0,
            A = 0,
            B = 0,
            C = 0,
            D = 0,
            E = 0,
            F = 0,
            G = 0,
            H = 0.0,
            J = 0.0;
        G = T;
        T = T + 272 | 0;
        h = G + 256 | 0;
        u = G + 240 | 0;
        D = G;
        E = G + 224 | 0;
        F = G + 208 | 0;
        v = G + 176 | 0;
        w = G + 160 | 0;
        x = G + 192 | 0;
        y = G + 144 | 0;
        z = G + 128 | 0;
        A = G + 112 | 0;
        B = G + 96 | 0;
        C = G + 80 | 0;
        b[h >> 2] = c;
        b[u >> 2] = b[a >> 2];
        b[u + 4 >> 2] = b[a + 4 >> 2];
        b[u + 8 >> 2] = b[a + 8 >> 2];
        b[u + 12 >> 2] = b[a + 12 >> 2];
        nb(u, h, D);
        b[g >> 2] = 0;
        u = f + d + ((f | 0) == 5 & 1) | 0;

        if ((u | 0) <= (d | 0)) {
          T = G;
          return;
        }

        k = b[h >> 2] | 0;
        l = E + 4 | 0;
        m = v + 4 | 0;
        n = d + 5 | 0;
        o = 16880 + (k << 2) | 0;
        p = 16960 + (k << 2) | 0;
        q = z + 8 | 0;
        r = A + 8 | 0;
        s = B + 8 | 0;
        t = F + 4 | 0;
        j = d;

        a: while (1) {
          i = D + (((j | 0) % 5 | 0) << 4) | 0;
          b[F >> 2] = b[i >> 2];
          b[F + 4 >> 2] = b[i + 4 >> 2];
          b[F + 8 >> 2] = b[i + 8 >> 2];
          b[F + 12 >> 2] = b[i + 12 >> 2];

          do {} while ((ob(F, k, 0, 1) | 0) == 2);

          if ((j | 0) > (d | 0) & (Lb(c) | 0) != 0) {
            b[v >> 2] = b[F >> 2];
            b[v + 4 >> 2] = b[F + 4 >> 2];
            b[v + 8 >> 2] = b[F + 8 >> 2];
            b[v + 12 >> 2] = b[F + 12 >> 2];
            Ea(l, w);
            f = b[v >> 2] | 0;
            h = b[17040 + (f * 80 | 0) + (b[E >> 2] << 2) >> 2] | 0;
            b[v >> 2] = b[18640 + (f * 80 | 0) + (h * 20 | 0) >> 2];
            i = b[18640 + (f * 80 | 0) + (h * 20 | 0) + 16 >> 2] | 0;

            if ((i | 0) > 0) {
              a = 0;

              do {
                Qa(m);
                a = a + 1 | 0;
              } while ((a | 0) < (i | 0));
            }

            i = 18640 + (f * 80 | 0) + (h * 20 | 0) + 4 | 0;
            b[x >> 2] = b[i >> 2];
            b[x + 4 >> 2] = b[i + 4 >> 2];
            b[x + 8 >> 2] = b[i + 8 >> 2];
            Ha(x, (b[o >> 2] | 0) * 3 | 0);
            Fa(m, x, m);
            Da(m);
            Ea(m, y);
            H = +(b[p >> 2] | 0);
            e[z >> 3] = H * 3.0;
            e[q >> 3] = 0.0;
            J = H * -1.5;
            e[A >> 3] = J;
            e[r >> 3] = H * 2.598076211353316;
            e[B >> 3] = J;
            e[s >> 3] = H * -2.598076211353316;

            switch (b[17040 + ((b[v >> 2] | 0) * 80 | 0) + (b[F >> 2] << 2) >> 2] | 0) {
              case 1:
                {
                  a = A;
                  f = z;
                  break;
                }

              case 3:
                {
                  a = B;
                  f = A;
                  break;
                }

              case 2:
                {
                  a = z;
                  f = B;
                  break;
                }

              default:
                {
                  a = 12;
                  break a;
                }
            }

            Qc(w, y, f, a, C);
            kb(C, b[v >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);
            b[g >> 2] = (b[g >> 2] | 0) + 1;
          }

          if ((j | 0) < (n | 0)) {
            Ea(t, v);
            kb(v, b[F >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);
            b[g >> 2] = (b[g >> 2] | 0) + 1;
          }
          b[E >> 2] = b[F >> 2];
          b[E + 4 >> 2] = b[F + 4 >> 2];
          b[E + 8 >> 2] = b[F + 8 >> 2];
          b[E + 12 >> 2] = b[F + 12 >> 2];
          j = j + 1 | 0;

          if ((j | 0) >= (u | 0)) {
            a = 3;
            break;
          }
        }

        if ((a | 0) == 3) {
          T = G;
          return;
        } else if ((a | 0) == 12) { I(22522, 22569, 571, 22579); }
      }

      function nb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0;
        j = T;
        T = T + 128 | 0;
        e = j + 64 | 0;
        f = j;
        g = e;
        h = 20240;
        i = g + 60 | 0;

        do {
          b[g >> 2] = b[h >> 2];
          g = g + 4 | 0;
          h = h + 4 | 0;
        } while ((g | 0) < (i | 0));

        g = f;
        h = 20304;
        i = g + 60 | 0;

        do {
          b[g >> 2] = b[h >> 2];
          g = g + 4 | 0;
          h = h + 4 | 0;
        } while ((g | 0) < (i | 0));

        i = (Lb(b[c >> 2] | 0) | 0) == 0;
        e = i ? e : f;
        f = a + 4 | 0;
        Ua(f);
        Va(f);

        if (Lb(b[c >> 2] | 0) | 0) {
          Oa(f);
          b[c >> 2] = (b[c >> 2] | 0) + 1;
        }

        b[d >> 2] = b[a >> 2];
        c = d + 4 | 0;
        Fa(f, e, c);
        Da(c);
        b[d + 16 >> 2] = b[a >> 2];
        c = d + 20 | 0;
        Fa(f, e + 12 | 0, c);
        Da(c);
        b[d + 32 >> 2] = b[a >> 2];
        c = d + 36 | 0;
        Fa(f, e + 24 | 0, c);
        Da(c);
        b[d + 48 >> 2] = b[a >> 2];
        c = d + 52 | 0;
        Fa(f, e + 36 | 0, c);
        Da(c);
        b[d + 64 >> 2] = b[a >> 2];
        d = d + 68 | 0;
        Fa(f, e + 48 | 0, d);
        Da(d);
        T = j;
        return;
      }

      function ob(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0;
        p = T;
        T = T + 32 | 0;
        n = p + 12 | 0;
        i = p;
        o = a + 4 | 0;
        m = b[16960 + (c << 2) >> 2] | 0;
        l = (e | 0) != 0;
        m = l ? m * 3 | 0 : m;
        f = b[o >> 2] | 0;
        k = a + 8 | 0;
        h = b[k >> 2] | 0;

        if (l) {
          g = a + 12 | 0;
          e = b[g >> 2] | 0;
          f = h + f + e | 0;

          if ((f | 0) == (m | 0)) {
            o = 1;
            T = p;
            return o | 0;
          } else { j = g; }
        } else {
          j = a + 12 | 0;
          e = b[j >> 2] | 0;
          f = h + f + e | 0;
        }

        if ((f | 0) <= (m | 0)) {
          o = 0;
          T = p;
          return o | 0;
        }

        do { if ((e | 0) > 0) {
          e = b[a >> 2] | 0;

          if ((h | 0) > 0) {
            g = 18640 + (e * 80 | 0) + 60 | 0;
            e = a;
            break;
          }

          e = 18640 + (e * 80 | 0) + 40 | 0;

          if (!d) {
            g = e;
            e = a;
          } else {
            Ba(n, m, 0, 0);
            Ga(o, n, i);
            Ra(i);
            Fa(i, n, o);
            g = e;
            e = a;
          }
        } else {
          g = 18640 + ((b[a >> 2] | 0) * 80 | 0) + 20 | 0;
          e = a;
        } } while (0);

        b[e >> 2] = b[g >> 2];
        f = g + 16 | 0;

        if ((b[f >> 2] | 0) > 0) {
          e = 0;

          do {
            Qa(o);
            e = e + 1 | 0;
          } while ((e | 0) < (b[f >> 2] | 0));
        }

        a = g + 4 | 0;
        b[n >> 2] = b[a >> 2];
        b[n + 4 >> 2] = b[a + 4 >> 2];
        b[n + 8 >> 2] = b[a + 8 >> 2];
        c = b[16880 + (c << 2) >> 2] | 0;
        Ha(n, l ? c * 3 | 0 : c);
        Fa(o, n, o);
        Da(o);
        if (l) { e = ((b[k >> 2] | 0) + (b[o >> 2] | 0) + (b[j >> 2] | 0) | 0) == (m | 0) ? 1 : 2; }else { e = 2; }
        o = e;
        T = p;
        return o | 0;
      }

      function pb(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0;

        do { c = ob(a, b, 0, 1) | 0; } while ((c | 0) == 2);

        return c | 0;
      }

      function qb(a, c, d, f, g) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        f = f | 0;
        g = g | 0;
        var h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0,
            v = 0,
            w = 0,
            x = 0,
            y = 0,
            z = 0,
            A = 0,
            B = 0,
            C = 0.0,
            D = 0.0;
        B = T;
        T = T + 240 | 0;
        h = B + 224 | 0;
        x = B + 208 | 0;
        y = B;
        z = B + 192 | 0;
        A = B + 176 | 0;
        s = B + 160 | 0;
        t = B + 144 | 0;
        u = B + 128 | 0;
        v = B + 112 | 0;
        w = B + 96 | 0;
        b[h >> 2] = c;
        b[x >> 2] = b[a >> 2];
        b[x + 4 >> 2] = b[a + 4 >> 2];
        b[x + 8 >> 2] = b[a + 8 >> 2];
        b[x + 12 >> 2] = b[a + 12 >> 2];
        rb(x, h, y);
        b[g >> 2] = 0;
        r = f + d + ((f | 0) == 6 & 1) | 0;

        if ((r | 0) <= (d | 0)) {
          T = B;
          return;
        }

        k = b[h >> 2] | 0;
        l = d + 6 | 0;
        m = 16960 + (k << 2) | 0;
        n = t + 8 | 0;
        o = u + 8 | 0;
        p = v + 8 | 0;
        q = z + 4 | 0;
        i = 0;
        j = d;
        f = -1;

        a: while (1) {
          h = (j | 0) % 6 | 0;
          a = y + (h << 4) | 0;
          b[z >> 2] = b[a >> 2];
          b[z + 4 >> 2] = b[a + 4 >> 2];
          b[z + 8 >> 2] = b[a + 8 >> 2];
          b[z + 12 >> 2] = b[a + 12 >> 2];
          a = i;
          i = ob(z, k, 0, 1) | 0;

          if ((j | 0) > (d | 0) & (Lb(c) | 0) != 0 ? (a | 0) != 1 ? (b[z >> 2] | 0) != (f | 0) : 0 : 0) {
            Ea(y + (((h + 5 | 0) % 6 | 0) << 4) + 4 | 0, A);
            Ea(y + (h << 4) + 4 | 0, s);
            C = +(b[m >> 2] | 0);
            e[t >> 3] = C * 3.0;
            e[n >> 3] = 0.0;
            D = C * -1.5;
            e[u >> 3] = D;
            e[o >> 3] = C * 2.598076211353316;
            e[v >> 3] = D;
            e[p >> 3] = C * -2.598076211353316;
            h = b[x >> 2] | 0;

            switch (b[17040 + (h * 80 | 0) + (((f | 0) == (h | 0) ? b[z >> 2] | 0 : f) << 2) >> 2] | 0) {
              case 1:
                {
                  a = u;
                  f = t;
                  break;
                }

              case 3:
                {
                  a = v;
                  f = u;
                  break;
                }

              case 2:
                {
                  a = t;
                  f = v;
                  break;
                }

              default:
                {
                  a = 8;
                  break a;
                }
            }

            Qc(A, s, f, a, w);

            if (!(Rc(A, w) | 0) ? !(Rc(s, w) | 0) : 0) {
              kb(w, b[x >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);
              b[g >> 2] = (b[g >> 2] | 0) + 1;
            }
          }

          if ((j | 0) < (l | 0)) {
            Ea(q, A);
            kb(A, b[z >> 2] | 0, k, 1, g + 8 + (b[g >> 2] << 4) | 0);
            b[g >> 2] = (b[g >> 2] | 0) + 1;
          }

          j = j + 1 | 0;

          if ((j | 0) >= (r | 0)) {
            a = 3;
            break;
          } else { f = b[z >> 2] | 0; }
        }

        if ((a | 0) == 3) {
          T = B;
          return;
        } else if ((a | 0) == 8) { I(22606, 22569, 736, 22651); }
      }

      function rb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0;
        j = T;
        T = T + 160 | 0;
        e = j + 80 | 0;
        f = j;
        g = e;
        h = 20368;
        i = g + 72 | 0;

        do {
          b[g >> 2] = b[h >> 2];
          g = g + 4 | 0;
          h = h + 4 | 0;
        } while ((g | 0) < (i | 0));

        g = f;
        h = 20448;
        i = g + 72 | 0;

        do {
          b[g >> 2] = b[h >> 2];
          g = g + 4 | 0;
          h = h + 4 | 0;
        } while ((g | 0) < (i | 0));

        i = (Lb(b[c >> 2] | 0) | 0) == 0;
        e = i ? e : f;
        f = a + 4 | 0;
        Ua(f);
        Va(f);

        if (Lb(b[c >> 2] | 0) | 0) {
          Oa(f);
          b[c >> 2] = (b[c >> 2] | 0) + 1;
        }

        b[d >> 2] = b[a >> 2];
        c = d + 4 | 0;
        Fa(f, e, c);
        Da(c);
        b[d + 16 >> 2] = b[a >> 2];
        c = d + 20 | 0;
        Fa(f, e + 12 | 0, c);
        Da(c);
        b[d + 32 >> 2] = b[a >> 2];
        c = d + 36 | 0;
        Fa(f, e + 24 | 0, c);
        Da(c);
        b[d + 48 >> 2] = b[a >> 2];
        c = d + 52 | 0;
        Fa(f, e + 36 | 0, c);
        Da(c);
        b[d + 64 >> 2] = b[a >> 2];
        c = d + 68 | 0;
        Fa(f, e + 48 | 0, c);
        Da(c);
        b[d + 80 >> 2] = b[a >> 2];
        d = d + 84 | 0;
        Fa(f, e + 60 | 0, d);
        Da(d);
        T = j;
        return;
      }

      function sb(a, b) {
        a = a | 0;
        b = b | 0;
        b = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        return b & 15 | 0;
      }

      function tb(a, b) {
        a = a | 0;
        b = b | 0;
        b = vd(a | 0, b | 0, 45) | 0;
        H() | 0;
        return b & 127 | 0;
      }

      function ub(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0;

        if (!(0 == 0 & (b & -16777216 | 0) == 134217728)) {
          b = 0;
          return b | 0;
        }

        g = vd(a | 0, b | 0, 45) | 0;
        H() | 0;
        g = g & 127;

        if (g >>> 0 > 121) {
          b = 0;
          return b | 0;
        }

        c = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        c = c & 15;

        do { if (c | 0) {
          e = 1;
          d = 0;

          while (1) {
            f = vd(a | 0, b | 0, (15 - e | 0) * 3 | 0) | 0;
            H() | 0;
            f = f & 7;
            if ((f | 0) != 0 & (d ^ 1)) { if ((f | 0) == 1 & (ma(g) | 0) != 0) {
              h = 0;
              d = 13;
              break;
            } else { d = 1; } }

            if ((f | 0) == 7) {
              h = 0;
              d = 13;
              break;
            }

            if (e >>> 0 < c >>> 0) { e = e + 1 | 0; }else {
              d = 9;
              break;
            }
          }

          if ((d | 0) == 9) {
            if ((c | 0) == 15) { h = 1; }else { break; }
            return h | 0;
          } else if ((d | 0) == 13) { return h | 0; }
        } } while (0);

        while (1) {
          h = vd(a | 0, b | 0, (14 - c | 0) * 3 | 0) | 0;
          H() | 0;

          if (!((h & 7 | 0) == 7 & 0 == 0)) {
            h = 0;
            d = 13;
            break;
          }

          if (c >>> 0 < 14) { c = c + 1 | 0; }else {
            h = 1;
            d = 13;
            break;
          }
        }

        if ((d | 0) == 13) { return h | 0; }
        return 0;
      }

      function vb(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0;
        g = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        g = g & 15;

        if (d >>> 0 > 15) {
          e = 4;
          return e | 0;
        }

        if ((g | 0) < (d | 0)) {
          e = 12;
          return e | 0;
        }

        if ((g | 0) == (d | 0)) {
          b[e >> 2] = a;
          b[e + 4 >> 2] = c;
          e = 0;
          return e | 0;
        }

        f = wd(d | 0, 0, 52) | 0;
        f = f | a;
        a = H() | 0 | c & -15728641;
        if ((g | 0) > (d | 0)) { do {
          c = wd(7, 0, (14 - d | 0) * 3 | 0) | 0;
          d = d + 1 | 0;
          f = c | f;
          a = H() | 0 | a;
        } while ((d | 0) < (g | 0)); }
        b[e >> 2] = f;
        b[e + 4 >> 2] = a;
        e = 0;
        return e | 0;
      }

      function wb(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0;
        g = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        g = g & 15;

        if (!((d | 0) < 16 & (g | 0) <= (d | 0))) {
          e = 4;
          return e | 0;
        }

        f = d - g | 0;
        d = vd(a | 0, c | 0, 45) | 0;
        H() | 0;

        a: do { if (!(ma(d & 127) | 0)) {
          d = Cc(7, 0, f, ((f | 0) < 0) << 31 >> 31) | 0;
          f = H() | 0;
        } else {
          b: do { if (g | 0) {
            d = 1;

            while (1) {
              h = wd(7, 0, (15 - d | 0) * 3 | 0) | 0;
              if (!((h & a | 0) == 0 & ((H() | 0) & c | 0) == 0)) { break; }
              if (d >>> 0 < g >>> 0) { d = d + 1 | 0; }else { break b; }
            }

            d = Cc(7, 0, f, ((f | 0) < 0) << 31 >> 31) | 0;
            f = H() | 0;
            break a;
          } } while (0);

          d = Cc(7, 0, f, ((f | 0) < 0) << 31 >> 31) | 0;
          d = rd(d | 0, H() | 0, 5, 0) | 0;
          d = ld(d | 0, H() | 0, -5, -1) | 0;
          d = pd(d | 0, H() | 0, 6, 0) | 0;
          d = ld(d | 0, H() | 0, 1, 0) | 0;
          f = H() | 0;
        } } while (0);

        h = e;
        b[h >> 2] = d;
        b[h + 4 >> 2] = f;
        h = 0;
        return h | 0;
      }

      function xb(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0,
            d = 0,
            e = 0;
        e = vd(a | 0, b | 0, 45) | 0;
        H() | 0;

        if (!(ma(e & 127) | 0)) {
          e = 0;
          return e | 0;
        }

        e = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        e = e & 15;

        a: do { if (!e) { c = 0; }else {
          d = 1;

          while (1) {
            c = vd(a | 0, b | 0, (15 - d | 0) * 3 | 0) | 0;
            H() | 0;
            c = c & 7;
            if (c | 0) { break a; }
            if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else {
              c = 0;
              break;
            }
          }
        } } while (0);

        e = (c | 0) == 0 & 1;
        return e | 0;
      }

      function yb(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0;
        h = T;
        T = T + 16 | 0;
        g = h;
        Xb(g, a, c, d);
        c = g;
        a = b[c >> 2] | 0;
        c = b[c + 4 >> 2] | 0;

        if ((a | 0) == 0 & (c | 0) == 0) {
          T = h;
          return 0;
        }

        f = 0;
        d = 0;

        do {
          i = e + (f << 3) | 0;
          b[i >> 2] = a;
          b[i + 4 >> 2] = c;
          f = ld(f | 0, d | 0, 1, 0) | 0;
          d = H() | 0;
          Yb(g);
          i = g;
          a = b[i >> 2] | 0;
          c = b[i + 4 >> 2] | 0;
        } while (!((a | 0) == 0 & (c | 0) == 0));

        T = h;
        return 0;
      }

      function zb(a, b, c, d) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        d = d | 0;

        if ((d | 0) < (c | 0)) {
          c = b;
          d = a;
          G(c | 0);
          return d | 0;
        }

        c = wd(-1, -1, ((d - c | 0) * 3 | 0) + 3 | 0) | 0;
        d = wd(~c | 0, ~(H() | 0) | 0, (15 - d | 0) * 3 | 0) | 0;
        c = ~(H() | 0) & b;
        d = ~d & a;
        G(c | 0);
        return d | 0;
      }

      function Ab(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0;
        f = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        f = f & 15;

        if (!((d | 0) < 16 & (f | 0) <= (d | 0))) {
          e = 4;
          return e | 0;
        }

        if ((f | 0) < (d | 0)) {
          f = wd(-1, -1, ((d + -1 - f | 0) * 3 | 0) + 3 | 0) | 0;
          f = wd(~f | 0, ~(H() | 0) | 0, (15 - d | 0) * 3 | 0) | 0;
          c = ~(H() | 0) & c;
          a = ~f & a;
        }

        f = wd(d | 0, 0, 52) | 0;
        d = c & -15728641 | (H() | 0);
        b[e >> 2] = a | f;
        b[e + 4 >> 2] = d;
        e = 0;
        return e | 0;
      }

      function Bb(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0,
            v = 0,
            w = 0,
            x = 0,
            y = 0,
            z = 0;

        if ((d | 0) == 0 & (e | 0) == 0) {
          y = 0;
          return y | 0;
        }

        f = a;
        g = b[f >> 2] | 0;
        f = b[f + 4 >> 2] | 0;

        if (0 == 0 & (f & 15728640 | 0) == 0) {
          if (!((e | 0) > 0 | (e | 0) == 0 & d >>> 0 > 0)) {
            y = 0;
            return y | 0;
          }

          y = c;
          b[y >> 2] = g;
          b[y + 4 >> 2] = f;

          if ((d | 0) == 1 & (e | 0) == 0) {
            y = 0;
            return y | 0;
          }

          f = 1;

          do {
            w = a + (f << 3) | 0;
            x = b[w + 4 >> 2] | 0;
            y = c + (f << 3) | 0;
            b[y >> 2] = b[w >> 2];
            b[y + 4 >> 2] = x;
            f = f + 1 | 0;
          } while (0 < (e | 0) | 0 == (e | 0) & f >>> 0 < d >>> 0);

          f = 0;
          return f | 0;
        }

        v = d << 3;
        x = id(v) | 0;

        if (!x) {
          y = 13;
          return y | 0;
        }

        Ad(x | 0, a | 0, v | 0) | 0;
        w = kd(d, 8) | 0;

        if (!w) {
          jd(x);
          y = 13;
          return y | 0;
        }

        a: do { if (d | 0) {
          b: while (1) {
            f = x;
            s = b[f >> 2] | 0;
            f = b[f + 4 >> 2] | 0;
            t = vd(s | 0, f | 0, 52) | 0;
            H() | 0;
            t = t & 15;
            u = t + -1 | 0;
            r = (d | 0) > 0;

            c: do { if ((t | 0) != 0 & r) {
              o = ((d | 0) < 0) << 31 >> 31;
              p = wd(u | 0, 0, 52) | 0;
              q = H() | 0;

              if (u >>> 0 > 15) {
                if (!((s | 0) == 0 & (f | 0) == 0)) {
                  y = 17;
                  break b;
                }

                g = 0;

                while (1) {
                  g = g + 1 | 0;
                  if ((g | 0) >= (d | 0)) { break c; }
                  e = x + (g << 3) | 0;
                  q = b[e >> 2] | 0;
                  e = b[e + 4 >> 2] | 0;

                  if (!((q | 0) == 0 & (e | 0) == 0)) {
                    f = e;
                    y = 17;
                    break b;
                  }
                }
              }

              g = 0;
              a = s;
              e = f;

              while (1) {
                if (!((a | 0) == 0 & (e | 0) == 0)) {
                  if (!(0 == 0 & (e & 117440512 | 0) == 0)) {
                    y = 22;
                    break b;
                  }

                  i = vd(a | 0, e | 0, 52) | 0;
                  H() | 0;
                  i = i & 15;

                  if ((i | 0) < (u | 0)) {
                    f = 12;
                    y = 28;
                    break b;
                  }

                  if ((i | 0) != (u | 0)) {
                    a = a | p;
                    e = e & -15728641 | q;

                    if (i >>> 0 >= t >>> 0) {
                      h = u;

                      do {
                        n = wd(7, 0, (14 - h | 0) * 3 | 0) | 0;
                        h = h + 1 | 0;
                        a = n | a;
                        e = H() | 0 | e;
                      } while (h >>> 0 < i >>> 0);
                    }
                  }

                  h = td(a | 0, e | 0, d | 0, o | 0) | 0;
                  H() | 0;
                  k = w + (h << 3) | 0;
                  i = k;
                  j = b[i >> 2] | 0;
                  i = b[i + 4 >> 2] | 0;
                  if ((j | 0) == 0 & (i | 0) == 0) { h = k; }else {
                    n = 0;

                    while (1) {
                      if ((n | 0) > (d | 0)) {
                        y = 32;
                        break b;
                      }

                      if ((j | 0) == (a | 0) & (i & -117440513 | 0) == (e | 0)) {
                        l = vd(j | 0, i | 0, 56) | 0;
                        H() | 0;
                        l = l & 7;
                        m = l + 1 | 0;
                        z = vd(j | 0, i | 0, 45) | 0;
                        H() | 0;

                        d: do { if (!(ma(z & 127) | 0)) { i = 7; }else {
                          j = vd(j | 0, i | 0, 52) | 0;
                          H() | 0;
                          j = j & 15;

                          if (!j) {
                            i = 6;
                            break;
                          }

                          i = 1;

                          while (1) {
                            z = wd(7, 0, (15 - i | 0) * 3 | 0) | 0;

                            if (!((z & a | 0) == 0 & ((H() | 0) & e | 0) == 0)) {
                              i = 7;
                              break d;
                            }

                            if (i >>> 0 < j >>> 0) { i = i + 1 | 0; }else {
                              i = 6;
                              break;
                            }
                          }
                        } } while (0);

                        if ((l + 2 | 0) >>> 0 > i >>> 0) {
                          y = 42;
                          break b;
                        }

                        z = wd(m | 0, 0, 56) | 0;
                        e = H() | 0 | e & -117440513;
                        m = k;
                        b[m >> 2] = 0;
                        b[m + 4 >> 2] = 0;
                        a = z | a;
                      } else { h = (h + 1 | 0) % (d | 0) | 0; }

                      k = w + (h << 3) | 0;
                      i = k;
                      j = b[i >> 2] | 0;
                      i = b[i + 4 >> 2] | 0;

                      if ((j | 0) == 0 & (i | 0) == 0) {
                        h = k;
                        break;
                      } else { n = n + 1 | 0; }
                    }
                  }
                  z = h;
                  b[z >> 2] = a;
                  b[z + 4 >> 2] = e;
                }

                g = g + 1 | 0;
                if ((g | 0) >= (d | 0)) { break c; }
                e = x + (g << 3) | 0;
                a = b[e >> 2] | 0;
                e = b[e + 4 >> 2] | 0;
              }
            } } while (0);

            if ((d + 5 | 0) >>> 0 < 11) {
              y = 85;
              break;
            }

            q = kd((d | 0) / 6 | 0, 8) | 0;

            if (!q) {
              y = 49;
              break;
            }

            e: do { if (r) {
              n = 0;
              m = 0;

              do {
                i = w + (n << 3) | 0;
                e = i;
                g = b[e >> 2] | 0;
                e = b[e + 4 >> 2] | 0;

                if (!((g | 0) == 0 & (e | 0) == 0)) {
                  j = vd(g | 0, e | 0, 56) | 0;
                  H() | 0;
                  j = j & 7;
                  a = j + 1 | 0;
                  k = e & -117440513;
                  z = vd(g | 0, e | 0, 45) | 0;
                  H() | 0;

                  f: do { if (ma(z & 127) | 0) {
                    l = vd(g | 0, e | 0, 52) | 0;
                    H() | 0;
                    l = l & 15;

                    if (l | 0) {
                      h = 1;

                      while (1) {
                        z = wd(7, 0, (15 - h | 0) * 3 | 0) | 0;
                        if (!((g & z | 0) == 0 & (k & (H() | 0) | 0) == 0)) { break f; }
                        if (h >>> 0 < l >>> 0) { h = h + 1 | 0; }else { break; }
                      }
                    }

                    e = wd(a | 0, 0, 56) | 0;
                    g = e | g;
                    e = H() | 0 | k;
                    a = i;
                    b[a >> 2] = g;
                    b[a + 4 >> 2] = e;
                    a = j + 2 | 0;
                  } } while (0);

                  if ((a | 0) == 7) {
                    z = q + (m << 3) | 0;
                    b[z >> 2] = g;
                    b[z + 4 >> 2] = e & -117440513;
                    m = m + 1 | 0;
                  }
                }

                n = n + 1 | 0;
              } while ((n | 0) != (d | 0));

              if (r) {
                n = ((d | 0) < 0) << 31 >> 31;
                o = wd(u | 0, 0, 52) | 0;
                p = H() | 0;

                if (u >>> 0 > 15) {
                  if (!((s | 0) == 0 & (f | 0) == 0)) {
                    f = 4;
                    y = 84;
                    break b;
                  }

                  f = 0;

                  while (1) {
                    f = f + 1 | 0;

                    if ((f | 0) >= (d | 0)) {
                      g = 0;
                      f = m;
                      break e;
                    }

                    z = x + (f << 3) | 0;

                    if (!((b[z >> 2] | 0) == 0 & (b[z + 4 >> 2] | 0) == 0)) {
                      f = 4;
                      y = 84;
                      break b;
                    }
                  }
                }

                l = 0;
                g = 0;
                k = s;

                while (1) {
                  do { if (!((k | 0) == 0 & (f | 0) == 0)) {
                    i = vd(k | 0, f | 0, 52) | 0;
                    H() | 0;
                    i = i & 15;

                    if ((i | 0) < (u | 0)) {
                      f = 12;
                      y = 84;
                      break b;
                    }

                    do { if ((i | 0) == (u | 0)) {
                      e = k;
                      i = f;
                    } else {
                      e = k | o;
                      a = f & -15728641 | p;

                      if (i >>> 0 < t >>> 0) {
                        i = a;
                        break;
                      }

                      h = u;

                      do {
                        z = wd(7, 0, (14 - h | 0) * 3 | 0) | 0;
                        h = h + 1 | 0;
                        e = z | e;
                        a = H() | 0 | a;
                      } while (h >>> 0 < i >>> 0);

                      i = a;
                    } } while (0);

                    h = td(e | 0, i | 0, d | 0, n | 0) | 0;
                    H() | 0;
                    a = 0;

                    while (1) {
                      if ((a | 0) > (d | 0)) {
                        y = 77;
                        break b;
                      }

                      z = w + (h << 3) | 0;
                      j = b[z + 4 >> 2] | 0;

                      if ((j & -117440513 | 0) == (i | 0) ? (b[z >> 2] | 0) == (e | 0) : 0) {
                        y = 79;
                        break;
                      }

                      h = (h + 1 | 0) % (d | 0) | 0;
                      z = w + (h << 3) | 0;
                      if ((b[z >> 2] | 0) == (e | 0) ? (b[z + 4 >> 2] | 0) == (i | 0) : 0) { break; }else { a = a + 1 | 0; }
                    }

                    if ((y | 0) == 79 ? (y = 0, 0 == 0 & (j & 117440512 | 0) == 100663296) : 0) { break; }
                    z = c + (g << 3) | 0;
                    b[z >> 2] = k;
                    b[z + 4 >> 2] = f;
                    g = g + 1 | 0;
                  } } while (0);

                  f = l + 1 | 0;

                  if ((f | 0) >= (d | 0)) {
                    f = m;
                    break e;
                  }

                  z = x + (f << 3) | 0;
                  l = f;
                  k = b[z >> 2] | 0;
                  f = b[z + 4 >> 2] | 0;
                }
              } else {
                g = 0;
                f = m;
              }
            } else {
              g = 0;
              f = 0;
            } } while (0);

            Bd(w | 0, 0, v | 0) | 0;
            Ad(x | 0, q | 0, f << 3 | 0) | 0;
            jd(q);
            if (!f) { break a; }else {
              c = c + (g << 3) | 0;
              d = f;
            }
          }

          if ((y | 0) == 17) {
            if (0 == 0 & (f & 117440512 | 0) == 0) {
              f = 4;
              y = 28;
            } else { y = 22; }
          } else if ((y | 0) == 32) { I(23313, 22674, 362, 22684); }else if ((y | 0) == 42) {
            jd(x);
            jd(w);
            z = 10;
            return z | 0;
          } else if ((y | 0) == 49) {
            jd(x);
            jd(w);
            z = 13;
            return z | 0;
          } else if ((y | 0) == 77) { I(23313, 22674, 462, 22684); }else if ((y | 0) == 84) {
            jd(q);
            jd(x);
            jd(w);
            z = f;
            return z | 0;
          } else if ((y | 0) == 85) {
            Ad(c | 0, x | 0, d << 3 | 0) | 0;
            break;
          }

          if ((y | 0) == 22) {
            jd(x);
            jd(w);
            z = 5;
            return z | 0;
          } else if ((y | 0) == 28) {
            jd(x);
            jd(w);
            z = f;
            return z | 0;
          }
        } } while (0);

        jd(x);
        jd(w);
        z = 0;
        return z | 0;
      }

      function Cb(a, c, d, e, f, g, h) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        g = g | 0;
        h = h | 0;
        var i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0;
        q = T;
        T = T + 16 | 0;
        p = q;

        if (!((d | 0) > 0 | (d | 0) == 0 & c >>> 0 > 0)) {
          p = 0;
          T = q;
          return p | 0;
        }

        if ((h | 0) >= 16) {
          p = 12;
          T = q;
          return p | 0;
        }

        n = 0;
        o = 0;
        m = 0;
        i = 0;

        a: while (1) {
          k = a + (n << 3) | 0;
          j = b[k >> 2] | 0;
          k = b[k + 4 >> 2] | 0;
          l = vd(j | 0, k | 0, 52) | 0;
          H() | 0;

          if ((l & 15 | 0) > (h | 0)) {
            i = 12;
            j = 11;
            break;
          }

          Xb(p, j, k, h);
          l = p;
          k = b[l >> 2] | 0;
          l = b[l + 4 >> 2] | 0;
          if ((k | 0) == 0 & (l | 0) == 0) { j = m; }else {
            j = m;

            do {
              if (!((i | 0) < (g | 0) | (i | 0) == (g | 0) & j >>> 0 < f >>> 0)) {
                j = 10;
                break a;
              }

              m = e + (j << 3) | 0;
              b[m >> 2] = k;
              b[m + 4 >> 2] = l;
              j = ld(j | 0, i | 0, 1, 0) | 0;
              i = H() | 0;
              Yb(p);
              m = p;
              k = b[m >> 2] | 0;
              l = b[m + 4 >> 2] | 0;
            } while (!((k | 0) == 0 & (l | 0) == 0));
          }
          n = ld(n | 0, o | 0, 1, 0) | 0;
          o = H() | 0;

          if (!((o | 0) < (d | 0) | (o | 0) == (d | 0) & n >>> 0 < c >>> 0)) {
            i = 0;
            j = 11;
            break;
          } else { m = j; }
        }

        if ((j | 0) == 10) {
          p = 14;
          T = q;
          return p | 0;
        } else if ((j | 0) == 11) {
          T = q;
          return i | 0;
        }

        return 0;
      }

      function Db(a, c, d, e, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        var g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0;
        n = T;
        T = T + 16 | 0;
        m = n;

        a: do { if ((d | 0) > 0 | (d | 0) == 0 & c >>> 0 > 0) {
          k = 0;
          h = 0;
          g = 0;
          l = 0;

          while (1) {
            j = a + (k << 3) | 0;
            i = b[j >> 2] | 0;
            j = b[j + 4 >> 2] | 0;

            if (!((i | 0) == 0 & (j | 0) == 0)) {
              j = (wb(i, j, e, m) | 0) == 0;
              i = m;
              h = ld(b[i >> 2] | 0, b[i + 4 >> 2] | 0, h | 0, g | 0) | 0;
              g = H() | 0;

              if (!j) {
                g = 12;
                break;
              }
            }

            k = ld(k | 0, l | 0, 1, 0) | 0;
            l = H() | 0;
            if (!((l | 0) < (d | 0) | (l | 0) == (d | 0) & k >>> 0 < c >>> 0)) { break a; }
          }

          T = n;
          return g | 0;
        } else {
          h = 0;
          g = 0;
        } } while (0);

        b[f >> 2] = h;
        b[f + 4 >> 2] = g;
        f = 0;
        T = n;
        return f | 0;
      }

      function Eb(a, b) {
        a = a | 0;
        b = b | 0;
        b = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        return b & 1 | 0;
      }

      function Fb(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0,
            d = 0,
            e = 0;
        e = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        e = e & 15;

        if (!e) {
          e = 0;
          return e | 0;
        }

        d = 1;

        while (1) {
          c = vd(a | 0, b | 0, (15 - d | 0) * 3 | 0) | 0;
          H() | 0;
          c = c & 7;

          if (c | 0) {
            d = 5;
            break;
          }

          if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else {
            c = 0;
            d = 5;
            break;
          }
        }

        if ((d | 0) == 5) { return c | 0; }
        return 0;
      }

      function Gb(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        i = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        i = i & 15;

        if (!i) {
          h = b;
          i = a;
          G(h | 0);
          return i | 0;
        }

        h = 1;
        c = 0;

        while (1) {
          f = (15 - h | 0) * 3 | 0;
          d = wd(7, 0, f | 0) | 0;
          e = H() | 0;
          g = vd(a | 0, b | 0, f | 0) | 0;
          H() | 0;
          f = wd(Sa(g & 7) | 0, 0, f | 0) | 0;
          g = H() | 0;
          a = f | a & ~d;
          b = g | b & ~e;

          a: do { if (!c) { if (!((f & d | 0) == 0 & (g & e | 0) == 0)) {
            d = vd(a | 0, b | 0, 52) | 0;
            H() | 0;
            d = d & 15;
            if (!d) { c = 1; }else {
              c = 1;

              b: while (1) {
                g = vd(a | 0, b | 0, (15 - c | 0) * 3 | 0) | 0;
                H() | 0;

                switch (g & 7) {
                  case 1:
                    break b;

                  case 0:
                    break;

                  default:
                    {
                      c = 1;
                      break a;
                    }
                }

                if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {
                  c = 1;
                  break a;
                }
              }

              c = 1;

              while (1) {
                g = (15 - c | 0) * 3 | 0;
                e = vd(a | 0, b | 0, g | 0) | 0;
                H() | 0;
                f = wd(7, 0, g | 0) | 0;
                b = b & ~(H() | 0);
                g = wd(Sa(e & 7) | 0, 0, g | 0) | 0;
                a = a & ~f | g;
                b = b | (H() | 0);
                if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {
                  c = 1;
                  break;
                }
              }
            }
          } else { c = 0; } } } while (0);

          if (h >>> 0 < i >>> 0) { h = h + 1 | 0; }else { break; }
        }

        G(b | 0);
        return a | 0;
      }

      function Hb(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0;
        d = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        d = d & 15;

        if (!d) {
          c = b;
          d = a;
          G(c | 0);
          return d | 0;
        }

        c = 1;

        while (1) {
          f = (15 - c | 0) * 3 | 0;
          g = vd(a | 0, b | 0, f | 0) | 0;
          H() | 0;
          e = wd(7, 0, f | 0) | 0;
          b = b & ~(H() | 0);
          f = wd(Sa(g & 7) | 0, 0, f | 0) | 0;
          a = f | a & ~e;
          b = H() | 0 | b;
          if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else { break; }
        }

        G(b | 0);
        return a | 0;
      }

      function Ib(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0;
        i = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        i = i & 15;

        if (!i) {
          h = b;
          i = a;
          G(h | 0);
          return i | 0;
        }

        h = 1;
        c = 0;

        while (1) {
          f = (15 - h | 0) * 3 | 0;
          d = wd(7, 0, f | 0) | 0;
          e = H() | 0;
          g = vd(a | 0, b | 0, f | 0) | 0;
          H() | 0;
          f = wd(Ta(g & 7) | 0, 0, f | 0) | 0;
          g = H() | 0;
          a = f | a & ~d;
          b = g | b & ~e;

          a: do { if (!c) { if (!((f & d | 0) == 0 & (g & e | 0) == 0)) {
            d = vd(a | 0, b | 0, 52) | 0;
            H() | 0;
            d = d & 15;
            if (!d) { c = 1; }else {
              c = 1;

              b: while (1) {
                g = vd(a | 0, b | 0, (15 - c | 0) * 3 | 0) | 0;
                H() | 0;

                switch (g & 7) {
                  case 1:
                    break b;

                  case 0:
                    break;

                  default:
                    {
                      c = 1;
                      break a;
                    }
                }

                if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {
                  c = 1;
                  break a;
                }
              }

              c = 1;

              while (1) {
                e = (15 - c | 0) * 3 | 0;
                f = wd(7, 0, e | 0) | 0;
                g = b & ~(H() | 0);
                b = vd(a | 0, b | 0, e | 0) | 0;
                H() | 0;
                b = wd(Ta(b & 7) | 0, 0, e | 0) | 0;
                a = a & ~f | b;
                b = g | (H() | 0);
                if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else {
                  c = 1;
                  break;
                }
              }
            }
          } else { c = 0; } } } while (0);

          if (h >>> 0 < i >>> 0) { h = h + 1 | 0; }else { break; }
        }

        G(b | 0);
        return a | 0;
      }

      function Jb(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0;
        d = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        d = d & 15;

        if (!d) {
          c = b;
          d = a;
          G(c | 0);
          return d | 0;
        }

        c = 1;

        while (1) {
          g = (15 - c | 0) * 3 | 0;
          f = wd(7, 0, g | 0) | 0;
          e = b & ~(H() | 0);
          b = vd(a | 0, b | 0, g | 0) | 0;
          H() | 0;
          b = wd(Ta(b & 7) | 0, 0, g | 0) | 0;
          a = b | a & ~f;
          b = H() | 0 | e;
          if (c >>> 0 < d >>> 0) { c = c + 1 | 0; }else { break; }
        }

        G(b | 0);
        return a | 0;
      }

      function Kb(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0;
        j = T;
        T = T + 64 | 0;
        i = j + 40 | 0;
        e = j + 24 | 0;
        f = j + 12 | 0;
        g = j;
        wd(c | 0, 0, 52) | 0;
        d = H() | 0 | 134225919;

        if (!c) {
          if ((b[a + 4 >> 2] | 0) > 2) {
            h = 0;
            i = 0;
            G(h | 0);
            T = j;
            return i | 0;
          }

          if ((b[a + 8 >> 2] | 0) > 2) {
            h = 0;
            i = 0;
            G(h | 0);
            T = j;
            return i | 0;
          }

          if ((b[a + 12 >> 2] | 0) > 2) {
            h = 0;
            i = 0;
            G(h | 0);
            T = j;
            return i | 0;
          }

          wd(oa(a) | 0, 0, 45) | 0;
          h = H() | 0 | d;
          i = -1;
          G(h | 0);
          T = j;
          return i | 0;
        }
        b[i >> 2] = b[a >> 2];
        b[i + 4 >> 2] = b[a + 4 >> 2];
        b[i + 8 >> 2] = b[a + 8 >> 2];
        b[i + 12 >> 2] = b[a + 12 >> 2];
        h = i + 4 | 0;

        if ((c | 0) > 0) {
          a = -1;

          while (1) {
            b[e >> 2] = b[h >> 2];
            b[e + 4 >> 2] = b[h + 4 >> 2];
            b[e + 8 >> 2] = b[h + 8 >> 2];

            if (!(c & 1)) {
              Ma(h);
              b[f >> 2] = b[h >> 2];
              b[f + 4 >> 2] = b[h + 4 >> 2];
              b[f + 8 >> 2] = b[h + 8 >> 2];
              Oa(f);
            } else {
              La(h);
              b[f >> 2] = b[h >> 2];
              b[f + 4 >> 2] = b[h + 4 >> 2];
              b[f + 8 >> 2] = b[h + 8 >> 2];
              Na(f);
            }

            Ga(e, f, g);
            Da(g);
            l = (15 - c | 0) * 3 | 0;
            k = wd(7, 0, l | 0) | 0;
            d = d & ~(H() | 0);
            l = wd(Ia(g) | 0, 0, l | 0) | 0;
            a = l | a & ~k;
            d = H() | 0 | d;
            if ((c | 0) > 1) { c = c + -1 | 0; }else { break; }
          }
        } else { a = -1; }

        a: do { if (((b[h >> 2] | 0) <= 2 ? (b[i + 8 >> 2] | 0) <= 2 : 0) ? (b[i + 12 >> 2] | 0) <= 2 : 0) {
          e = oa(i) | 0;
          c = wd(e | 0, 0, 45) | 0;
          c = c | a;
          a = H() | 0 | d & -1040385;
          g = pa(i) | 0;

          if (!(ma(e) | 0)) {
            if ((g | 0) <= 0) { break; }
            f = 0;

            while (1) {
              e = vd(c | 0, a | 0, 52) | 0;
              H() | 0;
              e = e & 15;

              if (e) {
                d = 1;

                while (1) {
                  l = (15 - d | 0) * 3 | 0;
                  i = vd(c | 0, a | 0, l | 0) | 0;
                  H() | 0;
                  k = wd(7, 0, l | 0) | 0;
                  a = a & ~(H() | 0);
                  l = wd(Sa(i & 7) | 0, 0, l | 0) | 0;
                  c = c & ~k | l;
                  a = a | (H() | 0);
                  if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else { break; }
                }
              }

              f = f + 1 | 0;
              if ((f | 0) == (g | 0)) { break a; }
            }
          }

          f = vd(c | 0, a | 0, 52) | 0;
          H() | 0;
          f = f & 15;

          b: do { if (f) {
            d = 1;

            c: while (1) {
              l = vd(c | 0, a | 0, (15 - d | 0) * 3 | 0) | 0;
              H() | 0;

              switch (l & 7) {
                case 1:
                  break c;

                case 0:
                  break;

                default:
                  break b;
              }

              if (d >>> 0 < f >>> 0) { d = d + 1 | 0; }else { break b; }
            }

            if (sa(e, b[i >> 2] | 0) | 0) {
              d = 1;

              while (1) {
                i = (15 - d | 0) * 3 | 0;
                k = wd(7, 0, i | 0) | 0;
                l = a & ~(H() | 0);
                a = vd(c | 0, a | 0, i | 0) | 0;
                H() | 0;
                a = wd(Ta(a & 7) | 0, 0, i | 0) | 0;
                c = c & ~k | a;
                a = l | (H() | 0);
                if (d >>> 0 < f >>> 0) { d = d + 1 | 0; }else { break; }
              }
            } else {
              d = 1;

              while (1) {
                l = (15 - d | 0) * 3 | 0;
                i = vd(c | 0, a | 0, l | 0) | 0;
                H() | 0;
                k = wd(7, 0, l | 0) | 0;
                a = a & ~(H() | 0);
                l = wd(Sa(i & 7) | 0, 0, l | 0) | 0;
                c = c & ~k | l;
                a = a | (H() | 0);
                if (d >>> 0 < f >>> 0) { d = d + 1 | 0; }else { break; }
              }
            }
          } } while (0);

          if ((g | 0) > 0) {
            d = 0;

            do {
              c = Gb(c, a) | 0;
              a = H() | 0;
              d = d + 1 | 0;
            } while ((d | 0) != (g | 0));
          }
        } else {
          c = 0;
          a = 0;
        } } while (0);

        k = a;
        l = c;
        G(k | 0);
        T = j;
        return l | 0;
      }

      function Lb(a) {
        a = a | 0;
        return (a | 0) % 2 | 0 | 0;
      }

      function Mb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0;
        f = T;
        T = T + 16 | 0;
        e = f;

        if (c >>> 0 > 15) {
          e = 4;
          T = f;
          return e | 0;
        }

        if ((b[a + 4 >> 2] & 2146435072 | 0) == 2146435072) {
          e = 3;
          T = f;
          return e | 0;
        }

        if ((b[a + 8 + 4 >> 2] & 2146435072 | 0) == 2146435072) {
          e = 3;
          T = f;
          return e | 0;
        }

        hb(a, c, e);
        c = Kb(e, c) | 0;
        e = H() | 0;
        b[d >> 2] = c;
        b[d + 4 >> 2] = e;
        if ((c | 0) == 0 & (e | 0) == 0) { I(23313, 22674, 786, 22697); }
        e = 0;
        T = f;
        return e | 0;
      }

      function Nb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0;
        f = d + 4 | 0;
        g = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        g = g & 15;
        h = vd(a | 0, c | 0, 45) | 0;
        H() | 0;
        e = (g | 0) == 0;

        if (!(ma(h & 127) | 0)) {
          if (e) {
            h = 0;
            return h | 0;
          }

          if ((b[f >> 2] | 0) == 0 ? (b[d + 8 >> 2] | 0) == 0 : 0) { e = (b[d + 12 >> 2] | 0) != 0 & 1; }else { e = 1; }
        } else if (e) {
          h = 1;
          return h | 0;
        } else { e = 1; }

        d = 1;

        while (1) {
          if (!(d & 1)) { Oa(f); }else { Na(f); }
          h = vd(a | 0, c | 0, (15 - d | 0) * 3 | 0) | 0;
          H() | 0;
          Pa(f, h & 7);
          if (d >>> 0 < g >>> 0) { d = d + 1 | 0; }else { break; }
        }

        return e | 0;
      }

      function Ob(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0;
        l = T;
        T = T + 16 | 0;
        j = l;
        k = vd(a | 0, c | 0, 45) | 0;
        H() | 0;
        k = k & 127;

        if (k >>> 0 > 121) {
          b[d >> 2] = 0;
          b[d + 4 >> 2] = 0;
          b[d + 8 >> 2] = 0;
          b[d + 12 >> 2] = 0;
          k = 5;
          T = l;
          return k | 0;
        }

        a: do { if ((ma(k) | 0) != 0 ? (g = vd(a | 0, c | 0, 52) | 0, H() | 0, g = g & 15, (g | 0) != 0) : 0) {
          e = 1;

          b: while (1) {
            i = vd(a | 0, c | 0, (15 - e | 0) * 3 | 0) | 0;
            H() | 0;

            switch (i & 7) {
              case 5:
                break b;

              case 0:
                break;

              default:
                {
                  e = c;
                  break a;
                }
            }

            if (e >>> 0 < g >>> 0) { e = e + 1 | 0; }else {
              e = c;
              break a;
            }
          }

          f = 1;
          e = c;

          while (1) {
            c = (15 - f | 0) * 3 | 0;
            h = wd(7, 0, c | 0) | 0;
            i = e & ~(H() | 0);
            e = vd(a | 0, e | 0, c | 0) | 0;
            H() | 0;
            e = wd(Ta(e & 7) | 0, 0, c | 0) | 0;
            a = a & ~h | e;
            e = i | (H() | 0);
            if (f >>> 0 < g >>> 0) { f = f + 1 | 0; }else { break; }
          }
        } else { e = c; } } while (0);

        i = 7696 + (k * 28 | 0) | 0;
        b[d >> 2] = b[i >> 2];
        b[d + 4 >> 2] = b[i + 4 >> 2];
        b[d + 8 >> 2] = b[i + 8 >> 2];
        b[d + 12 >> 2] = b[i + 12 >> 2];

        if (!(Nb(a, e, d) | 0)) {
          k = 0;
          T = l;
          return k | 0;
        }

        h = d + 4 | 0;
        b[j >> 2] = b[h >> 2];
        b[j + 4 >> 2] = b[h + 4 >> 2];
        b[j + 8 >> 2] = b[h + 8 >> 2];
        g = vd(a | 0, e | 0, 52) | 0;
        H() | 0;
        i = g & 15;
        if (!(g & 1)) { g = i; }else {
          Oa(h);
          g = i + 1 | 0;
        }
        if (!(ma(k) | 0)) { e = 0; }else {
          c: do { if (!i) { e = 0; }else {
            c = 1;

            while (1) {
              f = vd(a | 0, e | 0, (15 - c | 0) * 3 | 0) | 0;
              H() | 0;
              f = f & 7;

              if (f | 0) {
                e = f;
                break c;
              }

              if (c >>> 0 < i >>> 0) { c = c + 1 | 0; }else {
                e = 0;
                break;
              }
            }
          } } while (0);

          e = (e | 0) == 4 & 1;
        }

        if (!(ob(d, g, e, 0) | 0)) {
          if ((g | 0) != (i | 0)) {
            b[h >> 2] = b[j >> 2];
            b[h + 4 >> 2] = b[j + 4 >> 2];
            b[h + 8 >> 2] = b[j + 8 >> 2];
          }
        } else {
          if (ma(k) | 0) { do {} while ((ob(d, g, 0, 0) | 0) != 0); }
          if ((g | 0) != (i | 0)) { Ma(h); }
        }

        k = 0;
        T = l;
        return k | 0;
      }

      function Pb(a, b, c) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        var d = 0,
            e = 0,
            f = 0;
        f = T;
        T = T + 16 | 0;
        d = f;
        e = Ob(a, b, d) | 0;

        if (e | 0) {
          T = f;
          return e | 0;
        }

        e = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        lb(d, e & 15, c);
        e = 0;
        T = f;
        return e | 0;
      }

      function Qb(a, b, c) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        var d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0;
        g = T;
        T = T + 16 | 0;
        f = g;
        d = Ob(a, b, f) | 0;

        if (d | 0) {
          f = d;
          T = g;
          return f | 0;
        }

        d = vd(a | 0, b | 0, 45) | 0;
        H() | 0;
        d = (ma(d & 127) | 0) == 0;
        e = vd(a | 0, b | 0, 52) | 0;
        H() | 0;
        e = e & 15;

        a: do { if (!d) {
          if (e | 0) {
            d = 1;

            while (1) {
              h = wd(7, 0, (15 - d | 0) * 3 | 0) | 0;
              if (!((h & a | 0) == 0 & ((H() | 0) & b | 0) == 0)) { break a; }
              if (d >>> 0 < e >>> 0) { d = d + 1 | 0; }else { break; }
            }
          }

          mb(f, e, 0, 5, c);
          h = 0;
          T = g;
          return h | 0;
        } } while (0);

        qb(f, e, 0, 6, c);
        h = 0;
        T = g;
        return h | 0;
      }

      function Rb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0;
        f = vd(a | 0, c | 0, 45) | 0;
        H() | 0;

        if (!(ma(f & 127) | 0)) {
          f = 2;
          b[d >> 2] = f;
          return 0;
        }

        f = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        f = f & 15;

        if (!f) {
          f = 5;
          b[d >> 2] = f;
          return 0;
        }

        e = 1;

        while (1) {
          g = wd(7, 0, (15 - e | 0) * 3 | 0) | 0;

          if (!((g & a | 0) == 0 & ((H() | 0) & c | 0) == 0)) {
            e = 2;
            a = 6;
            break;
          }

          if (e >>> 0 < f >>> 0) { e = e + 1 | 0; }else {
            e = 5;
            a = 6;
            break;
          }
        }

        if ((a | 0) == 6) {
          b[d >> 2] = e;
          return 0;
        }

        return 0;
      }

      function Sb(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0;
        m = T;
        T = T + 128 | 0;
        k = m + 112 | 0;
        g = m + 96 | 0;
        l = m;
        f = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        i = f & 15;
        b[k >> 2] = i;
        h = vd(a | 0, c | 0, 45) | 0;
        H() | 0;
        h = h & 127;

        a: do { if (ma(h) | 0) {
          if (i | 0) {
            e = 1;

            while (1) {
              j = wd(7, 0, (15 - e | 0) * 3 | 0) | 0;

              if (!((j & a | 0) == 0 & ((H() | 0) & c | 0) == 0)) {
                f = 0;
                break a;
              }

              if (e >>> 0 < i >>> 0) { e = e + 1 | 0; }else { break; }
            }
          }

          if (!(f & 1)) {
            j = wd(i + 1 | 0, 0, 52) | 0;
            l = H() | 0 | c & -15728641;
            k = wd(7, 0, (14 - i | 0) * 3 | 0) | 0;
            l = Sb((j | a) & ~k, l & ~(H() | 0), d) | 0;
            T = m;
            return l | 0;
          } else { f = 1; }
        } else { f = 0; } } while (0);

        e = Ob(a, c, g) | 0;

        if (!e) {
          if (f) {
            nb(g, k, l);
            j = 5;
          } else {
            rb(g, k, l);
            j = 6;
          }

          b: do { if (ma(h) | 0) {
            if (!i) { a = 5; }else {
              e = 1;

              while (1) {
                h = wd(7, 0, (15 - e | 0) * 3 | 0) | 0;

                if (!((h & a | 0) == 0 & ((H() | 0) & c | 0) == 0)) {
                  a = 2;
                  break b;
                }

                if (e >>> 0 < i >>> 0) { e = e + 1 | 0; }else {
                  a = 5;
                  break;
                }
              }
            }
          } else { a = 2; } } while (0);

          Bd(d | 0, -1, a << 2 | 0) | 0;

          c: do { if (f) {
            g = 0;

            while (1) {
              h = l + (g << 4) | 0;
              pb(h, b[k >> 2] | 0) | 0;
              h = b[h >> 2] | 0;
              i = b[d >> 2] | 0;
              if ((i | 0) == -1 | (i | 0) == (h | 0)) { e = d; }else {
                f = 0;

                do {
                  f = f + 1 | 0;

                  if (f >>> 0 >= a >>> 0) {
                    e = 1;
                    break c;
                  }

                  e = d + (f << 2) | 0;
                  i = b[e >> 2] | 0;
                } while (!((i | 0) == -1 | (i | 0) == (h | 0)));
              }
              b[e >> 2] = h;
              g = g + 1 | 0;

              if (g >>> 0 >= j >>> 0) {
                e = 0;
                break;
              }
            }
          } else {
            g = 0;

            while (1) {
              h = l + (g << 4) | 0;
              ob(h, b[k >> 2] | 0, 0, 1) | 0;
              h = b[h >> 2] | 0;
              i = b[d >> 2] | 0;
              if ((i | 0) == -1 | (i | 0) == (h | 0)) { e = d; }else {
                f = 0;

                do {
                  f = f + 1 | 0;

                  if (f >>> 0 >= a >>> 0) {
                    e = 1;
                    break c;
                  }

                  e = d + (f << 2) | 0;
                  i = b[e >> 2] | 0;
                } while (!((i | 0) == -1 | (i | 0) == (h | 0)));
              }
              b[e >> 2] = h;
              g = g + 1 | 0;

              if (g >>> 0 >= j >>> 0) {
                e = 0;
                break;
              }
            }
          } } while (0);
        }

        l = e;
        T = m;
        return l | 0;
      }

      function Tb() {
        return 12;
      }

      function Ub(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0;

        if (a >>> 0 > 15) {
          i = 4;
          return i | 0;
        }

        wd(a | 0, 0, 52) | 0;
        i = H() | 0 | 134225919;

        if (!a) {
          d = 0;
          e = 0;

          do {
            if (ma(e) | 0) {
              wd(e | 0, 0, 45) | 0;
              h = i | (H() | 0);
              a = c + (d << 3) | 0;
              b[a >> 2] = -1;
              b[a + 4 >> 2] = h;
              d = d + 1 | 0;
            }

            e = e + 1 | 0;
          } while ((e | 0) != 122);

          d = 0;
          return d | 0;
        }

        d = 0;
        h = 0;

        do {
          if (ma(h) | 0) {
            wd(h | 0, 0, 45) | 0;
            e = 1;
            f = -1;
            g = i | (H() | 0);

            while (1) {
              j = wd(7, 0, (15 - e | 0) * 3 | 0) | 0;
              f = f & ~j;
              g = g & ~(H() | 0);
              if ((e | 0) == (a | 0)) { break; }else { e = e + 1 | 0; }
            }

            j = c + (d << 3) | 0;
            b[j >> 2] = f;
            b[j + 4 >> 2] = g;
            d = d + 1 | 0;
          }

          h = h + 1 | 0;
        } while ((h | 0) != 122);

        d = 0;
        return d | 0;
      }

      function Vb(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0,
            t = 0;
        t = T;
        T = T + 16 | 0;
        r = t;
        s = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        s = s & 15;

        if (d >>> 0 > 15) {
          s = 4;
          T = t;
          return s | 0;
        }

        if ((s | 0) < (d | 0)) {
          s = 12;
          T = t;
          return s | 0;
        }

        if ((s | 0) != (d | 0)) {
          g = wd(d | 0, 0, 52) | 0;
          g = g | a;
          i = H() | 0 | c & -15728641;

          if ((s | 0) > (d | 0)) {
            j = d;

            do {
              q = wd(7, 0, (14 - j | 0) * 3 | 0) | 0;
              j = j + 1 | 0;
              g = q | g;
              i = H() | 0 | i;
            } while ((j | 0) < (s | 0));

            q = g;
          } else { q = g; }
        } else {
          q = a;
          i = c;
        }

        p = vd(q | 0, i | 0, 45) | 0;
        H() | 0;

        a: do { if (ma(p & 127) | 0) {
          j = vd(q | 0, i | 0, 52) | 0;
          H() | 0;
          j = j & 15;

          if (j | 0) {
            g = 1;

            while (1) {
              p = wd(7, 0, (15 - g | 0) * 3 | 0) | 0;

              if (!((p & q | 0) == 0 & ((H() | 0) & i | 0) == 0)) {
                k = 33;
                break a;
              }

              if (g >>> 0 < j >>> 0) { g = g + 1 | 0; }else { break; }
            }
          }

          p = e;
          b[p >> 2] = 0;
          b[p + 4 >> 2] = 0;

          if ((s | 0) > (d | 0)) {
            p = c & -15728641;
            o = s;

            while (1) {
              n = o;
              o = o + -1 | 0;

              if (o >>> 0 > 15 | (s | 0) < (o | 0)) {
                k = 19;
                break;
              }

              if ((s | 0) != (o | 0)) {
                g = wd(o | 0, 0, 52) | 0;
                g = g | a;
                j = H() | 0 | p;
                if ((s | 0) < (n | 0)) { m = g; }else {
                  k = o;

                  do {
                    m = wd(7, 0, (14 - k | 0) * 3 | 0) | 0;
                    k = k + 1 | 0;
                    g = m | g;
                    j = H() | 0 | j;
                  } while ((k | 0) < (s | 0));

                  m = g;
                }
              } else {
                m = a;
                j = c;
              }

              l = vd(m | 0, j | 0, 45) | 0;
              H() | 0;
              if (!(ma(l & 127) | 0)) { g = 0; }else {
                l = vd(m | 0, j | 0, 52) | 0;
                H() | 0;
                l = l & 15;

                b: do { if (!l) { g = 0; }else {
                  k = 1;

                  while (1) {
                    g = vd(m | 0, j | 0, (15 - k | 0) * 3 | 0) | 0;
                    H() | 0;
                    g = g & 7;
                    if (g | 0) { break b; }
                    if (k >>> 0 < l >>> 0) { k = k + 1 | 0; }else {
                      g = 0;
                      break;
                    }
                  }
                } } while (0);

                g = (g | 0) == 0 & 1;
              }
              j = vd(a | 0, c | 0, (15 - n | 0) * 3 | 0) | 0;
              H() | 0;
              j = j & 7;

              if ((j | 0) == 7) {
                f = 5;
                k = 42;
                break;
              }

              g = (g | 0) != 0;

              if ((j | 0) == 1 & g) {
                f = 5;
                k = 42;
                break;
              }

              m = j + (((j | 0) != 0 & g) << 31 >> 31) | 0;

              if (m | 0) {
                k = s - n | 0;
                k = Cc(7, 0, k, ((k | 0) < 0) << 31 >> 31) | 0;
                l = H() | 0;

                if (g) {
                  g = rd(k | 0, l | 0, 5, 0) | 0;
                  g = ld(g | 0, H() | 0, -5, -1) | 0;
                  g = pd(g | 0, H() | 0, 6, 0) | 0;
                  g = ld(g | 0, H() | 0, 1, 0) | 0;
                  j = H() | 0;
                } else {
                  g = k;
                  j = l;
                }

                n = m + -1 | 0;
                n = rd(k | 0, l | 0, n | 0, ((n | 0) < 0) << 31 >> 31 | 0) | 0;
                n = ld(g | 0, j | 0, n | 0, H() | 0) | 0;
                m = H() | 0;
                l = e;
                l = ld(n | 0, m | 0, b[l >> 2] | 0, b[l + 4 >> 2] | 0) | 0;
                m = H() | 0;
                n = e;
                b[n >> 2] = l;
                b[n + 4 >> 2] = m;
              }

              if ((o | 0) <= (d | 0)) {
                k = 37;
                break;
              }
            }

            if ((k | 0) == 19) { I(23313, 22674, 1099, 22710); }else if ((k | 0) == 37) {
              h = e;
              f = b[h + 4 >> 2] | 0;
              h = b[h >> 2] | 0;
              break;
            } else if ((k | 0) == 42) {
              T = t;
              return f | 0;
            }
          } else {
            f = 0;
            h = 0;
          }
        } else { k = 33; } } while (0);

        c: do { if ((k | 0) == 33) {
          p = e;
          b[p >> 2] = 0;
          b[p + 4 >> 2] = 0;

          if ((s | 0) > (d | 0)) {
            g = s;

            while (1) {
              f = vd(a | 0, c | 0, (15 - g | 0) * 3 | 0) | 0;
              H() | 0;
              f = f & 7;

              if ((f | 0) == 7) {
                f = 5;
                break;
              }

              h = s - g | 0;
              h = Cc(7, 0, h, ((h | 0) < 0) << 31 >> 31) | 0;
              f = rd(h | 0, H() | 0, f | 0, 0) | 0;
              h = H() | 0;
              p = e;
              h = ld(b[p >> 2] | 0, b[p + 4 >> 2] | 0, f | 0, h | 0) | 0;
              f = H() | 0;
              p = e;
              b[p >> 2] = h;
              b[p + 4 >> 2] = f;
              g = g + -1 | 0;
              if ((g | 0) <= (d | 0)) { break c; }
            }

            T = t;
            return f | 0;
          } else {
            f = 0;
            h = 0;
          }
        } } while (0);

        if (wb(q, i, s, r) | 0) { I(23313, 22674, 1063, 22725); }
        s = r;
        r = b[s + 4 >> 2] | 0;

        if (((f | 0) > -1 | (f | 0) == -1 & h >>> 0 > 4294967295) & ((r | 0) > (f | 0) | ((r | 0) == (f | 0) ? (b[s >> 2] | 0) >>> 0 > h >>> 0 : 0))) {
          s = 0;
          T = t;
          return s | 0;
        } else { I(23313, 22674, 1139, 22710); }

        return 0;
      }

      function Wb(a, c, d, e, f, g) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        g = g | 0;
        var h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0;
        m = T;
        T = T + 16 | 0;
        h = m;

        if (f >>> 0 > 15) {
          g = 4;
          T = m;
          return g | 0;
        }

        i = vd(d | 0, e | 0, 52) | 0;
        H() | 0;
        i = i & 15;

        if ((i | 0) > (f | 0)) {
          g = 12;
          T = m;
          return g | 0;
        }

        if (wb(d, e, f, h) | 0) { I(23313, 22674, 1063, 22725); }
        l = h;
        k = b[l + 4 >> 2] | 0;

        if (!(((c | 0) > -1 | (c | 0) == -1 & a >>> 0 > 4294967295) & ((k | 0) > (c | 0) | ((k | 0) == (c | 0) ? (b[l >> 2] | 0) >>> 0 > a >>> 0 : 0)))) {
          g = 2;
          T = m;
          return g | 0;
        }

        l = f - i | 0;
        f = wd(f | 0, 0, 52) | 0;
        j = H() | 0 | e & -15728641;
        k = g;
        b[k >> 2] = f | d;
        b[k + 4 >> 2] = j;
        k = vd(d | 0, e | 0, 45) | 0;
        H() | 0;

        a: do { if (ma(k & 127) | 0) {
          if (i | 0) {
            h = 1;

            while (1) {
              k = wd(7, 0, (15 - h | 0) * 3 | 0) | 0;
              if (!((k & d | 0) == 0 & ((H() | 0) & e | 0) == 0)) { break a; }
              if (h >>> 0 < i >>> 0) { h = h + 1 | 0; }else { break; }
            }
          }

          if ((l | 0) < 1) {
            g = 0;
            T = m;
            return g | 0;
          }

          k = i ^ 15;
          e = -1;
          j = 1;
          h = 1;

          while (1) {
            i = l - j | 0;
            i = Cc(7, 0, i, ((i | 0) < 0) << 31 >> 31) | 0;
            d = H() | 0;

            do { if (h) {
              h = rd(i | 0, d | 0, 5, 0) | 0;
              h = ld(h | 0, H() | 0, -5, -1) | 0;
              h = pd(h | 0, H() | 0, 6, 0) | 0;
              f = H() | 0;

              if ((c | 0) > (f | 0) | (c | 0) == (f | 0) & a >>> 0 > h >>> 0) {
                c = ld(a | 0, c | 0, -1, -1) | 0;
                c = md(c | 0, H() | 0, h | 0, f | 0) | 0;
                h = H() | 0;
                n = g;
                p = b[n >> 2] | 0;
                n = b[n + 4 >> 2] | 0;
                q = (k + e | 0) * 3 | 0;
                o = wd(7, 0, q | 0) | 0;
                n = n & ~(H() | 0);
                e = pd(c | 0, h | 0, i | 0, d | 0) | 0;
                a = H() | 0;
                f = ld(e | 0, a | 0, 2, 0) | 0;
                q = wd(f | 0, H() | 0, q | 0) | 0;
                n = H() | 0 | n;
                f = g;
                b[f >> 2] = q | p & ~o;
                b[f + 4 >> 2] = n;
                a = rd(e | 0, a | 0, i | 0, d | 0) | 0;
                a = md(c | 0, h | 0, a | 0, H() | 0) | 0;
                h = 0;
                c = H() | 0;
                break;
              } else {
                q = g;
                o = b[q >> 2] | 0;
                q = b[q + 4 >> 2] | 0;
                p = wd(7, 0, (k + e | 0) * 3 | 0) | 0;
                q = q & ~(H() | 0);
                h = g;
                b[h >> 2] = o & ~p;
                b[h + 4 >> 2] = q;
                h = 1;
                break;
              }
            } else {
              o = g;
              f = b[o >> 2] | 0;
              o = b[o + 4 >> 2] | 0;
              e = (k + e | 0) * 3 | 0;
              n = wd(7, 0, e | 0) | 0;
              o = o & ~(H() | 0);
              q = pd(a | 0, c | 0, i | 0, d | 0) | 0;
              h = H() | 0;
              e = wd(q | 0, h | 0, e | 0) | 0;
              o = H() | 0 | o;
              p = g;
              b[p >> 2] = e | f & ~n;
              b[p + 4 >> 2] = o;
              h = rd(q | 0, h | 0, i | 0, d | 0) | 0;
              a = md(a | 0, c | 0, h | 0, H() | 0) | 0;
              h = 0;
              c = H() | 0;
            } } while (0);

            if ((l | 0) > (j | 0)) {
              e = ~j;
              j = j + 1 | 0;
            } else {
              c = 0;
              break;
            }
          }

          T = m;
          return c | 0;
        } } while (0);

        if ((l | 0) < 1) {
          q = 0;
          T = m;
          return q | 0;
        }

        f = i ^ 15;
        h = 1;

        while (1) {
          p = l - h | 0;
          p = Cc(7, 0, p, ((p | 0) < 0) << 31 >> 31) | 0;
          q = H() | 0;
          j = g;
          d = b[j >> 2] | 0;
          j = b[j + 4 >> 2] | 0;
          i = (f - h | 0) * 3 | 0;
          e = wd(7, 0, i | 0) | 0;
          j = j & ~(H() | 0);
          n = pd(a | 0, c | 0, p | 0, q | 0) | 0;
          o = H() | 0;
          i = wd(n | 0, o | 0, i | 0) | 0;
          j = H() | 0 | j;
          k = g;
          b[k >> 2] = i | d & ~e;
          b[k + 4 >> 2] = j;
          q = rd(n | 0, o | 0, p | 0, q | 0) | 0;
          a = md(a | 0, c | 0, q | 0, H() | 0) | 0;
          c = H() | 0;

          if ((l | 0) <= (h | 0)) {
            c = 0;
            break;
          } else { h = h + 1 | 0; }
        }

        T = m;
        return c | 0;
      }

      function Xb(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0;
        f = vd(c | 0, d | 0, 52) | 0;
        H() | 0;
        f = f & 15;

        if ((c | 0) == 0 & (d | 0) == 0 | ((e | 0) > 15 | (f | 0) > (e | 0))) {
          e = -1;
          f = -1;
          c = 0;
          d = 0;
        } else {
          g = zb(c, d, f + 1 | 0, e) | 0;
          d = (H() | 0) & -15728641;
          c = wd(e | 0, 0, 52) | 0;
          c = g | c;
          d = d | (H() | 0);
          g = (xb(c, d) | 0) == 0;
          e = g ? -1 : e;
        }

        g = a;
        b[g >> 2] = c;
        b[g + 4 >> 2] = d;
        b[a + 8 >> 2] = f;
        b[a + 12 >> 2] = e;
        return;
      }

      function Yb(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0;
        d = a;
        c = b[d >> 2] | 0;
        d = b[d + 4 >> 2] | 0;
        if ((c | 0) == 0 & (d | 0) == 0) { return; }
        e = vd(c | 0, d | 0, 52) | 0;
        H() | 0;
        e = e & 15;
        i = wd(1, 0, (e ^ 15) * 3 | 0) | 0;
        c = ld(i | 0, H() | 0, c | 0, d | 0) | 0;
        d = H() | 0;
        i = a;
        b[i >> 2] = c;
        b[i + 4 >> 2] = d;
        i = a + 8 | 0;
        h = b[i >> 2] | 0;
        if ((e | 0) < (h | 0)) { return; }
        j = a + 12 | 0;
        g = e;

        while (1) {
          if ((g | 0) == (h | 0)) {
            e = 5;
            break;
          }

          k = (g | 0) == (b[j >> 2] | 0);
          f = (15 - g | 0) * 3 | 0;
          e = vd(c | 0, d | 0, f | 0) | 0;
          H() | 0;
          e = e & 7;

          if (k & ((e | 0) == 1 & 0 == 0)) {
            e = 7;
            break;
          }

          if (!((e | 0) == 7 & 0 == 0)) {
            e = 10;
            break;
          }

          k = wd(1, 0, f | 0) | 0;
          c = ld(c | 0, d | 0, k | 0, H() | 0) | 0;
          d = H() | 0;
          k = a;
          b[k >> 2] = c;
          b[k + 4 >> 2] = d;
          if ((g | 0) > (h | 0)) { g = g + -1 | 0; }else {
            e = 10;
            break;
          }
        }

        if ((e | 0) == 5) {
          k = a;
          b[k >> 2] = 0;
          b[k + 4 >> 2] = 0;
          b[i >> 2] = -1;
          b[j >> 2] = -1;
          return;
        } else if ((e | 0) == 7) {
          h = wd(1, 0, f | 0) | 0;
          h = ld(c | 0, d | 0, h | 0, H() | 0) | 0;
          i = H() | 0;
          k = a;
          b[k >> 2] = h;
          b[k + 4 >> 2] = i;
          b[j >> 2] = g + -1;
          return;
        } else if ((e | 0) == 10) { return; }
      }

      function Zb(a) {
        a = +a;
        var b = 0.0;
        b = a < 0.0 ? a + 6.283185307179586 : a;
        return +(!(a >= 6.283185307179586) ? b : b + -6.283185307179586);
      }

      function _b(a, b) {
        a = a | 0;
        b = b | 0;

        if (!(+q(+(+e[a >> 3] - +e[b >> 3])) < 1.7453292519943298e-11)) {
          b = 0;
          return b | 0;
        }

        b = +q(+(+e[a + 8 >> 3] - +e[b + 8 >> 3])) < 1.7453292519943298e-11;
        return b | 0;
      }

      function $b(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0.0,
            d = 0.0,
            f = 0.0,
            g = 0.0;
        f = +e[b >> 3];
        d = +e[a >> 3];
        g = +u(+((f - d) * .5));
        c = +u(+((+e[b + 8 >> 3] - +e[a + 8 >> 3]) * .5));
        c = g * g + c * (+t(+f) * +t(+d) * c);
        return +(+z(+ +r(+c), + +r(+(1.0 - c))) * 2.0);
      }

      function ac(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0.0,
            d = 0.0,
            f = 0.0,
            g = 0.0;
        f = +e[b >> 3];
        d = +e[a >> 3];
        g = +u(+((f - d) * .5));
        c = +u(+((+e[b + 8 >> 3] - +e[a + 8 >> 3]) * .5));
        c = g * g + c * (+t(+f) * +t(+d) * c);
        return +(+z(+ +r(+c), + +r(+(1.0 - c))) * 2.0 * 6371.007180918475);
      }

      function bc(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0.0,
            d = 0.0,
            f = 0.0,
            g = 0.0;
        f = +e[b >> 3];
        d = +e[a >> 3];
        g = +u(+((f - d) * .5));
        c = +u(+((+e[b + 8 >> 3] - +e[a + 8 >> 3]) * .5));
        c = g * g + c * (+t(+f) * +t(+d) * c);
        return +(+z(+ +r(+c), + +r(+(1.0 - c))) * 2.0 * 6371.007180918475 * 1.0e3);
      }

      function cc(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0.0,
            d = 0.0,
            f = 0.0,
            g = 0.0,
            h = 0.0;
        g = +e[b >> 3];
        d = +t(+g);
        f = +e[b + 8 >> 3] - +e[a + 8 >> 3];
        h = d * +u(+f);
        c = +e[a >> 3];
        return + +z(+h, +(+u(+g) * +t(+c) - +t(+f) * (d * +u(+c))));
      }

      function dc(a, c, d, f) {
        a = a | 0;
        c = +c;
        d = +d;
        f = f | 0;
        var g = 0,
            h = 0.0,
            i = 0.0,
            j = 0.0;

        if (d < 1.0e-16) {
          b[f >> 2] = b[a >> 2];
          b[f + 4 >> 2] = b[a + 4 >> 2];
          b[f + 8 >> 2] = b[a + 8 >> 2];
          b[f + 12 >> 2] = b[a + 12 >> 2];
          return;
        }

        h = c < 0.0 ? c + 6.283185307179586 : c;
        h = !(c >= 6.283185307179586) ? h : h + -6.283185307179586;

        do { if (h < 1.0e-16) {
          c = +e[a >> 3] + d;
          e[f >> 3] = c;
          g = f;
        } else {
          g = +q(+(h + -3.141592653589793)) < 1.0e-16;
          c = +e[a >> 3];

          if (g) {
            c = c - d;
            e[f >> 3] = c;
            g = f;
            break;
          }

          i = +t(+d);
          d = +u(+d);
          c = i * +u(+c) + +t(+h) * (d * +t(+c));
          c = c > 1.0 ? 1.0 : c;
          c = +x(+(c < -1.0 ? -1.0 : c));
          e[f >> 3] = c;

          if (+q(+(c + -1.5707963267948966)) < 1.0e-16) {
            e[f >> 3] = 1.5707963267948966;
            e[f + 8 >> 3] = 0.0;
            return;
          }

          if (+q(+(c + 1.5707963267948966)) < 1.0e-16) {
            e[f >> 3] = -1.5707963267948966;
            e[f + 8 >> 3] = 0.0;
            return;
          }

          j = +t(+c);
          h = d * +u(+h) / j;
          d = +e[a >> 3];
          c = (i - +u(+c) * +u(+d)) / +t(+d) / j;
          i = h > 1.0 ? 1.0 : h;
          c = c > 1.0 ? 1.0 : c;
          c = +e[a + 8 >> 3] + +z(+(i < -1.0 ? -1.0 : i), +(c < -1.0 ? -1.0 : c));
          if (c > 3.141592653589793) { do { c = c + -6.283185307179586; } while (c > 3.141592653589793); }
          if (c < -3.141592653589793) { do { c = c + 6.283185307179586; } while (c < -3.141592653589793); }
          e[f + 8 >> 3] = c;
          return;
        } } while (0);

        if (+q(+(c + -1.5707963267948966)) < 1.0e-16) {
          e[g >> 3] = 1.5707963267948966;
          e[f + 8 >> 3] = 0.0;
          return;
        }

        if (+q(+(c + 1.5707963267948966)) < 1.0e-16) {
          e[g >> 3] = -1.5707963267948966;
          e[f + 8 >> 3] = 0.0;
          return;
        }

        c = +e[a + 8 >> 3];
        if (c > 3.141592653589793) { do { c = c + -6.283185307179586; } while (c > 3.141592653589793); }
        if (c < -3.141592653589793) { do { c = c + 6.283185307179586; } while (c < -3.141592653589793); }
        e[f + 8 >> 3] = c;
        return;
      }

      function ec(a, b) {
        a = a | 0;
        b = b | 0;

        if (a >>> 0 > 15) {
          b = 4;
          return b | 0;
        }

        e[b >> 3] = +e[20528 + (a << 3) >> 3];
        b = 0;
        return b | 0;
      }

      function fc(a, b) {
        a = a | 0;
        b = b | 0;

        if (a >>> 0 > 15) {
          b = 4;
          return b | 0;
        }

        e[b >> 3] = +e[20656 + (a << 3) >> 3];
        b = 0;
        return b | 0;
      }

      function gc(a, b) {
        a = a | 0;
        b = b | 0;

        if (a >>> 0 > 15) {
          b = 4;
          return b | 0;
        }

        e[b >> 3] = +e[20784 + (a << 3) >> 3];
        b = 0;
        return b | 0;
      }

      function hc(a, b) {
        a = a | 0;
        b = b | 0;

        if (a >>> 0 > 15) {
          b = 4;
          return b | 0;
        }

        e[b >> 3] = +e[20912 + (a << 3) >> 3];
        b = 0;
        return b | 0;
      }

      function ic(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0;

        if (a >>> 0 > 15) {
          c = 4;
          return c | 0;
        }

        d = Cc(7, 0, a, ((a | 0) < 0) << 31 >> 31) | 0;
        d = rd(d | 0, H() | 0, 120, 0) | 0;
        a = H() | 0;
        b[c >> 2] = d | 2;
        b[c + 4 >> 2] = a;
        c = 0;
        return c | 0;
      }

      function jc(a, b, c) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        var d = 0.0,
            f = 0.0,
            g = 0.0,
            h = 0.0,
            i = 0.0,
            j = 0.0,
            k = 0.0,
            l = 0.0,
            m = 0.0,
            n = 0.0;
        n = +e[b >> 3];
        l = +e[a >> 3];
        j = +u(+((n - l) * .5));
        g = +e[b + 8 >> 3];
        k = +e[a + 8 >> 3];
        h = +u(+((g - k) * .5));
        i = +t(+l);
        m = +t(+n);
        h = j * j + h * (m * i * h);
        h = +z(+ +r(+h), + +r(+(1.0 - h))) * 2.0;
        j = +e[c >> 3];
        n = +u(+((j - n) * .5));
        d = +e[c + 8 >> 3];
        g = +u(+((d - g) * .5));
        f = +t(+j);
        g = n * n + g * (m * f * g);
        g = +z(+ +r(+g), + +r(+(1.0 - g))) * 2.0;
        j = +u(+((l - j) * .5));
        d = +u(+((k - d) * .5));
        d = j * j + d * (i * f * d);
        d = +z(+ +r(+d), + +r(+(1.0 - d))) * 2.0;
        f = (h + g + d) * .5;
        return +(+y(+ +r(+(+v(+(f * .5)) * +v(+((f - h) * .5)) * +v(+((f - g) * .5)) * +v(+((f - d) * .5))))) * 4.0);
      }

      function kc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var f = 0.0,
            g = 0,
            h = 0,
            i = 0,
            j = 0;
        j = T;
        T = T + 192 | 0;
        h = j + 168 | 0;
        i = j;
        g = Pb(a, c, h) | 0;

        if (g | 0) {
          d = g;
          T = j;
          return d | 0;
        }

        if (Qb(a, c, i) | 0) { I(23313, 22742, 386, 22751); }
        c = b[i >> 2] | 0;

        if ((c | 0) > 0) {
          f = +jc(i + 8 | 0, i + 8 + (((c | 0) != 1 & 1) << 4) | 0, h) + 0.0;

          if ((c | 0) != 1) {
            a = 1;

            do {
              g = a;
              a = a + 1 | 0;
              f = f + +jc(i + 8 + (g << 4) | 0, i + 8 + (((a | 0) % (c | 0) | 0) << 4) | 0, h);
            } while ((a | 0) < (c | 0));
          }
        } else { f = 0.0; }

        e[d >> 3] = f;
        d = 0;
        T = j;
        return d | 0;
      }

      function lc(a, b, c) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        a = kc(a, b, c) | 0;
        if (a | 0) { return a | 0; }
        e[c >> 3] = +e[c >> 3] * 6371.007180918475 * 6371.007180918475;
        return a | 0;
      }

      function mc(a, b, c) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        a = kc(a, b, c) | 0;
        if (a | 0) { return a | 0; }
        e[c >> 3] = +e[c >> 3] * 6371.007180918475 * 6371.007180918475 * 1.0e3 * 1.0e3;
        return a | 0;
      }

      function nc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var f = 0.0,
            g = 0.0,
            h = 0.0,
            i = 0,
            j = 0,
            k = 0.0,
            l = 0.0,
            m = 0.0;
        j = T;
        T = T + 176 | 0;
        i = j;
        a = gb(a, c, i) | 0;

        if (a | 0) {
          i = a;
          T = j;
          return i | 0;
        }

        e[d >> 3] = 0.0;
        a = b[i >> 2] | 0;

        if ((a | 0) <= 1) {
          i = 0;
          T = j;
          return i | 0;
        }

        c = a + -1 | 0;
        a = 0;
        f = +e[i + 8 >> 3];
        g = +e[i + 16 >> 3];
        h = 0.0;

        do {
          a = a + 1 | 0;
          l = f;
          f = +e[i + 8 + (a << 4) >> 3];
          m = +u(+((f - l) * .5));
          k = g;
          g = +e[i + 8 + (a << 4) + 8 >> 3];
          k = +u(+((g - k) * .5));
          k = m * m + k * (+t(+f) * +t(+l) * k);
          h = h + +z(+ +r(+k), + +r(+(1.0 - k))) * 2.0;
        } while ((a | 0) < (c | 0));

        e[d >> 3] = h;
        i = 0;
        T = j;
        return i | 0;
      }

      function oc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var f = 0.0,
            g = 0.0,
            h = 0.0,
            i = 0,
            j = 0,
            k = 0.0,
            l = 0.0,
            m = 0.0;
        j = T;
        T = T + 176 | 0;
        i = j;
        a = gb(a, c, i) | 0;

        if (a | 0) {
          i = a;
          h = +e[d >> 3];
          h = h * 6371.007180918475;
          e[d >> 3] = h;
          T = j;
          return i | 0;
        }

        e[d >> 3] = 0.0;
        a = b[i >> 2] | 0;

        if ((a | 0) <= 1) {
          i = 0;
          h = 0.0;
          h = h * 6371.007180918475;
          e[d >> 3] = h;
          T = j;
          return i | 0;
        }

        c = a + -1 | 0;
        a = 0;
        f = +e[i + 8 >> 3];
        g = +e[i + 16 >> 3];
        h = 0.0;

        do {
          a = a + 1 | 0;
          l = f;
          f = +e[i + 8 + (a << 4) >> 3];
          m = +u(+((f - l) * .5));
          k = g;
          g = +e[i + 8 + (a << 4) + 8 >> 3];
          k = +u(+((g - k) * .5));
          k = m * m + k * (+t(+l) * +t(+f) * k);
          h = h + +z(+ +r(+k), + +r(+(1.0 - k))) * 2.0;
        } while ((a | 0) != (c | 0));

        e[d >> 3] = h;
        i = 0;
        m = h;
        m = m * 6371.007180918475;
        e[d >> 3] = m;
        T = j;
        return i | 0;
      }

      function pc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var f = 0.0,
            g = 0.0,
            h = 0.0,
            i = 0,
            j = 0,
            k = 0.0,
            l = 0.0,
            m = 0.0;
        j = T;
        T = T + 176 | 0;
        i = j;
        a = gb(a, c, i) | 0;

        if (a | 0) {
          i = a;
          h = +e[d >> 3];
          h = h * 6371.007180918475;
          h = h * 1.0e3;
          e[d >> 3] = h;
          T = j;
          return i | 0;
        }

        e[d >> 3] = 0.0;
        a = b[i >> 2] | 0;

        if ((a | 0) <= 1) {
          i = 0;
          h = 0.0;
          h = h * 6371.007180918475;
          h = h * 1.0e3;
          e[d >> 3] = h;
          T = j;
          return i | 0;
        }

        c = a + -1 | 0;
        a = 0;
        f = +e[i + 8 >> 3];
        g = +e[i + 16 >> 3];
        h = 0.0;

        do {
          a = a + 1 | 0;
          l = f;
          f = +e[i + 8 + (a << 4) >> 3];
          m = +u(+((f - l) * .5));
          k = g;
          g = +e[i + 8 + (a << 4) + 8 >> 3];
          k = +u(+((g - k) * .5));
          k = m * m + k * (+t(+l) * +t(+f) * k);
          h = h + +z(+ +r(+k), + +r(+(1.0 - k))) * 2.0;
        } while ((a | 0) != (c | 0));

        e[d >> 3] = h;
        i = 0;
        m = h;
        m = m * 6371.007180918475;
        m = m * 1.0e3;
        e[d >> 3] = m;
        T = j;
        return i | 0;
      }

      function qc(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0;
        c = kd(1, 12) | 0;
        if (!c) { I(22832, 22787, 49, 22845); }
        d = a + 4 | 0;
        e = b[d >> 2] | 0;

        if (e | 0) {
          e = e + 8 | 0;
          b[e >> 2] = c;
          b[d >> 2] = c;
          return c | 0;
        }

        if (b[a >> 2] | 0) { I(22862, 22787, 61, 22885); }
        e = a;
        b[e >> 2] = c;
        b[d >> 2] = c;
        return c | 0;
      }

      function rc(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            e = 0;
        e = id(24) | 0;
        if (!e) { I(22899, 22787, 78, 22913); }
        b[e >> 2] = b[c >> 2];
        b[e + 4 >> 2] = b[c + 4 >> 2];
        b[e + 8 >> 2] = b[c + 8 >> 2];
        b[e + 12 >> 2] = b[c + 12 >> 2];
        b[e + 16 >> 2] = 0;
        c = a + 4 | 0;
        d = b[c >> 2] | 0;

        if (d | 0) {
          b[d + 16 >> 2] = e;
          b[c >> 2] = e;
          return e | 0;
        }

        if (b[a >> 2] | 0) { I(22928, 22787, 82, 22913); }
        b[a >> 2] = e;
        b[c >> 2] = e;
        return e | 0;
      }

      function sc(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0;
        if (!a) { return; }
        e = 1;

        while (1) {
          c = b[a >> 2] | 0;
          if (c | 0) { do {
            d = b[c >> 2] | 0;
            if (d | 0) { do {
              f = d;
              d = b[d + 16 >> 2] | 0;
              jd(f);
            } while ((d | 0) != 0); }
            f = c;
            c = b[c + 8 >> 2] | 0;
            jd(f);
          } while ((c | 0) != 0); }
          c = a;
          a = b[a + 8 >> 2] | 0;
          if (!e) { jd(c); }
          if (!a) { break; }else { e = 0; }
        }

        return;
      }

      function tc(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            f = 0,
            g = 0,
            h = 0.0,
            i = 0,
            j = 0.0,
            k = 0.0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            r = 0,
            s = 0.0,
            t = 0.0,
            u = 0.0,
            v = 0.0,
            w = 0.0,
            x = 0.0,
            y = 0,
            z = 0,
            A = 0,
            B = 0,
            C = 0,
            D = 0,
            E = 0,
            F = 0,
            G = 0,
            H = 0,
            J = 0,
            K = 0;
        g = a + 8 | 0;

        if (b[g >> 2] | 0) {
          K = 1;
          return K | 0;
        }

        f = b[a >> 2] | 0;

        if (!f) {
          K = 0;
          return K | 0;
        }

        c = f;
        d = 0;

        do {
          d = d + 1 | 0;
          c = b[c + 8 >> 2] | 0;
        } while ((c | 0) != 0);

        if (d >>> 0 < 2) {
          K = 0;
          return K | 0;
        }

        H = id(d << 2) | 0;
        if (!H) { I(22948, 22787, 317, 22967); }
        G = id(d << 5) | 0;
        if (!G) { I(22989, 22787, 321, 22967); }
        b[a >> 2] = 0;
        z = a + 4 | 0;
        b[z >> 2] = 0;
        b[g >> 2] = 0;
        d = 0;
        F = 0;
        y = 0;
        n = 0;

        a: while (1) {
          m = b[f >> 2] | 0;

          if (m) {
            h = 0.0;
            i = m;

            do {
              k = +e[i + 8 >> 3];
              c = i;
              i = b[i + 16 >> 2] | 0;
              l = (i | 0) == 0;
              g = l ? m : i;
              j = +e[g + 8 >> 3];

              if (+q(+(k - j)) > 3.141592653589793) {
                K = 14;
                break;
              }

              h = h + (j - k) * (+e[c >> 3] + +e[g >> 3]);
            } while (!l);

            if ((K | 0) == 14) {
              K = 0;
              h = 0.0;
              c = m;

              do {
                x = +e[c + 8 >> 3];
                E = c + 16 | 0;
                D = b[E >> 2] | 0;
                D = (D | 0) == 0 ? m : D;
                w = +e[D + 8 >> 3];
                h = h + (+e[c >> 3] + +e[D >> 3]) * ((w < 0.0 ? w + 6.283185307179586 : w) - (x < 0.0 ? x + 6.283185307179586 : x));
                c = b[((c | 0) == 0 ? f : E) >> 2] | 0;
              } while ((c | 0) != 0);
            }

            if (h > 0.0) {
              b[H + (F << 2) >> 2] = f;
              F = F + 1 | 0;
              g = y;
              c = n;
            } else { K = 19; }
          } else { K = 19; }

          if ((K | 0) == 19) {
            K = 0;

            do { if (!d) {
              if (!n) {
                if (!(b[a >> 2] | 0)) {
                  g = z;
                  i = a;
                  c = f;
                  d = a;
                  break;
                } else {
                  K = 27;
                  break a;
                }
              } else {
                g = z;
                i = n + 8 | 0;
                c = f;
                d = a;
                break;
              }
            } else {
              c = d + 8 | 0;

              if (b[c >> 2] | 0) {
                K = 21;
                break a;
              }

              d = kd(1, 12) | 0;

              if (!d) {
                K = 23;
                break a;
              }

              b[c >> 2] = d;
              g = d + 4 | 0;
              i = d;
              c = n;
            } } while (0);

            b[i >> 2] = f;
            b[g >> 2] = f;
            i = G + (y << 5) | 0;
            l = b[f >> 2] | 0;

            if (l) {
              m = G + (y << 5) + 8 | 0;
              e[m >> 3] = 1797693134862315708145274.0e284;
              n = G + (y << 5) + 24 | 0;
              e[n >> 3] = 1797693134862315708145274.0e284;
              e[i >> 3] = -1797693134862315708145274.0e284;
              o = G + (y << 5) + 16 | 0;
              e[o >> 3] = -1797693134862315708145274.0e284;
              u = 1797693134862315708145274.0e284;
              v = -1797693134862315708145274.0e284;
              g = 0;
              p = l;
              k = 1797693134862315708145274.0e284;
              s = 1797693134862315708145274.0e284;
              t = -1797693134862315708145274.0e284;
              j = -1797693134862315708145274.0e284;

              while (1) {
                h = +e[p >> 3];
                x = +e[p + 8 >> 3];
                p = b[p + 16 >> 2] | 0;
                r = (p | 0) == 0;
                w = +e[(r ? l : p) + 8 >> 3];

                if (h < k) {
                  e[m >> 3] = h;
                  k = h;
                }

                if (x < s) {
                  e[n >> 3] = x;
                  s = x;
                }

                if (h > t) { e[i >> 3] = h; }else { h = t; }

                if (x > j) {
                  e[o >> 3] = x;
                  j = x;
                }

                u = x > 0.0 & x < u ? x : u;
                v = x < 0.0 & x > v ? x : v;
                g = g | +q(+(x - w)) > 3.141592653589793;
                if (r) { break; }else { t = h; }
              }

              if (g) {
                e[o >> 3] = v;
                e[n >> 3] = u;
              }
            } else {
              b[i >> 2] = 0;
              b[i + 4 >> 2] = 0;
              b[i + 8 >> 2] = 0;
              b[i + 12 >> 2] = 0;
              b[i + 16 >> 2] = 0;
              b[i + 20 >> 2] = 0;
              b[i + 24 >> 2] = 0;
              b[i + 28 >> 2] = 0;
            }

            g = y + 1 | 0;
          }

          E = f + 8 | 0;
          f = b[E >> 2] | 0;
          b[E >> 2] = 0;

          if (!f) {
            K = 45;
            break;
          } else {
            y = g;
            n = c;
          }
        }

        if ((K | 0) == 21) { I(22765, 22787, 35, 22799); }else if ((K | 0) == 23) { I(22819, 22787, 37, 22799); }else if ((K | 0) == 27) { I(22862, 22787, 61, 22885); }else if ((K | 0) == 45) {
          b: do { if ((F | 0) > 0) {
            E = (g | 0) == 0;
            C = g << 2;
            D = (a | 0) == 0;
            B = 0;
            c = 0;

            while (1) {
              A = b[H + (B << 2) >> 2] | 0;

              if (!E) {
                y = id(C) | 0;

                if (!y) {
                  K = 50;
                  break;
                }

                z = id(C) | 0;

                if (!z) {
                  K = 52;
                  break;
                }

                c: do { if (!D) {
                  g = 0;
                  d = 0;
                  i = a;

                  while (1) {
                    f = G + (g << 5) | 0;

                    if (uc(b[i >> 2] | 0, f, b[A >> 2] | 0) | 0) {
                      b[y + (d << 2) >> 2] = i;
                      b[z + (d << 2) >> 2] = f;
                      r = d + 1 | 0;
                    } else { r = d; }

                    i = b[i + 8 >> 2] | 0;
                    if (!i) { break; }else {
                      g = g + 1 | 0;
                      d = r;
                    }
                  }

                  if ((r | 0) > 0) {
                    f = b[y >> 2] | 0;
                    if ((r | 0) == 1) { d = f; }else {
                      o = 0;
                      p = -1;
                      d = f;
                      n = f;

                      while (1) {
                        l = b[n >> 2] | 0;
                        f = 0;
                        i = 0;

                        while (1) {
                          g = b[b[y + (i << 2) >> 2] >> 2] | 0;
                          if ((g | 0) == (l | 0)) { m = f; }else { m = f + ((uc(g, b[z + (i << 2) >> 2] | 0, b[l >> 2] | 0) | 0) & 1) | 0; }
                          i = i + 1 | 0;
                          if ((i | 0) == (r | 0)) { break; }else { f = m; }
                        }

                        g = (m | 0) > (p | 0);
                        d = g ? n : d;
                        f = o + 1 | 0;
                        if ((f | 0) == (r | 0)) { break c; }
                        o = f;
                        p = g ? m : p;
                        n = b[y + (f << 2) >> 2] | 0;
                      }
                    }
                  } else { d = 0; }
                } else { d = 0; } } while (0);

                jd(y);
                jd(z);

                if (d) {
                  g = d + 4 | 0;
                  f = b[g >> 2] | 0;

                  if (!f) {
                    if (b[d >> 2] | 0) {
                      K = 70;
                      break;
                    }
                  } else { d = f + 8 | 0; }

                  b[d >> 2] = A;
                  b[g >> 2] = A;
                } else { K = 73; }
              } else { K = 73; }

              if ((K | 0) == 73) {
                K = 0;
                c = b[A >> 2] | 0;
                if (c | 0) { do {
                  z = c;
                  c = b[c + 16 >> 2] | 0;
                  jd(z);
                } while ((c | 0) != 0); }
                jd(A);
                c = 1;
              }

              B = B + 1 | 0;

              if ((B | 0) >= (F | 0)) {
                J = c;
                break b;
              }
            }

            if ((K | 0) == 50) { I(23004, 22787, 249, 23023); }else if ((K | 0) == 52) { I(23042, 22787, 252, 23023); }else if ((K | 0) == 70) { I(22862, 22787, 61, 22885); }
          } else { J = 0; } } while (0);

          jd(H);
          jd(G);
          K = J;
          return K | 0;
        }
        return 0;
      }

      function uc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var f = 0.0,
            g = 0.0,
            h = 0.0,
            i = 0.0,
            j = 0.0,
            k = 0.0,
            l = 0.0,
            m = 0;

        if (!(ya(c, d) | 0)) {
          a = 0;
          return a | 0;
        }

        c = xa(c) | 0;
        f = +e[d >> 3];
        g = +e[d + 8 >> 3];
        g = c & g < 0.0 ? g + 6.283185307179586 : g;
        a = b[a >> 2] | 0;

        if (!a) {
          a = 0;
          return a | 0;
        }

        if (c) {
          c = 0;
          l = g;
          d = a;

          a: while (1) {
            while (1) {
              i = +e[d >> 3];
              g = +e[d + 8 >> 3];
              d = d + 16 | 0;
              m = b[d >> 2] | 0;
              m = (m | 0) == 0 ? a : m;
              h = +e[m >> 3];
              j = +e[m + 8 >> 3];

              if (i > h) {
                k = i;
                i = j;
              } else {
                k = h;
                h = i;
                i = g;
                g = j;
              }

              f = f == h | f == k ? f + 2.220446049250313e-16 : f;
              if (!(f < h | f > k)) { break; }
              d = b[d >> 2] | 0;

              if (!d) {
                d = 22;
                break a;
              }
            }

            j = i < 0.0 ? i + 6.283185307179586 : i;
            i = g < 0.0 ? g + 6.283185307179586 : g;
            l = j == l | i == l ? l + -2.220446049250313e-16 : l;
            k = j + (i - j) * ((f - h) / (k - h));
            if ((k < 0.0 ? k + 6.283185307179586 : k) > l) { c = c ^ 1; }
            d = b[d >> 2] | 0;

            if (!d) {
              d = 22;
              break;
            }
          }

          if ((d | 0) == 22) { return c | 0; }
        } else {
          c = 0;
          l = g;
          d = a;

          b: while (1) {
            while (1) {
              i = +e[d >> 3];
              g = +e[d + 8 >> 3];
              d = d + 16 | 0;
              m = b[d >> 2] | 0;
              m = (m | 0) == 0 ? a : m;
              h = +e[m >> 3];
              j = +e[m + 8 >> 3];

              if (i > h) {
                k = i;
                i = j;
              } else {
                k = h;
                h = i;
                i = g;
                g = j;
              }

              f = f == h | f == k ? f + 2.220446049250313e-16 : f;
              if (!(f < h | f > k)) { break; }
              d = b[d >> 2] | 0;

              if (!d) {
                d = 22;
                break b;
              }
            }

            l = i == l | g == l ? l + -2.220446049250313e-16 : l;
            if (i + (g - i) * ((f - h) / (k - h)) > l) { c = c ^ 1; }
            d = b[d >> 2] | 0;

            if (!d) {
              d = 22;
              break;
            }
          }

          if ((d | 0) == 22) { return c | 0; }
        }

        return 0;
      }

      function vc(c, d, e, f, g) {
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        g = g | 0;
        var h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0;
        u = T;
        T = T + 32 | 0;
        t = u + 16 | 0;
        s = u;
        h = vd(c | 0, d | 0, 52) | 0;
        H() | 0;
        h = h & 15;
        p = vd(e | 0, f | 0, 52) | 0;
        H() | 0;

        if ((h | 0) != (p & 15 | 0)) {
          t = 12;
          T = u;
          return t | 0;
        }

        l = vd(c | 0, d | 0, 45) | 0;
        H() | 0;
        l = l & 127;
        m = vd(e | 0, f | 0, 45) | 0;
        H() | 0;
        m = m & 127;

        if (l >>> 0 > 121 | m >>> 0 > 121) {
          t = 5;
          T = u;
          return t | 0;
        }

        p = (l | 0) != (m | 0);

        if (p) {
          j = ua(l, m) | 0;

          if ((j | 0) == 7) {
            t = 1;
            T = u;
            return t | 0;
          }

          k = ua(m, l) | 0;
          if ((k | 0) == 7) { I(23066, 23090, 161, 23100); }else {
            q = j;
            i = k;
          }
        } else {
          q = 0;
          i = 0;
        }

        n = ma(l) | 0;
        o = ma(m) | 0;
        b[t >> 2] = 0;
        b[t + 4 >> 2] = 0;
        b[t + 8 >> 2] = 0;
        b[t + 12 >> 2] = 0;

        do { if (!q) {
          Nb(e, f, t) | 0;

          if ((n | 0) != 0 & (o | 0) != 0) {
            if ((m | 0) != (l | 0)) { I(23173, 23090, 261, 23100); }
            i = Fb(c, d) | 0;
            h = Fb(e, f) | 0;
            if (!((i | 0) == 7 | (h | 0) == 7)) {
              if (!(a[21872 + (i * 7 | 0) + h >> 0] | 0)) {
                i = b[21040 + (i * 28 | 0) + (h << 2) >> 2] | 0;

                if ((i | 0) > 0) {
                  j = t + 4 | 0;
                  h = 0;

                  do {
                    Ra(j);
                    h = h + 1 | 0;
                  } while ((h | 0) != (i | 0));

                  r = 51;
                } else { r = 51; }
              } else { h = 1; }
            } else { h = 5; }
          } else { r = 51; }
        } else {
          m = b[4272 + (l * 28 | 0) + (q << 2) >> 2] | 0;
          j = (m | 0) > 0;
          if (!o) {
            if (j) {
              l = 0;
              k = e;
              j = f;

              do {
                k = Jb(k, j) | 0;
                j = H() | 0;
                i = Ta(i) | 0;
                l = l + 1 | 0;
              } while ((l | 0) != (m | 0));

              m = i;
              l = k;
              k = j;
            } else {
              m = i;
              l = e;
              k = f;
            }
          } else if (j) {
            l = 0;
            k = e;
            j = f;

            do {
              k = Ib(k, j) | 0;
              j = H() | 0;
              i = Ta(i) | 0;
              if ((i | 0) == 1) { i = Ta(1) | 0; }
              l = l + 1 | 0;
            } while ((l | 0) != (m | 0));

            m = i;
            l = k;
            k = j;
          } else {
            m = i;
            l = e;
            k = f;
          }
          Nb(l, k, t) | 0;
          if (!p) { I(23115, 23090, 191, 23100); }
          j = (n | 0) != 0;
          i = (o | 0) != 0;
          if (j & i) { I(23142, 23090, 192, 23100); }
          if (!j) {
            if (i) {
              i = Fb(l, k) | 0;

              if ((i | 0) == 7) {
                h = 5;
                break;
              }

              if (a[21872 + (i * 7 | 0) + m >> 0] | 0) {
                h = 1;
                break;
              }

              l = 0;
              k = b[21040 + (m * 28 | 0) + (i << 2) >> 2] | 0;
            } else {
              l = 0;
              k = 0;
            }
          } else {
            i = Fb(c, d) | 0;

            if ((i | 0) == 7) {
              h = 5;
              break;
            }

            if (a[21872 + (i * 7 | 0) + q >> 0] | 0) {
              h = 1;
              break;
            }

            k = b[21040 + (i * 28 | 0) + (q << 2) >> 2] | 0;
            l = k;
          }
          if ((l | k | 0) < 0) { h = 5; }else {
            if ((k | 0) > 0) {
              j = t + 4 | 0;
              i = 0;

              do {
                Ra(j);
                i = i + 1 | 0;
              } while ((i | 0) != (k | 0));
            }
            b[s >> 2] = 0;
            b[s + 4 >> 2] = 0;
            b[s + 8 >> 2] = 0;
            Pa(s, q);
            if (h | 0) { while (1) {
              if (!(Lb(h) | 0)) { Oa(s); }else { Na(s); }
              if ((h | 0) > 1) { h = h + -1 | 0; }else { break; }
            } }

            if ((l | 0) > 0) {
              h = 0;

              do {
                Ra(s);
                h = h + 1 | 0;
              } while ((h | 0) != (l | 0));
            }

            r = t + 4 | 0;
            Fa(r, s, r);
            Da(r);
            r = 51;
          }
        } } while (0);

        if ((r | 0) == 51) {
          h = t + 4 | 0;
          b[g >> 2] = b[h >> 2];
          b[g + 4 >> 2] = b[h + 4 >> 2];
          b[g + 8 >> 2] = b[h + 8 >> 2];
          h = 0;
        }

        t = h;
        T = u;
        return t | 0;
      }

      function wc(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0;
        q = T;
        T = T + 48 | 0;
        k = q + 36 | 0;
        h = q + 24 | 0;
        i = q + 12 | 0;
        j = q;
        f = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        f = f & 15;
        n = vd(a | 0, c | 0, 45) | 0;
        H() | 0;
        n = n & 127;

        if (n >>> 0 > 121) {
          e = 5;
          T = q;
          return e | 0;
        }

        l = ma(n) | 0;
        wd(f | 0, 0, 52) | 0;
        r = H() | 0 | 134225919;
        g = e;
        b[g >> 2] = -1;
        b[g + 4 >> 2] = r;

        if (!f) {
          f = Ia(d) | 0;

          if ((f | 0) == 7) {
            r = 1;
            T = q;
            return r | 0;
          }

          f = ta(n, f) | 0;

          if ((f | 0) == 127) {
            r = 1;
            T = q;
            return r | 0;
          }

          o = wd(f | 0, 0, 45) | 0;
          p = H() | 0;
          n = e;
          p = b[n + 4 >> 2] & -1040385 | p;
          r = e;
          b[r >> 2] = b[n >> 2] | o;
          b[r + 4 >> 2] = p;
          r = 0;
          T = q;
          return r | 0;
        }
        b[k >> 2] = b[d >> 2];
        b[k + 4 >> 2] = b[d + 4 >> 2];
        b[k + 8 >> 2] = b[d + 8 >> 2];
        d = f;

        while (1) {
          g = d;
          d = d + -1 | 0;
          b[h >> 2] = b[k >> 2];
          b[h + 4 >> 2] = b[k + 4 >> 2];
          b[h + 8 >> 2] = b[k + 8 >> 2];

          if (!(Lb(g) | 0)) {
            f = Ka(k) | 0;

            if (f | 0) {
              d = 13;
              break;
            }
            b[i >> 2] = b[k >> 2];
            b[i + 4 >> 2] = b[k + 4 >> 2];
            b[i + 8 >> 2] = b[k + 8 >> 2];
            Oa(i);
          } else {
            f = Ja(k) | 0;

            if (f | 0) {
              d = 13;
              break;
            }
            b[i >> 2] = b[k >> 2];
            b[i + 4 >> 2] = b[k + 4 >> 2];
            b[i + 8 >> 2] = b[k + 8 >> 2];
            Na(i);
          }

          Ga(h, i, j);
          Da(j);
          f = e;
          t = b[f >> 2] | 0;
          f = b[f + 4 >> 2] | 0;
          u = (15 - g | 0) * 3 | 0;
          s = wd(7, 0, u | 0) | 0;
          f = f & ~(H() | 0);
          u = wd(Ia(j) | 0, 0, u | 0) | 0;
          f = H() | 0 | f;
          r = e;
          b[r >> 2] = u | t & ~s;
          b[r + 4 >> 2] = f;

          if ((g | 0) <= 1) {
            d = 14;
            break;
          }
        }

        a: do { if ((d | 0) != 13) { if ((d | 0) == 14) { if (((b[k >> 2] | 0) <= 1 ? (b[k + 4 >> 2] | 0) <= 1 : 0) ? (b[k + 8 >> 2] | 0) <= 1 : 0) {
          d = Ia(k) | 0;
          f = ta(n, d) | 0;
          if ((f | 0) == 127) { j = 0; }else { j = ma(f) | 0; }

          b: do { if (!d) {
            if ((l | 0) != 0 & (j | 0) != 0) {
              d = Fb(a, c) | 0;
              g = e;
              g = Fb(b[g >> 2] | 0, b[g + 4 >> 2] | 0) | 0;

              if ((d | 0) == 7 | (g | 0) == 7) {
                f = 5;
                break a;
              }

              g = b[21248 + (d * 28 | 0) + (g << 2) >> 2] | 0;

              if ((g | 0) < 0) {
                f = 5;
                break a;
              }

              if (!g) { d = 59; }else {
                i = e;
                d = 0;
                h = b[i >> 2] | 0;
                i = b[i + 4 >> 2] | 0;

                do {
                  h = Hb(h, i) | 0;
                  i = H() | 0;
                  u = e;
                  b[u >> 2] = h;
                  b[u + 4 >> 2] = i;
                  d = d + 1 | 0;
                } while ((d | 0) < (g | 0));

                d = 58;
              }
            } else { d = 58; }
          } else {
            if (l) {
              f = Fb(a, c) | 0;

              if ((f | 0) == 7) {
                f = 5;
                break a;
              }

              g = b[21248 + (f * 28 | 0) + (d << 2) >> 2] | 0;

              if ((g | 0) > 0) {
                f = d;
                d = 0;

                do {
                  f = Sa(f) | 0;
                  d = d + 1 | 0;
                } while ((d | 0) != (g | 0));
              } else { f = d; }

              if ((f | 0) == 1) {
                f = 9;
                break a;
              }

              d = ta(n, f) | 0;
              if ((d | 0) == 127) { I(23200, 23090, 411, 23230); }

              if (!(ma(d) | 0)) {
                p = d;
                o = g;
                m = f;
              } else { I(23245, 23090, 412, 23230); }
            } else {
              p = f;
              o = 0;
              m = d;
            }

            i = b[4272 + (n * 28 | 0) + (m << 2) >> 2] | 0;
            if ((i | 0) <= -1) { I(23276, 23090, 419, 23230); }

            if (!j) {
              if ((o | 0) < 0) {
                f = 5;
                break a;
              }

              if (o | 0) {
                g = e;
                f = 0;
                d = b[g >> 2] | 0;
                g = b[g + 4 >> 2] | 0;

                do {
                  d = Hb(d, g) | 0;
                  g = H() | 0;
                  u = e;
                  b[u >> 2] = d;
                  b[u + 4 >> 2] = g;
                  f = f + 1 | 0;
                } while ((f | 0) < (o | 0));
              }

              if ((i | 0) <= 0) {
                f = p;
                d = 58;
                break;
              }

              g = e;
              f = 0;
              d = b[g >> 2] | 0;
              g = b[g + 4 >> 2] | 0;

              while (1) {
                d = Hb(d, g) | 0;
                g = H() | 0;
                u = e;
                b[u >> 2] = d;
                b[u + 4 >> 2] = g;
                f = f + 1 | 0;

                if ((f | 0) == (i | 0)) {
                  f = p;
                  d = 58;
                  break b;
                }
              }
            }

            h = ua(p, n) | 0;
            if ((h | 0) == 7) { I(23066, 23090, 428, 23230); }
            f = e;
            d = b[f >> 2] | 0;
            f = b[f + 4 >> 2] | 0;

            if ((i | 0) > 0) {
              g = 0;

              do {
                d = Hb(d, f) | 0;
                f = H() | 0;
                u = e;
                b[u >> 2] = d;
                b[u + 4 >> 2] = f;
                g = g + 1 | 0;
              } while ((g | 0) != (i | 0));
            }

            f = Fb(d, f) | 0;
            if ((f | 0) == 7) { I(23313, 23090, 440, 23230); }
            d = na(p) | 0;
            d = b[(d ? 21664 : 21456) + (h * 28 | 0) + (f << 2) >> 2] | 0;
            if ((d | 0) < 0) { I(23313, 23090, 454, 23230); }

            if (!d) {
              f = p;
              d = 58;
            } else {
              h = e;
              f = 0;
              g = b[h >> 2] | 0;
              h = b[h + 4 >> 2] | 0;

              do {
                g = Gb(g, h) | 0;
                h = H() | 0;
                u = e;
                b[u >> 2] = g;
                b[u + 4 >> 2] = h;
                f = f + 1 | 0;
              } while ((f | 0) < (d | 0));

              f = p;
              d = 58;
            }
          } } while (0);

          if ((d | 0) == 58) { if (j) { d = 59; } }

          if ((d | 0) == 59) {
            u = e;

            if ((Fb(b[u >> 2] | 0, b[u + 4 >> 2] | 0) | 0) == 1) {
              f = 9;
              break;
            }
          }

          u = e;
          s = b[u >> 2] | 0;
          u = b[u + 4 >> 2] & -1040385;
          t = wd(f | 0, 0, 45) | 0;
          u = u | (H() | 0);
          f = e;
          b[f >> 2] = s | t;
          b[f + 4 >> 2] = u;
          f = 0;
        } else { f = 1; } } } } while (0);

        u = f;
        T = q;
        return u | 0;
      }

      function xc(a, b, c, d, e, f) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        var g = 0,
            h = 0;
        h = T;
        T = T + 16 | 0;
        g = h;

        if (!e) {
          a = vc(a, b, c, d, g) | 0;

          if (!a) {
            Xa(g, f);
            a = 0;
          }
        } else { a = 15; }

        T = h;
        return a | 0;
      }

      function yc(a, b, c, d, e) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0;
        g = T;
        T = T + 16 | 0;
        f = g;

        if (!d) {
          c = Ya(c, f) | 0;
          if (!c) { c = wc(a, b, f, e) | 0; }
        } else { c = 15; }

        T = g;
        return c | 0;
      }

      function zc(a, c, d, e, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        var g = 0,
            h = 0,
            i = 0,
            j = 0;
        j = T;
        T = T + 32 | 0;
        h = j + 12 | 0;
        i = j;
        g = vc(a, c, a, c, h) | 0;

        if (g | 0) {
          i = g;
          T = j;
          return i | 0;
        }

        a = vc(a, c, d, e, i) | 0;

        if (a | 0) {
          i = a;
          T = j;
          return i | 0;
        }

        h = Wa(h, i) | 0;
        i = f;
        b[i >> 2] = h;
        b[i + 4 >> 2] = ((h | 0) < 0) << 31 >> 31;
        i = 0;
        T = j;
        return i | 0;
      }

      function Ac(a, c, d, e, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        var g = 0,
            h = 0,
            i = 0,
            j = 0;
        j = T;
        T = T + 32 | 0;
        h = j + 12 | 0;
        i = j;
        g = vc(a, c, a, c, h) | 0;

        if (!g) {
          g = vc(a, c, d, e, i) | 0;

          if (!g) {
            e = Wa(h, i) | 0;
            e = ld(e | 0, ((e | 0) < 0) << 31 >> 31 | 0, 1, 0) | 0;
            h = H() | 0;
            i = f;
            b[i >> 2] = e;
            b[i + 4 >> 2] = h;
            i = 0;
            T = j;
            return i | 0;
          }
        }

        i = g;
        T = j;
        return i | 0;
      }

      function Bc(a, c, d, e, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        var g = 0,
            h = 0,
            i = 0,
            j = 0.0,
            k = 0.0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0.0,
            r = 0.0,
            s = 0.0,
            t = 0,
            u = 0,
            v = 0,
            w = 0,
            x = 0,
            y = 0,
            z = 0,
            A = 0.0;
        z = T;
        T = T + 48 | 0;
        h = z + 24 | 0;
        i = z + 12 | 0;
        y = z;
        g = vc(a, c, a, c, h) | 0;

        if (!g) {
          g = vc(a, c, d, e, i) | 0;

          if (!g) {
            w = Wa(h, i) | 0;
            x = ((w | 0) < 0) << 31 >> 31;
            b[h >> 2] = 0;
            b[h + 4 >> 2] = 0;
            b[h + 8 >> 2] = 0;
            b[i >> 2] = 0;
            b[i + 4 >> 2] = 0;
            b[i + 8 >> 2] = 0;
            if (vc(a, c, a, c, h) | 0) { I(23313, 23090, 691, 23299); }
            if (vc(a, c, d, e, i) | 0) { I(23313, 23090, 696, 23299); }
            Za(h);
            Za(i);

            if (!w) {
              g = h + 4 | 0;
              d = h + 8 | 0;
              t = g;
              u = d;
              v = h;
              e = b[h >> 2] | 0;
              g = b[g >> 2] | 0;
              d = b[d >> 2] | 0;
              r = 0.0;
              s = 0.0;
              p = 0.0;
            } else {
              m = b[h >> 2] | 0;
              p = +(w | 0);
              t = h + 4 | 0;
              n = b[t >> 2] | 0;
              u = h + 8 | 0;
              o = b[u >> 2] | 0;
              v = h;
              e = m;
              g = n;
              d = o;
              r = +((b[i >> 2] | 0) - m | 0) / p;
              s = +((b[i + 4 >> 2] | 0) - n | 0) / p;
              p = +((b[i + 8 >> 2] | 0) - o | 0) / p;
            }

            b[y >> 2] = e;
            o = y + 4 | 0;
            b[o >> 2] = g;
            n = y + 8 | 0;
            b[n >> 2] = d;

            a: do { if ((w | 0) < 0) { g = 0; }else {
              l = 0;
              m = 0;
              g = e;

              while (1) {
                k = +(m >>> 0) + 4294967296.0 * +(l | 0);
                A = r * k + +(g | 0);
                j = s * k + +(b[t >> 2] | 0);
                k = p * k + +(b[u >> 2] | 0);
                d = ~~+zd(+A);
                h = ~~+zd(+j);
                g = ~~+zd(+k);
                A = +q(+(+(d | 0) - A));
                j = +q(+(+(h | 0) - j));
                k = +q(+(+(g | 0) - k));

                do { if (!(A > j & A > k)) {
                  i = 0 - d | 0;

                  if (j > k) {
                    e = i - g | 0;
                    break;
                  } else {
                    e = h;
                    g = i - h | 0;
                    break;
                  }
                } else {
                  d = 0 - (h + g) | 0;
                  e = h;
                } } while (0);

                b[y >> 2] = d;
                b[o >> 2] = e;
                b[n >> 2] = g;

                _a(y);

                g = wc(a, c, y, f + (m << 3) | 0) | 0;
                if (g | 0) { break a; }

                if (!((l | 0) < (x | 0) | (l | 0) == (x | 0) & m >>> 0 < w >>> 0)) {
                  g = 0;
                  break a;
                }

                g = ld(m | 0, l | 0, 1, 0) | 0;
                i = H() | 0;
                l = i;
                m = g;
                g = b[v >> 2] | 0;
              }
            } } while (0);

            y = g;
            T = z;
            return y | 0;
          }
        }

        y = g;
        T = z;
        return y | 0;
      }

      function Cc(a, b, c, d) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0;

        if ((c | 0) == 0 & (d | 0) == 0) {
          e = 0;
          f = 1;
          G(e | 0);
          return f | 0;
        }

        f = a;
        e = b;
        a = 1;
        b = 0;

        do {
          g = (c & 1 | 0) == 0 & 0 == 0;
          a = rd((g ? 1 : f) | 0, (g ? 0 : e) | 0, a | 0, b | 0) | 0;
          b = H() | 0;
          c = ud(c | 0, d | 0, 1) | 0;
          d = H() | 0;
          f = rd(f | 0, e | 0, f | 0, e | 0) | 0;
          e = H() | 0;
        } while (!((c | 0) == 0 & (d | 0) == 0));

        G(b | 0);
        return a | 0;
      }

      function Dc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var f = 0.0,
            g = 0.0,
            h = 0.0,
            i = 0.0,
            j = 0.0,
            k = 0.0,
            l = 0,
            m = 0.0,
            n = 0,
            o = 0;

        if (!(ya(c, d) | 0)) {
          o = 0;
          return o | 0;
        }

        c = xa(c) | 0;
        f = +e[d >> 3];
        g = +e[d + 8 >> 3];
        g = c & g < 0.0 ? g + 6.283185307179586 : g;
        o = b[a >> 2] | 0;

        if ((o | 0) <= 0) {
          o = 0;
          return o | 0;
        }

        n = b[a + 4 >> 2] | 0;

        if (c) {
          c = 0;
          m = g;
          d = -1;
          a = 0;

          a: while (1) {
            l = a;

            while (1) {
              i = +e[n + (l << 4) >> 3];
              g = +e[n + (l << 4) + 8 >> 3];
              a = (d + 2 | 0) % (o | 0) | 0;
              h = +e[n + (a << 4) >> 3];
              j = +e[n + (a << 4) + 8 >> 3];

              if (i > h) {
                k = i;
                i = j;
              } else {
                k = h;
                h = i;
                i = g;
                g = j;
              }

              f = f == h | f == k ? f + 2.220446049250313e-16 : f;
              if (!(f < h | f > k)) { break; }
              d = l + 1 | 0;

              if ((d | 0) >= (o | 0)) {
                d = 22;
                break a;
              } else {
                a = l;
                l = d;
                d = a;
              }
            }

            j = i < 0.0 ? i + 6.283185307179586 : i;
            i = g < 0.0 ? g + 6.283185307179586 : g;
            m = j == m | i == m ? m + -2.220446049250313e-16 : m;
            k = j + (i - j) * ((f - h) / (k - h));
            if ((k < 0.0 ? k + 6.283185307179586 : k) > m) { c = c ^ 1; }
            a = l + 1 | 0;

            if ((a | 0) >= (o | 0)) {
              d = 22;
              break;
            } else { d = l; }
          }

          if ((d | 0) == 22) { return c | 0; }
        } else {
          c = 0;
          m = g;
          d = -1;
          a = 0;

          b: while (1) {
            l = a;

            while (1) {
              i = +e[n + (l << 4) >> 3];
              g = +e[n + (l << 4) + 8 >> 3];
              a = (d + 2 | 0) % (o | 0) | 0;
              h = +e[n + (a << 4) >> 3];
              j = +e[n + (a << 4) + 8 >> 3];

              if (i > h) {
                k = i;
                i = j;
              } else {
                k = h;
                h = i;
                i = g;
                g = j;
              }

              f = f == h | f == k ? f + 2.220446049250313e-16 : f;
              if (!(f < h | f > k)) { break; }
              d = l + 1 | 0;

              if ((d | 0) >= (o | 0)) {
                d = 22;
                break b;
              } else {
                a = l;
                l = d;
                d = a;
              }
            }

            m = i == m | g == m ? m + -2.220446049250313e-16 : m;
            if (i + (g - i) * ((f - h) / (k - h)) > m) { c = c ^ 1; }
            a = l + 1 | 0;

            if ((a | 0) >= (o | 0)) {
              d = 22;
              break;
            } else { d = l; }
          }

          if ((d | 0) == 22) { return c | 0; }
        }

        return 0;
      }

      function Ec(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0.0,
            f = 0.0,
            g = 0.0,
            h = 0.0,
            i = 0.0,
            j = 0.0,
            k = 0.0,
            l = 0.0,
            m = 0.0,
            n = 0,
            o = 0,
            p = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0,
            v = 0;
        r = b[a >> 2] | 0;

        if (!r) {
          b[c >> 2] = 0;
          b[c + 4 >> 2] = 0;
          b[c + 8 >> 2] = 0;
          b[c + 12 >> 2] = 0;
          b[c + 16 >> 2] = 0;
          b[c + 20 >> 2] = 0;
          b[c + 24 >> 2] = 0;
          b[c + 28 >> 2] = 0;
          return;
        }

        s = c + 8 | 0;
        e[s >> 3] = 1797693134862315708145274.0e284;
        t = c + 24 | 0;
        e[t >> 3] = 1797693134862315708145274.0e284;
        e[c >> 3] = -1797693134862315708145274.0e284;
        u = c + 16 | 0;
        e[u >> 3] = -1797693134862315708145274.0e284;
        if ((r | 0) <= 0) { return; }
        o = b[a + 4 >> 2] | 0;
        l = 1797693134862315708145274.0e284;
        m = -1797693134862315708145274.0e284;
        n = 0;
        a = -1;
        h = 1797693134862315708145274.0e284;
        i = 1797693134862315708145274.0e284;
        k = -1797693134862315708145274.0e284;
        f = -1797693134862315708145274.0e284;
        p = 0;

        while (1) {
          d = +e[o + (p << 4) >> 3];
          j = +e[o + (p << 4) + 8 >> 3];
          a = a + 2 | 0;
          g = +e[o + (((a | 0) == (r | 0) ? 0 : a) << 4) + 8 >> 3];

          if (d < h) {
            e[s >> 3] = d;
            h = d;
          }

          if (j < i) {
            e[t >> 3] = j;
            i = j;
          }

          if (d > k) { e[c >> 3] = d; }else { d = k; }

          if (j > f) {
            e[u >> 3] = j;
            f = j;
          }

          l = j > 0.0 & j < l ? j : l;
          m = j < 0.0 & j > m ? j : m;
          n = n | +q(+(j - g)) > 3.141592653589793;
          a = p + 1 | 0;
          if ((a | 0) == (r | 0)) { break; }else {
            v = p;
            k = d;
            p = a;
            a = v;
          }
        }

        if (!n) { return; }
        e[u >> 3] = m;
        e[t >> 3] = l;
        return;
      }

      function Fc(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            f = 0,
            g = 0,
            h = 0.0,
            i = 0.0,
            j = 0.0,
            k = 0.0,
            l = 0.0,
            m = 0.0,
            n = 0.0,
            o = 0.0,
            p = 0.0,
            r = 0,
            s = 0,
            t = 0,
            u = 0,
            v = 0,
            w = 0,
            x = 0,
            y = 0,
            z = 0,
            A = 0;
        r = b[a >> 2] | 0;

        if (r) {
          s = c + 8 | 0;
          e[s >> 3] = 1797693134862315708145274.0e284;
          t = c + 24 | 0;
          e[t >> 3] = 1797693134862315708145274.0e284;
          e[c >> 3] = -1797693134862315708145274.0e284;
          u = c + 16 | 0;
          e[u >> 3] = -1797693134862315708145274.0e284;

          if ((r | 0) > 0) {
            g = b[a + 4 >> 2] | 0;
            o = 1797693134862315708145274.0e284;
            p = -1797693134862315708145274.0e284;
            f = 0;
            d = -1;
            k = 1797693134862315708145274.0e284;
            l = 1797693134862315708145274.0e284;
            n = -1797693134862315708145274.0e284;
            i = -1797693134862315708145274.0e284;
            v = 0;

            while (1) {
              h = +e[g + (v << 4) >> 3];
              m = +e[g + (v << 4) + 8 >> 3];
              z = d + 2 | 0;
              j = +e[g + (((z | 0) == (r | 0) ? 0 : z) << 4) + 8 >> 3];

              if (h < k) {
                e[s >> 3] = h;
                k = h;
              }

              if (m < l) {
                e[t >> 3] = m;
                l = m;
              }

              if (h > n) { e[c >> 3] = h; }else { h = n; }

              if (m > i) {
                e[u >> 3] = m;
                i = m;
              }

              o = m > 0.0 & m < o ? m : o;
              p = m < 0.0 & m > p ? m : p;
              f = f | +q(+(m - j)) > 3.141592653589793;
              d = v + 1 | 0;
              if ((d | 0) == (r | 0)) { break; }else {
                z = v;
                n = h;
                v = d;
                d = z;
              }
            }

            if (f) {
              e[u >> 3] = p;
              e[t >> 3] = o;
            }
          }
        } else {
          b[c >> 2] = 0;
          b[c + 4 >> 2] = 0;
          b[c + 8 >> 2] = 0;
          b[c + 12 >> 2] = 0;
          b[c + 16 >> 2] = 0;
          b[c + 20 >> 2] = 0;
          b[c + 24 >> 2] = 0;
          b[c + 28 >> 2] = 0;
        }

        z = a + 8 | 0;
        d = b[z >> 2] | 0;
        if ((d | 0) <= 0) { return; }
        y = a + 12 | 0;
        x = 0;

        do {
          g = b[y >> 2] | 0;
          f = x;
          x = x + 1 | 0;
          t = c + (x << 5) | 0;
          u = b[g + (f << 3) >> 2] | 0;

          if (u) {
            v = c + (x << 5) + 8 | 0;
            e[v >> 3] = 1797693134862315708145274.0e284;
            a = c + (x << 5) + 24 | 0;
            e[a >> 3] = 1797693134862315708145274.0e284;
            e[t >> 3] = -1797693134862315708145274.0e284;
            w = c + (x << 5) + 16 | 0;
            e[w >> 3] = -1797693134862315708145274.0e284;

            if ((u | 0) > 0) {
              r = b[g + (f << 3) + 4 >> 2] | 0;
              o = 1797693134862315708145274.0e284;
              p = -1797693134862315708145274.0e284;
              g = 0;
              f = -1;
              s = 0;
              k = 1797693134862315708145274.0e284;
              l = 1797693134862315708145274.0e284;
              m = -1797693134862315708145274.0e284;
              i = -1797693134862315708145274.0e284;

              while (1) {
                h = +e[r + (s << 4) >> 3];
                n = +e[r + (s << 4) + 8 >> 3];
                f = f + 2 | 0;
                j = +e[r + (((f | 0) == (u | 0) ? 0 : f) << 4) + 8 >> 3];

                if (h < k) {
                  e[v >> 3] = h;
                  k = h;
                }

                if (n < l) {
                  e[a >> 3] = n;
                  l = n;
                }

                if (h > m) { e[t >> 3] = h; }else { h = m; }

                if (n > i) {
                  e[w >> 3] = n;
                  i = n;
                }

                o = n > 0.0 & n < o ? n : o;
                p = n < 0.0 & n > p ? n : p;
                g = g | +q(+(n - j)) > 3.141592653589793;
                f = s + 1 | 0;
                if ((f | 0) == (u | 0)) { break; }else {
                  A = s;
                  s = f;
                  m = h;
                  f = A;
                }
              }

              if (g) {
                e[w >> 3] = p;
                e[a >> 3] = o;
              }
            }
          } else {
            b[t >> 2] = 0;
            b[t + 4 >> 2] = 0;
            b[t + 8 >> 2] = 0;
            b[t + 12 >> 2] = 0;
            b[t + 16 >> 2] = 0;
            b[t + 20 >> 2] = 0;
            b[t + 24 >> 2] = 0;
            b[t + 28 >> 2] = 0;
            d = b[z >> 2] | 0;
          }
        } while ((x | 0) < (d | 0));

        return;
      }

      function Gc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0;

        if (!(Dc(a, c, d) | 0)) {
          f = 0;
          return f | 0;
        }

        f = a + 8 | 0;

        if ((b[f >> 2] | 0) <= 0) {
          f = 1;
          return f | 0;
        }

        e = a + 12 | 0;
        a = 0;

        while (1) {
          g = a;
          a = a + 1 | 0;

          if (Dc((b[e >> 2] | 0) + (g << 3) | 0, c + (a << 5) | 0, d) | 0) {
            a = 0;
            e = 6;
            break;
          }

          if ((a | 0) >= (b[f >> 2] | 0)) {
            a = 1;
            e = 6;
            break;
          }
        }

        if ((e | 0) == 6) { return a | 0; }
        return 0;
      }

      function Hc() {
        return 8;
      }

      function Ic() {
        return 16;
      }

      function Jc() {
        return 168;
      }

      function Kc() {
        return 8;
      }

      function Lc() {
        return 16;
      }

      function Mc() {
        return 12;
      }

      function Nc() {
        return 8;
      }

      function Oc(a) {
        a = a | 0;
        return +(+((b[a >> 2] | 0) >>> 0) + 4294967296.0 * +(b[a + 4 >> 2] | 0));
      }

      function Pc(a) {
        a = a | 0;
        var b = 0.0,
            c = 0.0;
        c = +e[a >> 3];
        b = +e[a + 8 >> 3];
        return + +r(+(c * c + b * b));
      }

      function Qc(a, b, c, d, f) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        d = d | 0;
        f = f | 0;
        var g = 0.0,
            h = 0.0,
            i = 0.0,
            j = 0.0,
            k = 0.0,
            l = 0.0,
            m = 0.0,
            n = 0.0;
        k = +e[a >> 3];
        j = +e[b >> 3] - k;
        i = +e[a + 8 >> 3];
        h = +e[b + 8 >> 3] - i;
        m = +e[c >> 3];
        g = +e[d >> 3] - m;
        n = +e[c + 8 >> 3];
        l = +e[d + 8 >> 3] - n;
        g = (g * (i - n) - (k - m) * l) / (j * l - h * g);
        e[f >> 3] = k + j * g;
        e[f + 8 >> 3] = i + h * g;
        return;
      }

      function Rc(a, b) {
        a = a | 0;
        b = b | 0;

        if (!(+q(+(+e[a >> 3] - +e[b >> 3])) < 1.1920928955078125e-07)) {
          b = 0;
          return b | 0;
        }

        b = +q(+(+e[a + 8 >> 3] - +e[b + 8 >> 3])) < 1.1920928955078125e-07;
        return b | 0;
      }

      function Sc(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0.0,
            d = 0.0,
            f = 0.0;
        f = +e[a >> 3] - +e[b >> 3];
        d = +e[a + 8 >> 3] - +e[b + 8 >> 3];
        c = +e[a + 16 >> 3] - +e[b + 16 >> 3];
        return +(f * f + d * d + c * c);
      }

      function Tc(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0.0,
            d = 0.0,
            f = 0.0;
        c = +e[a >> 3];
        d = +t(+c);
        c = +u(+c);
        e[b + 16 >> 3] = c;
        c = +e[a + 8 >> 3];
        f = d * +t(+c);
        e[b >> 3] = f;
        c = d * +u(+c);
        e[b + 8 >> 3] = c;
        return;
      }

      function Uc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0;
        g = T;
        T = T + 16 | 0;
        f = g;
        e = xb(a, c) | 0;

        if ((d + -1 | 0) >>> 0 > 5) {
          f = -1;
          T = g;
          return f | 0;
        }

        e = (e | 0) != 0;

        if ((d | 0) == 1 & e) {
          f = -1;
          T = g;
          return f | 0;
        }

        do { if (!(Vc(a, c, f) | 0)) {
          if (e) {
            e = ((b[21936 + (d << 2) >> 2] | 0) + 5 - (b[f >> 2] | 0) | 0) % 5 | 0;
            break;
          } else {
            e = ((b[21968 + (d << 2) >> 2] | 0) + 6 - (b[f >> 2] | 0) | 0) % 6 | 0;
            break;
          }
        } else { e = -1; } } while (0);

        f = e;
        T = g;
        return f | 0;
      }

      function Vc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0;
        k = T;
        T = T + 32 | 0;
        h = k + 16 | 0;
        i = k;
        e = Ob(a, c, h) | 0;

        if (e | 0) {
          d = e;
          T = k;
          return d | 0;
        }

        g = tb(a, c) | 0;
        j = Fb(a, c) | 0;
        qa(g, i);
        e = ra(g, b[h >> 2] | 0) | 0;

        a: do { if (ma(g) | 0) {
          do { switch (g | 0) {
            case 4:
              {
                a = 0;
                break;
              }

            case 14:
              {
                a = 1;
                break;
              }

            case 24:
              {
                a = 2;
                break;
              }

            case 38:
              {
                a = 3;
                break;
              }

            case 49:
              {
                a = 4;
                break;
              }

            case 58:
              {
                a = 5;
                break;
              }

            case 63:
              {
                a = 6;
                break;
              }

            case 72:
              {
                a = 7;
                break;
              }

            case 83:
              {
                a = 8;
                break;
              }

            case 97:
              {
                a = 9;
                break;
              }

            case 107:
              {
                a = 10;
                break;
              }

            case 117:
              {
                a = 11;
                break;
              }

            default:
              {
                e = 1;
                break a;
              }
          } } while (0);

          f = b[22e3 + (a * 24 | 0) + 8 >> 2] | 0;
          c = b[22e3 + (a * 24 | 0) + 16 >> 2] | 0;
          a = b[h >> 2] | 0;

          if ((a | 0) != (b[i >> 2] | 0)) {
            i = na(g) | 0;
            a = b[h >> 2] | 0;
            if (i | (a | 0) == (c | 0)) { e = (e + 1 | 0) % 6 | 0; }
          }

          if ((j | 0) == 3 & (a | 0) == (c | 0)) {
            e = (e + 5 | 0) % 6 | 0;
            f = 22;
            break;
          }

          if ((j | 0) == 5 & (a | 0) == (f | 0)) {
            e = (e + 1 | 0) % 6 | 0;
            f = 22;
          } else { f = 22; }
        } else { f = 22; } } while (0);

        if ((f | 0) == 22) {
          b[d >> 2] = e;
          e = 0;
        }

        d = e;
        T = k;
        return d | 0;
      }

      function Wc(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0;
        u = T;
        T = T + 32 | 0;
        t = u + 24 | 0;
        r = u + 20 | 0;
        p = u + 8 | 0;
        o = u + 16 | 0;
        n = u;
        j = (xb(a, c) | 0) == 0;
        j = j ? 6 : 5;
        l = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        l = l & 15;

        if (j >>> 0 <= d >>> 0) {
          e = 2;
          T = u;
          return e | 0;
        }

        m = (l | 0) == 0;
        if (!m ? (q = wd(7, 0, (l ^ 15) * 3 | 0) | 0, (q & a | 0) == 0 & ((H() | 0) & c | 0) == 0) : 0) { f = d; }else { g = 4; }

        a: do { if ((g | 0) == 4) {
          f = (xb(a, c) | 0) != 0;

          if (((f ? 4 : 5) | 0) < (d | 0)) {
            e = 1;
            T = u;
            return e | 0;
          }

          if (Vc(a, c, t) | 0) {
            e = 1;
            T = u;
            return e | 0;
          }

          g = (b[t >> 2] | 0) + d | 0;
          if (f) { f = 22288 + (((g | 0) % 5 | 0) << 2) | 0; }else { f = 22320 + (((g | 0) % 6 | 0) << 2) | 0; }
          q = b[f >> 2] | 0;

          if ((q | 0) == 7) {
            e = 1;
            T = u;
            return e | 0;
          }

          b[r >> 2] = 0;
          f = ea(a, c, q, r, p) | 0;

          do { if (!f) {
            i = p;
            k = b[i >> 2] | 0;
            i = b[i + 4 >> 2] | 0;
            h = i >>> 0 < c >>> 0 | (i | 0) == (c | 0) & k >>> 0 < a >>> 0;
            g = h ? k : a;
            h = h ? i : c;
            if (!m ? (m = wd(7, 0, (l ^ 15) * 3 | 0) | 0, (k & m | 0) == 0 & (i & (H() | 0) | 0) == 0) : 0) { f = d; }else {
              i = (d + -1 + j | 0) % (j | 0) | 0;
              f = xb(a, c) | 0;
              if ((i | 0) < 0) { I(23313, 23315, 245, 23324); }
              j = (f | 0) != 0;
              if (((j ? 4 : 5) | 0) < (i | 0)) { I(23313, 23315, 245, 23324); }
              if (Vc(a, c, t) | 0) { I(23313, 23315, 245, 23324); }
              f = (b[t >> 2] | 0) + i | 0;
              if (j) { f = 22288 + (((f | 0) % 5 | 0) << 2) | 0; }else { f = 22320 + (((f | 0) % 6 | 0) << 2) | 0; }
              i = b[f >> 2] | 0;
              if ((i | 0) == 7) { I(23313, 23315, 245, 23324); }
              b[o >> 2] = 0;
              f = ea(a, c, i, o, n) | 0;
              if (f | 0) { break; }
              k = n;
              j = b[k >> 2] | 0;
              k = b[k + 4 >> 2] | 0;

              do { if (k >>> 0 < h >>> 0 | (k | 0) == (h | 0) & j >>> 0 < g >>> 0) {
                if (!(xb(j, k) | 0)) { g = b[22384 + ((((b[o >> 2] | 0) + (b[22352 + (i << 2) >> 2] | 0) | 0) % 6 | 0) << 2) >> 2] | 0; }else { g = fa(j, k, a, c) | 0; }
                f = xb(j, k) | 0;

                if ((g + -1 | 0) >>> 0 > 5) {
                  f = -1;
                  g = j;
                  h = k;
                  break;
                }

                f = (f | 0) != 0;

                if ((g | 0) == 1 & f) {
                  f = -1;
                  g = j;
                  h = k;
                  break;
                }

                do { if (!(Vc(j, k, t) | 0)) {
                  if (f) {
                    f = ((b[21936 + (g << 2) >> 2] | 0) + 5 - (b[t >> 2] | 0) | 0) % 5 | 0;
                    break;
                  } else {
                    f = ((b[21968 + (g << 2) >> 2] | 0) + 6 - (b[t >> 2] | 0) | 0) % 6 | 0;
                    break;
                  }
                } else { f = -1; } } while (0);

                g = j;
                h = k;
              } else { f = d; } } while (0);

              i = p;
              k = b[i >> 2] | 0;
              i = b[i + 4 >> 2] | 0;
            }

            if ((g | 0) == (k | 0) & (h | 0) == (i | 0)) {
              j = (xb(k, i) | 0) != 0;
              if (j) { a = fa(k, i, a, c) | 0; }else { a = b[22384 + ((((b[r >> 2] | 0) + (b[22352 + (q << 2) >> 2] | 0) | 0) % 6 | 0) << 2) >> 2] | 0; }
              f = xb(k, i) | 0;
              if ((a + -1 | 0) >>> 0 <= 5 ? (s = (f | 0) != 0, !((a | 0) == 1 & s)) : 0) {
                do { if (!(Vc(k, i, t) | 0)) {
                  if (s) {
                    f = ((b[21936 + (a << 2) >> 2] | 0) + 5 - (b[t >> 2] | 0) | 0) % 5 | 0;
                    break;
                  } else {
                    f = ((b[21968 + (a << 2) >> 2] | 0) + 6 - (b[t >> 2] | 0) | 0) % 6 | 0;
                    break;
                  }
                } else { f = -1; } } while (0);
              } else { f = -1; }
              f = f + 1 | 0;
              f = (f | 0) == 6 | j & (f | 0) == 5 ? 0 : f;
            }

            c = h;
            a = g;
            break a;
          } } while (0);

          e = f;
          T = u;
          return e | 0;
        } } while (0);

        s = wd(f | 0, 0, 56) | 0;
        t = H() | 0 | c & -2130706433 | 536870912;
        b[e >> 2] = s | a;
        b[e + 4 >> 2] = t;
        e = 0;
        T = u;
        return e | 0;
      }

      function Xc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0;
        g = (xb(a, c) | 0) == 0;
        e = Wc(a, c, 0, d) | 0;
        f = (e | 0) == 0;

        if (g) {
          if (!f) {
            g = e;
            return g | 0;
          }

          e = Wc(a, c, 1, d + 8 | 0) | 0;

          if (e | 0) {
            g = e;
            return g | 0;
          }

          e = Wc(a, c, 2, d + 16 | 0) | 0;

          if (e | 0) {
            g = e;
            return g | 0;
          }

          e = Wc(a, c, 3, d + 24 | 0) | 0;

          if (e | 0) {
            g = e;
            return g | 0;
          }

          e = Wc(a, c, 4, d + 32 | 0) | 0;
          if (!e) { return Wc(a, c, 5, d + 40 | 0) | 0; }else {
            g = e;
            return g | 0;
          }
        }

        if (!f) {
          g = e;
          return g | 0;
        }

        e = Wc(a, c, 1, d + 8 | 0) | 0;

        if (e | 0) {
          g = e;
          return g | 0;
        }

        e = Wc(a, c, 2, d + 16 | 0) | 0;

        if (e | 0) {
          g = e;
          return g | 0;
        }

        e = Wc(a, c, 3, d + 24 | 0) | 0;

        if (e | 0) {
          g = e;
          return g | 0;
        }

        e = Wc(a, c, 4, d + 32 | 0) | 0;

        if (e | 0) {
          g = e;
          return g | 0;
        }

        g = d + 40 | 0;
        b[g >> 2] = 0;
        b[g + 4 >> 2] = 0;
        g = 0;
        return g | 0;
      }

      function Yc(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0;
        j = T;
        T = T + 192 | 0;
        f = j;
        g = j + 168 | 0;
        h = vd(a | 0, c | 0, 56) | 0;
        H() | 0;
        h = h & 7;
        i = c & -2130706433 | 134217728;
        e = Ob(a, i, g) | 0;

        if (e | 0) {
          i = e;
          T = j;
          return i | 0;
        }

        c = vd(a | 0, c | 0, 52) | 0;
        H() | 0;
        c = c & 15;
        if (!(xb(a, i) | 0)) { qb(g, c, h, 1, f); }else { mb(g, c, h, 1, f); }
        i = f + 8 | 0;
        b[d >> 2] = b[i >> 2];
        b[d + 4 >> 2] = b[i + 4 >> 2];
        b[d + 8 >> 2] = b[i + 8 >> 2];
        b[d + 12 >> 2] = b[i + 12 >> 2];
        i = 0;
        T = j;
        return i | 0;
      }

      function Zc(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            e = 0,
            f = 0,
            g = 0;
        f = T;
        T = T + 16 | 0;
        d = f;

        if (!(0 == 0 & (c & 2013265920 | 0) == 536870912)) {
          e = 0;
          T = f;
          return e | 0;
        }

        e = c & -2130706433 | 134217728;

        if (!(ub(a, e) | 0)) {
          e = 0;
          T = f;
          return e | 0;
        }

        g = vd(a | 0, c | 0, 56) | 0;
        H() | 0;
        g = (Wc(a, e, g & 7, d) | 0) == 0;
        e = d;
        e = g & ((b[e >> 2] | 0) == (a | 0) ? (b[e + 4 >> 2] | 0) == (c | 0) : 0) & 1;
        T = f;
        return e | 0;
      }

      function _c(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var e = 0;

        if ((c | 0) > 0) {
          e = kd(c, 4) | 0;
          b[a >> 2] = e;
          if (!e) { I(23337, 23360, 40, 23374); }
        } else { b[a >> 2] = 0; }

        b[a + 4 >> 2] = c;
        b[a + 8 >> 2] = 0;
        b[a + 12 >> 2] = d;
        return;
      }

      function $c(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0;
        g = a + 4 | 0;
        h = a + 12 | 0;
        i = a + 8 | 0;

        a: while (1) {
          d = b[g >> 2] | 0;
          c = 0;

          while (1) {
            if ((c | 0) >= (d | 0)) { break a; }
            f = b[a >> 2] | 0;
            j = b[f + (c << 2) >> 2] | 0;
            if (!j) { c = c + 1 | 0; }else { break; }
          }

          c = f + (~~(+q(+(+s(10.0, + +(15 - (b[h >> 2] | 0) | 0)) * (+e[j >> 3] + +e[j + 8 >> 3]))) % +(d | 0)) >>> 0 << 2) | 0;
          d = b[c >> 2] | 0;

          b: do { if (d | 0) {
            f = j + 32 | 0;
            if ((d | 0) == (j | 0)) { b[c >> 2] = b[f >> 2]; }else {
              d = d + 32 | 0;
              c = b[d >> 2] | 0;
              if (!c) { break; }

              while (1) {
                if ((c | 0) == (j | 0)) { break; }
                d = c + 32 | 0;
                c = b[d >> 2] | 0;
                if (!c) { break b; }
              }

              b[d >> 2] = b[f >> 2];
            }
            jd(j);
            b[i >> 2] = (b[i >> 2] | 0) + -1;
          } } while (0);
        }

        jd(b[a >> 2] | 0);
        return;
      }

      function ad(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0;
        e = b[a + 4 >> 2] | 0;
        d = 0;

        while (1) {
          if ((d | 0) >= (e | 0)) {
            c = 0;
            d = 4;
            break;
          }

          c = b[(b[a >> 2] | 0) + (d << 2) >> 2] | 0;
          if (!c) { d = d + 1 | 0; }else {
            d = 4;
            break;
          }
        }

        if ((d | 0) == 4) { return c | 0; }
        return 0;
      }

      function bd(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0,
            f = 0,
            g = 0,
            h = 0;
        d = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;
        d = (b[a >> 2] | 0) + (d << 2) | 0;
        f = b[d >> 2] | 0;

        if (!f) {
          h = 1;
          return h | 0;
        }

        h = c + 32 | 0;

        do { if ((f | 0) != (c | 0)) {
          d = b[f + 32 >> 2] | 0;

          if (!d) {
            h = 1;
            return h | 0;
          }

          g = d;

          while (1) {
            if ((g | 0) == (c | 0)) {
              g = 8;
              break;
            }

            d = b[g + 32 >> 2] | 0;

            if (!d) {
              d = 1;
              g = 10;
              break;
            } else {
              f = g;
              g = d;
            }
          }

          if ((g | 0) == 8) {
            b[f + 32 >> 2] = b[h >> 2];
            break;
          } else if ((g | 0) == 10) { return d | 0; }
        } else { b[d >> 2] = b[h >> 2]; } } while (0);

        jd(c);
        h = a + 8 | 0;
        b[h >> 2] = (b[h >> 2] | 0) + -1;
        h = 0;
        return h | 0;
      }

      function cd(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0;
        h = id(40) | 0;
        if (!h) { I(23390, 23360, 98, 23403); }
        b[h >> 2] = b[c >> 2];
        b[h + 4 >> 2] = b[c + 4 >> 2];
        b[h + 8 >> 2] = b[c + 8 >> 2];
        b[h + 12 >> 2] = b[c + 12 >> 2];
        g = h + 16 | 0;
        b[g >> 2] = b[d >> 2];
        b[g + 4 >> 2] = b[d + 4 >> 2];
        b[g + 8 >> 2] = b[d + 8 >> 2];
        b[g + 12 >> 2] = b[d + 12 >> 2];
        b[h + 32 >> 2] = 0;
        g = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;
        g = (b[a >> 2] | 0) + (g << 2) | 0;
        f = b[g >> 2] | 0;

        do { if (!f) { b[g >> 2] = h; }else {
          while (1) {
            if (_b(f, c) | 0 ? _b(f + 16 | 0, d) | 0 : 0) { break; }
            g = b[f + 32 >> 2] | 0;
            f = (g | 0) == 0 ? f : g;

            if (!(b[f + 32 >> 2] | 0)) {
              i = 10;
              break;
            }
          }

          if ((i | 0) == 10) {
            b[f + 32 >> 2] = h;
            break;
          }

          jd(h);
          i = f;
          return i | 0;
        } } while (0);

        i = a + 8 | 0;
        b[i >> 2] = (b[i >> 2] | 0) + 1;
        i = h;
        return i | 0;
      }

      function dd(a, c, d) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        var f = 0,
            g = 0;
        g = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;
        g = b[(b[a >> 2] | 0) + (g << 2) >> 2] | 0;

        if (!g) {
          d = 0;
          return d | 0;
        }

        if (!d) {
          a = g;

          while (1) {
            if (_b(a, c) | 0) {
              f = 10;
              break;
            }

            a = b[a + 32 >> 2] | 0;

            if (!a) {
              a = 0;
              f = 10;
              break;
            }
          }

          if ((f | 0) == 10) { return a | 0; }
        }

        a = g;

        while (1) {
          if (_b(a, c) | 0 ? _b(a + 16 | 0, d) | 0 : 0) {
            f = 10;
            break;
          }

          a = b[a + 32 >> 2] | 0;

          if (!a) {
            a = 0;
            f = 10;
            break;
          }
        }

        if ((f | 0) == 10) { return a | 0; }
        return 0;
      }

      function ed(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0;
        d = ~~(+q(+(+s(10.0, + +(15 - (b[a + 12 >> 2] | 0) | 0)) * (+e[c >> 3] + +e[c + 8 >> 3]))) % +(b[a + 4 >> 2] | 0)) >>> 0;
        a = b[(b[a >> 2] | 0) + (d << 2) >> 2] | 0;

        if (!a) {
          d = 0;
          return d | 0;
        }

        while (1) {
          if (_b(a, c) | 0) {
            c = 5;
            break;
          }

          a = b[a + 32 >> 2] | 0;

          if (!a) {
            a = 0;
            c = 5;
            break;
          }
        }

        if ((c | 0) == 5) { return a | 0; }
        return 0;
      }

      function fd() {
        return 23424;
      }

      function gd(a) {
        a = +a;
        return + +Cd(+a);
      }

      function hd(a) {
        a = +a;
        return ~~+gd(a) | 0;
      }

      function id(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0,
            q = 0,
            r = 0,
            s = 0,
            t = 0,
            u = 0,
            v = 0,
            w = 0;
        w = T;
        T = T + 16 | 0;
        n = w;

        do { if (a >>> 0 < 245) {
          k = a >>> 0 < 11 ? 16 : a + 11 & -8;
          a = k >>> 3;
          m = b[5857] | 0;
          d = m >>> a;

          if (d & 3 | 0) {
            c = (d & 1 ^ 1) + a | 0;
            a = 23468 + (c << 1 << 2) | 0;
            d = a + 8 | 0;
            e = b[d >> 2] | 0;
            f = e + 8 | 0;
            g = b[f >> 2] | 0;
            if ((g | 0) == (a | 0)) { b[5857] = m & ~(1 << c); }else {
              b[g + 12 >> 2] = a;
              b[d >> 2] = g;
            }
            v = c << 3;
            b[e + 4 >> 2] = v | 3;
            v = e + v + 4 | 0;
            b[v >> 2] = b[v >> 2] | 1;
            v = f;
            T = w;
            return v | 0;
          }

          l = b[5859] | 0;

          if (k >>> 0 > l >>> 0) {
            if (d | 0) {
              c = 2 << a;
              c = d << a & (c | 0 - c);
              c = (c & 0 - c) + -1 | 0;
              i = c >>> 12 & 16;
              c = c >>> i;
              d = c >>> 5 & 8;
              c = c >>> d;
              g = c >>> 2 & 4;
              c = c >>> g;
              a = c >>> 1 & 2;
              c = c >>> a;
              e = c >>> 1 & 1;
              e = (d | i | g | a | e) + (c >>> e) | 0;
              c = 23468 + (e << 1 << 2) | 0;
              a = c + 8 | 0;
              g = b[a >> 2] | 0;
              i = g + 8 | 0;
              d = b[i >> 2] | 0;

              if ((d | 0) == (c | 0)) {
                a = m & ~(1 << e);
                b[5857] = a;
              } else {
                b[d + 12 >> 2] = c;
                b[a >> 2] = d;
                a = m;
              }

              v = e << 3;
              h = v - k | 0;
              b[g + 4 >> 2] = k | 3;
              f = g + k | 0;
              b[f + 4 >> 2] = h | 1;
              b[g + v >> 2] = h;

              if (l | 0) {
                e = b[5862] | 0;
                c = l >>> 3;
                d = 23468 + (c << 1 << 2) | 0;
                c = 1 << c;

                if (!(a & c)) {
                  b[5857] = a | c;
                  c = d;
                  a = d + 8 | 0;
                } else {
                  a = d + 8 | 0;
                  c = b[a >> 2] | 0;
                }

                b[a >> 2] = e;
                b[c + 12 >> 2] = e;
                b[e + 8 >> 2] = c;
                b[e + 12 >> 2] = d;
              }

              b[5859] = h;
              b[5862] = f;
              v = i;
              T = w;
              return v | 0;
            }

            g = b[5858] | 0;

            if (g) {
              d = (g & 0 - g) + -1 | 0;
              f = d >>> 12 & 16;
              d = d >>> f;
              e = d >>> 5 & 8;
              d = d >>> e;
              h = d >>> 2 & 4;
              d = d >>> h;
              i = d >>> 1 & 2;
              d = d >>> i;
              j = d >>> 1 & 1;
              j = b[23732 + ((e | f | h | i | j) + (d >>> j) << 2) >> 2] | 0;
              d = j;
              i = j;
              j = (b[j + 4 >> 2] & -8) - k | 0;

              while (1) {
                a = b[d + 16 >> 2] | 0;

                if (!a) {
                  a = b[d + 20 >> 2] | 0;
                  if (!a) { break; }
                }

                h = (b[a + 4 >> 2] & -8) - k | 0;
                f = h >>> 0 < j >>> 0;
                d = a;
                i = f ? a : i;
                j = f ? h : j;
              }

              h = i + k | 0;

              if (h >>> 0 > i >>> 0) {
                f = b[i + 24 >> 2] | 0;
                c = b[i + 12 >> 2] | 0;

                do { if ((c | 0) == (i | 0)) {
                  a = i + 20 | 0;
                  c = b[a >> 2] | 0;

                  if (!c) {
                    a = i + 16 | 0;
                    c = b[a >> 2] | 0;

                    if (!c) {
                      d = 0;
                      break;
                    }
                  }

                  while (1) {
                    e = c + 20 | 0;
                    d = b[e >> 2] | 0;

                    if (!d) {
                      e = c + 16 | 0;
                      d = b[e >> 2] | 0;
                      if (!d) { break; }else {
                        c = d;
                        a = e;
                      }
                    } else {
                      c = d;
                      a = e;
                    }
                  }

                  b[a >> 2] = 0;
                  d = c;
                } else {
                  d = b[i + 8 >> 2] | 0;
                  b[d + 12 >> 2] = c;
                  b[c + 8 >> 2] = d;
                  d = c;
                } } while (0);

                do { if (f | 0) {
                  c = b[i + 28 >> 2] | 0;
                  a = 23732 + (c << 2) | 0;

                  if ((i | 0) == (b[a >> 2] | 0)) {
                    b[a >> 2] = d;

                    if (!d) {
                      b[5858] = g & ~(1 << c);
                      break;
                    }
                  } else {
                    v = f + 16 | 0;
                    b[((b[v >> 2] | 0) == (i | 0) ? v : f + 20 | 0) >> 2] = d;
                    if (!d) { break; }
                  }

                  b[d + 24 >> 2] = f;
                  c = b[i + 16 >> 2] | 0;

                  if (c | 0) {
                    b[d + 16 >> 2] = c;
                    b[c + 24 >> 2] = d;
                  }

                  c = b[i + 20 >> 2] | 0;

                  if (c | 0) {
                    b[d + 20 >> 2] = c;
                    b[c + 24 >> 2] = d;
                  }
                } } while (0);

                if (j >>> 0 < 16) {
                  v = j + k | 0;
                  b[i + 4 >> 2] = v | 3;
                  v = i + v + 4 | 0;
                  b[v >> 2] = b[v >> 2] | 1;
                } else {
                  b[i + 4 >> 2] = k | 3;
                  b[h + 4 >> 2] = j | 1;
                  b[h + j >> 2] = j;

                  if (l | 0) {
                    e = b[5862] | 0;
                    c = l >>> 3;
                    d = 23468 + (c << 1 << 2) | 0;
                    c = 1 << c;

                    if (!(c & m)) {
                      b[5857] = c | m;
                      c = d;
                      a = d + 8 | 0;
                    } else {
                      a = d + 8 | 0;
                      c = b[a >> 2] | 0;
                    }

                    b[a >> 2] = e;
                    b[c + 12 >> 2] = e;
                    b[e + 8 >> 2] = c;
                    b[e + 12 >> 2] = d;
                  }

                  b[5859] = j;
                  b[5862] = h;
                }

                v = i + 8 | 0;
                T = w;
                return v | 0;
              } else { m = k; }
            } else { m = k; }
          } else { m = k; }
        } else if (a >>> 0 <= 4294967231) {
          a = a + 11 | 0;
          k = a & -8;
          e = b[5858] | 0;

          if (e) {
            f = 0 - k | 0;
            a = a >>> 8;
            if (a) {
              if (k >>> 0 > 16777215) { j = 31; }else {
                m = (a + 1048320 | 0) >>> 16 & 8;
                q = a << m;
                i = (q + 520192 | 0) >>> 16 & 4;
                q = q << i;
                j = (q + 245760 | 0) >>> 16 & 2;
                j = 14 - (i | m | j) + (q << j >>> 15) | 0;
                j = k >>> (j + 7 | 0) & 1 | j << 1;
              }
            } else { j = 0; }
            d = b[23732 + (j << 2) >> 2] | 0;

            a: do { if (!d) {
              d = 0;
              a = 0;
              q = 61;
            } else {
              a = 0;
              i = k << ((j | 0) == 31 ? 0 : 25 - (j >>> 1) | 0);
              g = 0;

              while (1) {
                h = (b[d + 4 >> 2] & -8) - k | 0;
                if (h >>> 0 < f >>> 0) { if (!h) {
                  a = d;
                  f = 0;
                  q = 65;
                  break a;
                } else {
                  a = d;
                  f = h;
                } }
                q = b[d + 20 >> 2] | 0;
                d = b[d + 16 + (i >>> 31 << 2) >> 2] | 0;
                g = (q | 0) == 0 | (q | 0) == (d | 0) ? g : q;

                if (!d) {
                  d = g;
                  q = 61;
                  break;
                } else { i = i << 1; }
              }
            } } while (0);

            if ((q | 0) == 61) {
              if ((d | 0) == 0 & (a | 0) == 0) {
                a = 2 << j;
                a = (a | 0 - a) & e;

                if (!a) {
                  m = k;
                  break;
                }

                m = (a & 0 - a) + -1 | 0;
                h = m >>> 12 & 16;
                m = m >>> h;
                g = m >>> 5 & 8;
                m = m >>> g;
                i = m >>> 2 & 4;
                m = m >>> i;
                j = m >>> 1 & 2;
                m = m >>> j;
                d = m >>> 1 & 1;
                a = 0;
                d = b[23732 + ((g | h | i | j | d) + (m >>> d) << 2) >> 2] | 0;
              }

              if (!d) {
                i = a;
                h = f;
              } else { q = 65; }
            }

            if ((q | 0) == 65) {
              g = d;

              while (1) {
                m = (b[g + 4 >> 2] & -8) - k | 0;
                d = m >>> 0 < f >>> 0;
                f = d ? m : f;
                a = d ? g : a;
                d = b[g + 16 >> 2] | 0;
                if (!d) { d = b[g + 20 >> 2] | 0; }

                if (!d) {
                  i = a;
                  h = f;
                  break;
                } else { g = d; }
              }
            }

            if (((i | 0) != 0 ? h >>> 0 < ((b[5859] | 0) - k | 0) >>> 0 : 0) ? (l = i + k | 0, l >>> 0 > i >>> 0) : 0) {
              g = b[i + 24 >> 2] | 0;
              c = b[i + 12 >> 2] | 0;

              do { if ((c | 0) == (i | 0)) {
                a = i + 20 | 0;
                c = b[a >> 2] | 0;

                if (!c) {
                  a = i + 16 | 0;
                  c = b[a >> 2] | 0;

                  if (!c) {
                    c = 0;
                    break;
                  }
                }

                while (1) {
                  f = c + 20 | 0;
                  d = b[f >> 2] | 0;

                  if (!d) {
                    f = c + 16 | 0;
                    d = b[f >> 2] | 0;
                    if (!d) { break; }else {
                      c = d;
                      a = f;
                    }
                  } else {
                    c = d;
                    a = f;
                  }
                }

                b[a >> 2] = 0;
              } else {
                v = b[i + 8 >> 2] | 0;
                b[v + 12 >> 2] = c;
                b[c + 8 >> 2] = v;
              } } while (0);

              do { if (g) {
                a = b[i + 28 >> 2] | 0;
                d = 23732 + (a << 2) | 0;

                if ((i | 0) == (b[d >> 2] | 0)) {
                  b[d >> 2] = c;

                  if (!c) {
                    e = e & ~(1 << a);
                    b[5858] = e;
                    break;
                  }
                } else {
                  v = g + 16 | 0;
                  b[((b[v >> 2] | 0) == (i | 0) ? v : g + 20 | 0) >> 2] = c;
                  if (!c) { break; }
                }

                b[c + 24 >> 2] = g;
                a = b[i + 16 >> 2] | 0;

                if (a | 0) {
                  b[c + 16 >> 2] = a;
                  b[a + 24 >> 2] = c;
                }

                a = b[i + 20 >> 2] | 0;

                if (a) {
                  b[c + 20 >> 2] = a;
                  b[a + 24 >> 2] = c;
                }
              } } while (0);

              b: do { if (h >>> 0 < 16) {
                v = h + k | 0;
                b[i + 4 >> 2] = v | 3;
                v = i + v + 4 | 0;
                b[v >> 2] = b[v >> 2] | 1;
              } else {
                b[i + 4 >> 2] = k | 3;
                b[l + 4 >> 2] = h | 1;
                b[l + h >> 2] = h;
                c = h >>> 3;

                if (h >>> 0 < 256) {
                  d = 23468 + (c << 1 << 2) | 0;
                  a = b[5857] | 0;
                  c = 1 << c;

                  if (!(a & c)) {
                    b[5857] = a | c;
                    c = d;
                    a = d + 8 | 0;
                  } else {
                    a = d + 8 | 0;
                    c = b[a >> 2] | 0;
                  }

                  b[a >> 2] = l;
                  b[c + 12 >> 2] = l;
                  b[l + 8 >> 2] = c;
                  b[l + 12 >> 2] = d;
                  break;
                }

                c = h >>> 8;
                if (c) {
                  if (h >>> 0 > 16777215) { d = 31; }else {
                    u = (c + 1048320 | 0) >>> 16 & 8;
                    v = c << u;
                    t = (v + 520192 | 0) >>> 16 & 4;
                    v = v << t;
                    d = (v + 245760 | 0) >>> 16 & 2;
                    d = 14 - (t | u | d) + (v << d >>> 15) | 0;
                    d = h >>> (d + 7 | 0) & 1 | d << 1;
                  }
                } else { d = 0; }
                c = 23732 + (d << 2) | 0;
                b[l + 28 >> 2] = d;
                a = l + 16 | 0;
                b[a + 4 >> 2] = 0;
                b[a >> 2] = 0;
                a = 1 << d;

                if (!(e & a)) {
                  b[5858] = e | a;
                  b[c >> 2] = l;
                  b[l + 24 >> 2] = c;
                  b[l + 12 >> 2] = l;
                  b[l + 8 >> 2] = l;
                  break;
                }

                c = b[c >> 2] | 0;

                c: do { if ((b[c + 4 >> 2] & -8 | 0) != (h | 0)) {
                  e = h << ((d | 0) == 31 ? 0 : 25 - (d >>> 1) | 0);

                  while (1) {
                    d = c + 16 + (e >>> 31 << 2) | 0;
                    a = b[d >> 2] | 0;
                    if (!a) { break; }

                    if ((b[a + 4 >> 2] & -8 | 0) == (h | 0)) {
                      c = a;
                      break c;
                    } else {
                      e = e << 1;
                      c = a;
                    }
                  }

                  b[d >> 2] = l;
                  b[l + 24 >> 2] = c;
                  b[l + 12 >> 2] = l;
                  b[l + 8 >> 2] = l;
                  break b;
                } } while (0);

                u = c + 8 | 0;
                v = b[u >> 2] | 0;
                b[v + 12 >> 2] = l;
                b[u >> 2] = l;
                b[l + 8 >> 2] = v;
                b[l + 12 >> 2] = c;
                b[l + 24 >> 2] = 0;
              } } while (0);

              v = i + 8 | 0;
              T = w;
              return v | 0;
            } else { m = k; }
          } else { m = k; }
        } else { m = -1; } } while (0);

        d = b[5859] | 0;

        if (d >>> 0 >= m >>> 0) {
          c = d - m | 0;
          a = b[5862] | 0;

          if (c >>> 0 > 15) {
            v = a + m | 0;
            b[5862] = v;
            b[5859] = c;
            b[v + 4 >> 2] = c | 1;
            b[a + d >> 2] = c;
            b[a + 4 >> 2] = m | 3;
          } else {
            b[5859] = 0;
            b[5862] = 0;
            b[a + 4 >> 2] = d | 3;
            v = a + d + 4 | 0;
            b[v >> 2] = b[v >> 2] | 1;
          }

          v = a + 8 | 0;
          T = w;
          return v | 0;
        }

        h = b[5860] | 0;

        if (h >>> 0 > m >>> 0) {
          t = h - m | 0;
          b[5860] = t;
          v = b[5863] | 0;
          u = v + m | 0;
          b[5863] = u;
          b[u + 4 >> 2] = t | 1;
          b[v + 4 >> 2] = m | 3;
          v = v + 8 | 0;
          T = w;
          return v | 0;
        }

        if (!(b[5975] | 0)) {
          b[5977] = 4096;
          b[5976] = 4096;
          b[5978] = -1;
          b[5979] = -1;
          b[5980] = 0;
          b[5968] = 0;
          b[5975] = n & -16 ^ 1431655768;
          a = 4096;
        } else { a = b[5977] | 0; }

        i = m + 48 | 0;
        j = m + 47 | 0;
        g = a + j | 0;
        f = 0 - a | 0;
        k = g & f;

        if (k >>> 0 <= m >>> 0) {
          v = 0;
          T = w;
          return v | 0;
        }

        a = b[5967] | 0;

        if (a | 0 ? (l = b[5965] | 0, n = l + k | 0, n >>> 0 <= l >>> 0 | n >>> 0 > a >>> 0) : 0) {
          v = 0;
          T = w;
          return v | 0;
        }

        d: do { if (!(b[5968] & 4)) {
          d = b[5863] | 0;

          e: do { if (d) {
            e = 23876;

            while (1) {
              n = b[e >> 2] | 0;
              if (n >>> 0 <= d >>> 0 ? (n + (b[e + 4 >> 2] | 0) | 0) >>> 0 > d >>> 0 : 0) { break; }
              a = b[e + 8 >> 2] | 0;

              if (!a) {
                q = 128;
                break e;
              } else { e = a; }
            }

            c = g - h & f;

            if (c >>> 0 < 2147483647) {
              a = Dd(c | 0) | 0;

              if ((a | 0) == ((b[e >> 2] | 0) + (b[e + 4 >> 2] | 0) | 0)) {
                if ((a | 0) != (-1 | 0)) {
                  h = c;
                  g = a;
                  q = 145;
                  break d;
                }
              } else {
                e = a;
                q = 136;
              }
            } else { c = 0; }
          } else { q = 128; } } while (0);

          do { if ((q | 0) == 128) {
            d = Dd(0) | 0;

            if ((d | 0) != (-1 | 0) ? (c = d, o = b[5976] | 0, p = o + -1 | 0, c = ((p & c | 0) == 0 ? 0 : (p + c & 0 - o) - c | 0) + k | 0, o = b[5965] | 0, p = c + o | 0, c >>> 0 > m >>> 0 & c >>> 0 < 2147483647) : 0) {
              n = b[5967] | 0;

              if (n | 0 ? p >>> 0 <= o >>> 0 | p >>> 0 > n >>> 0 : 0) {
                c = 0;
                break;
              }

              a = Dd(c | 0) | 0;

              if ((a | 0) == (d | 0)) {
                h = c;
                g = d;
                q = 145;
                break d;
              } else {
                e = a;
                q = 136;
              }
            } else { c = 0; }
          } } while (0);

          do { if ((q | 0) == 136) {
            d = 0 - c | 0;
            if (!(i >>> 0 > c >>> 0 & (c >>> 0 < 2147483647 & (e | 0) != (-1 | 0)))) { if ((e | 0) == (-1 | 0)) {
              c = 0;
              break;
            } else {
              h = c;
              g = e;
              q = 145;
              break d;
            } }
            a = b[5977] | 0;
            a = j - c + a & 0 - a;

            if (a >>> 0 >= 2147483647) {
              h = c;
              g = e;
              q = 145;
              break d;
            }

            if ((Dd(a | 0) | 0) == (-1 | 0)) {
              Dd(d | 0) | 0;
              c = 0;
              break;
            } else {
              h = a + c | 0;
              g = e;
              q = 145;
              break d;
            }
          } } while (0);

          b[5968] = b[5968] | 4;
          q = 143;
        } else {
          c = 0;
          q = 143;
        } } while (0);

        if (((q | 0) == 143 ? k >>> 0 < 2147483647 : 0) ? (t = Dd(k | 0) | 0, p = Dd(0) | 0, r = p - t | 0, s = r >>> 0 > (m + 40 | 0) >>> 0, !((t | 0) == (-1 | 0) | s ^ 1 | t >>> 0 < p >>> 0 & ((t | 0) != (-1 | 0) & (p | 0) != (-1 | 0)) ^ 1)) : 0) {
          h = s ? r : c;
          g = t;
          q = 145;
        }

        if ((q | 0) == 145) {
          c = (b[5965] | 0) + h | 0;
          b[5965] = c;
          if (c >>> 0 > (b[5966] | 0) >>> 0) { b[5966] = c; }
          j = b[5863] | 0;

          f: do { if (j) {
            c = 23876;

            while (1) {
              a = b[c >> 2] | 0;
              d = b[c + 4 >> 2] | 0;

              if ((g | 0) == (a + d | 0)) {
                q = 154;
                break;
              }

              e = b[c + 8 >> 2] | 0;
              if (!e) { break; }else { c = e; }
            }

            if (((q | 0) == 154 ? (u = c + 4 | 0, (b[c + 12 >> 2] & 8 | 0) == 0) : 0) ? g >>> 0 > j >>> 0 & a >>> 0 <= j >>> 0 : 0) {
              b[u >> 2] = d + h;
              v = (b[5860] | 0) + h | 0;
              t = j + 8 | 0;
              t = (t & 7 | 0) == 0 ? 0 : 0 - t & 7;
              u = j + t | 0;
              t = v - t | 0;
              b[5863] = u;
              b[5860] = t;
              b[u + 4 >> 2] = t | 1;
              b[j + v + 4 >> 2] = 40;
              b[5864] = b[5979];
              break;
            }

            if (g >>> 0 < (b[5861] | 0) >>> 0) { b[5861] = g; }
            d = g + h | 0;
            c = 23876;

            while (1) {
              if ((b[c >> 2] | 0) == (d | 0)) {
                q = 162;
                break;
              }

              a = b[c + 8 >> 2] | 0;
              if (!a) { break; }else { c = a; }
            }

            if ((q | 0) == 162 ? (b[c + 12 >> 2] & 8 | 0) == 0 : 0) {
              b[c >> 2] = g;
              l = c + 4 | 0;
              b[l >> 2] = (b[l >> 2] | 0) + h;
              l = g + 8 | 0;
              l = g + ((l & 7 | 0) == 0 ? 0 : 0 - l & 7) | 0;
              c = d + 8 | 0;
              c = d + ((c & 7 | 0) == 0 ? 0 : 0 - c & 7) | 0;
              k = l + m | 0;
              i = c - l - m | 0;
              b[l + 4 >> 2] = m | 3;

              g: do { if ((j | 0) == (c | 0)) {
                v = (b[5860] | 0) + i | 0;
                b[5860] = v;
                b[5863] = k;
                b[k + 4 >> 2] = v | 1;
              } else {
                if ((b[5862] | 0) == (c | 0)) {
                  v = (b[5859] | 0) + i | 0;
                  b[5859] = v;
                  b[5862] = k;
                  b[k + 4 >> 2] = v | 1;
                  b[k + v >> 2] = v;
                  break;
                }

                a = b[c + 4 >> 2] | 0;

                if ((a & 3 | 0) == 1) {
                  h = a & -8;
                  e = a >>> 3;

                  h: do { if (a >>> 0 < 256) {
                    a = b[c + 8 >> 2] | 0;
                    d = b[c + 12 >> 2] | 0;

                    if ((d | 0) == (a | 0)) {
                      b[5857] = b[5857] & ~(1 << e);
                      break;
                    } else {
                      b[a + 12 >> 2] = d;
                      b[d + 8 >> 2] = a;
                      break;
                    }
                  } else {
                    g = b[c + 24 >> 2] | 0;
                    a = b[c + 12 >> 2] | 0;

                    do { if ((a | 0) == (c | 0)) {
                      d = c + 16 | 0;
                      e = d + 4 | 0;
                      a = b[e >> 2] | 0;

                      if (!a) {
                        a = b[d >> 2] | 0;

                        if (!a) {
                          a = 0;
                          break;
                        }
                      } else { d = e; }

                      while (1) {
                        f = a + 20 | 0;
                        e = b[f >> 2] | 0;

                        if (!e) {
                          f = a + 16 | 0;
                          e = b[f >> 2] | 0;
                          if (!e) { break; }else {
                            a = e;
                            d = f;
                          }
                        } else {
                          a = e;
                          d = f;
                        }
                      }

                      b[d >> 2] = 0;
                    } else {
                      v = b[c + 8 >> 2] | 0;
                      b[v + 12 >> 2] = a;
                      b[a + 8 >> 2] = v;
                    } } while (0);

                    if (!g) { break; }
                    d = b[c + 28 >> 2] | 0;
                    e = 23732 + (d << 2) | 0;

                    do { if ((b[e >> 2] | 0) != (c | 0)) {
                      v = g + 16 | 0;
                      b[((b[v >> 2] | 0) == (c | 0) ? v : g + 20 | 0) >> 2] = a;
                      if (!a) { break h; }
                    } else {
                      b[e >> 2] = a;
                      if (a | 0) { break; }
                      b[5858] = b[5858] & ~(1 << d);
                      break h;
                    } } while (0);

                    b[a + 24 >> 2] = g;
                    d = c + 16 | 0;
                    e = b[d >> 2] | 0;

                    if (e | 0) {
                      b[a + 16 >> 2] = e;
                      b[e + 24 >> 2] = a;
                    }

                    d = b[d + 4 >> 2] | 0;
                    if (!d) { break; }
                    b[a + 20 >> 2] = d;
                    b[d + 24 >> 2] = a;
                  } } while (0);

                  c = c + h | 0;
                  f = h + i | 0;
                } else { f = i; }

                c = c + 4 | 0;
                b[c >> 2] = b[c >> 2] & -2;
                b[k + 4 >> 2] = f | 1;
                b[k + f >> 2] = f;
                c = f >>> 3;

                if (f >>> 0 < 256) {
                  d = 23468 + (c << 1 << 2) | 0;
                  a = b[5857] | 0;
                  c = 1 << c;

                  if (!(a & c)) {
                    b[5857] = a | c;
                    c = d;
                    a = d + 8 | 0;
                  } else {
                    a = d + 8 | 0;
                    c = b[a >> 2] | 0;
                  }

                  b[a >> 2] = k;
                  b[c + 12 >> 2] = k;
                  b[k + 8 >> 2] = c;
                  b[k + 12 >> 2] = d;
                  break;
                }

                c = f >>> 8;

                do { if (!c) { e = 0; }else {
                  if (f >>> 0 > 16777215) {
                    e = 31;
                    break;
                  }

                  u = (c + 1048320 | 0) >>> 16 & 8;
                  v = c << u;
                  t = (v + 520192 | 0) >>> 16 & 4;
                  v = v << t;
                  e = (v + 245760 | 0) >>> 16 & 2;
                  e = 14 - (t | u | e) + (v << e >>> 15) | 0;
                  e = f >>> (e + 7 | 0) & 1 | e << 1;
                } } while (0);

                c = 23732 + (e << 2) | 0;
                b[k + 28 >> 2] = e;
                a = k + 16 | 0;
                b[a + 4 >> 2] = 0;
                b[a >> 2] = 0;
                a = b[5858] | 0;
                d = 1 << e;

                if (!(a & d)) {
                  b[5858] = a | d;
                  b[c >> 2] = k;
                  b[k + 24 >> 2] = c;
                  b[k + 12 >> 2] = k;
                  b[k + 8 >> 2] = k;
                  break;
                }

                c = b[c >> 2] | 0;

                i: do { if ((b[c + 4 >> 2] & -8 | 0) != (f | 0)) {
                  e = f << ((e | 0) == 31 ? 0 : 25 - (e >>> 1) | 0);

                  while (1) {
                    d = c + 16 + (e >>> 31 << 2) | 0;
                    a = b[d >> 2] | 0;
                    if (!a) { break; }

                    if ((b[a + 4 >> 2] & -8 | 0) == (f | 0)) {
                      c = a;
                      break i;
                    } else {
                      e = e << 1;
                      c = a;
                    }
                  }

                  b[d >> 2] = k;
                  b[k + 24 >> 2] = c;
                  b[k + 12 >> 2] = k;
                  b[k + 8 >> 2] = k;
                  break g;
                } } while (0);

                u = c + 8 | 0;
                v = b[u >> 2] | 0;
                b[v + 12 >> 2] = k;
                b[u >> 2] = k;
                b[k + 8 >> 2] = v;
                b[k + 12 >> 2] = c;
                b[k + 24 >> 2] = 0;
              } } while (0);

              v = l + 8 | 0;
              T = w;
              return v | 0;
            }

            c = 23876;

            while (1) {
              a = b[c >> 2] | 0;
              if (a >>> 0 <= j >>> 0 ? (v = a + (b[c + 4 >> 2] | 0) | 0, v >>> 0 > j >>> 0) : 0) { break; }
              c = b[c + 8 >> 2] | 0;
            }

            f = v + -47 | 0;
            a = f + 8 | 0;
            a = f + ((a & 7 | 0) == 0 ? 0 : 0 - a & 7) | 0;
            f = j + 16 | 0;
            a = a >>> 0 < f >>> 0 ? j : a;
            c = a + 8 | 0;
            d = h + -40 | 0;
            t = g + 8 | 0;
            t = (t & 7 | 0) == 0 ? 0 : 0 - t & 7;
            u = g + t | 0;
            t = d - t | 0;
            b[5863] = u;
            b[5860] = t;
            b[u + 4 >> 2] = t | 1;
            b[g + d + 4 >> 2] = 40;
            b[5864] = b[5979];
            d = a + 4 | 0;
            b[d >> 2] = 27;
            b[c >> 2] = b[5969];
            b[c + 4 >> 2] = b[5970];
            b[c + 8 >> 2] = b[5971];
            b[c + 12 >> 2] = b[5972];
            b[5969] = g;
            b[5970] = h;
            b[5972] = 0;
            b[5971] = c;
            c = a + 24 | 0;

            do {
              u = c;
              c = c + 4 | 0;
              b[c >> 2] = 7;
            } while ((u + 8 | 0) >>> 0 < v >>> 0);

            if ((a | 0) != (j | 0)) {
              g = a - j | 0;
              b[d >> 2] = b[d >> 2] & -2;
              b[j + 4 >> 2] = g | 1;
              b[a >> 2] = g;
              c = g >>> 3;

              if (g >>> 0 < 256) {
                d = 23468 + (c << 1 << 2) | 0;
                a = b[5857] | 0;
                c = 1 << c;

                if (!(a & c)) {
                  b[5857] = a | c;
                  c = d;
                  a = d + 8 | 0;
                } else {
                  a = d + 8 | 0;
                  c = b[a >> 2] | 0;
                }

                b[a >> 2] = j;
                b[c + 12 >> 2] = j;
                b[j + 8 >> 2] = c;
                b[j + 12 >> 2] = d;
                break;
              }

              c = g >>> 8;
              if (c) {
                if (g >>> 0 > 16777215) { e = 31; }else {
                  u = (c + 1048320 | 0) >>> 16 & 8;
                  v = c << u;
                  t = (v + 520192 | 0) >>> 16 & 4;
                  v = v << t;
                  e = (v + 245760 | 0) >>> 16 & 2;
                  e = 14 - (t | u | e) + (v << e >>> 15) | 0;
                  e = g >>> (e + 7 | 0) & 1 | e << 1;
                }
              } else { e = 0; }
              d = 23732 + (e << 2) | 0;
              b[j + 28 >> 2] = e;
              b[j + 20 >> 2] = 0;
              b[f >> 2] = 0;
              c = b[5858] | 0;
              a = 1 << e;

              if (!(c & a)) {
                b[5858] = c | a;
                b[d >> 2] = j;
                b[j + 24 >> 2] = d;
                b[j + 12 >> 2] = j;
                b[j + 8 >> 2] = j;
                break;
              }

              c = b[d >> 2] | 0;

              j: do { if ((b[c + 4 >> 2] & -8 | 0) != (g | 0)) {
                e = g << ((e | 0) == 31 ? 0 : 25 - (e >>> 1) | 0);

                while (1) {
                  d = c + 16 + (e >>> 31 << 2) | 0;
                  a = b[d >> 2] | 0;
                  if (!a) { break; }

                  if ((b[a + 4 >> 2] & -8 | 0) == (g | 0)) {
                    c = a;
                    break j;
                  } else {
                    e = e << 1;
                    c = a;
                  }
                }

                b[d >> 2] = j;
                b[j + 24 >> 2] = c;
                b[j + 12 >> 2] = j;
                b[j + 8 >> 2] = j;
                break f;
              } } while (0);

              u = c + 8 | 0;
              v = b[u >> 2] | 0;
              b[v + 12 >> 2] = j;
              b[u >> 2] = j;
              b[j + 8 >> 2] = v;
              b[j + 12 >> 2] = c;
              b[j + 24 >> 2] = 0;
            }
          } else {
            v = b[5861] | 0;
            if ((v | 0) == 0 | g >>> 0 < v >>> 0) { b[5861] = g; }
            b[5969] = g;
            b[5970] = h;
            b[5972] = 0;
            b[5866] = b[5975];
            b[5865] = -1;
            b[5870] = 23468;
            b[5869] = 23468;
            b[5872] = 23476;
            b[5871] = 23476;
            b[5874] = 23484;
            b[5873] = 23484;
            b[5876] = 23492;
            b[5875] = 23492;
            b[5878] = 23500;
            b[5877] = 23500;
            b[5880] = 23508;
            b[5879] = 23508;
            b[5882] = 23516;
            b[5881] = 23516;
            b[5884] = 23524;
            b[5883] = 23524;
            b[5886] = 23532;
            b[5885] = 23532;
            b[5888] = 23540;
            b[5887] = 23540;
            b[5890] = 23548;
            b[5889] = 23548;
            b[5892] = 23556;
            b[5891] = 23556;
            b[5894] = 23564;
            b[5893] = 23564;
            b[5896] = 23572;
            b[5895] = 23572;
            b[5898] = 23580;
            b[5897] = 23580;
            b[5900] = 23588;
            b[5899] = 23588;
            b[5902] = 23596;
            b[5901] = 23596;
            b[5904] = 23604;
            b[5903] = 23604;
            b[5906] = 23612;
            b[5905] = 23612;
            b[5908] = 23620;
            b[5907] = 23620;
            b[5910] = 23628;
            b[5909] = 23628;
            b[5912] = 23636;
            b[5911] = 23636;
            b[5914] = 23644;
            b[5913] = 23644;
            b[5916] = 23652;
            b[5915] = 23652;
            b[5918] = 23660;
            b[5917] = 23660;
            b[5920] = 23668;
            b[5919] = 23668;
            b[5922] = 23676;
            b[5921] = 23676;
            b[5924] = 23684;
            b[5923] = 23684;
            b[5926] = 23692;
            b[5925] = 23692;
            b[5928] = 23700;
            b[5927] = 23700;
            b[5930] = 23708;
            b[5929] = 23708;
            b[5932] = 23716;
            b[5931] = 23716;
            v = h + -40 | 0;
            t = g + 8 | 0;
            t = (t & 7 | 0) == 0 ? 0 : 0 - t & 7;
            u = g + t | 0;
            t = v - t | 0;
            b[5863] = u;
            b[5860] = t;
            b[u + 4 >> 2] = t | 1;
            b[g + v + 4 >> 2] = 40;
            b[5864] = b[5979];
          } } while (0);

          c = b[5860] | 0;

          if (c >>> 0 > m >>> 0) {
            t = c - m | 0;
            b[5860] = t;
            v = b[5863] | 0;
            u = v + m | 0;
            b[5863] = u;
            b[u + 4 >> 2] = t | 1;
            b[v + 4 >> 2] = m | 3;
            v = v + 8 | 0;
            T = w;
            return v | 0;
          }
        }

        v = fd() | 0;
        b[v >> 2] = 12;
        v = 0;
        T = w;
        return v | 0;
      }

      function jd(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0;
        if (!a) { return; }
        d = a + -8 | 0;
        f = b[5861] | 0;
        a = b[a + -4 >> 2] | 0;
        c = a & -8;
        j = d + c | 0;

        do { if (!(a & 1)) {
          e = b[d >> 2] | 0;
          if (!(a & 3)) { return; }
          h = d + (0 - e) | 0;
          g = e + c | 0;
          if (h >>> 0 < f >>> 0) { return; }

          if ((b[5862] | 0) == (h | 0)) {
            a = j + 4 | 0;
            c = b[a >> 2] | 0;

            if ((c & 3 | 0) != 3) {
              i = h;
              c = g;
              break;
            }

            b[5859] = g;
            b[a >> 2] = c & -2;
            b[h + 4 >> 2] = g | 1;
            b[h + g >> 2] = g;
            return;
          }

          d = e >>> 3;

          if (e >>> 0 < 256) {
            a = b[h + 8 >> 2] | 0;
            c = b[h + 12 >> 2] | 0;

            if ((c | 0) == (a | 0)) {
              b[5857] = b[5857] & ~(1 << d);
              i = h;
              c = g;
              break;
            } else {
              b[a + 12 >> 2] = c;
              b[c + 8 >> 2] = a;
              i = h;
              c = g;
              break;
            }
          }

          f = b[h + 24 >> 2] | 0;
          a = b[h + 12 >> 2] | 0;

          do { if ((a | 0) == (h | 0)) {
            c = h + 16 | 0;
            d = c + 4 | 0;
            a = b[d >> 2] | 0;

            if (!a) {
              a = b[c >> 2] | 0;

              if (!a) {
                a = 0;
                break;
              }
            } else { c = d; }

            while (1) {
              e = a + 20 | 0;
              d = b[e >> 2] | 0;

              if (!d) {
                e = a + 16 | 0;
                d = b[e >> 2] | 0;
                if (!d) { break; }else {
                  a = d;
                  c = e;
                }
              } else {
                a = d;
                c = e;
              }
            }

            b[c >> 2] = 0;
          } else {
            i = b[h + 8 >> 2] | 0;
            b[i + 12 >> 2] = a;
            b[a + 8 >> 2] = i;
          } } while (0);

          if (f) {
            c = b[h + 28 >> 2] | 0;
            d = 23732 + (c << 2) | 0;

            if ((b[d >> 2] | 0) == (h | 0)) {
              b[d >> 2] = a;

              if (!a) {
                b[5858] = b[5858] & ~(1 << c);
                i = h;
                c = g;
                break;
              }
            } else {
              i = f + 16 | 0;
              b[((b[i >> 2] | 0) == (h | 0) ? i : f + 20 | 0) >> 2] = a;

              if (!a) {
                i = h;
                c = g;
                break;
              }
            }

            b[a + 24 >> 2] = f;
            c = h + 16 | 0;
            d = b[c >> 2] | 0;

            if (d | 0) {
              b[a + 16 >> 2] = d;
              b[d + 24 >> 2] = a;
            }

            c = b[c + 4 >> 2] | 0;

            if (c) {
              b[a + 20 >> 2] = c;
              b[c + 24 >> 2] = a;
              i = h;
              c = g;
            } else {
              i = h;
              c = g;
            }
          } else {
            i = h;
            c = g;
          }
        } else {
          i = d;
          h = d;
        } } while (0);

        if (h >>> 0 >= j >>> 0) { return; }
        a = j + 4 | 0;
        e = b[a >> 2] | 0;
        if (!(e & 1)) { return; }

        if (!(e & 2)) {
          if ((b[5863] | 0) == (j | 0)) {
            j = (b[5860] | 0) + c | 0;
            b[5860] = j;
            b[5863] = i;
            b[i + 4 >> 2] = j | 1;
            if ((i | 0) != (b[5862] | 0)) { return; }
            b[5862] = 0;
            b[5859] = 0;
            return;
          }

          if ((b[5862] | 0) == (j | 0)) {
            j = (b[5859] | 0) + c | 0;
            b[5859] = j;
            b[5862] = h;
            b[i + 4 >> 2] = j | 1;
            b[h + j >> 2] = j;
            return;
          }

          f = (e & -8) + c | 0;
          d = e >>> 3;

          do { if (e >>> 0 < 256) {
            c = b[j + 8 >> 2] | 0;
            a = b[j + 12 >> 2] | 0;

            if ((a | 0) == (c | 0)) {
              b[5857] = b[5857] & ~(1 << d);
              break;
            } else {
              b[c + 12 >> 2] = a;
              b[a + 8 >> 2] = c;
              break;
            }
          } else {
            g = b[j + 24 >> 2] | 0;
            a = b[j + 12 >> 2] | 0;

            do { if ((a | 0) == (j | 0)) {
              c = j + 16 | 0;
              d = c + 4 | 0;
              a = b[d >> 2] | 0;

              if (!a) {
                a = b[c >> 2] | 0;

                if (!a) {
                  d = 0;
                  break;
                }
              } else { c = d; }

              while (1) {
                e = a + 20 | 0;
                d = b[e >> 2] | 0;

                if (!d) {
                  e = a + 16 | 0;
                  d = b[e >> 2] | 0;
                  if (!d) { break; }else {
                    a = d;
                    c = e;
                  }
                } else {
                  a = d;
                  c = e;
                }
              }

              b[c >> 2] = 0;
              d = a;
            } else {
              d = b[j + 8 >> 2] | 0;
              b[d + 12 >> 2] = a;
              b[a + 8 >> 2] = d;
              d = a;
            } } while (0);

            if (g | 0) {
              a = b[j + 28 >> 2] | 0;
              c = 23732 + (a << 2) | 0;

              if ((b[c >> 2] | 0) == (j | 0)) {
                b[c >> 2] = d;

                if (!d) {
                  b[5858] = b[5858] & ~(1 << a);
                  break;
                }
              } else {
                e = g + 16 | 0;
                b[((b[e >> 2] | 0) == (j | 0) ? e : g + 20 | 0) >> 2] = d;
                if (!d) { break; }
              }

              b[d + 24 >> 2] = g;
              a = j + 16 | 0;
              c = b[a >> 2] | 0;

              if (c | 0) {
                b[d + 16 >> 2] = c;
                b[c + 24 >> 2] = d;
              }

              a = b[a + 4 >> 2] | 0;

              if (a | 0) {
                b[d + 20 >> 2] = a;
                b[a + 24 >> 2] = d;
              }
            }
          } } while (0);

          b[i + 4 >> 2] = f | 1;
          b[h + f >> 2] = f;

          if ((i | 0) == (b[5862] | 0)) {
            b[5859] = f;
            return;
          }
        } else {
          b[a >> 2] = e & -2;
          b[i + 4 >> 2] = c | 1;
          b[h + c >> 2] = c;
          f = c;
        }

        a = f >>> 3;

        if (f >>> 0 < 256) {
          d = 23468 + (a << 1 << 2) | 0;
          c = b[5857] | 0;
          a = 1 << a;

          if (!(c & a)) {
            b[5857] = c | a;
            a = d;
            c = d + 8 | 0;
          } else {
            c = d + 8 | 0;
            a = b[c >> 2] | 0;
          }

          b[c >> 2] = i;
          b[a + 12 >> 2] = i;
          b[i + 8 >> 2] = a;
          b[i + 12 >> 2] = d;
          return;
        }

        a = f >>> 8;
        if (a) {
          if (f >>> 0 > 16777215) { e = 31; }else {
            h = (a + 1048320 | 0) >>> 16 & 8;
            j = a << h;
            g = (j + 520192 | 0) >>> 16 & 4;
            j = j << g;
            e = (j + 245760 | 0) >>> 16 & 2;
            e = 14 - (g | h | e) + (j << e >>> 15) | 0;
            e = f >>> (e + 7 | 0) & 1 | e << 1;
          }
        } else { e = 0; }
        a = 23732 + (e << 2) | 0;
        b[i + 28 >> 2] = e;
        b[i + 20 >> 2] = 0;
        b[i + 16 >> 2] = 0;
        c = b[5858] | 0;
        d = 1 << e;

        a: do { if (!(c & d)) {
          b[5858] = c | d;
          b[a >> 2] = i;
          b[i + 24 >> 2] = a;
          b[i + 12 >> 2] = i;
          b[i + 8 >> 2] = i;
        } else {
          a = b[a >> 2] | 0;

          b: do { if ((b[a + 4 >> 2] & -8 | 0) != (f | 0)) {
            e = f << ((e | 0) == 31 ? 0 : 25 - (e >>> 1) | 0);

            while (1) {
              d = a + 16 + (e >>> 31 << 2) | 0;
              c = b[d >> 2] | 0;
              if (!c) { break; }

              if ((b[c + 4 >> 2] & -8 | 0) == (f | 0)) {
                a = c;
                break b;
              } else {
                e = e << 1;
                a = c;
              }
            }

            b[d >> 2] = i;
            b[i + 24 >> 2] = a;
            b[i + 12 >> 2] = i;
            b[i + 8 >> 2] = i;
            break a;
          } } while (0);

          h = a + 8 | 0;
          j = b[h >> 2] | 0;
          b[j + 12 >> 2] = i;
          b[h >> 2] = i;
          b[i + 8 >> 2] = j;
          b[i + 12 >> 2] = a;
          b[i + 24 >> 2] = 0;
        } } while (0);

        j = (b[5865] | 0) + -1 | 0;
        b[5865] = j;
        if (j | 0) { return; }
        a = 23884;

        while (1) {
          a = b[a >> 2] | 0;
          if (!a) { break; }else { a = a + 8 | 0; }
        }

        b[5865] = -1;
        return;
      }

      function kd(a, c) {
        a = a | 0;
        c = c | 0;
        var d = 0;

        if (a) {
          d = B(c, a) | 0;
          if ((c | a) >>> 0 > 65535) { d = ((d >>> 0) / (a >>> 0) | 0 | 0) == (c | 0) ? d : -1; }
        } else { d = 0; }

        a = id(d) | 0;
        if (!a) { return a | 0; }
        if (!(b[a + -4 >> 2] & 3)) { return a | 0; }
        Bd(a | 0, 0, d | 0) | 0;
        return a | 0;
      }

      function ld(a, b, c, d) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        d = d | 0;
        c = a + c >>> 0;
        return (G(b + d + (c >>> 0 < a >>> 0 | 0) >>> 0 | 0), c | 0) | 0;
      }

      function md(a, b, c, d) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        d = d | 0;
        d = b - d - (c >>> 0 > a >>> 0 | 0) >>> 0;
        return (G(d | 0), a - c >>> 0 | 0) | 0;
      }

      function nd(a) {
        a = a | 0;
        return (a ? 31 - (E(a ^ a - 1) | 0) | 0 : 32) | 0;
      }

      function od(a, c, d, e, f) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        f = f | 0;
        var g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0,
            l = 0,
            m = 0,
            n = 0,
            o = 0,
            p = 0;
        l = a;
        j = c;
        k = j;
        h = d;
        n = e;
        i = n;

        if (!k) {
          g = (f | 0) != 0;

          if (!i) {
            if (g) {
              b[f >> 2] = (l >>> 0) % (h >>> 0);
              b[f + 4 >> 2] = 0;
            }

            n = 0;
            f = (l >>> 0) / (h >>> 0) >>> 0;
            return (G(n | 0), f) | 0;
          } else {
            if (!g) {
              n = 0;
              f = 0;
              return (G(n | 0), f) | 0;
            }

            b[f >> 2] = a | 0;
            b[f + 4 >> 2] = c & 0;
            n = 0;
            f = 0;
            return (G(n | 0), f) | 0;
          }
        }

        g = (i | 0) == 0;

        do { if (h) {
          if (!g) {
            g = (E(i | 0) | 0) - (E(k | 0) | 0) | 0;

            if (g >>> 0 <= 31) {
              m = g + 1 | 0;
              i = 31 - g | 0;
              c = g - 31 >> 31;
              h = m;
              a = l >>> (m >>> 0) & c | k << i;
              c = k >>> (m >>> 0) & c;
              g = 0;
              i = l << i;
              break;
            }

            if (!f) {
              n = 0;
              f = 0;
              return (G(n | 0), f) | 0;
            }

            b[f >> 2] = a | 0;
            b[f + 4 >> 2] = j | c & 0;
            n = 0;
            f = 0;
            return (G(n | 0), f) | 0;
          }

          g = h - 1 | 0;

          if (g & h | 0) {
            i = (E(h | 0) | 0) + 33 - (E(k | 0) | 0) | 0;
            p = 64 - i | 0;
            m = 32 - i | 0;
            j = m >> 31;
            o = i - 32 | 0;
            c = o >> 31;
            h = i;
            a = m - 1 >> 31 & k >>> (o >>> 0) | (k << m | l >>> (i >>> 0)) & c;
            c = c & k >>> (i >>> 0);
            g = l << p & j;
            i = (k << p | l >>> (o >>> 0)) & j | l << m & i - 33 >> 31;
            break;
          }

          if (f | 0) {
            b[f >> 2] = g & l;
            b[f + 4 >> 2] = 0;
          }

          if ((h | 0) == 1) {
            o = j | c & 0;
            p = a | 0 | 0;
            return (G(o | 0), p) | 0;
          } else {
            p = nd(h | 0) | 0;
            o = k >>> (p >>> 0) | 0;
            p = k << 32 - p | l >>> (p >>> 0) | 0;
            return (G(o | 0), p) | 0;
          }
        } else {
          if (g) {
            if (f | 0) {
              b[f >> 2] = (k >>> 0) % (h >>> 0);
              b[f + 4 >> 2] = 0;
            }

            o = 0;
            p = (k >>> 0) / (h >>> 0) >>> 0;
            return (G(o | 0), p) | 0;
          }

          if (!l) {
            if (f | 0) {
              b[f >> 2] = 0;
              b[f + 4 >> 2] = (k >>> 0) % (i >>> 0);
            }

            o = 0;
            p = (k >>> 0) / (i >>> 0) >>> 0;
            return (G(o | 0), p) | 0;
          }

          g = i - 1 | 0;

          if (!(g & i)) {
            if (f | 0) {
              b[f >> 2] = a | 0;
              b[f + 4 >> 2] = g & k | c & 0;
            }

            o = 0;
            p = k >>> ((nd(i | 0) | 0) >>> 0);
            return (G(o | 0), p) | 0;
          }

          g = (E(i | 0) | 0) - (E(k | 0) | 0) | 0;

          if (g >>> 0 <= 30) {
            c = g + 1 | 0;
            i = 31 - g | 0;
            h = c;
            a = k << i | l >>> (c >>> 0);
            c = k >>> (c >>> 0);
            g = 0;
            i = l << i;
            break;
          }

          if (!f) {
            o = 0;
            p = 0;
            return (G(o | 0), p) | 0;
          }

          b[f >> 2] = a | 0;
          b[f + 4 >> 2] = j | c & 0;
          o = 0;
          p = 0;
          return (G(o | 0), p) | 0;
        } } while (0);

        if (!h) {
          k = i;
          j = 0;
          i = 0;
        } else {
          m = d | 0 | 0;
          l = n | e & 0;
          k = ld(m | 0, l | 0, -1, -1) | 0;
          d = H() | 0;
          j = i;
          i = 0;

          do {
            e = j;
            j = g >>> 31 | j << 1;
            g = i | g << 1;
            e = a << 1 | e >>> 31 | 0;
            n = a >>> 31 | c << 1 | 0;
            md(k | 0, d | 0, e | 0, n | 0) | 0;
            p = H() | 0;
            o = p >> 31 | ((p | 0) < 0 ? -1 : 0) << 1;
            i = o & 1;
            a = md(e | 0, n | 0, o & m | 0, (((p | 0) < 0 ? -1 : 0) >> 31 | ((p | 0) < 0 ? -1 : 0) << 1) & l | 0) | 0;
            c = H() | 0;
            h = h - 1 | 0;
          } while ((h | 0) != 0);

          k = j;
          j = 0;
        }

        h = 0;

        if (f | 0) {
          b[f >> 2] = a;
          b[f + 4 >> 2] = c;
        }

        o = (g | 0) >>> 31 | (k | h) << 1 | (h << 1 | g >>> 31) & 0 | j;
        p = (g << 1 | 0 >>> 31) & -2 | i;
        return (G(o | 0), p) | 0;
      }

      function pd(a, b, c, d) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0;
        j = b >> 31 | ((b | 0) < 0 ? -1 : 0) << 1;
        i = ((b | 0) < 0 ? -1 : 0) >> 31 | ((b | 0) < 0 ? -1 : 0) << 1;
        f = d >> 31 | ((d | 0) < 0 ? -1 : 0) << 1;
        e = ((d | 0) < 0 ? -1 : 0) >> 31 | ((d | 0) < 0 ? -1 : 0) << 1;
        h = md(j ^ a | 0, i ^ b | 0, j | 0, i | 0) | 0;
        g = H() | 0;
        a = f ^ j;
        b = e ^ i;
        return md((od(h, g, md(f ^ c | 0, e ^ d | 0, f | 0, e | 0) | 0, H() | 0, 0) | 0) ^ a | 0, (H() | 0) ^ b | 0, a | 0, b | 0) | 0;
      }

      function qd(a, b) {
        a = a | 0;
        b = b | 0;
        var c = 0,
            d = 0,
            e = 0,
            f = 0;
        f = a & 65535;
        e = b & 65535;
        c = B(e, f) | 0;
        d = a >>> 16;
        a = (c >>> 16) + (B(e, d) | 0) | 0;
        e = b >>> 16;
        b = B(e, f) | 0;
        return (G((a >>> 16) + (B(e, d) | 0) + (((a & 65535) + b | 0) >>> 16) | 0), a + b << 16 | c & 65535 | 0) | 0;
      }

      function rd(a, b, c, d) {
        a = a | 0;
        b = b | 0;
        c = c | 0;
        d = d | 0;
        var e = 0,
            f = 0;
        e = a;
        f = c;
        c = qd(e, f) | 0;
        a = H() | 0;
        return (G((B(b, f) | 0) + (B(d, e) | 0) + a | a & 0 | 0), c | 0 | 0) | 0;
      }

      function sd(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0,
            j = 0,
            k = 0;
        f = T;
        T = T + 16 | 0;
        i = f | 0;
        h = c >> 31 | ((c | 0) < 0 ? -1 : 0) << 1;
        g = ((c | 0) < 0 ? -1 : 0) >> 31 | ((c | 0) < 0 ? -1 : 0) << 1;
        k = e >> 31 | ((e | 0) < 0 ? -1 : 0) << 1;
        j = ((e | 0) < 0 ? -1 : 0) >> 31 | ((e | 0) < 0 ? -1 : 0) << 1;
        a = md(h ^ a | 0, g ^ c | 0, h | 0, g | 0) | 0;
        c = H() | 0;
        od(a, c, md(k ^ d | 0, j ^ e | 0, k | 0, j | 0) | 0, H() | 0, i) | 0;
        e = md(b[i >> 2] ^ h | 0, b[i + 4 >> 2] ^ g | 0, h | 0, g | 0) | 0;
        d = H() | 0;
        T = f;
        return (G(d | 0), e) | 0;
      }

      function td(a, c, d, e) {
        a = a | 0;
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0;
        g = T;
        T = T + 16 | 0;
        f = g | 0;
        od(a, c, d, e, f) | 0;
        T = g;
        return (G(b[f + 4 >> 2] | 0), b[f >> 2] | 0) | 0;
      }

      function ud(a, b, c) {
        a = a | 0;
        b = b | 0;
        c = c | 0;

        if ((c | 0) < 32) {
          G(b >> c | 0);
          return a >>> c | (b & (1 << c) - 1) << 32 - c;
        }

        G(((b | 0) < 0 ? -1 : 0) | 0);
        return b >> c - 32 | 0;
      }

      function vd(a, b, c) {
        a = a | 0;
        b = b | 0;
        c = c | 0;

        if ((c | 0) < 32) {
          G(b >>> c | 0);
          return a >>> c | (b & (1 << c) - 1) << 32 - c;
        }

        G(0);
        return b >>> c - 32 | 0;
      }

      function wd(a, b, c) {
        a = a | 0;
        b = b | 0;
        c = c | 0;

        if ((c | 0) < 32) {
          G(b << c | (a & (1 << c) - 1 << 32 - c) >>> 32 - c | 0);
          return a << c;
        }

        G(a << c - 32 | 0);
        return 0;
      }

      function xd(a, b) {
        a = +a;
        b = +b;
        if (a != a) { return +b; }
        if (b != b) { return +a; }
        return +D(+a, +b);
      }

      function yd(a, b) {
        a = +a;
        b = +b;
        if (a != a) { return +b; }
        if (b != b) { return +a; }
        return +C(+a, +b);
      }

      function zd(a) {
        a = +a;
        return a >= 0.0 ? +p(a + .5) : +A(a - .5);
      }

      function Ad(c, d, e) {
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0;

        if ((e | 0) >= 8192) {
          L(c | 0, d | 0, e | 0) | 0;
          return c | 0;
        }

        h = c | 0;
        g = c + e | 0;

        if ((c & 3) == (d & 3)) {
          while (c & 3) {
            if (!e) { return h | 0; }
            a[c >> 0] = a[d >> 0] | 0;
            c = c + 1 | 0;
            d = d + 1 | 0;
            e = e - 1 | 0;
          }

          e = g & -4 | 0;
          f = e - 64 | 0;

          while ((c | 0) <= (f | 0)) {
            b[c >> 2] = b[d >> 2];
            b[c + 4 >> 2] = b[d + 4 >> 2];
            b[c + 8 >> 2] = b[d + 8 >> 2];
            b[c + 12 >> 2] = b[d + 12 >> 2];
            b[c + 16 >> 2] = b[d + 16 >> 2];
            b[c + 20 >> 2] = b[d + 20 >> 2];
            b[c + 24 >> 2] = b[d + 24 >> 2];
            b[c + 28 >> 2] = b[d + 28 >> 2];
            b[c + 32 >> 2] = b[d + 32 >> 2];
            b[c + 36 >> 2] = b[d + 36 >> 2];
            b[c + 40 >> 2] = b[d + 40 >> 2];
            b[c + 44 >> 2] = b[d + 44 >> 2];
            b[c + 48 >> 2] = b[d + 48 >> 2];
            b[c + 52 >> 2] = b[d + 52 >> 2];
            b[c + 56 >> 2] = b[d + 56 >> 2];
            b[c + 60 >> 2] = b[d + 60 >> 2];
            c = c + 64 | 0;
            d = d + 64 | 0;
          }

          while ((c | 0) < (e | 0)) {
            b[c >> 2] = b[d >> 2];
            c = c + 4 | 0;
            d = d + 4 | 0;
          }
        } else {
          e = g - 4 | 0;

          while ((c | 0) < (e | 0)) {
            a[c >> 0] = a[d >> 0] | 0;
            a[c + 1 >> 0] = a[d + 1 >> 0] | 0;
            a[c + 2 >> 0] = a[d + 2 >> 0] | 0;
            a[c + 3 >> 0] = a[d + 3 >> 0] | 0;
            c = c + 4 | 0;
            d = d + 4 | 0;
          }
        }

        while ((c | 0) < (g | 0)) {
          a[c >> 0] = a[d >> 0] | 0;
          c = c + 1 | 0;
          d = d + 1 | 0;
        }

        return h | 0;
      }

      function Bd(c, d, e) {
        c = c | 0;
        d = d | 0;
        e = e | 0;
        var f = 0,
            g = 0,
            h = 0,
            i = 0;
        h = c + e | 0;
        d = d & 255;

        if ((e | 0) >= 67) {
          while (c & 3) {
            a[c >> 0] = d;
            c = c + 1 | 0;
          }

          f = h & -4 | 0;
          i = d | d << 8 | d << 16 | d << 24;
          g = f - 64 | 0;

          while ((c | 0) <= (g | 0)) {
            b[c >> 2] = i;
            b[c + 4 >> 2] = i;
            b[c + 8 >> 2] = i;
            b[c + 12 >> 2] = i;
            b[c + 16 >> 2] = i;
            b[c + 20 >> 2] = i;
            b[c + 24 >> 2] = i;
            b[c + 28 >> 2] = i;
            b[c + 32 >> 2] = i;
            b[c + 36 >> 2] = i;
            b[c + 40 >> 2] = i;
            b[c + 44 >> 2] = i;
            b[c + 48 >> 2] = i;
            b[c + 52 >> 2] = i;
            b[c + 56 >> 2] = i;
            b[c + 60 >> 2] = i;
            c = c + 64 | 0;
          }

          while ((c | 0) < (f | 0)) {
            b[c >> 2] = i;
            c = c + 4 | 0;
          }
        }

        while ((c | 0) < (h | 0)) {
          a[c >> 0] = d;
          c = c + 1 | 0;
        }

        return h - e | 0;
      }

      function Cd(a) {
        a = +a;
        return a >= 0.0 ? +p(a + .5) : +A(a - .5);
      }

      function Dd(a) {
        a = a | 0;
        var c = 0,
            d = 0,
            e = 0;
        e = K() | 0;
        d = b[g >> 2] | 0;
        c = d + a | 0;

        if ((a | 0) > 0 & (c | 0) < (d | 0) | (c | 0) < 0) {
          N(c | 0) | 0;
          J(12);
          return -1;
        }

        if ((c | 0) > (e | 0)) { if (!(M(c | 0) | 0)) {
          J(12);
          return -1;
        } }
        b[g >> 2] = c;
        return d | 0;
      } // EMSCRIPTEN_END_FUNCS


      return {
        ___divdi3: pd,
        ___muldi3: rd,
        ___remdi3: sd,
        ___uremdi3: td,
        _areNeighborCells: $a,
        _bitshift64Ashr: ud,
        _bitshift64Lshr: vd,
        _bitshift64Shl: wd,
        _calloc: kd,
        _cellAreaKm2: lc,
        _cellAreaM2: mc,
        _cellAreaRads2: kc,
        _cellToBoundary: Qb,
        _cellToCenterChild: Ab,
        _cellToChildPos: Vb,
        _cellToChildren: yb,
        _cellToChildrenSize: wb,
        _cellToLatLng: Pb,
        _cellToLocalIj: xc,
        _cellToParent: vb,
        _cellToVertex: Wc,
        _cellToVertexes: Xc,
        _cellsToDirectedEdge: ab,
        _cellsToLinkedMultiPolygon: la,
        _childPosToCell: Wb,
        _compactCells: Bb,
        _destroyLinkedMultiPolygon: sc,
        _directedEdgeToBoundary: gb,
        _directedEdgeToCells: eb,
        _edgeLengthKm: oc,
        _edgeLengthM: pc,
        _edgeLengthRads: nc,
        _emscripten_replace_memory: W,
        _free: jd,
        _getBaseCellNumber: tb,
        _getDirectedEdgeDestination: cb,
        _getDirectedEdgeOrigin: bb,
        _getHexagonAreaAvgKm2: ec,
        _getHexagonAreaAvgM2: fc,
        _getHexagonEdgeLengthAvgKm: gc,
        _getHexagonEdgeLengthAvgM: hc,
        _getIcosahedronFaces: Sb,
        _getNumCells: ic,
        _getPentagons: Ub,
        _getRes0Cells: wa,
        _getResolution: sb,
        _greatCircleDistanceKm: ac,
        _greatCircleDistanceM: bc,
        _greatCircleDistanceRads: $b,
        _gridDisk: aa,
        _gridDiskDistances: ba,
        _gridDistance: zc,
        _gridPathCells: Bc,
        _gridPathCellsSize: Ac,
        _gridRingUnsafe: ga,
        _i64Add: ld,
        _i64Subtract: md,
        _isPentagon: xb,
        _isResClassIII: Eb,
        _isValidCell: ub,
        _isValidDirectedEdge: db,
        _isValidVertex: Zc,
        _latLngToCell: Mb,
        _llvm_maxnum_f64: xd,
        _llvm_minnum_f64: yd,
        _llvm_round_f64: zd,
        _localIjToCell: yc,
        _malloc: id,
        _maxFaceCount: Rb,
        _maxGridDiskSize: $,
        _maxPolygonToCellsSize: ha,
        _memcpy: Ad,
        _memset: Bd,
        _originToDirectedEdges: fb,
        _pentagonCount: Tb,
        _polygonToCells: ja,
        _readInt64AsDoubleFromPointer: Oc,
        _res0CellCount: va,
        _round: Cd,
        _sbrk: Dd,
        _sizeOfCellBoundary: Jc,
        _sizeOfCoordIJ: Nc,
        _sizeOfGeoLoop: Kc,
        _sizeOfGeoPolygon: Lc,
        _sizeOfH3Index: Hc,
        _sizeOfLatLng: Ic,
        _sizeOfLinkedGeoPolygon: Mc,
        _uncompactCells: Cb,
        _uncompactCellsSize: Db,
        _vertexToLatLng: Yc,
        establishStackSpace: _,
        stackAlloc: X,
        stackRestore: Z,
        stackSave: Y
      };
    }( // EMSCRIPTEN_END_ASM
    asmGlobalArg, asmLibraryArg, buffer);

    Module["___divdi3"] = asm["___divdi3"];

    Module["___muldi3"] = asm["___muldi3"];

    Module["___remdi3"] = asm["___remdi3"];

    Module["___uremdi3"] = asm["___uremdi3"];

    Module["_areNeighborCells"] = asm["_areNeighborCells"];

    Module["_bitshift64Ashr"] = asm["_bitshift64Ashr"];

    Module["_bitshift64Lshr"] = asm["_bitshift64Lshr"];

    Module["_bitshift64Shl"] = asm["_bitshift64Shl"];

    Module["_calloc"] = asm["_calloc"];

    Module["_cellAreaKm2"] = asm["_cellAreaKm2"];

    Module["_cellAreaM2"] = asm["_cellAreaM2"];

    Module["_cellAreaRads2"] = asm["_cellAreaRads2"];

    Module["_cellToBoundary"] = asm["_cellToBoundary"];

    Module["_cellToCenterChild"] = asm["_cellToCenterChild"];

    Module["_cellToChildPos"] = asm["_cellToChildPos"];

    Module["_cellToChildren"] = asm["_cellToChildren"];

    Module["_cellToChildrenSize"] = asm["_cellToChildrenSize"];

    Module["_cellToLatLng"] = asm["_cellToLatLng"];

    Module["_cellToLocalIj"] = asm["_cellToLocalIj"];

    Module["_cellToParent"] = asm["_cellToParent"];

    Module["_cellToVertex"] = asm["_cellToVertex"];

    Module["_cellToVertexes"] = asm["_cellToVertexes"];

    Module["_cellsToDirectedEdge"] = asm["_cellsToDirectedEdge"];

    Module["_cellsToLinkedMultiPolygon"] = asm["_cellsToLinkedMultiPolygon"];

    Module["_childPosToCell"] = asm["_childPosToCell"];

    Module["_compactCells"] = asm["_compactCells"];

    Module["_destroyLinkedMultiPolygon"] = asm["_destroyLinkedMultiPolygon"];

    Module["_directedEdgeToBoundary"] = asm["_directedEdgeToBoundary"];

    Module["_directedEdgeToCells"] = asm["_directedEdgeToCells"];

    Module["_edgeLengthKm"] = asm["_edgeLengthKm"];

    Module["_edgeLengthM"] = asm["_edgeLengthM"];

    Module["_edgeLengthRads"] = asm["_edgeLengthRads"];

    var _emscripten_replace_memory = Module["_emscripten_replace_memory"] = asm["_emscripten_replace_memory"];

    Module["_free"] = asm["_free"];

    Module["_getBaseCellNumber"] = asm["_getBaseCellNumber"];

    Module["_getDirectedEdgeDestination"] = asm["_getDirectedEdgeDestination"];

    Module["_getDirectedEdgeOrigin"] = asm["_getDirectedEdgeOrigin"];

    Module["_getHexagonAreaAvgKm2"] = asm["_getHexagonAreaAvgKm2"];

    Module["_getHexagonAreaAvgM2"] = asm["_getHexagonAreaAvgM2"];

    Module["_getHexagonEdgeLengthAvgKm"] = asm["_getHexagonEdgeLengthAvgKm"];

    Module["_getHexagonEdgeLengthAvgM"] = asm["_getHexagonEdgeLengthAvgM"];

    Module["_getIcosahedronFaces"] = asm["_getIcosahedronFaces"];

    Module["_getNumCells"] = asm["_getNumCells"];

    Module["_getPentagons"] = asm["_getPentagons"];

    Module["_getRes0Cells"] = asm["_getRes0Cells"];

    Module["_getResolution"] = asm["_getResolution"];

    Module["_greatCircleDistanceKm"] = asm["_greatCircleDistanceKm"];

    Module["_greatCircleDistanceM"] = asm["_greatCircleDistanceM"];

    Module["_greatCircleDistanceRads"] = asm["_greatCircleDistanceRads"];

    Module["_gridDisk"] = asm["_gridDisk"];

    Module["_gridDiskDistances"] = asm["_gridDiskDistances"];

    Module["_gridDistance"] = asm["_gridDistance"];

    Module["_gridPathCells"] = asm["_gridPathCells"];

    Module["_gridPathCellsSize"] = asm["_gridPathCellsSize"];

    Module["_gridRingUnsafe"] = asm["_gridRingUnsafe"];

    Module["_i64Add"] = asm["_i64Add"];

    Module["_i64Subtract"] = asm["_i64Subtract"];

    Module["_isPentagon"] = asm["_isPentagon"];

    Module["_isResClassIII"] = asm["_isResClassIII"];

    Module["_isValidCell"] = asm["_isValidCell"];

    Module["_isValidDirectedEdge"] = asm["_isValidDirectedEdge"];

    Module["_isValidVertex"] = asm["_isValidVertex"];

    Module["_latLngToCell"] = asm["_latLngToCell"];

    Module["_llvm_maxnum_f64"] = asm["_llvm_maxnum_f64"];

    Module["_llvm_minnum_f64"] = asm["_llvm_minnum_f64"];

    Module["_llvm_round_f64"] = asm["_llvm_round_f64"];

    Module["_localIjToCell"] = asm["_localIjToCell"];

    Module["_malloc"] = asm["_malloc"];

    Module["_maxFaceCount"] = asm["_maxFaceCount"];

    Module["_maxGridDiskSize"] = asm["_maxGridDiskSize"];

    Module["_maxPolygonToCellsSize"] = asm["_maxPolygonToCellsSize"];

    Module["_memcpy"] = asm["_memcpy"];

    Module["_memset"] = asm["_memset"];

    Module["_originToDirectedEdges"] = asm["_originToDirectedEdges"];

    Module["_pentagonCount"] = asm["_pentagonCount"];

    Module["_polygonToCells"] = asm["_polygonToCells"];

    Module["_readInt64AsDoubleFromPointer"] = asm["_readInt64AsDoubleFromPointer"];

    Module["_res0CellCount"] = asm["_res0CellCount"];

    Module["_round"] = asm["_round"];

    Module["_sbrk"] = asm["_sbrk"];

    Module["_sizeOfCellBoundary"] = asm["_sizeOfCellBoundary"];

    Module["_sizeOfCoordIJ"] = asm["_sizeOfCoordIJ"];

    Module["_sizeOfGeoLoop"] = asm["_sizeOfGeoLoop"];

    Module["_sizeOfGeoPolygon"] = asm["_sizeOfGeoPolygon"];

    Module["_sizeOfH3Index"] = asm["_sizeOfH3Index"];

    Module["_sizeOfLatLng"] = asm["_sizeOfLatLng"];

    Module["_sizeOfLinkedGeoPolygon"] = asm["_sizeOfLinkedGeoPolygon"];

    Module["_uncompactCells"] = asm["_uncompactCells"];

    Module["_uncompactCellsSize"] = asm["_uncompactCellsSize"];

    Module["_vertexToLatLng"] = asm["_vertexToLatLng"];

    Module["establishStackSpace"] = asm["establishStackSpace"];
    var stackAlloc = Module["stackAlloc"] = asm["stackAlloc"];
    var stackRestore = Module["stackRestore"] = asm["stackRestore"];
    var stackSave = Module["stackSave"] = asm["stackSave"];
    Module["asm"] = asm;
    Module["cwrap"] = cwrap;
    Module["setValue"] = setValue;
    Module["getValue"] = getValue;

    if (memoryInitializer) {
      if (!isDataURI(memoryInitializer)) {
        memoryInitializer = locateFile(memoryInitializer);
      }

      if (ENVIRONMENT_IS_NODE || ENVIRONMENT_IS_SHELL) {
        var data = readBinary(memoryInitializer);
        HEAPU8.set(data, GLOBAL_BASE);
      } else {
        addRunDependency();

        var applyMemoryInitializer = function (data) {
          if (data.byteLength) { data = new Uint8Array(data); }
          HEAPU8.set(data, GLOBAL_BASE);
          if (Module["memoryInitializerRequest"]) { delete Module["memoryInitializerRequest"].response; }
          removeRunDependency();
        };

        var doBrowserLoad = function () {
          readAsync(memoryInitializer, applyMemoryInitializer, function () {
            throw "could not load memory initializer " + memoryInitializer;
          });
        };

        var memoryInitializerBytes = tryParseAsDataURI(memoryInitializer);

        if (memoryInitializerBytes) {
          applyMemoryInitializer(memoryInitializerBytes.buffer);
        } else if (Module["memoryInitializerRequest"]) {
          var useRequest = function () {
            var request = Module["memoryInitializerRequest"];
            var response = request.response;

            if (request.status !== 200 && request.status !== 0) {
              var data = tryParseAsDataURI(Module["memoryInitializerRequestURL"]);

              if (data) {
                response = data.buffer;
              } else {
                console.warn("a problem seems to have happened with Module.memoryInitializerRequest, status: " + request.status + ", retrying " + memoryInitializer);
                doBrowserLoad();
                return;
              }
            }

            applyMemoryInitializer(response);
          };

          if (Module["memoryInitializerRequest"].response) {
            setTimeout(useRequest, 0);
          } else {
            Module["memoryInitializerRequest"].addEventListener("load", useRequest);
          }
        } else {
          doBrowserLoad();
        }
      }
    }

    var calledRun;

    dependenciesFulfilled = function runCaller() {
      if (!calledRun) { run(); }
      if (!calledRun) { dependenciesFulfilled = runCaller; }
    };

    function run(args) {

      if (runDependencies > 0) {
        return;
      }

      preRun();
      if (runDependencies > 0) { return; }

      function doRun() {
        if (calledRun) { return; }
        calledRun = true;
        if (ABORT) { return; }
        initRuntime();
        preMain();
        if (Module["onRuntimeInitialized"]) { Module["onRuntimeInitialized"](); }
        postRun();
      }

      if (Module["setStatus"]) {
        Module["setStatus"]("Running...");
        setTimeout(function () {
          setTimeout(function () {
            Module["setStatus"]("");
          }, 1);
          doRun();
        }, 1);
      } else {
        doRun();
      }
    }

    Module["run"] = run;

    function abort(what) {
      if (Module["onAbort"]) {
        Module["onAbort"](what);
      }

      what += "";
      out(what);
      err(what);
      ABORT = true;
      throw "abort(" + what + "). Build with -s ASSERTIONS=1 for more info.";
    }

    Module["abort"] = abort;

    if (Module["preInit"]) {
      if (typeof Module["preInit"] == "function") { Module["preInit"] = [Module["preInit"]]; }

      while (Module["preInit"].length > 0) {
        Module["preInit"].pop()();
      }
    }
    run();
    return libh3;
  }(typeof libh3 === 'object' ? libh3 : {});

  /*
   * Copyright 2018-2019, 2022 Uber Technologies, Inc.
   *
   * Licensed under the Apache License, Version 2.0 (the "License");
   * you may not use this file except in compliance with the License.
   * You may obtain a copy of the License at
   *
   *         http://www.apache.org/licenses/LICENSE-2.0
   *
   * Unless required by applicable law or agreed to in writing, software
   * distributed under the License is distributed on an "AS IS" BASIS,
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   * See the License for the specific language governing permissions and
   * limitations under the License.
   */
  // Define the C bindings for the h3 library
  // Add some aliases to make the function definitions more intelligible
  var NUMBER = 'number';
  var H3_ERROR = NUMBER;
  var BOOLEAN = NUMBER;
  var H3_LOWER = NUMBER;
  var H3_UPPER = NUMBER;
  var RESOLUTION = NUMBER;
  var POINTER = NUMBER; // Define the bindings to functions in the C lib. Functions are defined as
  // [name, return type, [arg types]]. You must run `npm run build-emscripten`
  // before new functions added here will be available.

  /** @type {([string, string] | [string, string | null, string[]])[]} */

  var BINDINGS = [// The size functions are inserted via build/sizes.h
  ['sizeOfH3Index', NUMBER], ['sizeOfLatLng', NUMBER], ['sizeOfCellBoundary', NUMBER], ['sizeOfGeoLoop', NUMBER], ['sizeOfGeoPolygon', NUMBER], ['sizeOfLinkedGeoPolygon', NUMBER], ['sizeOfCoordIJ', NUMBER], ['readInt64AsDoubleFromPointer', NUMBER], // The remaining functions are defined in the core lib in h3Api.h
  ['isValidCell', BOOLEAN, [H3_LOWER, H3_UPPER]], ['latLngToCell', H3_ERROR, [NUMBER, NUMBER, RESOLUTION, POINTER]], ['cellToLatLng', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['cellToBoundary', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['maxGridDiskSize', H3_ERROR, [NUMBER, POINTER]], ['gridDisk', H3_ERROR, [H3_LOWER, H3_UPPER, NUMBER, POINTER]], ['gridDiskDistances', H3_ERROR, [H3_LOWER, H3_UPPER, NUMBER, POINTER, POINTER]], ['gridRingUnsafe', H3_ERROR, [H3_LOWER, H3_UPPER, NUMBER, POINTER]], ['maxPolygonToCellsSize', H3_ERROR, [POINTER, RESOLUTION, NUMBER, POINTER]], ['polygonToCells', H3_ERROR, [POINTER, RESOLUTION, NUMBER, POINTER]], ['cellsToLinkedMultiPolygon', H3_ERROR, [POINTER, NUMBER, POINTER]], ['destroyLinkedMultiPolygon', null, [POINTER]], ['compactCells', H3_ERROR, [POINTER, POINTER, NUMBER, NUMBER]], ['uncompactCells', H3_ERROR, [POINTER, NUMBER, NUMBER, POINTER, NUMBER, RESOLUTION]], ['uncompactCellsSize', H3_ERROR, [POINTER, NUMBER, NUMBER, RESOLUTION, POINTER]], ['isPentagon', BOOLEAN, [H3_LOWER, H3_UPPER]], ['isResClassIII', BOOLEAN, [H3_LOWER, H3_UPPER]], ['getBaseCellNumber', NUMBER, [H3_LOWER, H3_UPPER]], ['getResolution', NUMBER, [H3_LOWER, H3_UPPER]], ['maxFaceCount', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['getIcosahedronFaces', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['cellToParent', H3_ERROR, [H3_LOWER, H3_UPPER, RESOLUTION, POINTER]], ['cellToChildren', H3_ERROR, [H3_LOWER, H3_UPPER, RESOLUTION, POINTER]], ['cellToCenterChild', H3_ERROR, [H3_LOWER, H3_UPPER, RESOLUTION, POINTER]], ['cellToChildrenSize', H3_ERROR, [H3_LOWER, H3_UPPER, RESOLUTION, POINTER]], ['cellToChildPos', H3_ERROR, [H3_LOWER, H3_UPPER, RESOLUTION, POINTER]], ['childPosToCell', H3_ERROR, [NUMBER, NUMBER, H3_LOWER, H3_UPPER, RESOLUTION, POINTER]], ['areNeighborCells', H3_ERROR, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER, POINTER]], ['cellsToDirectedEdge', H3_ERROR, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER, POINTER]], ['getDirectedEdgeOrigin', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['getDirectedEdgeDestination', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['isValidDirectedEdge', BOOLEAN, [H3_LOWER, H3_UPPER]], ['directedEdgeToCells', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['originToDirectedEdges', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['directedEdgeToBoundary', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['gridDistance', H3_ERROR, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER, POINTER]], ['gridPathCells', H3_ERROR, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER, POINTER]], ['gridPathCellsSize', H3_ERROR, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER, POINTER]], ['cellToLocalIj', H3_ERROR, [H3_LOWER, H3_UPPER, H3_LOWER, H3_UPPER, NUMBER, POINTER]], ['localIjToCell', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER, NUMBER, POINTER]], ['getHexagonAreaAvgM2', H3_ERROR, [RESOLUTION, POINTER]], ['getHexagonAreaAvgKm2', H3_ERROR, [RESOLUTION, POINTER]], ['getHexagonEdgeLengthAvgM', H3_ERROR, [RESOLUTION, POINTER]], ['getHexagonEdgeLengthAvgKm', H3_ERROR, [RESOLUTION, POINTER]], ['greatCircleDistanceM', NUMBER, [POINTER, POINTER]], ['greatCircleDistanceKm', NUMBER, [POINTER, POINTER]], ['greatCircleDistanceRads', NUMBER, [POINTER, POINTER]], ['cellAreaM2', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['cellAreaKm2', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['cellAreaRads2', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['edgeLengthM', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['edgeLengthKm', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['edgeLengthRads', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['getNumCells', H3_ERROR, [RESOLUTION, POINTER]], ['getRes0Cells', H3_ERROR, [POINTER]], ['res0CellCount', NUMBER], ['getPentagons', H3_ERROR, [NUMBER, POINTER]], ['pentagonCount', NUMBER], ['cellToVertex', H3_ERROR, [H3_LOWER, H3_UPPER, NUMBER, POINTER]], ['cellToVertexes', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['vertexToLatLng', H3_ERROR, [H3_LOWER, H3_UPPER, POINTER]], ['isValidVertex', BOOLEAN, [H3_LOWER, H3_UPPER]]];

  /*
   * Copyright 2018-2019, 2022 Uber Technologies, Inc.
   *
   * Licensed under the Apache License, Version 2.0 (the "License");
   * you may not use this file except in compliance with the License.
   * You may obtain a copy of the License at
   *
   *         http://www.apache.org/licenses/LICENSE-2.0
   *
   * Unless required by applicable law or agreed to in writing, software
   * distributed under the License is distributed on an "AS IS" BASIS,
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   * See the License for the specific language governing permissions and
   * limitations under the License.
   */
  // Error codes from the code library, aliased here for legibility
  var E_SUCCESS = 0;
  var E_FAILED = 1;
  var E_DOMAIN = 2;
  var E_LATLNG_DOMAIN = 3;
  var E_RES_DOMAIN = 4;
  var E_CELL_INVALID = 5;
  var E_DIR_EDGE_INVALID = 6;
  var E_UNDIR_EDGE_INVALID = 7;
  var E_VERTEX_INVALID = 8;
  var E_PENTAGON = 9;
  var E_DUPLICATE_INPUT = 10;
  var E_NOT_NEIGHBORS = 11;
  var E_RES_MISMATCH = 12;
  var E_MEMORY_ALLOC = 13;
  var E_MEMORY_BOUNDS = 14;
  var E_OPTION_INVALID = 15;
  /**
   * Error messages corresponding to the core library error codes. See
   * https://h3geo.org/docs/library/errors#table-of-error-codes
   * @private
   */

  var H3_ERROR_MSGS = {};
  H3_ERROR_MSGS[E_SUCCESS] = 'Success';
  H3_ERROR_MSGS[E_FAILED] = 'The operation failed but a more specific error is not available';
  H3_ERROR_MSGS[E_DOMAIN] = 'Argument was outside of acceptable range';
  H3_ERROR_MSGS[E_LATLNG_DOMAIN] = 'Latitude or longitude arguments were outside of acceptable range';
  H3_ERROR_MSGS[E_RES_DOMAIN] = 'Resolution argument was outside of acceptable range';
  H3_ERROR_MSGS[E_CELL_INVALID] = 'Cell argument was not valid';
  H3_ERROR_MSGS[E_DIR_EDGE_INVALID] = 'Directed edge argument was not valid';
  H3_ERROR_MSGS[E_UNDIR_EDGE_INVALID] = 'Undirected edge argument was not valid';
  H3_ERROR_MSGS[E_VERTEX_INVALID] = 'Vertex argument was not valid';
  H3_ERROR_MSGS[E_PENTAGON] = 'Pentagon distortion was encountered';
  H3_ERROR_MSGS[E_DUPLICATE_INPUT] = 'Duplicate input';
  H3_ERROR_MSGS[E_NOT_NEIGHBORS] = 'Cell arguments were not neighbors';
  H3_ERROR_MSGS[E_RES_MISMATCH] = 'Cell arguments had incompatible resolutions';
  H3_ERROR_MSGS[E_MEMORY_ALLOC] = 'Memory allocation failed';
  H3_ERROR_MSGS[E_MEMORY_BOUNDS] = 'Bounds of provided memory were insufficient';
  H3_ERROR_MSGS[E_OPTION_INVALID] = 'Mode or flags argument was not valid'; // Error codes for JS errors thrown in the bindings

  var E_UNKNOWN_UNIT = 1000;
  var E_ARRAY_LENGTH = 1001;
  var E_NULL_INDEX = 1002;
  /**
   * Error messages for errors thrown in the binding code. These don't strictly
   * need error codes, but it's simpler to treat all of the errors consistently
   * @private
   */

  var JS_ERROR_MESSAGES = {};
  JS_ERROR_MESSAGES[E_UNKNOWN_UNIT] = 'Unknown unit';
  JS_ERROR_MESSAGES[E_ARRAY_LENGTH] = 'Array length out of bounds';
  JS_ERROR_MESSAGES[E_NULL_INDEX] = 'Got unexpected null value for H3 index';
  var UNKNOWN_ERROR_MSG = 'Unknown error';
  /**
   * Create an error with an attached code
   * @private
   * @param {Record<number, string>} messages  Map of code-to-messages to use
   * @param {number} errCode                   Numeric error code
   * @param {{value: unknown} | {}} [meta]     Metadata with value to associate with the error
   */

  function createError(messages, errCode, meta) {
    // The error value may be "undefined", so check if the argument was provided
    var hasValue = meta && 'value' in meta; // Throw a custom error type with the code attached

    var err = new Error(((messages[errCode] || UNKNOWN_ERROR_MSG) + " (code: " + errCode + (hasValue ? (", value: " + (meta.value)) : '') + ")")); // @ts-expect-error - TS doesn't like extending Error

    err.code = errCode;
    return err;
  }
  /**
   * Custom error for H3Error codes
   * @private
   * @param {number} errCode     Error code from the H3 library
   * @param {unknown} [value]    Value to associate with the error, if any
   * @returns {Error}
   */


  function H3LibraryError(errCode, value) {
    // The error value may be "undefined", so check if the argument was provided
    var meta = arguments.length === 2 ? {
      value: value
    } : {};
    return createError(H3_ERROR_MSGS, errCode, meta);
  }
  /**
   * Custom errors thrown from the JS bindings.
   * @private
   * @param {number} errCode     Error code from the H3 library
   * @param {unknown} [value]    Value to associate with the error, if any
   * @returns {Error}
   */

  function JSBindingError(errCode, value) {
    // The error value may be "undefined", so check if the argument was provided
    var meta = arguments.length === 2 ? {
      value: value
    } : {};
    return createError(JS_ERROR_MESSAGES, errCode, meta);
  }
  /**
   * Throw a JavaScript error if the C library return code is an error
   * @private
   * @param {number} errCode     Error code from the H3 library
   * @throws {Error} Error if err is not E_SUCCESS (0)
   */

  function throwIfError(errCode) {
    if (errCode !== 0) {
      throw H3LibraryError(errCode);
    }
  }

  /*
   * Copyright 2018-2019, 2022 Uber Technologies, Inc.
   *
   * Licensed under the Apache License, Version 2.0 (the "License");
   * you may not use this file except in compliance with the License.
   * You may obtain a copy of the License at
   *
   *         http://www.apache.org/licenses/LICENSE-2.0
   *
   * Unless required by applicable law or agreed to in writing, software
   * distributed under the License is distributed on an "AS IS" BASIS,
   * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
   * See the License for the specific language governing permissions and
   * limitations under the License.
   */
  /**
   * Map of C-defined functions
   * @type {any}
   * @private
   */

  var H3 = {}; // Create the bound functions themselves

  BINDINGS.forEach(function bind(def) {
    H3[def[0]] = libh3.cwrap.apply(libh3, def);
  }); // Alias the hexidecimal base for legibility

  var BASE_16 = 16; // Alias unused bits for legibility
  // Byte size imports

  var SZ_INT = 4;
  var SZ_DBL = 8;
  var SZ_INT64 = 8;
  var SZ_H3INDEX = H3.sizeOfH3Index();
  var SZ_LATLNG = H3.sizeOfLatLng();
  var SZ_CELLBOUNDARY = H3.sizeOfCellBoundary();
  var SZ_GEOPOLYGON = H3.sizeOfGeoPolygon();
  var SZ_GEOLOOP = H3.sizeOfGeoLoop();
  H3.sizeOfLinkedGeoPolygon();
  H3.sizeOfCoordIJ(); // ----------------------------------------------------------------------------
  // Utilities and helpers

  /**
   * Validate a resolution, throwing an error if invalid
   * @private
   * @param  {unknown} res Value to validate
   * @return {number}      Valid res
   * @throws {H3Error}     If invalid
   */

  function validateRes(res) {
    if (typeof res !== 'number' || res < 0 || res > 15 || Math.floor(res) !== res) {
      throw H3LibraryError(E_RES_DOMAIN, res);
    }

    return res;
  }
  /**
   * Assert H3 index output, throwing an error if null
   * @private
   * @param {H3Index | null} h3Index    Index to validate
   * @return {H3Index}
   * @throws {H3Error}     If invalid
   */


  function validateH3Index(h3Index) {
    if (!h3Index) { throw JSBindingError(E_NULL_INDEX); }
    return h3Index;
  }

  var MAX_JS_ARRAY_LENGTH = Math.pow(2, 32) - 1;
  /**
   * Validate an array length. JS will throw its own error if you try
   * to create an array larger than 2^32 - 1, but validating beforehand
   * allows us to exit early before we try to process large amounts
   * of data that won't even fit in an output array
   * @private
   * @param  {number} length  Length to validate
   * @return {number}         Valid array length
   * @throws {H3Error}        If invalid
   */

  function validateArrayLength(length) {
    if (length > MAX_JS_ARRAY_LENGTH) {
      throw JSBindingError(E_ARRAY_LENGTH, length);
    }

    return length;
  }

  var INVALID_HEXIDECIMAL_CHAR = /[^0-9a-fA-F]/;
  /**
   * Convert an H3 index (64-bit hexidecimal string) into a "split long" - a pair of 32-bit ints
   * @param  {H3IndexInput} h3Index  H3 index to check
   * @return {SplitLong}             A two-element array with 32 lower bits and 32 upper bits
   */

  function h3IndexToSplitLong(h3Index) {
    if (Array.isArray(h3Index) && h3Index.length === 2 && Number.isInteger(h3Index[0]) && Number.isInteger(h3Index[1])) {
      return h3Index;
    }

    if (typeof h3Index !== 'string' || INVALID_HEXIDECIMAL_CHAR.test(h3Index)) {
      return [0, 0];
    }

    var upper = parseInt(h3Index.substring(0, h3Index.length - 8), BASE_16);
    var lower = parseInt(h3Index.substring(h3Index.length - 8), BASE_16);
    return [lower, upper];
  }
  /**
   * Convert a 32-bit int to a hexdecimal string
   * @private
   * @param  {number} num  Integer to convert
   * @return {H3Index}     Hexidecimal string
   */

  function hexFrom32Bit(num) {
    if (num >= 0) {
      return num.toString(BASE_16);
    } // Handle negative numbers


    num = num & 0x7fffffff;
    var tempStr = zeroPad(8, num.toString(BASE_16));
    var topNum = (parseInt(tempStr[0], BASE_16) + 8).toString(BASE_16);
    tempStr = topNum + tempStr.substring(1);
    return tempStr;
  }
  /**
   * Get a H3 index string from a split long (pair of 32-bit ints)
   * @param  {number} lower Lower 32 bits
   * @param  {number} upper Upper 32 bits
   * @return {H3Index}       H3 index
   */


  function splitLongToH3Index(lower, upper) {
    return hexFrom32Bit(upper) + zeroPad(8, hexFrom32Bit(lower));
  }
  /**
   * Zero-pad a string to a given length
   * @private
   * @param  {number} fullLen Target length
   * @param  {string} numStr  String to zero-pad
   * @return {string}         Zero-padded string
   */

  function zeroPad(fullLen, numStr) {
    var numZeroes = fullLen - numStr.length;
    var outStr = '';

    for (var i = 0; i < numZeroes; i++) {
      outStr += '0';
    }

    outStr = outStr + numStr;
    return outStr;
  } // One more than the max size of an unsigned 32-bit int.
  /**
   * Populate a C-appropriate GeoLoop struct from a polygon array
   * @private
   * @param  {number[][]} polygonArray  Polygon, as an array of coordinate pairs
   * @param  {number}  geoLoop          C pointer to a GeoLoop struct
   * @param  {boolean} isGeoJson        Whether coordinates are in [lng, lat] order per GeoJSON spec
   * @return {number}                   C pointer to populated GeoLoop struct
   */


  function polygonArrayToGeoLoop(polygonArray, geoLoop, isGeoJson) {
    var numVerts = polygonArray.length;

    var geoCoordArray = libh3._calloc(numVerts, SZ_LATLNG); // Support [lng, lat] pairs if GeoJSON is specified


    var latIndex = isGeoJson ? 1 : 0;
    var lngIndex = isGeoJson ? 0 : 1;

    for (var i = 0; i < numVerts * 2; i += 2) {
      libh3.HEAPF64.set([polygonArray[i / 2][latIndex], polygonArray[i / 2][lngIndex]].map(degsToRads), geoCoordArray / SZ_DBL + i);
    }

    libh3.HEAPU32.set([numVerts, geoCoordArray], geoLoop / SZ_INT);
    return geoLoop;
  }
  /**
   * Create a C-appropriate GeoPolygon struct from an array of polygons
   * @private
   * @param  {number[][][]} coordinates Array of polygons, each an array of coordinate pairs
   * @param  {boolean} isGeoJson        Whether coordinates are in [lng, lat] order per GeoJSON spec
   * @return {number}                   C pointer to populated GeoPolygon struct
   */


  function coordinatesToGeoPolygon(coordinates, isGeoJson) {
    // Any loops beyond the first loop are holes
    var numHoles = coordinates.length - 1;

    var geoPolygon = libh3._calloc(SZ_GEOPOLYGON); // Byte positions within the struct


    var geoLoopOffset = 0;
    var numHolesOffset = geoLoopOffset + SZ_GEOLOOP;
    var holesOffset = numHolesOffset + SZ_INT; // geoLoop is first part of struct

    polygonArrayToGeoLoop(coordinates[0], geoPolygon + geoLoopOffset, isGeoJson);
    var holes;

    if (numHoles > 0) {
      holes = libh3._calloc(numHoles, SZ_GEOLOOP);

      for (var i = 0; i < numHoles; i++) {
        polygonArrayToGeoLoop(coordinates[i + 1], holes + SZ_GEOLOOP * i, isGeoJson);
      }
    }

    libh3.setValue(geoPolygon + numHolesOffset, numHoles, 'i32');
    libh3.setValue(geoPolygon + holesOffset, holes, 'i32');
    return geoPolygon;
  }
  /**
   * Free memory allocated for a GeoPolygon struct. It is an error to access the struct
   * after passing it to this method.
   * @private
   * @param {number} geoPolygon     C pointer to GeoPolygon struct
   * @return {void}
   */


  function destroyGeoPolygon(geoPolygon) {
    // Byte positions within the struct
    var geoLoopOffset = 0;
    var numHolesOffset = geoLoopOffset + SZ_GEOLOOP;
    var holesOffset = numHolesOffset + SZ_INT; // Offset of the geoLoop vertex array pointer within the GeoLoop struct

    var geoLoopArrayOffset = SZ_INT; // Free the outer vertex array

    libh3._free(libh3.getValue(geoPolygon + geoLoopOffset + geoLoopArrayOffset, 'i8*')); // Free the vertex array for the holes, if any


    var numHoles = libh3.getValue(geoPolygon + numHolesOffset, 'i32');

    if (numHoles > 0) {
      var holes = libh3.getValue(geoPolygon + holesOffset, 'i32');

      for (var i = 0; i < numHoles; i++) {
        libh3._free(libh3.getValue(holes + SZ_GEOLOOP * i + geoLoopArrayOffset, 'i8*'));
      }

      libh3._free(holes);
    }

    libh3._free(geoPolygon);
  }
  /**
   * Read an H3 index from a pointer to C memory.
   * @private
   * @param  {number} cAddress  Pointer to allocated C memory
   * @param {number} offset     Offset, in number of H3 indexes, in case we're
   *                            reading an array
   * @return {H3Index | null}   H3 index, or null if index was invalid
   */


  function readH3IndexFromPointer(cAddress, offset) {
    if ( offset === void 0 ) offset = 0;

    var lower = libh3.getValue(cAddress + SZ_H3INDEX * offset, 'i32');
    var upper = libh3.getValue(cAddress + SZ_H3INDEX * offset + SZ_INT, 'i32'); // The lower bits are allowed to be 0s, but if the upper bits are 0
    // this represents an invalid H3 index

    return upper ? splitLongToH3Index(lower, upper) : null;
  }
  /**
   * Read a 64-bit int from a pointer to C memory into a JS 64-bit float.
   * Note that this may lose precision if larger than MAX_SAFE_INTEGER
   * @private
   * @param  {number} cAddress  Pointer to allocated C memory
   * @return {number} Double value
   */


  function readInt64AsDoubleFromPointer(cAddress) {
    return H3.readInt64AsDoubleFromPointer(cAddress);
  }
  /**
   * Read an array of 64-bit H3 indexes from C and convert to a JS array of
   * H3 index strings
   * @private
   * @param  {number} cAddress    Pointer to C ouput array
   * @param  {number} maxCount    Max number of hexagons in array. Hexagons with
   *                              the value 0 will be skipped, so this isn't
   *                              necessarily the length of the output array.
   * @return {H3Index[]}          Array of H3 indexes
   */


  function readArrayOfH3Indexes(cAddress, maxCount) {
    var out = [];

    for (var i = 0; i < maxCount; i++) {
      var h3Index = readH3IndexFromPointer(cAddress, i);

      if (h3Index !== null) {
        out.push(h3Index);
      }
    }

    return out;
  }
  /**
   * Read a single lat or lng value
   * @private
   * @param  {number} cAddress Pointer to C value
   * @return {number}
   */


  function readSingleCoord(cAddress) {
    return radsToDegs(libh3.getValue(cAddress, 'double'));
  }
  /**
   * Read a LatLng from C and return a [lat, lng] pair.
   * @private
   * @param  {number} cAddress    Pointer to C struct
   * @return {CoordPair}          [lat, lng] pair
   */


  function readLatLng(cAddress) {
    return [readSingleCoord(cAddress), readSingleCoord(cAddress + SZ_DBL)];
  }
  /**
   * Read a LatLng from C and return a GeoJSON-style [lng, lat] pair.
   * @private
   * @param  {number} cAddress    Pointer to C struct
   * @return {CoordPair}          [lng, lat] pair
   */


  function readLatLngGeoJson(cAddress) {
    return [readSingleCoord(cAddress + SZ_DBL), readSingleCoord(cAddress)];
  }
  /**
   * Read the CellBoundary structure into a list of geo coordinate pairs
   * @private
   * @param {number}  cellBoundary       C pointer to CellBoundary struct
   * @param {boolean} [geoJsonCoords]    Whether to provide GeoJSON coordinate order: [lng, lat]
   * @param {boolean} [closedLoop]       Whether to close the loop
   * @return {CoordPair[]}               Array of geo coordinate pairs
   */


  function readCellBoundary(cellBoundary, geoJsonCoords, closedLoop) {
    var numVerts = libh3.getValue(cellBoundary, 'i32'); // Note that though numVerts is an int, the coordinate doubles have to be
    // aligned to 8 bytes, hence the 8-byte offset here

    var vertsPos = cellBoundary + SZ_DBL;
    var out = []; // Support [lng, lat] pairs if GeoJSON is specified

    var readCoord = geoJsonCoords ? readLatLngGeoJson : readLatLng;

    for (var i = 0; i < numVerts * 2; i += 2) {
      out.push(readCoord(vertsPos + SZ_DBL * i));
    }

    if (closedLoop) {
      // Close loop if GeoJSON is specified
      out.push(out[0]);
    }

    return out;
  }
  /**
   * Get the hexagon containing a lat,lon point
   * @static
   * @param  {number} lat Latitude of point
   * @param  {number} lng Longtitude of point
   * @param  {number} res Resolution of hexagons to return
   * @return {H3Index}    H3 index
   * @throws {H3Error}    If input is invalid
   */

  function latLngToCell(lat, lng, res) {
    var latLng = libh3._malloc(SZ_LATLNG); // Slightly more efficient way to set the memory


    libh3.HEAPF64.set([lat, lng].map(degsToRads), latLng / SZ_DBL); // Read value as a split long

    var h3Index = libh3._malloc(SZ_H3INDEX);

    try {
      throwIfError(H3.latLngToCell(latLng, res, h3Index));
      return validateH3Index(readH3IndexFromPointer(h3Index));
    } finally {
      libh3._free(h3Index);

      libh3._free(latLng);
    }
  }
  /**
   * Get the lat,lon center of a given hexagon
   * @static
   * @param  {H3IndexInput} h3Index  H3 index
   * @return {CoordPair}             Point as a [lat, lng] pair
   * @throws {H3Error}               If input is invalid
   */

  function cellToLatLng(h3Index) {
    var latLng = libh3._malloc(SZ_LATLNG);

    var ref = h3IndexToSplitLong(h3Index);
    var lower = ref[0];
    var upper = ref[1];

    try {
      throwIfError(H3.cellToLatLng(lower, upper, latLng));
      return readLatLng(latLng);
    } finally {
      libh3._free(latLng);
    }
  }
  /**
   * Get the vertices of a given hexagon (or pentagon), as an array of [lat, lng]
   * points. For pentagons and hexagons on the edge of an icosahedron face, this
   * function may return up to 10 vertices.
   * @static
   * @param  {H3IndexInput} h3Index          H3 index
   * @param {boolean} [formatAsGeoJson] Whether to provide GeoJSON output: [lng, lat], closed loops
   * @return {CoordPair[]}              Array of [lat, lng] pairs
   * @throws {H3Error}                  If input is invalid
   */

  function cellToBoundary(h3Index, formatAsGeoJson) {
    var cellBoundary = libh3._malloc(SZ_CELLBOUNDARY);

    var ref = h3IndexToSplitLong(h3Index);
    var lower = ref[0];
    var upper = ref[1];

    try {
      throwIfError(H3.cellToBoundary(lower, upper, cellBoundary));
      return readCellBoundary(cellBoundary, formatAsGeoJson, formatAsGeoJson);
    } finally {
      libh3._free(cellBoundary);
    }
  } // ----------------------------------------------------------------------------
  /**
   * Get all hexagons with centers contained in a given polygon. The polygon
   * is specified with GeoJson semantics as an array of loops. Each loop is
   * an array of [lat, lng] pairs (or [lng, lat] if isGeoJson is specified).
   * The first loop is the perimeter of the polygon, and subsequent loops are
   * expected to be holes.
   * @static
   * @param  {number[][] | number[][][]} coordinates
   *                                  Array of loops, or a single loop
   * @param  {number} res             Resolution of hexagons to return
   * @param  {boolean} [isGeoJson]    Whether to expect GeoJson-style [lng, lat]
   *                                  pairs instead of [lat, lng]
   * @return {H3Index[]}              H3 indexes for all hexagons in polygon
   * @throws {H3Error}                If input is invalid or output is too large for JS
   */

  function polygonToCells(coordinates, res, isGeoJson) {
    validateRes(res);
    isGeoJson = Boolean(isGeoJson); // Guard against empty input

    if (coordinates.length === 0 || coordinates[0].length === 0) {
      return [];
    } // Wrap to expected format if a single loop is provided


    var polygon = typeof coordinates[0][0] === 'number' ? [coordinates] : coordinates;
    var geoPolygon = coordinatesToGeoPolygon( // @ts-expect-error - There's no way to convince TS that polygon is now number[][][]
    polygon, isGeoJson);

    var countPtr = libh3._malloc(SZ_INT64);

    try {
      throwIfError(H3.maxPolygonToCellsSize(geoPolygon, res, 0, countPtr));
      var count = validateArrayLength(readInt64AsDoubleFromPointer(countPtr));

      var hexagons = libh3._calloc(count, SZ_H3INDEX);

      try {
        throwIfError(H3.polygonToCells(geoPolygon, res, 0, hexagons));
        return readArrayOfH3Indexes(hexagons, count);
      } finally {
        libh3._free(hexagons);
      }
    } finally {
      libh3._free(countPtr);

      destroyGeoPolygon(geoPolygon);
    }
  }
  /**
   * Convert degrees to radians
   * @static
   * @param  {number} deg Value in degrees
   * @return {number}     Value in radians
   */

  function degsToRads(deg) {
    return deg * Math.PI / 180;
  }
  /**
   * Convert radians to degrees
   * @static
   * @param  {number} rad Value in radians
   * @return {number}     Value in degrees
   */

  function radsToDegs(rad) {
    return rad * 180 / Math.PI;
  }

  function interpolateTurbo(t) {
    t = Math.max(0, Math.min(1, t));
    return "rgb("
        + Math.max(0, Math.min(255, Math.round(34.61 + t * (1172.33 - t * (10793.56 - t * (33300.12 - t * (38394.49 - t * 14825.05))))))) + ", "
        + Math.max(0, Math.min(255, Math.round(23.31 + t * (557.33 + t * (1225.33 - t * (3574.96 - t * (1073.77 + t * 707.56))))))) + ", "
        + Math.max(0, Math.min(255, Math.round(27.2 + t * (3211.1 - t * (15327.97 - t * (27814 - t * (22569.18 - t * 6838.66)))))))
        + ")";
  }

  var bounds3 = Bounds3$2;

  function Bounds3$2(x, y, z, half) {
    this.x = typeof x === 'number' ? x : 0;
    this.y = typeof y === 'number' ? y : 0;
    this.z = typeof z === 'number' ? z : 0;
    this.half = typeof half === 'number' ? half : 0;
  }

  Bounds3$2.prototype.contains = function contains(x, y, z) {
    var half = this.half;
    return this.x - half <= x && x < this.x + half &&
      this.y - half <= y && y < this.y + half &&
      this.z - half <= z && z < this.z + half;
  };

  var Bounds3$1 = bounds3;
  var MAX_ITEMS = 4;

  var treeNode = TreeNode$1;

  function TreeNode$1(bounds) {
    this.bounds = bounds;
    this.q0 = null;
    this.q1 = null;
    this.q2 = null;
    this.q3 = null;
    this.q4 = null;
    this.q5 = null;
    this.q6 = null;
    this.q7 = null;
    this.items = null;
  }

  TreeNode$1.prototype.subdivide = function subdivide() {
    var bounds = this.bounds;
    var quarter = bounds.half / 2;

    this.q0 = new TreeNode$1(new Bounds3$1(bounds.x - quarter, bounds.y - quarter, bounds.z - quarter, quarter));
    this.q1 = new TreeNode$1(new Bounds3$1(bounds.x + quarter, bounds.y - quarter, bounds.z - quarter, quarter));
    this.q2 = new TreeNode$1(new Bounds3$1(bounds.x - quarter, bounds.y + quarter, bounds.z - quarter, quarter));
    this.q3 = new TreeNode$1(new Bounds3$1(bounds.x + quarter, bounds.y + quarter, bounds.z - quarter, quarter));
    this.q4 = new TreeNode$1(new Bounds3$1(bounds.x - quarter, bounds.y - quarter, bounds.z + quarter, quarter));
    this.q5 = new TreeNode$1(new Bounds3$1(bounds.x + quarter, bounds.y - quarter, bounds.z + quarter, quarter));
    this.q6 = new TreeNode$1(new Bounds3$1(bounds.x - quarter, bounds.y + quarter, bounds.z + quarter, quarter));
    this.q7 = new TreeNode$1(new Bounds3$1(bounds.x + quarter, bounds.y + quarter, bounds.z + quarter, quarter));
  };

  TreeNode$1.prototype.insert = function insert(idx, array, depth) {
    var isLeaf = this.q0 === null;
    if (isLeaf) {
      // TODO: this memory could be recycled to avoid GC
      if (this.items === null) {
        this.items = [idx];
      } else {
        this.items.push(idx);
      }
      if (this.items.length >= MAX_ITEMS && depth < 16) {
        this.subdivide();
        for (var i = 0; i < this.items.length; ++i) {
          this.insert(this.items[i], array, depth + 1);
        }
        this.items = null;
      }
    } else {
      var x = array[idx],
        y = array[idx + 1],
        z = array[idx + 2];
      var bounds = this.bounds;
      var quadIdx = 0; // assume NW
      if (x > bounds.x) {
        quadIdx += 1; // nope, we are in E part
      }
      if (y > bounds.y) {
        quadIdx += 2; // Somewhere south.
      }
      if (z > bounds.z) {
        quadIdx += 4; // Somewhere far
      }

      var child = getChild(this, quadIdx);
      child.insert(idx, array, depth + 1);
    }
  };

  TreeNode$1.prototype.query = function queryBounds(results, sourceArray, intersects, preciseCheck) {
    if (!intersects(this.bounds)) return;
    var items = this.items;
    var needsCheck = typeof preciseCheck === 'function';
    if (items) {
      for (var i = 0; i < items.length; ++i) {
        var idx = items[i];
        if (needsCheck) {
          if (preciseCheck(sourceArray[idx], sourceArray[idx + 1], sourceArray[idx + 2])) {
            results.push(idx);
          }
        } else {
          results.push(idx);
        }
      }
    }

    if (!this.q0) return;

    this.q0.query(results, sourceArray, intersects, preciseCheck);
    this.q1.query(results, sourceArray, intersects, preciseCheck);
    this.q2.query(results, sourceArray, intersects, preciseCheck);
    this.q3.query(results, sourceArray, intersects, preciseCheck);
    this.q4.query(results, sourceArray, intersects, preciseCheck);
    this.q5.query(results, sourceArray, intersects, preciseCheck);
    this.q6.query(results, sourceArray, intersects, preciseCheck);
    this.q7.query(results, sourceArray, intersects, preciseCheck);
  };

  function getChild(node, idx) {
    if (idx === 0) return node.q0;
    if (idx === 1) return node.q1;
    if (idx === 2) return node.q2;
    if (idx === 3) return node.q3;
    if (idx === 4) return node.q4;
    if (idx === 5) return node.q5;
    if (idx === 6) return node.q6;
    if (idx === 7) return node.q7;
  }

  var rafor = asyncFor$1;

  /**
   * Iterates over array in async manner. This function attempts to maximize
   * number of elements visited within single event loop cycle, while at the
   * same time tries to not exceed a time threshold allowed to stay within
   * event loop.
   *
   * @param {Array} array which needs to be iterated. Array-like objects are OK too.
   * @param {VisitCalback} visitCallback called for every element within for loop.
   * @param {DoneCallback} doneCallback called when iterator has reached end of array.
   * @param {Object=} options - additional configuration:
   * @param {number} [options.step=1] - default iteration step
   * @param {number} [options.maxTimeMS=8] - maximum time (in milliseconds) which
   *   iterator should spend within single event loop.
   * @param {number} [options.probeElements=5000] - how many elements should iterator
   *   visit to measure its iteration speed.
   */
  function asyncFor$1(array, visitCallback, doneCallback, options) {
    var start = 0;
    var elapsed = 0;
    options = options || {};
    var step = options.step || 1;
    var maxTimeMS = options.maxTimeMS || 8;
    var pointsPerLoopCycle = options.probeElements || 5000;
    // we should never block main thread for too long...
    setTimeout(processSubset, 0);

    function processSubset() {
      var finish = Math.min(array.length, start + pointsPerLoopCycle);
      var i = start;
      var timeStart = new Date();
      for (i = start; i < finish; i += step) {
        visitCallback(array[i], i, array);
      }
      if (i < array.length) {
        elapsed += (new Date() - timeStart);
        start = i;

        pointsPerLoopCycle = Math.round(start * maxTimeMS/elapsed);
        setTimeout(processSubset, 0);
      } else {
        doneCallback(array);
      }
    }
  }

  /**
   * Represents octree data structure
   *
   * https://en.wikipedia.org/wiki/Octree
   */

  var Bounds3 = bounds3;
  var TreeNode = treeNode;
  var EmptyRegion = new Bounds3();
  var asyncFor = rafor;

  var yaot = createTree;

  function createTree(options) {
    var noPoints = [];

    var root;
    var originalArray;
    var api = {
      /**
       * Initializes tree asynchronously. Very useful when you have millions
       * of points and do not want to block rendering thread for too long.
       *
       * @param {number[]} points array of points for which we are building the
       * tree. Flat sequence of (x, y, z) coordinates. Array length should be
       * multiple of 3.
       *
       * @param {Function=} doneCallback called when tree is initialized. The
       * callback will be called with single argument which represent current
       * tree.
       */
      initAsync: initAsync,

      /**
       * Synchronous version of `initAsync()`. Should only be used for small
       * trees (less than 50-70k of points).
       *
       * @param {number[]} points array of points for which we are building the
       * tree. Flat sequence of (x, y, z) coordinates. Array length should be
       * multiple of 3.
       */
      init: init,

      /**
       * Gets bounds of the root node. Bounds are represented by center of the
       * node (x, y, z) and `half` attribute - distance from the center to an
       * edge of the root node.
       */
      bounds: getBounds,

      /**
       * Fires a ray from `rayOrigin` into `rayDirection` and collects all points
       * that lie in the octants intersected by the ray.
       *
       * This method implements An Efficient Parametric Algorithm for Octree Traversal
       * described in http://wscg.zcu.cz/wscg2000/Papers_2000/X31.pdf
       *
       * @param {Vector3} rayOrigin x,y,z coordinates where ray starts
       * @param {Vector3} rayDirection normalized x,y,z direction where ray shoots.
       * @param {number+} near minimum distance from the ray origin. 0 by default.
       * @param {number+} far maximum length of the ray. POSITIVE_INFINITY by default
       *
       * @return {Array} of indices in the source array. Each index represnts a start
       * of the x,y,z triplet of a point, that lies in the intersected octant.
       */
      intersectRay: intersectRay,

      /**
       * Once you have collected points from the octants intersected by a ray
       * (`intersectRay()` method), it may be worth to query points from the surrouning
       * area.
       */
      intersectSphere: intersectSphere,

      /**
       * Gets root node of the tree
       */
      getRoot: getRoot
    };

    return api;

    function getRoot() {
      return root;
    }

    function intersectSphere(cx, cy, cz, r) {
      if (!root) {
        // Most likely we are not initialized yet
        return noPoints;
      }
      var indices = [];
      var r2 = r * r;
      root.query(indices, originalArray, intersectCheck, preciseCheck);
      return indices;

      // http://stackoverflow.com/questions/4578967/cube-sphere-intersection-test
      function intersectCheck(candidate) {
        var dist = r2;
        var half = candidate.half;
        if (cx < candidate.x - half) dist -= sqr(cx - (candidate.x - half));
        else if (cx > candidate.x + half) dist -= sqr(cx - (candidate.x + half));

        if (cy < candidate.y - half) dist -= sqr(cy - (candidate.y - half));
        else if (cy > candidate.y + half) dist -= sqr(cy - (candidate.y + half));

        if (cz < candidate.z - half) dist -= sqr(cz - (candidate.z - half));
        else if (cz > candidate.z + half) dist -= sqr(cz - (candidate.z + half));
        return dist > 0;
      }

      function preciseCheck(x, y, z) {
        return sqr(x - cx) + sqr(y - cy) + sqr(z - cz) < r2;
      }
    }

    function sqr(x) {
      return x * x;
    }

    function intersectRay(rayOrigin, rayDirection, near, far) {
      if (!root) {
        // Most likely we are not initialized yet
        return noPoints;
      }

      if (near === undefined) near = 0;
      if (far === undefined) far = Number.POSITIVE_INFINITY;
      // we save as squar, to avoid expensive sqrt() operation
      near *= near;
      far *= far;

      var indices = [];
      root.query(indices, originalArray, intersectCheck, farEnough);
      return indices.sort(byDistanceToCamera);

      function intersectCheck(candidate) {
        // using http://wscg.zcu.cz/wscg2000/Papers_2000/X31.pdf
        var half = candidate.half;
        var t1 = (candidate.x - half - rayOrigin.x) / rayDirection.x,
          t2 = (candidate.x + half - rayOrigin.x) / rayDirection.x,
          t3 = (candidate.y + half - rayOrigin.y) / rayDirection.y,
          t4 = (candidate.y - half - rayOrigin.y) / rayDirection.y,
          t5 = (candidate.z - half - rayOrigin.z) / rayDirection.z,
          t6 = (candidate.z + half - rayOrigin.z) / rayDirection.z,
          tmax = Math.min(Math.min(Math.max(t1, t2), Math.max(t3, t4)), Math.max(t5, t6)),
          tmin;

        if (tmax < 0) return false;

        tmin = Math.max(Math.max(Math.min(t1, t2), Math.min(t3, t4)), Math.min(t5, t6));
        return tmin <= tmax && tmin <= far;
      }

      function farEnough(x, y, z) {
        var dist = (x - rayOrigin.x) * (x - rayOrigin.x) +
                   (y - rayOrigin.y) * (y - rayOrigin.y) +
                   (z - rayOrigin.z) * (z - rayOrigin.z);
        return near <= dist && dist <= far;
      }

      function byDistanceToCamera(idx0, idx1) {
        var x0 = rayOrigin[idx0];
        var y0 = rayOrigin[idx0 + 1];
        var z0 = rayOrigin[idx0 + 2];
        var dist0 = (x0 - rayOrigin.x) * (x0 - rayOrigin.x) +
                    (y0 - rayOrigin.y) * (y0 - rayOrigin.y) +
                    (z0 - rayOrigin.z) * (z0 - rayOrigin.z);

        var x1 = rayOrigin[idx1];
        var y1 = rayOrigin[idx1 + 1];
        var z1 = rayOrigin[idx1 + 2];

        var dist1 = (x1 - rayOrigin.x) * (x1 - rayOrigin.x) +
                    (y1 - rayOrigin.y) * (y1 - rayOrigin.y) +
                    (z1 - rayOrigin.z) * (z1 - rayOrigin.z);
        return dist0 - dist1;
      }
    }

    function init(points) {
      verifyPointsInvariant(points);
      originalArray = points;
      root = createRootNode(points);
      for (var i = 0; i < points.length; i += 3) {
        root.insert(i, originalArray, 0);
      }
    }

    function initAsync(points, doneCallback) {
      verifyPointsInvariant(points);

      var tempRoot = createRootNode(points);
      asyncFor(points, insertToRoot, doneInternal, { step: 3 });

      function insertToRoot(element, i) {
        tempRoot.insert(i, points, 0);
      }

      function doneInternal() {
        originalArray = points;
        root = tempRoot;
        if (typeof doneCallback === 'function') {
          doneCallback(api);
        }
      }
    }

    function verifyPointsInvariant(points) {
      if (!points) throw new Error('Points array is required for quadtree to work');
      if (typeof points.length !== 'number') throw new Error('Points should be array-like object');
      if (points.length % 3 !== 0) throw new Error('Points array should consist of series of x,y,z coordinates and be multiple of 3');
    }

    function getBounds() {
      if (!root) return EmptyRegion;
      return root.bounds;
    }

    function createRootNode(points) {
      // Edge case deserves empty region:
      if (points.length === 0) {
        var empty = new Bounds3();
        return new TreeNode(empty);
      }

      // Otherwise let's figure out how big should be the root region
      var minX = Number.POSITIVE_INFINITY;
      var minY = Number.POSITIVE_INFINITY;
      var minZ = Number.POSITIVE_INFINITY;
      var maxX = Number.NEGATIVE_INFINITY;
      var maxY = Number.NEGATIVE_INFINITY;
      var maxZ = Number.NEGATIVE_INFINITY;
      for (var i = 0; i < points.length; i += 3) {
        var x = points[i],
          y = points[i + 1],
          z = points[i + 2];
        if (x < minX) minX = x;
        if (x > maxX) maxX = x;
        if (y < minY) minY = y;
        if (y > maxY) maxY = y;
        if (z < minZ) minZ = z;
        if (z > maxZ) maxZ = z;
      }

      // Make bounds square:
      var side = Math.max(Math.max(maxX - minX, maxY - minY), maxZ - minZ);
      // since we need to have both sides inside the area, let's artificially
      // grow the root region:
      side += 2;
      minX -= 1;
      minY -= 1;
      minZ -= 1;
      var half = side / 2;

      var bounds = new Bounds3(minX + half, minY + half, minZ + half, half);
      return new TreeNode(bounds);
    }
  }

  var yaOctree = /*@__PURE__*/getDefaultExportFromCjs(yaot);

  const THREE$2$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Box3,
    BufferGeometry,
    Float32BufferAttribute,
    InstancedBufferGeometry,
    InstancedInterleavedBuffer,
    InterleavedBufferAttribute,
    Sphere,
    Vector3,
    WireframeGeometry
  };

  // support multiple method names for backwards threejs compatibility
  var setAttributeFn$1 = new THREE$2$1.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';
  const _box$1 = new THREE$2$1.Box3();
  const _vector = new THREE$2$1.Vector3();
  class LineSegmentsGeometry extends THREE$2$1.InstancedBufferGeometry {
    constructor() {
      super();
      this.type = 'LineSegmentsGeometry';
      const positions = [-1, 2, 0, 1, 2, 0, -1, 1, 0, 1, 1, 0, -1, 0, 0, 1, 0, 0, -1, -1, 0, 1, -1, 0];
      const uvs = [-1, 2, 1, 2, -1, 1, 1, 1, -1, -1, 1, -1, -1, -2, 1, -2];
      const index = [0, 2, 1, 2, 3, 1, 2, 4, 3, 4, 5, 3, 4, 6, 5, 6, 7, 5];
      this.setIndex(index);
      this[setAttributeFn$1]('position', new THREE$2$1.Float32BufferAttribute(positions, 3));
      this[setAttributeFn$1]('uv', new THREE$2$1.Float32BufferAttribute(uvs, 2));
    }
    applyMatrix4(matrix) {
      const start = this.attributes.instanceStart;
      const end = this.attributes.instanceEnd;
      if (start !== undefined) {
        start.applyMatrix4(matrix);
        end.applyMatrix4(matrix);
        start.needsUpdate = true;
      }
      if (this.boundingBox !== null) {
        this.computeBoundingBox();
      }
      if (this.boundingSphere !== null) {
        this.computeBoundingSphere();
      }
      return this;
    }
    setPositions(array) {
      let lineSegments;
      if (array instanceof Float32Array) {
        lineSegments = array;
      } else if (Array.isArray(array)) {
        lineSegments = new Float32Array(array);
      }
      const instanceBuffer = new THREE$2$1.InstancedInterleavedBuffer(lineSegments, 6, 1); // xyz, xyz

      this[setAttributeFn$1]('instanceStart', new THREE$2$1.InterleavedBufferAttribute(instanceBuffer, 3, 0)); // xyz

      this[setAttributeFn$1]('instanceEnd', new THREE$2$1.InterleavedBufferAttribute(instanceBuffer, 3, 3)); // xyz
      //

      this.computeBoundingBox();
      this.computeBoundingSphere();
      return this;
    }
    setColors(array) {
      let colors;
      if (array instanceof Float32Array) {
        colors = array;
      } else if (Array.isArray(array)) {
        colors = new Float32Array(array);
      }
      const instanceColorBuffer = new THREE$2$1.InstancedInterleavedBuffer(colors, 6, 1); // rgb, rgb

      this[setAttributeFn$1]('instanceColorStart', new THREE$2$1.InterleavedBufferAttribute(instanceColorBuffer, 3, 0)); // rgb

      this[setAttributeFn$1]('instanceColorEnd', new THREE$2$1.InterleavedBufferAttribute(instanceColorBuffer, 3, 3)); // rgb

      return this;
    }
    fromWireframeGeometry(geometry) {
      this.setPositions(geometry.attributes.position.array);
      return this;
    }
    fromEdgesGeometry(geometry) {
      this.setPositions(geometry.attributes.position.array);
      return this;
    }
    fromMesh(mesh) {
      this.fromWireframeGeometry(new THREE$2$1.WireframeGeometry(mesh.geometry)); // set colors, maybe

      return this;
    }
    fromLineSegments(lineSegments) {
      const geometry = lineSegments.geometry;
      if (geometry.isGeometry) {
        console.error('LineSegmentsGeometry no longer supports Geometry. Use THREE.BufferGeometry instead.');
        return;
      } else if (geometry.isBufferGeometry) {
        this.setPositions(geometry.attributes.position.array); // assumes non-indexed
      } // set colors, maybe

      return this;
    }
    computeBoundingBox() {
      if (this.boundingBox === null) {
        this.boundingBox = new THREE$2$1.Box3();
      }
      const start = this.attributes.instanceStart;
      const end = this.attributes.instanceEnd;
      if (start !== undefined && end !== undefined) {
        this.boundingBox.setFromBufferAttribute(start);
        _box$1.setFromBufferAttribute(end);
        this.boundingBox.union(_box$1);
      }
    }
    computeBoundingSphere() {
      if (this.boundingSphere === null) {
        this.boundingSphere = new THREE$2$1.Sphere();
      }
      if (this.boundingBox === null) {
        this.computeBoundingBox();
      }
      const start = this.attributes.instanceStart;
      const end = this.attributes.instanceEnd;
      if (start !== undefined && end !== undefined) {
        const center = this.boundingSphere.center;
        this.boundingBox.getCenter(center);
        let maxRadiusSq = 0;
        for (let i = 0, il = start.count; i < il; i++) {
          _vector.fromBufferAttribute(start, i);
          maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector));
          _vector.fromBufferAttribute(end, i);
          maxRadiusSq = Math.max(maxRadiusSq, center.distanceToSquared(_vector));
        }
        this.boundingSphere.radius = Math.sqrt(maxRadiusSq);
        if (isNaN(this.boundingSphere.radius)) {
          console.error('THREE.LineSegmentsGeometry.computeBoundingSphere(): Computed radius is NaN. The instanced position data is likely to have NaN values.', this);
        }
      }
    }
    toJSON() {// todo
    }
    applyMatrix(matrix) {
      console.warn('THREE.LineSegmentsGeometry: applyMatrix() has been renamed to applyMatrix4().');
      return this.applyMatrix4(matrix);
    }
  }
  LineSegmentsGeometry.prototype.isLineSegmentsGeometry = true;

  /**
   * parameters = {
   *  color: <hex>,
   *  linewidth: <float>,
   *  dashed: <boolean>,
   *  dashScale: <float>,
   *  dashSize: <float>,
   *  dashOffset: <float>,
   *  gapSize: <float>,
   *  resolution: <Vector2>, // to be set by renderer
   * }
   */

  const THREE$1$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    ShaderLib,
    ShaderMaterial,
    UniformsLib,
    UniformsUtils,
    Vector2
  };
  THREE$1$1.UniformsLib.line = {
    worldUnits: {
      value: 1
    },
    linewidth: {
      value: 1
    },
    resolution: {
      value: new THREE$1$1.Vector2(1, 1)
    },
    dashScale: {
      value: 1
    },
    dashSize: {
      value: 1
    },
    dashOffset: {
      value: 0
    },
    gapSize: {
      value: 1
    } // todo FIX - maybe change to totalSize
  };
  THREE$1$1.ShaderLib['line'] = {
    uniforms: THREE$1$1.UniformsUtils.merge([THREE$1$1.UniformsLib.common, THREE$1$1.UniformsLib.fog, THREE$1$1.UniformsLib.line]),
    vertexShader: /* glsl */
    `
		#include <common>
		#include <color_pars_vertex>
		#include <fog_pars_vertex>
		#include <logdepthbuf_pars_vertex>
		#include <clipping_planes_pars_vertex>

		uniform float linewidth;
		uniform vec2 resolution;

		attribute vec3 instanceStart;
		attribute vec3 instanceEnd;

		attribute vec3 instanceColorStart;
		attribute vec3 instanceColorEnd;

		varying vec2 vUv;
		varying vec4 worldPos;
		varying vec3 worldStart;
		varying vec3 worldEnd;

		#ifdef USE_DASH

			uniform float dashScale;
			attribute float instanceDistanceStart;
			attribute float instanceDistanceEnd;
			varying float vLineDistance;

		#endif

		void trimSegment( const in vec4 start, inout vec4 end ) {

			// trim end segment so it terminates between the camera plane and the near plane

			// conservative estimate of the near plane
			float a = projectionMatrix[ 2 ][ 2 ]; // 3nd entry in 3th column
			float b = projectionMatrix[ 3 ][ 2 ]; // 3nd entry in 4th column
			float nearEstimate = - 0.5 * b / a;

			float alpha = ( nearEstimate - start.z ) / ( end.z - start.z );

			end.xyz = mix( start.xyz, end.xyz, alpha );

		}

		void main() {

			#ifdef USE_COLOR

				vColor.xyz = ( position.y < 0.5 ) ? instanceColorStart : instanceColorEnd;

			#endif

			#ifdef USE_DASH

				vLineDistance = ( position.y < 0.5 ) ? dashScale * instanceDistanceStart : dashScale * instanceDistanceEnd;

			#endif

			float aspect = resolution.x / resolution.y;

			vUv = uv;

			// camera space
			vec4 start = modelViewMatrix * vec4( instanceStart, 1.0 );
			vec4 end = modelViewMatrix * vec4( instanceEnd, 1.0 );

			worldStart = start.xyz;
			worldEnd = end.xyz;

			// special case for perspective projection, and segments that terminate either in, or behind, the camera plane
			// clearly the gpu firmware has a way of addressing this issue when projecting into ndc space
			// but we need to perform ndc-space calculations in the shader, so we must address this issue directly
			// perhaps there is a more elegant solution -- WestLangley

			bool perspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 ); // 4th entry in the 3rd column

			if ( perspective ) {

				if ( start.z < 0.0 && end.z >= 0.0 ) {

					trimSegment( start, end );

				} else if ( end.z < 0.0 && start.z >= 0.0 ) {

					trimSegment( end, start );

				}

			}

			// clip space
			vec4 clipStart = projectionMatrix * start;
			vec4 clipEnd = projectionMatrix * end;

			// ndc space
			vec3 ndcStart = clipStart.xyz / clipStart.w;
			vec3 ndcEnd = clipEnd.xyz / clipEnd.w;

			// direction
			vec2 dir = ndcEnd.xy - ndcStart.xy;

			// account for clip-space aspect ratio
			dir.x *= aspect;
			dir = normalize( dir );

			#ifdef WORLD_UNITS

				// get the offset direction as perpendicular to the view vector
				vec3 worldDir = normalize( end.xyz - start.xyz );
				vec3 offset;
				if ( position.y < 0.5 ) {

					offset = normalize( cross( start.xyz, worldDir ) );

				} else {

					offset = normalize( cross( end.xyz, worldDir ) );

				}

				// sign flip
				if ( position.x < 0.0 ) offset *= - 1.0;

				float forwardOffset = dot( worldDir, vec3( 0.0, 0.0, 1.0 ) );

				// don't extend the line if we're rendering dashes because we
				// won't be rendering the endcaps
				#ifndef USE_DASH

					// extend the line bounds to encompass  endcaps
					start.xyz += - worldDir * linewidth * 0.5;
					end.xyz += worldDir * linewidth * 0.5;

					// shift the position of the quad so it hugs the forward edge of the line
					offset.xy -= dir * forwardOffset;
					offset.z += 0.5;

				#endif

				// endcaps
				if ( position.y > 1.0 || position.y < 0.0 ) {

					offset.xy += dir * 2.0 * forwardOffset;

				}

				// adjust for linewidth
				offset *= linewidth * 0.5;

				// set the world position
				worldPos = ( position.y < 0.5 ) ? start : end;
				worldPos.xyz += offset;

				// project the worldpos
				vec4 clip = projectionMatrix * worldPos;

				// shift the depth of the projected points so the line
				// segements overlap neatly
				vec3 clipPose = ( position.y < 0.5 ) ? ndcStart : ndcEnd;
				clip.z = clipPose.z * clip.w;

			#else

			vec2 offset = vec2( dir.y, - dir.x );
			// undo aspect ratio adjustment
			dir.x /= aspect;
			offset.x /= aspect;

			// sign flip
			if ( position.x < 0.0 ) offset *= - 1.0;

			// endcaps
			if ( position.y < 0.0 ) {

				offset += - dir;

			} else if ( position.y > 1.0 ) {

				offset += dir;

			}

			// adjust for linewidth
			offset *= linewidth;

			// adjust for clip-space to screen-space conversion // maybe resolution should be based on viewport ...
			offset /= resolution.y;

			// select end
			vec4 clip = ( position.y < 0.5 ) ? clipStart : clipEnd;

			// back to clip space
			offset *= clip.w;

			clip.xy += offset;

			#endif

			gl_Position = clip;

			vec4 mvPosition = ( position.y < 0.5 ) ? start : end; // this is an approximation

			#include <logdepthbuf_vertex>
			#include <clipping_planes_vertex>
			#include <fog_vertex>

		}
		`,
    fragmentShader: /* glsl */
    `
		uniform vec3 diffuse;
		uniform float opacity;
		uniform float linewidth;

		#ifdef USE_DASH

			uniform float dashOffset;
			uniform float dashSize;
			uniform float gapSize;

		#endif

		varying float vLineDistance;
		varying vec4 worldPos;
		varying vec3 worldStart;
		varying vec3 worldEnd;

		#include <common>
		#include <color_pars_fragment>
		#include <fog_pars_fragment>
		#include <logdepthbuf_pars_fragment>
		#include <clipping_planes_pars_fragment>

		varying vec2 vUv;

		vec2 closestLineToLine(vec3 p1, vec3 p2, vec3 p3, vec3 p4) {

			float mua;
			float mub;

			vec3 p13 = p1 - p3;
			vec3 p43 = p4 - p3;

			vec3 p21 = p2 - p1;

			float d1343 = dot( p13, p43 );
			float d4321 = dot( p43, p21 );
			float d1321 = dot( p13, p21 );
			float d4343 = dot( p43, p43 );
			float d2121 = dot( p21, p21 );

			float denom = d2121 * d4343 - d4321 * d4321;

			float numer = d1343 * d4321 - d1321 * d4343;

			mua = numer / denom;
			mua = clamp( mua, 0.0, 1.0 );
			mub = ( d1343 + d4321 * ( mua ) ) / d4343;
			mub = clamp( mub, 0.0, 1.0 );

			return vec2( mua, mub );

		}

		void main() {

			#include <clipping_planes_fragment>

			#ifdef USE_DASH

				if ( vUv.y < - 1.0 || vUv.y > 1.0 ) discard; // discard endcaps

				if ( mod( vLineDistance + dashOffset, dashSize + gapSize ) > dashSize ) discard; // todo - FIX

			#endif

			float alpha = opacity;

			#ifdef WORLD_UNITS

				// Find the closest points on the view ray and the line segment
				vec3 rayEnd = normalize( worldPos.xyz ) * 1e5;
				vec3 lineDir = worldEnd - worldStart;
				vec2 params = closestLineToLine( worldStart, worldEnd, vec3( 0.0, 0.0, 0.0 ), rayEnd );

				vec3 p1 = worldStart + lineDir * params.x;
				vec3 p2 = rayEnd * params.y;
				vec3 delta = p1 - p2;
				float len = length( delta );
				float norm = len / linewidth;

				#ifndef USE_DASH

					#ifdef ALPHA_TO_COVERAGE

						float dnorm = fwidth( norm );
						alpha = 1.0 - smoothstep( 0.5 - dnorm, 0.5 + dnorm, norm );

					#else

						if ( norm > 0.5 ) {

							discard;

						}

					#endif

			#endif

			#else

				#ifdef ALPHA_TO_COVERAGE

					// artifacts appear on some hardware if a derivative is taken within a conditional
					float a = vUv.x;
					float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
					float len2 = a * a + b * b;
					float dlen = fwidth( len2 );

					if ( abs( vUv.y ) > 1.0 ) {

						alpha = 1.0 - smoothstep( 1.0 - dlen, 1.0 + dlen, len2 );

					}

				#else

			if ( abs( vUv.y ) > 1.0 ) {

				float a = vUv.x;
				float b = ( vUv.y > 0.0 ) ? vUv.y - 1.0 : vUv.y + 1.0;
				float len2 = a * a + b * b;

				if ( len2 > 1.0 ) discard;

			}

				#endif

			#endif

			vec4 diffuseColor = vec4( diffuse, alpha );

			#include <logdepthbuf_fragment>
			#include <color_fragment>

			gl_FragColor = vec4( diffuseColor.rgb, alpha );

			#include <tonemapping_fragment>
			#include <encodings_fragment>
			#include <fog_fragment>
			#include <premultiplied_alpha_fragment>

		}
		`
  };
  class LineMaterial extends THREE$1$1.ShaderMaterial {
    constructor(parameters) {
      super({
        type: 'LineMaterial',
        uniforms: THREE$1$1.UniformsUtils.clone(THREE$1$1.ShaderLib['line'].uniforms),
        vertexShader: THREE$1$1.ShaderLib['line'].vertexShader,
        fragmentShader: THREE$1$1.ShaderLib['line'].fragmentShader,
        clipping: true // required for clipping support
      });
      Object.defineProperties(this, {
        color: {
          enumerable: true,
          get: function () {
            return this.uniforms.diffuse.value;
          },
          set: function (value) {
            this.uniforms.diffuse.value = value;
          }
        },
        worldUnits: {
          enumerable: true,
          get: function () {
            return 'WORLD_UNITS' in this.defines;
          },
          set: function (value) {
            if (value === true) {
              this.defines.WORLD_UNITS = '';
            } else {
              delete this.defines.WORLD_UNITS;
            }
          }
        },
        linewidth: {
          enumerable: true,
          get: function () {
            return this.uniforms.linewidth.value;
          },
          set: function (value) {
            this.uniforms.linewidth.value = value;
          }
        },
        dashed: {
          enumerable: true,
          get: function () {
            return Boolean('USE_DASH' in this.defines);
          },
          set(value) {
            if (Boolean(value) !== Boolean('USE_DASH' in this.defines)) {
              this.needsUpdate = true;
            }
            if (value === true) {
              this.defines.USE_DASH = '';
            } else {
              delete this.defines.USE_DASH;
            }
          }
        },
        dashScale: {
          enumerable: true,
          get: function () {
            return this.uniforms.dashScale.value;
          },
          set: function (value) {
            this.uniforms.dashScale.value = value;
          }
        },
        dashSize: {
          enumerable: true,
          get: function () {
            return this.uniforms.dashSize.value;
          },
          set: function (value) {
            this.uniforms.dashSize.value = value;
          }
        },
        dashOffset: {
          enumerable: true,
          get: function () {
            return this.uniforms.dashOffset.value;
          },
          set: function (value) {
            this.uniforms.dashOffset.value = value;
          }
        },
        gapSize: {
          enumerable: true,
          get: function () {
            return this.uniforms.gapSize.value;
          },
          set: function (value) {
            this.uniforms.gapSize.value = value;
          }
        },
        opacity: {
          enumerable: true,
          get: function () {
            return this.uniforms.opacity.value;
          },
          set: function (value) {
            this.uniforms.opacity.value = value;
          }
        },
        resolution: {
          enumerable: true,
          get: function () {
            return this.uniforms.resolution.value;
          },
          set: function (value) {
            this.uniforms.resolution.value.copy(value);
          }
        },
        alphaToCoverage: {
          enumerable: true,
          get: function () {
            return Boolean('ALPHA_TO_COVERAGE' in this.defines);
          },
          set: function (value) {
            if (Boolean(value) !== Boolean('ALPHA_TO_COVERAGE' in this.defines)) {
              this.needsUpdate = true;
            }
            if (value === true) {
              this.defines.ALPHA_TO_COVERAGE = '';
              this.extensions.derivatives = true;
            } else {
              delete this.defines.ALPHA_TO_COVERAGE;
              this.extensions.derivatives = false;
            }
          }
        }
      });
      this.setValues(parameters);
    }
  }
  LineMaterial.prototype.isLineMaterial = true;

  const THREE$j = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Box3,
    BufferGeometry,
    InstancedInterleavedBuffer,
    InterleavedBufferAttribute,
    Line3,
    MathUtils,
    Matrix4,
    Mesh,
    Sphere,
    Vector3,
    Vector4
  };

  // support both modes for backwards threejs compatibility
  var setAttributeFn = new THREE$j.BufferGeometry().setAttribute ? 'setAttribute' : 'addAttribute';
  const _start = new THREE$j.Vector3();
  const _end = new THREE$j.Vector3();
  const _start4 = new THREE$j.Vector4();
  const _end4 = new THREE$j.Vector4();
  const _ssOrigin = new THREE$j.Vector4();
  const _ssOrigin3 = new THREE$j.Vector3();
  const _mvMatrix = new THREE$j.Matrix4();
  const _line = new THREE$j.Line3();
  const _closestPoint = new THREE$j.Vector3();
  const _box = new THREE$j.Box3();
  const _sphere = new THREE$j.Sphere();
  const _clipToWorldVector = new THREE$j.Vector4();
  class LineSegments2 extends THREE$j.Mesh {
    constructor(geometry = new LineSegmentsGeometry(), material = new LineMaterial({
      color: Math.random() * 0xffffff
    })) {
      super(geometry, material);
      this.type = 'LineSegments2';
    } // for backwards-compatability, but could be a method of LineSegmentsGeometry...

    computeLineDistances() {
      const geometry = this.geometry;
      const instanceStart = geometry.attributes.instanceStart;
      const instanceEnd = geometry.attributes.instanceEnd;
      const lineDistances = new Float32Array(2 * instanceStart.count);
      for (let i = 0, j = 0, l = instanceStart.count; i < l; i++, j += 2) {
        _start.fromBufferAttribute(instanceStart, i);
        _end.fromBufferAttribute(instanceEnd, i);
        lineDistances[j] = j === 0 ? 0 : lineDistances[j - 1];
        lineDistances[j + 1] = lineDistances[j] + _start.distanceTo(_end);
      }
      const instanceDistanceBuffer = new THREE$j.InstancedInterleavedBuffer(lineDistances, 2, 1); // d0, d1

      geometry[setAttributeFn]('instanceDistanceStart', new THREE$j.InterleavedBufferAttribute(instanceDistanceBuffer, 1, 0)); // d0

      geometry[setAttributeFn]('instanceDistanceEnd', new THREE$j.InterleavedBufferAttribute(instanceDistanceBuffer, 1, 1)); // d1

      return this;
    }
    raycast(raycaster, intersects) {
      if (raycaster.camera === null) {
        console.error('LineSegments2: "Raycaster.camera" needs to be set in order to raycast against LineSegments2.');
      }
      const threshold = raycaster.params.Line2 !== undefined ? raycaster.params.Line2.threshold || 0 : 0;
      const ray = raycaster.ray;
      const camera = raycaster.camera;
      const projectionMatrix = camera.projectionMatrix;
      const matrixWorld = this.matrixWorld;
      const geometry = this.geometry;
      const material = this.material;
      const resolution = material.resolution;
      const lineWidth = material.linewidth + threshold;
      const instanceStart = geometry.attributes.instanceStart;
      const instanceEnd = geometry.attributes.instanceEnd; // camera forward is negative

      const near = -camera.near; // clip space is [ - 1, 1 ] so multiply by two to get the full
      // width in clip space

      const ssMaxWidth = 2.0 * Math.max(lineWidth / resolution.width, lineWidth / resolution.height); //
      // check if we intersect the sphere bounds

      if (geometry.boundingSphere === null) {
        geometry.computeBoundingSphere();
      }
      _sphere.copy(geometry.boundingSphere).applyMatrix4(matrixWorld);
      const distanceToSphere = Math.max(camera.near, _sphere.distanceToPoint(ray.origin)); // get the w component to scale the world space line width

      _clipToWorldVector.set(0, 0, -distanceToSphere, 1.0).applyMatrix4(camera.projectionMatrix);
      _clipToWorldVector.multiplyScalar(1.0 / _clipToWorldVector.w);
      _clipToWorldVector.applyMatrix4(camera.projectionMatrixInverse); // increase the sphere bounds by the worst case line screen space width

      const sphereMargin = Math.abs(ssMaxWidth / _clipToWorldVector.w) * 0.5;
      _sphere.radius += sphereMargin;
      if (raycaster.ray.intersectsSphere(_sphere) === false) {
        return;
      } //
      // check if we intersect the box bounds

      if (geometry.boundingBox === null) {
        geometry.computeBoundingBox();
      }
      _box.copy(geometry.boundingBox).applyMatrix4(matrixWorld);
      const distanceToBox = Math.max(camera.near, _box.distanceToPoint(ray.origin)); // get the w component to scale the world space line width

      _clipToWorldVector.set(0, 0, -distanceToBox, 1.0).applyMatrix4(camera.projectionMatrix);
      _clipToWorldVector.multiplyScalar(1.0 / _clipToWorldVector.w);
      _clipToWorldVector.applyMatrix4(camera.projectionMatrixInverse); // increase the sphere bounds by the worst case line screen space width

      const boxMargin = Math.abs(ssMaxWidth / _clipToWorldVector.w) * 0.5;
      _box.max.x += boxMargin;
      _box.max.y += boxMargin;
      _box.max.z += boxMargin;
      _box.min.x -= boxMargin;
      _box.min.y -= boxMargin;
      _box.min.z -= boxMargin;
      if (raycaster.ray.intersectsBox(_box) === false) {
        return;
      } //
      // pick a point 1 unit out along the ray to avoid the ray origin
      // sitting at the camera origin which will cause "w" to be 0 when
      // applying the projection matrix.

      ray.at(1, _ssOrigin); // ndc space [ - 1.0, 1.0 ]

      _ssOrigin.w = 1;
      _ssOrigin.applyMatrix4(camera.matrixWorldInverse);
      _ssOrigin.applyMatrix4(projectionMatrix);
      _ssOrigin.multiplyScalar(1 / _ssOrigin.w); // screen space

      _ssOrigin.x *= resolution.x / 2;
      _ssOrigin.y *= resolution.y / 2;
      _ssOrigin.z = 0;
      _ssOrigin3.copy(_ssOrigin);
      _mvMatrix.multiplyMatrices(camera.matrixWorldInverse, matrixWorld);
      for (let i = 0, l = instanceStart.count; i < l; i++) {
        _start4.fromBufferAttribute(instanceStart, i);
        _end4.fromBufferAttribute(instanceEnd, i);
        _start4.w = 1;
        _end4.w = 1; // camera space

        _start4.applyMatrix4(_mvMatrix);
        _end4.applyMatrix4(_mvMatrix); // skip the segment if it's entirely behind the camera

        var isBehindCameraNear = _start4.z > near && _end4.z > near;
        if (isBehindCameraNear) {
          continue;
        } // trim the segment if it extends behind camera near

        if (_start4.z > near) {
          const deltaDist = _start4.z - _end4.z;
          const t = (_start4.z - near) / deltaDist;
          _start4.lerp(_end4, t);
        } else if (_end4.z > near) {
          const deltaDist = _end4.z - _start4.z;
          const t = (_end4.z - near) / deltaDist;
          _end4.lerp(_start4, t);
        } // clip space

        _start4.applyMatrix4(projectionMatrix);
        _end4.applyMatrix4(projectionMatrix); // ndc space [ - 1.0, 1.0 ]

        _start4.multiplyScalar(1 / _start4.w);
        _end4.multiplyScalar(1 / _end4.w); // screen space

        _start4.x *= resolution.x / 2;
        _start4.y *= resolution.y / 2;
        _end4.x *= resolution.x / 2;
        _end4.y *= resolution.y / 2; // create 2d segment

        _line.start.copy(_start4);
        _line.start.z = 0;
        _line.end.copy(_end4);
        _line.end.z = 0; // get closest point on ray to segment

        const param = _line.closestPointToPointParameter(_ssOrigin3, true);
        _line.at(param, _closestPoint); // check if the intersection point is within clip space

        const zPos = THREE$j.MathUtils.lerp(_start4.z, _end4.z, param);
        const isInClipSpace = zPos >= -1 && zPos <= 1;
        const isInside = _ssOrigin3.distanceTo(_closestPoint) < lineWidth * 0.5;
        if (isInClipSpace && isInside) {
          _line.start.fromBufferAttribute(instanceStart, i);
          _line.end.fromBufferAttribute(instanceEnd, i);
          _line.start.applyMatrix4(matrixWorld);
          _line.end.applyMatrix4(matrixWorld);
          const pointOnLine = new THREE$j.Vector3();
          const point = new THREE$j.Vector3();
          ray.distanceSqToSegment(_line.start, _line.end, point, pointOnLine);
          intersects.push({
            point: point,
            pointOnLine: pointOnLine,
            distance: ray.origin.distanceTo(point),
            object: this,
            face: null,
            faceIndex: i,
            uv: null,
            uv2: null
          });
        }
      }
    }
  }
  LineSegments2.prototype.LineSegments2 = true;

  class LineGeometry extends LineSegmentsGeometry {
    constructor() {
      super();
      this.type = 'LineGeometry';
    }
    setPositions(array) {
      // converts [ x1, y1, z1,  x2, y2, z2, ... ] to pairs format
      var length = array.length - 3;
      var points = new Float32Array(2 * length);
      for (var i = 0; i < length; i += 3) {
        points[2 * i] = array[i];
        points[2 * i + 1] = array[i + 1];
        points[2 * i + 2] = array[i + 2];
        points[2 * i + 3] = array[i + 3];
        points[2 * i + 4] = array[i + 4];
        points[2 * i + 5] = array[i + 5];
      }
      super.setPositions(points);
      return this;
    }
    setColors(array) {
      // converts [ r1, g1, b1,  r2, g2, b2, ... ] to pairs format
      var length = array.length - 3;
      var colors = new Float32Array(2 * length);
      for (var i = 0; i < length; i += 3) {
        colors[2 * i] = array[i];
        colors[2 * i + 1] = array[i + 1];
        colors[2 * i + 2] = array[i + 2];
        colors[2 * i + 3] = array[i + 3];
        colors[2 * i + 4] = array[i + 4];
        colors[2 * i + 5] = array[i + 5];
      }
      super.setColors(colors);
      return this;
    }
    fromLine(line) {
      var geometry = line.geometry;
      if (geometry.isGeometry) {
        console.error('THREE.LineGeometry no longer supports Geometry. Use THREE.BufferGeometry instead.');
        return;
      } else if (geometry.isBufferGeometry) {
        this.setPositions(geometry.attributes.position.array); // assumes non-indexed
      } // set colors, maybe

      return this;
    }
  }
  LineGeometry.prototype.isLineGeometry = true;

  class Line2 extends LineSegments2 {
    constructor(geometry = new LineGeometry(), material = new LineMaterial({
      color: Math.random() * 0xffffff
    })) {
      super(geometry, material);
      this.type = 'Line2';
    }
  }
  Line2.prototype.isLine2 = true;

  /**
   * Text = 3D Text
   *
   * parameters = {
   *  font: <THREE.Font>, // font
   *
   *  size: <float>, // size of the text
   *  height: <float>, // thickness to extrude text
   *  curveSegments: <int>, // number of points on the curves
   *
   *  bevelEnabled: <bool>, // turn on bevel
   *  bevelThickness: <float>, // how deep into text bevel goes
   *  bevelSize: <float>, // how far from text outline (including bevelOffset) is bevel
   *  bevelOffset: <float> // how far from text outline does bevel start
   * }
   */


  class TextGeometry extends ExtrudeGeometry {

  	constructor( text, parameters = {} ) {

  		const font = parameters.font;

  		if ( font === undefined ) {

  			super(); // generate default extrude geometry

  		} else {

  			const shapes = font.generateShapes( text, parameters.size );

  			// translate parameters to ExtrudeGeometry API

  			parameters.depth = parameters.height !== undefined ? parameters.height : 50;

  			// defaults

  			if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
  			if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
  			if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;

  			super( shapes, parameters );

  		}

  		this.type = 'TextGeometry';

  	}

  }

  //

  class Font {

  	constructor( data ) {

  		this.isFont = true;

  		this.type = 'Font';

  		this.data = data;

  	}

  	generateShapes( text, size = 100 ) {

  		const shapes = [];
  		const paths = createPaths( text, size, this.data );

  		for ( let p = 0, pl = paths.length; p < pl; p ++ ) {

  			shapes.push( ...paths[ p ].toShapes() );

  		}

  		return shapes;

  	}

  }

  function createPaths( text, size, data ) {

  	const chars = Array.from( text );
  	const scale = size / data.resolution;
  	const line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;

  	const paths = [];

  	let offsetX = 0, offsetY = 0;

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

  		const char = chars[ i ];

  		if ( char === '\n' ) {

  			offsetX = 0;
  			offsetY -= line_height;

  		} else {

  			const ret = createPath( char, scale, offsetX, offsetY, data );
  			offsetX += ret.offsetX;
  			paths.push( ret.path );

  		}

  	}

  	return paths;

  }

  function createPath( char, scale, offsetX, offsetY, data ) {

  	const glyph = data.glyphs[ char ] || data.glyphs[ '?' ];

  	if ( ! glyph ) {

  		console.error( 'THREE.Font: character "' + char + '" does not exists in font family ' + data.familyName + '.' );

  		return;

  	}

  	const path = new ShapePath();

  	let x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;

  	if ( glyph.o ) {

  		const outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );

  		for ( let i = 0, l = outline.length; i < l; ) {

  			const action = outline[ i ++ ];

  			switch ( action ) {

  				case 'm': // moveTo

  					x = outline[ i ++ ] * scale + offsetX;
  					y = outline[ i ++ ] * scale + offsetY;

  					path.moveTo( x, y );

  					break;

  				case 'l': // lineTo

  					x = outline[ i ++ ] * scale + offsetX;
  					y = outline[ i ++ ] * scale + offsetY;

  					path.lineTo( x, y );

  					break;

  				case 'q': // quadraticCurveTo

  					cpx = outline[ i ++ ] * scale + offsetX;
  					cpy = outline[ i ++ ] * scale + offsetY;
  					cpx1 = outline[ i ++ ] * scale + offsetX;
  					cpy1 = outline[ i ++ ] * scale + offsetY;

  					path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );

  					break;

  				case 'b': // bezierCurveTo

  					cpx = outline[ i ++ ] * scale + offsetX;
  					cpy = outline[ i ++ ] * scale + offsetY;
  					cpx1 = outline[ i ++ ] * scale + offsetX;
  					cpy1 = outline[ i ++ ] * scale + offsetY;
  					cpx2 = outline[ i ++ ] * scale + offsetX;
  					cpy2 = outline[ i ++ ] * scale + offsetY;

  					path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );

  					break;

  			}

  		}

  	}

  	return { offsetX: glyph.ha * scale, path: path };

  }

  function _callSuper(t, o, e) {
    return o = _getPrototypeOf$1(o), _possibleConstructorReturn(t, _isNativeReflectConstruct$1() ? Reflect.construct(o, e || [], _getPrototypeOf$1(t).constructor) : o.apply(t, e));
  }
  function _construct$1(t, e, r) {
    if (_isNativeReflectConstruct$1()) return Reflect.construct.apply(null, arguments);
    var o = [null];
    o.push.apply(o, e);
    var p = new (t.bind.apply(t, o))();
    return r && _setPrototypeOf$1(p, r.prototype), p;
  }
  function _isNativeReflectConstruct$1() {
    try {
      var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
    } catch (t) {}
    return (_isNativeReflectConstruct$1 = function () {
      return !!t;
    })();
  }
  function _iterableToArrayLimit$1(r, l) {
    var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
    if (null != t) {
      var e,
        n,
        i,
        u,
        a = [],
        f = !0,
        o = !1;
      try {
        if (i = (t = t.call(r)).next, 0 === l) {
          if (Object(t) !== t) return;
          f = !1;
        } else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
      } catch (r) {
        o = !0, n = r;
      } finally {
        try {
          if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
        } finally {
          if (o) throw n;
        }
      }
      return a;
    }
  }
  function ownKeys(e, r) {
    var t = Object.keys(e);
    if (Object.getOwnPropertySymbols) {
      var o = Object.getOwnPropertySymbols(e);
      r && (o = o.filter(function (r) {
        return Object.getOwnPropertyDescriptor(e, r).enumerable;
      })), t.push.apply(t, o);
    }
    return t;
  }
  function _objectSpread2(e) {
    for (var r = 1; r < arguments.length; r++) {
      var t = null != arguments[r] ? arguments[r] : {};
      r % 2 ? ownKeys(Object(t), !0).forEach(function (r) {
        _defineProperty$1(e, r, t[r]);
      }) : Object.getOwnPropertyDescriptors ? Object.defineProperties(e, Object.getOwnPropertyDescriptors(t)) : ownKeys(Object(t)).forEach(function (r) {
        Object.defineProperty(e, r, Object.getOwnPropertyDescriptor(t, r));
      });
    }
    return e;
  }
  function _toPrimitive$1(t, r) {
    if ("object" != typeof t || !t) return t;
    var e = t[Symbol.toPrimitive];
    if (void 0 !== e) {
      var i = e.call(t, r || "default");
      if ("object" != typeof i) return i;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return ("string" === r ? String : Number)(t);
  }
  function _toPropertyKey$1(t) {
    var i = _toPrimitive$1(t, "string");
    return "symbol" == typeof i ? i : String(i);
  }
  function _classCallCheck(instance, Constructor) {
    if (!(instance instanceof Constructor)) {
      throw new TypeError("Cannot call a class as a function");
    }
  }
  function _defineProperties(target, props) {
    for (var i = 0; i < props.length; i++) {
      var descriptor = props[i];
      descriptor.enumerable = descriptor.enumerable || false;
      descriptor.configurable = true;
      if ("value" in descriptor) descriptor.writable = true;
      Object.defineProperty(target, _toPropertyKey$1(descriptor.key), descriptor);
    }
  }
  function _createClass(Constructor, protoProps, staticProps) {
    if (protoProps) _defineProperties(Constructor.prototype, protoProps);
    if (staticProps) _defineProperties(Constructor, staticProps);
    Object.defineProperty(Constructor, "prototype", {
      writable: false
    });
    return Constructor;
  }
  function _defineProperty$1(obj, key, value) {
    key = _toPropertyKey$1(key);
    if (key in obj) {
      Object.defineProperty(obj, key, {
        value: value,
        enumerable: true,
        configurable: true,
        writable: true
      });
    } else {
      obj[key] = value;
    }
    return obj;
  }
  function _inherits(subClass, superClass) {
    if (typeof superClass !== "function" && superClass !== null) {
      throw new TypeError("Super expression must either be null or a function");
    }
    subClass.prototype = Object.create(superClass && superClass.prototype, {
      constructor: {
        value: subClass,
        writable: true,
        configurable: true
      }
    });
    Object.defineProperty(subClass, "prototype", {
      writable: false
    });
    if (superClass) _setPrototypeOf$1(subClass, superClass);
  }
  function _getPrototypeOf$1(o) {
    _getPrototypeOf$1 = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) {
      return o.__proto__ || Object.getPrototypeOf(o);
    };
    return _getPrototypeOf$1(o);
  }
  function _setPrototypeOf$1(o, p) {
    _setPrototypeOf$1 = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
      o.__proto__ = p;
      return o;
    };
    return _setPrototypeOf$1(o, p);
  }
  function _objectWithoutPropertiesLoose(source, excluded) {
    if (source == null) return {};
    var target = {};
    var sourceKeys = Object.keys(source);
    var key, i;
    for (i = 0; i < sourceKeys.length; i++) {
      key = sourceKeys[i];
      if (excluded.indexOf(key) >= 0) continue;
      target[key] = source[key];
    }
    return target;
  }
  function _objectWithoutProperties(source, excluded) {
    if (source == null) return {};
    var target = _objectWithoutPropertiesLoose(source, excluded);
    var key, i;
    if (Object.getOwnPropertySymbols) {
      var sourceSymbolKeys = Object.getOwnPropertySymbols(source);
      for (i = 0; i < sourceSymbolKeys.length; i++) {
        key = sourceSymbolKeys[i];
        if (excluded.indexOf(key) >= 0) continue;
        if (!Object.prototype.propertyIsEnumerable.call(source, key)) continue;
        target[key] = source[key];
      }
    }
    return target;
  }
  function _assertThisInitialized$1(self) {
    if (self === void 0) {
      throw new ReferenceError("this hasn't been initialised - super() hasn't been called");
    }
    return self;
  }
  function _possibleConstructorReturn(self, call) {
    if (call && (typeof call === "object" || typeof call === "function")) {
      return call;
    } else if (call !== void 0) {
      throw new TypeError("Derived constructors may only return object or undefined");
    }
    return _assertThisInitialized$1(self);
  }
  function _slicedToArray$1(arr, i) {
    return _arrayWithHoles$1(arr) || _iterableToArrayLimit$1(arr, i) || _unsupportedIterableToArray$1(arr, i) || _nonIterableRest$1();
  }
  function _toConsumableArray$1(arr) {
    return _arrayWithoutHoles$1(arr) || _iterableToArray$1(arr) || _unsupportedIterableToArray$1(arr) || _nonIterableSpread$1();
  }
  function _arrayWithoutHoles$1(arr) {
    if (Array.isArray(arr)) return _arrayLikeToArray$1(arr);
  }
  function _arrayWithHoles$1(arr) {
    if (Array.isArray(arr)) return arr;
  }
  function _iterableToArray$1(iter) {
    if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
  }
  function _unsupportedIterableToArray$1(o, minLen) {
    if (!o) return;
    if (typeof o === "string") return _arrayLikeToArray$1(o, minLen);
    var n = Object.prototype.toString.call(o).slice(8, -1);
    if (n === "Object" && o.constructor) n = o.constructor.name;
    if (n === "Map" || n === "Set") return Array.from(o);
    if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray$1(o, minLen);
  }
  function _arrayLikeToArray$1(arr, len) {
    if (len == null || len > arr.length) len = arr.length;
    for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
    return arr2;
  }
  function _nonIterableSpread$1() {
    throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _nonIterableRest$1() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _classPrivateFieldGet(receiver, privateMap) {
    var descriptor = _classExtractFieldDescriptor(receiver, privateMap, "get");
    return _classApplyDescriptorGet(receiver, descriptor);
  }
  function _classPrivateFieldSet(receiver, privateMap, value) {
    var descriptor = _classExtractFieldDescriptor(receiver, privateMap, "set");
    _classApplyDescriptorSet(receiver, descriptor, value);
    return value;
  }
  function _classExtractFieldDescriptor(receiver, privateMap, action) {
    if (!privateMap.has(receiver)) {
      throw new TypeError("attempted to " + action + " private field on non-instance");
    }
    return privateMap.get(receiver);
  }
  function _classApplyDescriptorGet(receiver, descriptor) {
    if (descriptor.get) {
      return descriptor.get.call(receiver);
    }
    return descriptor.value;
  }
  function _classApplyDescriptorSet(receiver, descriptor, value) {
    if (descriptor.set) {
      descriptor.set.call(receiver, value);
    } else {
      if (!descriptor.writable) {
        throw new TypeError("attempted to set read only private field");
      }
      descriptor.value = value;
    }
  }
  function _classPrivateMethodGet(receiver, privateSet, fn) {
    if (!privateSet.has(receiver)) {
      throw new TypeError("attempted to get private field on non-instance");
    }
    return fn;
  }
  function _checkPrivateRedeclaration(obj, privateCollection) {
    if (privateCollection.has(obj)) {
      throw new TypeError("Cannot initialize the same private elements twice on an object");
    }
  }
  function _classPrivateFieldInitSpec(obj, privateMap, value) {
    _checkPrivateRedeclaration(obj, privateMap);
    privateMap.set(obj, value);
  }
  function _classPrivateMethodInitSpec(obj, privateSet) {
    _checkPrivateRedeclaration(obj, privateSet);
    privateSet.add(obj);
  }

  var materialDispose = function materialDispose(material) {
    if (material instanceof Array) {
      material.forEach(materialDispose);
    } else {
      if (material.map) {
        material.map.dispose();
      }
      material.dispose();
    }
  };
  var deallocate = function deallocate(obj) {
    if (obj.geometry) {
      obj.geometry.dispose();
    }
    if (obj.material) {
      materialDispose(obj.material);
    }
    if (obj.texture) {
      obj.texture.dispose();
    }
    if (obj.children) {
      obj.children.forEach(deallocate);
    }
  };
  var emptyObject = function emptyObject(obj) {
    if (obj && obj.children) while (obj.children.length) {
      var childObj = obj.children[0];
      obj.remove(childObj);
      deallocate(childObj);
    }
  };

  function linkKapsule$1 (kapsulePropName, kapsuleType) {
    var dummyK = new kapsuleType(); // To extract defaults

    return {
      linkProp: function linkProp(prop) {
        // link property config
        return {
          "default": dummyK[prop](),
          onChange: function onChange(v, state) {
            state[kapsulePropName][prop](v);
          },
          triggerUpdate: false
        };
      },
      linkMethod: function linkMethod(method) {
        // link method pass-through
        return function (state) {
          var kapsuleInstance = state[kapsulePropName];
          for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {
            args[_key - 1] = arguments[_key];
          }
          var returnVal = kapsuleInstance[method].apply(kapsuleInstance, args);
          return returnVal === kapsuleInstance ? this // chain based on the parent object, not the inner kapsule
          : returnVal;
        };
      }
    };
  }

  var GLOBE_RADIUS = 100;

  function getGlobeRadius() {
    return GLOBE_RADIUS;
  }
  function polar2Cartesian(lat, lng) {
    var relAltitude = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
    var phi = (90 - lat) * Math.PI / 180;
    var theta = (90 - lng) * Math.PI / 180;
    var r = GLOBE_RADIUS * (1 + relAltitude);
    return {
      x: r * Math.sin(phi) * Math.cos(theta),
      y: r * Math.cos(phi),
      z: r * Math.sin(phi) * Math.sin(theta)
    };
  }
  function cartesian2Polar(_ref) {
    var x = _ref.x,
      y = _ref.y,
      z = _ref.z;
    var r = Math.sqrt(x * x + y * y + z * z);
    var phi = Math.acos(y / r);
    var theta = Math.atan2(z, x);
    return {
      lat: 90 - phi * 180 / Math.PI,
      lng: 90 - theta * 180 / Math.PI - (theta < -Math.PI / 2 ? 360 : 0),
      // keep within [-180, 180] boundaries
      altitude: r / GLOBE_RADIUS - 1
    };
  }
  function deg2Rad$1(deg) {
    return deg * Math.PI / 180;
  }

  var THREE$h = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    BackSide: BackSide,
    BufferAttribute: BufferAttribute,
    Color: Color$1,
    Mesh: Mesh,
    ShaderMaterial: ShaderMaterial
  };
  var fragmentShader = "\nuniform vec3 color;\nuniform float coefficient;\nuniform float power;\nvarying vec3 vVertexNormal;\nvarying vec3 vVertexWorldPosition;\nvoid main() {\n  vec3 worldCameraToVertex = vVertexWorldPosition - cameraPosition;\n  vec3 viewCameraToVertex\t= (viewMatrix * vec4(worldCameraToVertex, 0.0)).xyz;\n  viewCameraToVertex = normalize(viewCameraToVertex);\n  float intensity\t= pow(\n    coefficient + dot(vVertexNormal, viewCameraToVertex),\n    power\n  );\n  gl_FragColor = vec4(color, intensity);\n}";
  var vertexShader = "\nvarying vec3 vVertexWorldPosition;\nvarying vec3 vVertexNormal;\nvoid main() {\n  vVertexNormal\t= normalize(normalMatrix * normal);\n  vVertexWorldPosition = (modelMatrix * vec4(position, 1.0)).xyz;\n  gl_Position\t= projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n}\n";
  var defaultOptions = {
    backside: true,
    coefficient: 0.5,
    color: 'gold',
    size: 2,
    power: 1
  };

  // Based off: http://stemkoski.blogspot.fr/2013/07/shaders-in-threejs-glow-and-halo.html
  function createGlowMaterial(coefficient, color, power) {
    return new THREE$h.ShaderMaterial({
      depthWrite: false,
      fragmentShader: fragmentShader,
      transparent: true,
      uniforms: {
        coefficient: {
          value: coefficient
        },
        color: {
          value: new THREE$h.Color(color)
        },
        power: {
          value: power
        }
      },
      vertexShader: vertexShader
    });
  }
  function createGlowGeometry(geometry, size) {
    // expect BufferGeometry
    var glowGeometry = geometry.clone();

    // Resize vertex positions according to normals
    var position = new Float32Array(geometry.attributes.position.count * 3);
    for (var idx = 0, len = position.length; idx < len; idx++) {
      var normal = geometry.attributes.normal.array[idx];
      var curPos = geometry.attributes.position.array[idx];
      position[idx] = curPos + normal * size;
    }
    glowGeometry.setAttribute('position', new THREE$h.BufferAttribute(position, 3));
    return glowGeometry;
  }
  function createGlowMesh(geometry) {
    var options = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : defaultOptions;
    var backside = options.backside,
      coefficient = options.coefficient,
      color = options.color,
      size = options.size,
      power = options.power;
    var glowGeometry = createGlowGeometry(geometry, size);
    var glowMaterial = createGlowMaterial(coefficient, color, power);
    if (backside) {
      glowMaterial.side = THREE$h.BackSide;
    }
    return new THREE$h.Mesh(glowGeometry, glowMaterial);
  }

  var THREE$g = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Color: Color$1,
    LineBasicMaterial: LineBasicMaterial,
    LineSegments: LineSegments,
    Mesh: Mesh,
    MeshPhongMaterial: MeshPhongMaterial,
    SphereGeometry: SphereGeometry,
    SRGBColorSpace: SRGBColorSpace,
    TextureLoader: TextureLoader
  };

  //

  var GlobeLayerKapsule = index$2({
    props: {
      globeImageUrl: {},
      bumpImageUrl: {},
      showGlobe: {
        "default": true,
        onChange: function onChange(showGlobe, state) {
          state.globeObj.visible = !!showGlobe;
        },
        triggerUpdate: false
      },
      showGraticules: {
        "default": false,
        onChange: function onChange(showGraticules, state) {
          state.graticulesObj.visible = !!showGraticules;
        },
        triggerUpdate: false
      },
      showAtmosphere: {
        "default": true,
        onChange: function onChange(showAtmosphere, state) {
          state.atmosphereObj && (state.atmosphereObj.visible = !!showAtmosphere);
        },
        triggerUpdate: false
      },
      atmosphereColor: {
        "default": 'lightskyblue'
      },
      atmosphereAltitude: {
        "default": 0.15
      },
      onReady: {
        "default": function _default() {},
        triggerUpdate: false
      }
    },
    methods: {
      globeMaterial: function globeMaterial(state, _globeMaterial) {
        if (_globeMaterial !== undefined) {
          state.globeObj.material = _globeMaterial || state.defaultGlobeMaterial;
          return this;
        }
        return state.globeObj.material;
      },
      _destructor: function _destructor(state) {
        emptyObject(state.globeObj);
        emptyObject(state.graticulesObj);
      }
    },
    stateInit: function stateInit() {
      // create globe
      var globeGeometry = new THREE$g.SphereGeometry(GLOBE_RADIUS, 75, 75);
      var defaultGlobeMaterial = new THREE$g.MeshPhongMaterial({
        color: 0x000000
      });
      var globeObj = new THREE$g.Mesh(globeGeometry, defaultGlobeMaterial);
      globeObj.rotation.y = -Math.PI / 2; // face prime meridian along Z axis
      globeObj.__globeObjType = 'globe'; // Add object type

      // create graticules
      var graticulesObj = new THREE$g.LineSegments(new GeoJsonGeometry(graticule10(), GLOBE_RADIUS, 2), new THREE$g.LineBasicMaterial({
        color: 'lightgrey',
        transparent: true,
        opacity: 0.1
      }));
      return {
        globeObj: globeObj,
        graticulesObj: graticulesObj,
        defaultGlobeMaterial: defaultGlobeMaterial
      };
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
      state.scene.add(state.globeObj); // add globe
      state.scene.add(state.graticulesObj); // add graticules

      state.ready = false;
    },
    update: function update(state, changedProps) {
      var globeMaterial = state.globeObj.material;
      if (changedProps.hasOwnProperty('globeImageUrl')) {
        if (!state.globeImageUrl) {
          // Black globe if no image
          !globeMaterial.color && (globeMaterial.color = new THREE$g.Color(0x000000));
        } else {
          new THREE$g.TextureLoader().load(state.globeImageUrl, function (texture) {
            texture.colorSpace = THREE$g.SRGBColorSpace;
            globeMaterial.map = texture;
            globeMaterial.color = null;
            globeMaterial.needsUpdate = true;

            // ready when first globe image finishes loading (asynchronously to allow 1 frame to load texture)
            !state.ready && (state.ready = true) && setTimeout(state.onReady);
          });
        }
      }
      if (changedProps.hasOwnProperty('bumpImageUrl')) {
        if (!state.bumpImageUrl) {
          globeMaterial.bumpMap = null;
          globeMaterial.needsUpdate = true;
        } else {
          state.bumpImageUrl && new THREE$g.TextureLoader().load(state.bumpImageUrl, function (texture) {
            globeMaterial.bumpMap = texture;
            globeMaterial.needsUpdate = true;
          });
        }
      }
      if (changedProps.hasOwnProperty('atmosphereColor') || changedProps.hasOwnProperty('atmosphereAltitude')) {
        if (state.atmosphereObj) {
          // recycle previous atmosphere object
          state.scene.remove(state.atmosphereObj);
          emptyObject(state.atmosphereObj);
        }
        if (state.atmosphereColor && state.atmosphereAltitude) {
          var obj = state.atmosphereObj = createGlowMesh(state.globeObj.geometry, {
            backside: true,
            color: state.atmosphereColor,
            size: GLOBE_RADIUS * state.atmosphereAltitude,
            power: 3.5,
            // dispersion
            coefficient: 0.1
          });
          obj.visible = !!state.showAtmosphere;
          obj.__globeObjType = 'atmosphere'; // Add object type
          state.scene.add(obj);
        }
      }
      if (!state.ready && !state.globeImageUrl) {
        // ready immediately if there's no globe image
        state.ready = true;
        state.onReady();
      }
    }
  });

  var colorStr2Hex = function colorStr2Hex(str) {
    return isNaN(str) ? parseInt(tinycolor(str).toHex(), 16) : str;
  };
  var colorAlpha = function colorAlpha(str) {
    return str && isNaN(str) ? color(str).opacity : 1;
  };
  var color2ShaderArr = function color2ShaderArr(str) {
    var includeAlpha = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : true;
    var sRGBColorSpace = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;
    var color;
    var alpha = 1;
    var rgbaMatch = /^rgba\(\s*(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*,\s*([\d.eE+-]+)\s*\)$/.exec(str.trim().toLowerCase());
    if (rgbaMatch) {
      var _rgbaMatch$slice = rgbaMatch.slice(1),
        _rgbaMatch$slice2 = _slicedToArray$1(_rgbaMatch$slice, 4),
        r = _rgbaMatch$slice2[0],
        g = _rgbaMatch$slice2[1],
        b = _rgbaMatch$slice2[2],
        a = _rgbaMatch$slice2[3];
      color = new Color$1("rgb(".concat(+r, ",").concat(+g, ",").concat(+b, ")"));
      alpha = Math.min(+a, 1);
    } else {
      color = new Color$1(str);
    }
    sRGBColorSpace && color.convertLinearToSRGB(); // vertexColors expects linear, but shaders expect sRGB

    var rgbArr = color.toArray();
    return includeAlpha ? [].concat(_toConsumableArray$1(rgbArr), [alpha]) : rgbArr;
  };
  function setMaterialOpacity(material, opacity, depthWrite) {
    material.opacity = opacity;
    material.transparent = opacity < 1;
    material.depthWrite = depthWrite === undefined ? opacity >= 1 : depthWrite; // depthWrite=false recommended for transparent materials, to prevent transparency issues https://discourse.threejs.org/t/threejs-and-the-transparent-problem/11553/31

    return material;
  }

  var THREE$f = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Float32BufferAttribute: Float32BufferAttribute
  };
  function array2BufferAttr(data, itemSize) {
    var BufferAttributeClass = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : THREE$f.Float32BufferAttribute;
    var ba = new BufferAttributeClass(data.length * itemSize, itemSize);
    itemSize === 1 ? data.forEach(function (val, idx) {
      return ba.setX(idx, val);
    }) : data.forEach(function (val, idx) {
      return ba.set(val, idx * itemSize);
    });
    return ba;
  }
  function bufferAttr2Array(ba) {
    var itemSize = ba.itemSize;
    var res = [];
    for (var i = 0; i < ba.count; i++) {
      res.push(ba.array.slice(i * itemSize, (i + 1) * itemSize));
    }
    return res;
  }

  function threeDigest(data, scene) {
    var options = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {};
    var _ref = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : {},
      _ref$removeDelay = _ref.removeDelay,
      removeDelay = _ref$removeDelay === void 0 ? 0 : _ref$removeDelay;
    return viewDigest(data, scene.children, function (obj) {
      return scene.add(obj);
    }, function (obj) {
      var removeFn = function removeFn() {
        scene.remove(obj);
        emptyObject(obj);
        obj && obj.hasOwnProperty('__data') && delete obj.__data.__currentTargetD;
      };
      removeDelay ? setTimeout(removeFn, removeDelay) : removeFn();
    }, _objectSpread2({
      objBindAttr: '__threeObj'
    }, options));
  }

  var THREE$e = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    BufferGeometry: BufferGeometry,
    Color: Color$1,
    CylinderGeometry: CylinderGeometry,
    Matrix4: Matrix4,
    Mesh: Mesh,
    MeshLambertMaterial: MeshLambertMaterial,
    Object3D: Object3D,
    Vector3: Vector3
  };
  var bfg$2 = Object.assign({}, _bfg);
  var BufferGeometryUtils$2 = bfg$2.BufferGeometryUtils || bfg$2;

  //

  var PointsLayerKapsule = index$2({
    props: {
      pointsData: {
        "default": []
      },
      pointLat: {
        "default": 'lat'
      },
      pointLng: {
        "default": 'lng'
      },
      pointColor: {
        "default": function _default() {
          return '#ffffaa';
        }
      },
      pointAltitude: {
        "default": 0.1
      },
      // in units of globe radius
      pointRadius: {
        "default": 0.25
      },
      // in deg
      pointResolution: {
        "default": 12,
        triggerUpdate: false
      },
      // how many slice segments in the cylinder's circumference
      pointsMerge: {
        "default": false
      },
      // boolean. Whether to merge all points into a single mesh for rendering performance
      pointsTransitionDuration: {
        "default": 1000,
        triggerUpdate: false
      } // ms
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
    },
    update: function update(state) {
      // Data accessors
      var latAccessor = index$1(state.pointLat);
      var lngAccessor = index$1(state.pointLng);
      var altitudeAccessor = index$1(state.pointAltitude);
      var radiusAccessor = index$1(state.pointRadius);
      var colorAccessor = index$1(state.pointColor);

      // shared geometry
      var pointGeometry = new THREE$e.CylinderGeometry(1, 1, 1, state.pointResolution);
      pointGeometry.applyMatrix4(new THREE$e.Matrix4().makeRotationX(Math.PI / 2));
      pointGeometry.applyMatrix4(new THREE$e.Matrix4().makeTranslation(0, 0, -0.5));
      var pxPerDeg = 2 * Math.PI * GLOBE_RADIUS / 360;
      var pointMaterials = {}; // indexed by color

      var scene = state.pointsMerge ? new THREE$e.Object3D() : state.scene; // use fake scene if merging points

      threeDigest(state.pointsData, scene, {
        createObj: createObj,
        updateObj: updateObj
      });
      if (state.pointsMerge) {
        // merge points into a single mesh
        var pointsGeometry = !state.pointsData.length ? new THREE$e.BufferGeometry() : (BufferGeometryUtils$2.mergeGeometries || BufferGeometryUtils$2.mergeBufferGeometries)(state.pointsData.map(function (d) {
          var obj = d.__threeObj;
          d.__threeObj = undefined; // unbind merged points

          var geom = obj.geometry.clone();

          // apply mesh world transform to vertices
          obj.updateMatrix();
          geom.applyMatrix4(obj.matrix);

          // color vertices
          var color = color2ShaderArr(colorAccessor(d));
          geom.setAttribute('color', array2BufferAttr(_toConsumableArray$1(new Array(geom.getAttribute('position').count)).map(function () {
            return color;
          }), 4));
          return geom;
        }));
        var points = new THREE$e.Mesh(pointsGeometry, new THREE$e.MeshLambertMaterial({
          color: 0xffffff,
          transparent: true,
          vertexColors: true
        }));
        points.__globeObjType = 'points'; // Add object type
        points.__data = state.pointsData; // Attach obj data

        emptyObject(state.scene);
        state.scene.add(points);
      }

      //

      function createObj() {
        var obj = new THREE$e.Mesh(pointGeometry);
        obj.__globeObjType = 'point'; // Add object type
        return obj;
      }
      function updateObj(obj, d) {
        var applyUpdate = function applyUpdate(td) {
          var _obj$__currentTargetD = obj.__currentTargetD = td,
            r = _obj$__currentTargetD.r,
            alt = _obj$__currentTargetD.alt,
            lat = _obj$__currentTargetD.lat,
            lng = _obj$__currentTargetD.lng;

          // position cylinder ground
          Object.assign(obj.position, polar2Cartesian(lat, lng));

          // orientate outwards
          var globeCenter = state.pointsMerge ? new THREE$e.Vector3(0, 0, 0) : state.scene.localToWorld(new THREE$e.Vector3(0, 0, 0)); // translate from local to world coords
          obj.lookAt(globeCenter);

          // scale radius and altitude
          obj.scale.x = obj.scale.y = Math.min(30, r) * pxPerDeg;
          obj.scale.z = Math.max(alt * GLOBE_RADIUS, 0.1); // avoid non-invertible matrix
        };
        var targetD = {
          alt: +altitudeAccessor(d),
          r: +radiusAccessor(d),
          lat: +latAccessor(d),
          lng: +lngAccessor(d)
        };
        var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {
          alt: -1e-3
        });
        if (Object.keys(targetD).some(function (k) {
          return currentTargetD[k] !== targetD[k];
        })) {
          if (state.pointsMerge || !state.pointsTransitionDuration || state.pointsTransitionDuration < 0) {
            // set final position
            applyUpdate(targetD);
          } else {
            // animate
            new Tween(currentTargetD).to(targetD, state.pointsTransitionDuration).easing(Easing.Quadratic.InOut).onUpdate(applyUpdate).start();
          }
        }
        if (!state.pointsMerge) {
          // Update materials on individual points
          var color = colorAccessor(d);
          var opacity = color ? colorAlpha(color) : 0;
          var showCyl = !!opacity;
          obj.visible = showCyl;
          if (showCyl) {
            if (!pointMaterials.hasOwnProperty(color)) {
              pointMaterials[color] = new THREE$e.MeshLambertMaterial({
                color: colorStr2Hex(color),
                transparent: opacity < 1,
                opacity: opacity
              });
            }
            obj.material = pointMaterials[color];
          }
        }
      }
    }
  });

  var _excluded$1 = ["stroke"];
  var THREE$d = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    BufferGeometry: BufferGeometry,
    CubicBezierCurve3: CubicBezierCurve3,
    Curve: Curve,
    Group: Group$1,
    Line: Line,
    Mesh: Mesh,
    NormalBlending: NormalBlending,
    QuadraticBezierCurve3: QuadraticBezierCurve3,
    ShaderMaterial: ShaderMaterial,
    TubeGeometry: TubeGeometry,
    Vector3: Vector3
  };
  var FrameTicker$2 = _FrameTicker["default"] || _FrameTicker;

  //

  var gradientShaders$1 = {
    uniforms: {
      // dash param defaults, all relative to full length
      dashOffset: {
        value: 0
      },
      dashSize: {
        value: 1
      },
      gapSize: {
        value: 0
      },
      dashTranslate: {
        value: 0
      } // used for animating the dash
    },
    vertexShader: "\n    uniform float dashTranslate; \n\n    attribute vec4 vertexColor;\n    varying vec4 vColor;\n    \n    attribute float vertexRelDistance;\n    varying float vRelDistance;\n\n    void main() {\n      // pass through colors and distances\n      vColor = vertexColor;\n      vRelDistance = vertexRelDistance + dashTranslate;\n      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n    }\n  ",
    fragmentShader: "\n    uniform float dashOffset; \n    uniform float dashSize;\n    uniform float gapSize; \n    \n    varying vec4 vColor;\n    varying float vRelDistance;\n    \n    void main() {\n      // ignore pixels in the gap\n      if (vRelDistance < dashOffset) discard;\n      if (mod(vRelDistance - dashOffset, dashSize + gapSize) > dashSize) discard;\n    \n      // set px color: [r, g, b, a], interpolated between vertices \n      gl_FragColor = vColor; \n    }\n  "
  };
  var ArcsLayerKapsule = index$2({
    props: {
      arcsData: {
        "default": []
      },
      arcStartLat: {
        "default": 'startLat'
      },
      arcStartLng: {
        "default": 'startLng'
      },
      arcEndLat: {
        "default": 'endLat'
      },
      arcEndLng: {
        "default": 'endLng'
      },
      arcColor: {
        "default": function _default() {
          return '#ffffaa';
        }
      },
      // single color, array of colors or color interpolation fn
      arcAltitude: {},
      // in units of globe radius
      arcAltitudeAutoScale: {
        "default": 0.5
      },
      // scale altitude proportional to great-arc distance between the two points
      arcStroke: {},
      // in deg
      arcCurveResolution: {
        "default": 64,
        triggerUpdate: false
      },
      // how many straight segments in the curve
      arcCircularResolution: {
        "default": 6,
        triggerUpdate: false
      },
      // how many slice segments in the tube's circumference
      arcDashLength: {
        "default": 1
      },
      // in units of line length
      arcDashGap: {
        "default": 0
      },
      arcDashInitialGap: {
        "default": 0
      },
      arcDashAnimateTime: {
        "default": 0
      },
      // ms
      arcsTransitionDuration: {
        "default": 1000,
        triggerUpdate: false
      } // ms
    },
    methods: {
      pauseAnimation: function pauseAnimation(state) {
        var _state$ticker;
        (_state$ticker = state.ticker) === null || _state$ticker === void 0 || _state$ticker.pause();
      },
      resumeAnimation: function resumeAnimation(state) {
        var _state$ticker2;
        (_state$ticker2 = state.ticker) === null || _state$ticker2 === void 0 || _state$ticker2.resume();
      },
      _destructor: function _destructor(state) {
        var _state$ticker3;
        (_state$ticker3 = state.ticker) === null || _state$ticker3 === void 0 || _state$ticker3.dispose();
      }
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;

      // Kick-off dash animations
      state.ticker = new FrameTicker$2();
      state.ticker.onTick.add(function (_, timeDelta) {
        state.arcsData.filter(function (d) {
          return d.__threeObj && d.__threeObj.children.length && d.__threeObj.children[0].material && d.__threeObj.children[0].__dashAnimateStep;
        }).forEach(function (d) {
          var obj = d.__threeObj.children[0];
          var step = obj.__dashAnimateStep * timeDelta;
          var curTranslate = obj.material.uniforms.dashTranslate.value % 1e9; // reset after 1B loops
          obj.material.uniforms.dashTranslate.value = curTranslate + step;
        });
      });
    },
    update: function update(state) {
      // Data accessors
      var startLatAccessor = index$1(state.arcStartLat);
      var startLngAccessor = index$1(state.arcStartLng);
      var endLatAccessor = index$1(state.arcEndLat);
      var endLngAccessor = index$1(state.arcEndLng);
      var altitudeAccessor = index$1(state.arcAltitude);
      var altitudeAutoScaleAccessor = index$1(state.arcAltitudeAutoScale);
      var strokeAccessor = index$1(state.arcStroke);
      var colorAccessor = index$1(state.arcColor);
      var dashLengthAccessor = index$1(state.arcDashLength);
      var dashGapAccessor = index$1(state.arcDashGap);
      var dashInitialGapAccessor = index$1(state.arcDashInitialGap);
      var dashAnimateTimeAccessor = index$1(state.arcDashAnimateTime);
      var sharedMaterial = new THREE$d.ShaderMaterial(_objectSpread2(_objectSpread2({}, gradientShaders$1), {}, {
        transparent: true,
        blending: THREE$d.NormalBlending
      }));
      threeDigest(state.arcsData, state.scene, {
        createObj: function createObj() {
          var obj = new THREE$d.Group(); // populated in updateObj

          obj.__globeObjType = 'arc'; // Add object type
          return obj;
        },
        updateObj: function updateObj(group, arc) {
          var stroke = strokeAccessor(arc);
          var useTube = stroke !== null && stroke !== undefined;
          if (!group.children.length || useTube !== (group.children[0].type === 'Mesh')) {
            // create or swap object types
            emptyObject(group);
            var _obj = useTube ? new THREE$d.Mesh() : new THREE$d.Line(new THREE$d.BufferGeometry());
            _obj.material = sharedMaterial.clone(); // Separate material instance per object to have dedicated uniforms (but shared shaders)

            group.add(_obj);
          }
          var obj = group.children[0];

          // set dash uniforms
          Object.assign(obj.material.uniforms, {
            dashSize: {
              value: dashLengthAccessor(arc)
            },
            gapSize: {
              value: dashGapAccessor(arc)
            },
            dashOffset: {
              value: dashInitialGapAccessor(arc)
            }
          });

          // set dash animation step
          var dashAnimateTime = dashAnimateTimeAccessor(arc);
          obj.__dashAnimateStep = dashAnimateTime > 0 ? 1000 / dashAnimateTime : 0; // per second

          // calculate vertex colors (to create gradient)
          var vertexColorArray = calcColorVertexArray(colorAccessor(arc),
          // single, array of colors or interpolator
          state.arcCurveResolution,
          // numSegments
          useTube ? state.arcCircularResolution + 1 : 1 // num vertices per segment
          );

          // calculate vertex relative distances (for dashed lines)
          var vertexRelDistanceArray = calcVertexRelDistances(state.arcCurveResolution,
          // numSegments
          useTube ? state.arcCircularResolution + 1 : 1,
          // num vertices per segment
          true // run from end to start, to animate in the correct direction
          );
          obj.geometry.setAttribute('vertexColor', vertexColorArray);
          obj.geometry.setAttribute('vertexRelDistance', vertexRelDistanceArray);
          var applyUpdate = function applyUpdate(td) {
            var _arc$__currentTargetD = arc.__currentTargetD = td,
              stroke = _arc$__currentTargetD.stroke,
              curveD = _objectWithoutProperties(_arc$__currentTargetD, _excluded$1);
            var curve = calcCurve(curveD);
            if (useTube) {
              obj.geometry && obj.geometry.dispose();
              obj.geometry = new THREE$d.TubeGeometry(curve, state.arcCurveResolution, stroke / 2, state.arcCircularResolution);
              obj.geometry.setAttribute('vertexColor', vertexColorArray);
              obj.geometry.setAttribute('vertexRelDistance', vertexRelDistanceArray);
            } else {
              obj.geometry.setFromPoints(curve.getPoints(state.arcCurveResolution));
            }
          };
          var targetD = {
            stroke: stroke,
            alt: altitudeAccessor(arc),
            altAutoScale: +altitudeAutoScaleAccessor(arc),
            startLat: +startLatAccessor(arc),
            startLng: +startLngAccessor(arc),
            endLat: +endLatAccessor(arc),
            endLng: +endLngAccessor(arc)
          };
          var currentTargetD = arc.__currentTargetD || Object.assign({}, targetD, {
            altAutoScale: -1e-3
          });
          if (Object.keys(targetD).some(function (k) {
            return currentTargetD[k] !== targetD[k];
          })) {
            if (!state.arcsTransitionDuration || state.arcsTransitionDuration < 0) {
              // set final position
              applyUpdate(targetD);
            } else {
              // animate
              new Tween(currentTargetD).to(targetD, state.arcsTransitionDuration).easing(Easing.Quadratic.InOut).onUpdate(applyUpdate).start();
            }
          }
        }
      });

      //

      function calcCurve(_ref) {
        var alt = _ref.alt,
          altAutoScale = _ref.altAutoScale,
          startLat = _ref.startLat,
          startLng = _ref.startLng,
          endLat = _ref.endLat,
          endLng = _ref.endLng;
        var getVec = function getVec(_ref2) {
          var _ref3 = _slicedToArray$1(_ref2, 3),
            lng = _ref3[0],
            lat = _ref3[1],
            alt = _ref3[2];
          var _polar2Cartesian = polar2Cartesian(lat, lng, alt),
            x = _polar2Cartesian.x,
            y = _polar2Cartesian.y,
            z = _polar2Cartesian.z;
          return new THREE$d.Vector3(x, y, z);
        };

        //calculate curve
        var startPnt = [startLng, startLat];
        var endPnt = [endLng, endLat];
        var altitude = alt;
        (altitude === null || altitude === undefined) && (
        // by default set altitude proportional to the great-arc distance
        altitude = geoDistance$1(startPnt, endPnt) / 2 * altAutoScale);
        if (altitude) {
          var interpolate = geoInterpolate(startPnt, endPnt);
          var _map = [0.25, 0.75].map(function (t) {
              return [].concat(_toConsumableArray$1(interpolate(t)), [altitude * 1.5]);
            }),
            _map2 = _slicedToArray$1(_map, 2),
            m1Pnt = _map2[0],
            m2Pnt = _map2[1];
          var curve = _construct$1(THREE$d.CubicBezierCurve3, _toConsumableArray$1([startPnt, m1Pnt, m2Pnt, endPnt].map(getVec)));

          //const mPnt = [...interpolate(0.5), altitude * 2];
          //curve = new THREE.QuadraticBezierCurve3(...[startPnt, mPnt, endPnt].map(getVec));

          return curve;
        } else {
          // ground line
          var _alt = 0.001; // slightly above the ground to prevent occlusion
          return calcSphereArc.apply(void 0, _toConsumableArray$1([[].concat(startPnt, [_alt]), [].concat(endPnt, [_alt])].map(getVec)));
        }

        //

        function calcSphereArc(startVec, endVec) {
          var angle = startVec.angleTo(endVec);
          var getGreatCirclePoint = angle === 0 ? function () {
            return startVec.clone();
          } // points exactly overlap
          : function (t) {
            return new THREE$d.Vector3().addVectors(startVec.clone().multiplyScalar(Math.sin((1 - t) * angle)), endVec.clone().multiplyScalar(Math.sin(t * angle))).divideScalar(Math.sin(angle));
          };
          var sphereArc = new THREE$d.Curve();
          sphereArc.getPoint = getGreatCirclePoint;
          return sphereArc;
        }
      }
      function calcColorVertexArray(colors, numSegments) {
        var numVerticesPerSegment = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;
        var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends

        var getVertexColor;
        if (colors instanceof Array || colors instanceof Function) {
          var colorInterpolator = colors instanceof Array ? linear() // array of colors, interpolate at each step
          .domain(colors.map(function (_, idx) {
            return idx / (colors.length - 1);
          })) // same number of stops as colors
          .range(colors) : colors; // already interpolator fn

          getVertexColor = function getVertexColor(t) {
            return color2ShaderArr(colorInterpolator(t), true, true);
          };
        } else {
          // single color, use constant
          var vertexColor = color2ShaderArr(colors, true, true);
          getVertexColor = function getVertexColor() {
            return vertexColor;
          };
        }
        var vertexColors = [];
        for (var v = 0, l = numVerticesGroup; v < l; v++) {
          var _vertexColor = getVertexColor(v / (l - 1));
          for (var s = 0; s < numVerticesPerSegment; s++) {
            vertexColors.push(_vertexColor);
          }
        }
        return array2BufferAttr(vertexColors, 4);
      }
      function calcVertexRelDistances(numSegments) {
        var numVerticesPerSegment = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;
        var invert = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;
        var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends

        var vertexDistances = [];
        for (var v = 0, l = numVerticesGroup; v < l; v++) {
          var relDistance = v / (l - 1);
          for (var s = 0; s < numVerticesPerSegment; s++) {
            vertexDistances.push(relDistance);
          }
        }
        invert && vertexDistances.reverse();
        return array2BufferAttr(vertexDistances, 1);
      }
    }
  });

  var THREE$c = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    BufferGeometry: BufferGeometry,
    Color: Color$1,
    DoubleSide: DoubleSide,
    Mesh: Mesh,
    MeshLambertMaterial: MeshLambertMaterial,
    Object3D: Object3D
  };
  var bfg$1 = Object.assign({}, _bfg);
  var BufferGeometryUtils$1 = bfg$1.BufferGeometryUtils || bfg$1;

  //

  var HexBinLayerKapsule = index$2({
    props: {
      hexBinPointsData: {
        "default": []
      },
      hexBinPointLat: {
        "default": 'lat'
      },
      hexBinPointLng: {
        "default": 'lng'
      },
      hexBinPointWeight: {
        "default": 1
      },
      hexBinResolution: {
        "default": 4
      },
      // 0-15. Level 0 partitions the earth in 122 (mostly) hexagonal cells. Each subsequent level sub-divides the previous in roughly 7 hexagons.
      hexMargin: {
        "default": 0.2
      },
      // in fraction of diameter
      hexTopCurvatureResolution: {
        "default": 5
      },
      // in angular degrees
      hexTopColor: {
        "default": function _default() {
          return '#ffffaa';
        }
      },
      hexSideColor: {
        "default": function _default() {
          return '#ffffaa';
        }
      },
      hexAltitude: {
        "default": function _default(_ref) {
          var sumWeight = _ref.sumWeight;
          return sumWeight * 0.01;
        }
      },
      // in units of globe radius
      hexBinMerge: {
        "default": false
      },
      // boolean. Whether to merge all hex geometries into a single mesh for rendering performance
      hexTransitionDuration: {
        "default": 1000,
        triggerUpdate: false
      } // ms
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
    },
    update: function update(state) {
      // Accessors
      var latAccessor = index$1(state.hexBinPointLat);
      var lngAccessor = index$1(state.hexBinPointLng);
      var weightAccessor = index$1(state.hexBinPointWeight);
      var altitudeAccessor = index$1(state.hexAltitude);
      var topColorAccessor = index$1(state.hexTopColor);
      var sideColorAccessor = index$1(state.hexSideColor);
      var marginAccessor = index$1(state.hexMargin);
      var byH3Idx = index(state.hexBinPointsData.map(function (d) {
        return _objectSpread2(_objectSpread2({}, d), {}, {
          h3Idx: latLngToCell(latAccessor(d), lngAccessor(d), state.hexBinResolution)
        });
      }), 'h3Idx');
      var hexBins = Object.entries(byH3Idx).map(function (_ref2) {
        var _ref3 = _slicedToArray$1(_ref2, 2),
          h3Idx = _ref3[0],
          points = _ref3[1];
        return {
          h3Idx: h3Idx,
          points: points,
          sumWeight: points.reduce(function (agg, d) {
            return agg + +weightAccessor(d);
          }, 0)
        };
      });
      var hexMaterials = {}; // indexed by color

      var scene = state.hexBinMerge ? new THREE$c.Object3D() : state.scene; // use fake scene if merging hex points

      threeDigest(hexBins, scene, {
        createObj: createObj,
        updateObj: updateObj,
        idAccessor: function idAccessor(d) {
          return d.h3Idx;
        }
      });
      if (state.hexBinMerge) {
        // merge points into a single mesh
        var hexPointsGeometry = !hexBins.length ? new THREE$c.BufferGeometry() : (BufferGeometryUtils$1.mergeGeometries || BufferGeometryUtils$1.mergeBufferGeometries)(hexBins.map(function (d) {
          var obj = d.__threeObj;
          d.__threeObj = undefined; // unbind merged points

          // use non-indexed geometry so that groups can be colored separately, otherwise different groups share vertices
          var geom = obj.geometry.toNonIndexed();

          // apply mesh world transform to vertices
          obj.updateMatrix();
          geom.applyMatrix4(obj.matrix);

          // color vertices
          var topColor = color2ShaderArr(topColorAccessor(d));
          var sideColor = color2ShaderArr(sideColorAccessor(d));
          var nVertices = geom.getAttribute('position').count;
          var topFaceIdx = geom.groups[0].count; // starting vertex index of top group
          geom.setAttribute('color', array2BufferAttr(_toConsumableArray$1(new Array(nVertices)).map(function (_, idx) {
            return idx >= topFaceIdx ? topColor : sideColor;
          }), 4));
          return geom;
        }));
        var hexPoints = new THREE$c.Mesh(hexPointsGeometry, new THREE$c.MeshLambertMaterial({
          color: 0xffffff,
          transparent: true,
          vertexColors: true,
          side: THREE$c.DoubleSide
        }));
        hexPoints.__globeObjType = 'hexBinPoints'; // Add object type
        hexPoints.__data = hexBins; // Attach obj data

        emptyObject(state.scene);
        state.scene.add(hexPoints);
      }

      //

      function createObj(d) {
        var obj = new THREE$c.Mesh();
        obj.__hexCenter = cellToLatLng(d.h3Idx);
        obj.__hexGeoJson = cellToBoundary(d.h3Idx, true).reverse(); // correct polygon winding

        // stitch longitudes at the anti-meridian
        var centerLng = obj.__hexCenter[1];
        obj.__hexGeoJson.forEach(function (d) {
          var edgeLng = d[0];
          if (Math.abs(centerLng - edgeLng) > 170) {
            // normalize large lng distances
            d[0] += centerLng > edgeLng ? 360 : -360;
          }
        });
        obj.__globeObjType = 'hexbin'; // Add object type
        return obj;
      }
      function updateObj(obj, d) {
        // compute new geojson with relative margin
        var relNum = function relNum(st, end, rat) {
          return st - (st - end) * rat;
        };
        var margin = Math.max(0, Math.min(1, +marginAccessor(d)));
        var _obj$__hexCenter = _slicedToArray$1(obj.__hexCenter, 2),
          clat = _obj$__hexCenter[0],
          clng = _obj$__hexCenter[1];
        var geoJson = margin === 0 ? obj.__hexGeoJson : obj.__hexGeoJson.map(function (_ref4) {
          var _ref5 = _slicedToArray$1(_ref4, 2),
            elng = _ref5[0],
            elat = _ref5[1];
          return [[elng, clng], [elat, clat]].map(function (_ref6) {
            var _ref7 = _slicedToArray$1(_ref6, 2),
              st = _ref7[0],
              end = _ref7[1];
            return relNum(st, end, margin);
          });
        });
        var topCurvatureResolution = state.hexTopCurvatureResolution;
        obj.geometry && obj.geometry.dispose();
        obj.geometry = new ConicPolygonBufferGeometry([geoJson], 0, GLOBE_RADIUS, false, true, true, topCurvatureResolution);
        var targetD = {
          alt: +altitudeAccessor(d)
        };
        var applyUpdate = function applyUpdate(td) {
          var _obj$__currentTargetD = obj.__currentTargetD = td,
            alt = _obj$__currentTargetD.alt;
          obj.scale.x = obj.scale.y = obj.scale.z = 1 + alt; // scale according to altitude
        };
        var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {
          alt: -1e-3
        });
        if (Object.keys(targetD).some(function (k) {
          return currentTargetD[k] !== targetD[k];
        })) {
          if (state.hexBinMerge || !state.hexTransitionDuration || state.hexTransitionDuration < 0) {
            // set final position
            applyUpdate(targetD);
          } else {
            // animate
            new Tween(currentTargetD).to(targetD, state.hexTransitionDuration).easing(Easing.Quadratic.InOut).onUpdate(applyUpdate).start();
          }
        }
        if (!state.hexBinMerge) {
          // Update materials on individual hex points
          var sideColor = sideColorAccessor(d);
          var topColor = topColorAccessor(d);
          [sideColor, topColor].forEach(function (color) {
            if (!hexMaterials.hasOwnProperty(color)) {
              var opacity = colorAlpha(color);
              hexMaterials[color] = new THREE$c.MeshLambertMaterial({
                color: colorStr2Hex(color),
                transparent: opacity < 1,
                opacity: opacity,
                side: THREE$c.DoubleSide
              });
            }
          });
          obj.material = [sideColor, topColor].map(function (color) {
            return hexMaterials[color];
          });
        }
      }
    }
  });

  var sq = function sq(x) {
    return x * x;
  };
  function geoDistance(a, b) {
    // on sphere surface, in radians
    var sqrt = Math.sqrt;
    var cos = Math.cos;
    var toRad = function toRad(x) {
      return x * Math.PI / 180;
    };
    var hav = function hav(x) {
      return sq(Math.sin(x / 2));
    };
    var latA = toRad(a[1]);
    var latB = toRad(b[1]);
    var lngA = toRad(a[0]);
    var lngB = toRad(b[0]);

    // Haversine formula
    return 2 * Math.asin(sqrt(hav(latB - latA) + cos(latA) * cos(latB) * hav(lngB - lngA)));
  }
  var sqrt2PI = Math.sqrt(2 * Math.PI);
  function gaussianKernel(x, bw) {
    return Math.exp(-sq(x / bw) / 2) / (bw * sqrt2PI);
  }
  var getGeoKDE = function getGeoKDE(_ref) {
    var _ref2 = _slicedToArray$1(_ref, 2),
      lng = _ref2[0],
      lat = _ref2[1];
    var data = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : [];
    var _ref3 = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {},
      _ref3$lngAccessor = _ref3.lngAccessor,
      lngAccessor = _ref3$lngAccessor === void 0 ? function (d) {
        return d[0];
      } : _ref3$lngAccessor,
      _ref3$latAccessor = _ref3.latAccessor,
      latAccessor = _ref3$latAccessor === void 0 ? function (d) {
        return d[1];
      } : _ref3$latAccessor,
      _ref3$weightAccessor = _ref3.weightAccessor,
      weightAccessor = _ref3$weightAccessor === void 0 ? function () {
        return 1;
      } : _ref3$weightAccessor,
      bandwidth = _ref3.bandwidth;
    var pnt = [lng, lat];
    var bwRad = bandwidth * Math.PI / 180;
    return sum$1(data.map(function (d) {
      var weight = weightAccessor(d);
      if (!weight) return 0;
      var dist = geoDistance(pnt, [lngAccessor(d), latAccessor(d)]);
      return gaussianKernel(dist, bwRad) * weight;
    }));
  };

  var THREE$b = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Mesh: Mesh,
    MeshLambertMaterial: MeshLambertMaterial,
    SphereGeometry: SphereGeometry
  };

  //

  var RES_BW_FACTOR = 3.5; // divider of bandwidth to use in geometry resolution
  var MIN_RESOLUTION = 0.1; // degrees
  var BW_RADIUS_INFLUENCE = 3.5; // multiplier of bandwidth to use in octree for max radius of point influence
  var _getDistance = /*#__PURE__*/new WeakSet();
  var _points = /*#__PURE__*/new WeakMap();
  var _pntOctree = /*#__PURE__*/new WeakMap();
  var _distance = /*#__PURE__*/new WeakMap();
  var PointsOctree = /*#__PURE__*/function () {
    function PointsOctree(points, neighborhoodAngularDistance) {
      _classCallCheck(this, PointsOctree);
      _classPrivateMethodInitSpec(this, _getDistance);
      _classPrivateFieldInitSpec(this, _points, {
        writable: true,
        value: void 0
      });
      _classPrivateFieldInitSpec(this, _pntOctree, {
        writable: true,
        value: void 0
      });
      _classPrivateFieldInitSpec(this, _distance, {
        writable: true,
        value: void 0
      });
      _classPrivateFieldSet(this, _points, points);
      _classPrivateFieldSet(this, _pntOctree, yaOctree());
      _classPrivateFieldGet(this, _pntOctree).init(points.map(function (d) {
        return [d.x, d.y, d.z];
      }).flat());
      _classPrivateFieldSet(this, _distance, _classPrivateMethodGet(this, _getDistance, _getDistance2).call(this, polar2Cartesian(0, 0), polar2Cartesian(0, Math.min(180, neighborhoodAngularDistance))));
    }
    _createClass(PointsOctree, [{
      key: "getNearPoints",
      value: function getNearPoints(x, y, z) {
        var _this = this;
        return _classPrivateFieldGet(this, _pntOctree).intersectSphere(x, y, z, _classPrivateFieldGet(this, _distance)).map(function (idx) {
          return _classPrivateFieldGet(_this, _points)[idx / 3];
        });
      }
    }]);
    return PointsOctree;
  }();
  function _getDistance2(a, b) {
    return Math.sqrt(Math.pow(a.x - b.x, 2) + Math.pow(a.y - b.y, 2) + Math.pow(a.z - b.z, 2));
  }
  var defaultColorInterpolator = function defaultColorInterpolator(t) {
    var c = color(interpolateTurbo(t)); // turbo, inferno
    c.opacity = Math.cbrt(t);
    return c.formatRgb();
  };
  var HeatmapsLayerKapsule = index$2({
    props: {
      heatmapsData: {
        "default": []
      },
      heatmapPoints: {
        "default": function _default(pnts) {
          return pnts;
        }
      },
      heatmapPointLat: {
        "default": function _default(d) {
          return d[0];
        }
      },
      heatmapPointLng: {
        "default": function _default(d) {
          return d[1];
        }
      },
      heatmapPointWeight: {
        "default": 1
      },
      heatmapBandwidth: {
        "default": 4
      },
      // Gaussian kernel bandwidth, in angular degrees
      heatmapColorFn: {
        "default": function _default() {
          return defaultColorInterpolator;
        }
      },
      heatmapColorSaturation: {
        "default": 1.5
      },
      // multiplier for color scale max
      heatmapBaseAltitude: {
        "default": 0.01
      },
      // in units of globe radius
      heatmapTopAltitude: {},
      // in units of globe radius
      heatmapsTransitionDuration: {
        "default": 0,
        triggerUpdate: false
      } // ms
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
    },
    update: function update(state) {
      // Accessors
      var pointsAccessor = index$1(state.heatmapPoints);
      var latPntAccessor = index$1(state.heatmapPointLat);
      var lngPntAccessor = index$1(state.heatmapPointLng);
      var weightPntAccessor = index$1(state.heatmapPointWeight);
      var bandwidthAccessor = index$1(state.heatmapBandwidth);
      var colorFnAccessor = index$1(state.heatmapColorFn);
      var saturationAccessor = index$1(state.heatmapColorSaturation);
      var baseAltitudeAccessor = index$1(state.heatmapBaseAltitude);
      var topAltitudeAccessor = index$1(state.heatmapTopAltitude);
      threeDigest(state.heatmapsData, state.scene, {
        createObj: function createObj(d) {
          var obj = new THREE$b.Mesh(new THREE$b.SphereGeometry(GLOBE_RADIUS), new THREE$b.MeshLambertMaterial({
            vertexColors: true,
            transparent: true
          }));
          obj.__globeObjType = 'heatmap'; // Add object type
          return obj;
        },
        updateObj: function updateObj(obj, d) {
          // Accessors
          var bandwidth = bandwidthAccessor(d);
          var colorFn = colorFnAccessor(d);
          var saturation = saturationAccessor(d);
          var baseAlt = baseAltitudeAccessor(d);
          var topAlt = topAltitudeAccessor(d);
          var pnts = pointsAccessor(d).map(function (pnt) {
            var lat = latPntAccessor(pnt);
            var lng = lngPntAccessor(pnt);
            var _polar2Cartesian = polar2Cartesian(lat, lng),
              x = _polar2Cartesian.x,
              y = _polar2Cartesian.y,
              z = _polar2Cartesian.z;
            return {
              x: x,
              y: y,
              z: z,
              lat: lat,
              lng: lng,
              weight: weightPntAccessor(pnt)
            };
          });

          // Check resolution
          var resolution = Math.max(MIN_RESOLUTION, bandwidth / RES_BW_FACTOR);
          var equatorNumSegments = Math.ceil(360 / (resolution || -1));
          if (obj.geometry.parameters.widthSegments !== equatorNumSegments) {
            obj.geometry.dispose();
            obj.geometry = new THREE$b.SphereGeometry(GLOBE_RADIUS, equatorNumSegments, equatorNumSegments / 2);
          }

          // Get vertex polar coordinates
          var vertexCoords = bufferAttr2Array(obj.geometry.getAttribute('position'));
          var vertexGeoCoords = vertexCoords.map(function (_ref) {
            var _ref2 = _slicedToArray$1(_ref, 3),
              x = _ref2[0],
              y = _ref2[1],
              z = _ref2[2];
            var _cartesian2Polar = cartesian2Polar({
                x: x,
                y: y,
                z: z
              }),
              lng = _cartesian2Polar.lng,
              lat = _cartesian2Polar.lat;
            return [lng, lat];
          });

          // Compute KDE
          var pntsOctree = new PointsOctree(pnts, bandwidth * BW_RADIUS_INFLUENCE);
          var kdeVals = vertexGeoCoords.map(function (vxCoords, idx) {
            var _vertexCoords$idx = _slicedToArray$1(vertexCoords[idx], 3),
              x = _vertexCoords$idx[0],
              y = _vertexCoords$idx[1],
              z = _vertexCoords$idx[2];
            return getGeoKDE(vxCoords, pntsOctree.getNearPoints(x, y, z), {
              latAccessor: function latAccessor(d) {
                return d.lat;
              },
              lngAccessor: function lngAccessor(d) {
                return d.lng;
              },
              weightAccessor: function weightAccessor(d) {
                return d.weight;
              },
              bandwidth: bandwidth
            });
          });

          // Animations
          var applyUpdate = function applyUpdate(td) {
            var _obj$__currentTargetD = obj.__currentTargetD = td,
              kdeVals = _obj$__currentTargetD.kdeVals,
              topAlt = _obj$__currentTargetD.topAlt,
              saturation = _obj$__currentTargetD.saturation;
            var maxVal = max$1(kdeVals.map(Math.abs)) || 1e-15;

            // Set vertex colors
            obj.geometry.setAttribute('color', array2BufferAttr(
            // normalization between [0, saturation]
            kdeVals.map(function (val) {
              return color2ShaderArr(colorFn(val / maxVal * saturation));
            }), 4));

            // Set altitudes
            var altScale = linear([0, maxVal], [baseAlt, topAlt || baseAlt]);
            obj.geometry.setAttribute('position', array2BufferAttr(kdeVals.map(function (val, idx) {
              var _vertexGeoCoords$idx = _slicedToArray$1(vertexGeoCoords[idx], 2),
                lng = _vertexGeoCoords$idx[0],
                lat = _vertexGeoCoords$idx[1];
              var alt = altScale(Math.abs(val));
              var p = polar2Cartesian(lat, lng, alt);
              return [p.x, p.y, p.z];
            }), 3));
          };
          var targetD = {
            kdeVals: kdeVals,
            topAlt: topAlt,
            saturation: saturation
          };
          var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {
            kdeVals: kdeVals.map(function () {
              return 0;
            }),
            topAlt: !topAlt ? topAlt : baseAlt,
            saturation: 0.5
          });
          // do not interpolate between different length arrays
          currentTargetD.kdeVals.length !== kdeVals.length && (currentTargetD.kdeVals = kdeVals.slice());
          if (Object.keys(targetD).some(function (k) {
            return currentTargetD[k] !== targetD[k];
          })) {
            if (!state.heatmapsTransitionDuration || state.heatmapsTransitionDuration < 0) {
              // set final position
              applyUpdate(targetD);
            } else {
              // animate
              new Tween(currentTargetD).to(targetD, state.heatmapsTransitionDuration).easing(Easing.Quadratic.InOut).onUpdate(applyUpdate).start();
            }
          }
        }
      });
    }
  });

  var THREE$a = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    DoubleSide: DoubleSide,
    Group: Group$1,
    LineBasicMaterial: LineBasicMaterial,
    LineSegments: LineSegments,
    Mesh: Mesh,
    MeshBasicMaterial: MeshBasicMaterial
  };

  //

  var PolygonsLayerKapsule = index$2({
    props: {
      polygonsData: {
        "default": []
      },
      polygonGeoJsonGeometry: {
        "default": 'geometry'
      },
      polygonSideColor: {
        "default": function _default() {
          return '#ffffaa';
        }
      },
      polygonSideMaterial: {},
      polygonCapColor: {
        "default": function _default() {
          return '#ffffaa';
        }
      },
      polygonCapMaterial: {},
      polygonStrokeColor: {},
      polygonAltitude: {
        "default": 0.01
      },
      // in units of globe radius
      polygonCapCurvatureResolution: {
        "default": 5
      },
      // in angular degrees
      polygonsTransitionDuration: {
        "default": 1000,
        triggerUpdate: false
      } // ms
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
    },
    update: function update(state) {
      // Data accessors
      var geoJsonAccessor = index$1(state.polygonGeoJsonGeometry);
      var altitudeAccessor = index$1(state.polygonAltitude);
      var capCurvatureResolutionAccessor = index$1(state.polygonCapCurvatureResolution);
      var capColorAccessor = index$1(state.polygonCapColor);
      var capMaterialAccessor = index$1(state.polygonCapMaterial);
      var sideColorAccessor = index$1(state.polygonSideColor);
      var sideMaterialAccessor = index$1(state.polygonSideMaterial);
      var strokeColorAccessor = index$1(state.polygonStrokeColor);
      var singlePolygons = [];
      state.polygonsData.forEach(function (polygon) {
        var objAttrs = {
          data: polygon,
          capColor: capColorAccessor(polygon),
          capMaterial: capMaterialAccessor(polygon),
          sideColor: sideColorAccessor(polygon),
          sideMaterial: sideMaterialAccessor(polygon),
          strokeColor: strokeColorAccessor(polygon),
          altitude: +altitudeAccessor(polygon),
          capCurvatureResolution: +capCurvatureResolutionAccessor(polygon)
        };
        var geoJson = geoJsonAccessor(polygon);
        var geoId = polygon.__id || "".concat(Math.round(Math.random() * 1e9)); // generate and stamp polygon ids to keep track in digest
        polygon.__id = geoId;
        if (geoJson.type === 'Polygon') {
          singlePolygons.push(_objectSpread2({
            id: "".concat(geoId, "_0"),
            coords: geoJson.coordinates
          }, objAttrs));
        } else if (geoJson.type === 'MultiPolygon') {
          singlePolygons.push.apply(singlePolygons, _toConsumableArray$1(geoJson.coordinates.map(function (coords, idx) {
            return _objectSpread2({
              id: "".concat(geoId, "_").concat(idx),
              coords: coords
            }, objAttrs);
          })));
        } else {
          console.warn("Unsupported GeoJson geometry type: ".concat(geoJson.type, ". Skipping geometry..."));
        }
      });
      threeDigest(singlePolygons, state.scene, {
        idAccessor: function idAccessor(d) {
          return d.id;
        },
        createObj: function createObj() {
          var obj = new THREE$a.Group();
          obj.__defaultSideMaterial = new THREE$a.MeshBasicMaterial({
            side: THREE$a.DoubleSide,
            depthWrite: true
          });
          obj.__defaultCapMaterial = new THREE$a.MeshBasicMaterial({
            side: THREE$a.DoubleSide,
            depthWrite: true
          });

          // conic geometry
          obj.add(new THREE$a.Mesh(undefined, [obj.__defaultSideMaterial,
          // side material
          obj.__defaultCapMaterial // cap material
          ]));

          // polygon stroke
          obj.add(new THREE$a.LineSegments(undefined, new THREE$a.LineBasicMaterial()));
          obj.__globeObjType = 'polygon'; // Add object type

          return obj;
        },
        updateObj: function updateObj(obj, _ref) {
          var coords = _ref.coords,
            capColor = _ref.capColor,
            capMaterial = _ref.capMaterial,
            sideColor = _ref.sideColor,
            sideMaterial = _ref.sideMaterial,
            strokeColor = _ref.strokeColor,
            altitude = _ref.altitude,
            capCurvatureResolution = _ref.capCurvatureResolution;
          var _obj$children = _slicedToArray$1(obj.children, 2),
            conicObj = _obj$children[0],
            strokeObj = _obj$children[1];

          // hide stroke if no color set
          var addStroke = !!strokeColor;
          strokeObj.visible = addStroke;

          // regenerate geometries if needed
          if (!objMatch(conicObj.geometry.parameters || {}, {
            polygonGeoJson: coords,
            curvatureResolution: capCurvatureResolution
          })) {
            conicObj.geometry && conicObj.geometry.dispose();
            conicObj.geometry = new ConicPolygonBufferGeometry(coords, 0, GLOBE_RADIUS, false, true, true, capCurvatureResolution);
          }
          if (addStroke && (!strokeObj.geometry.parameters || strokeObj.geometry.parameters.geoJson.coordinates !== coords || strokeObj.geometry.parameters.resolution !== capCurvatureResolution)) {
            strokeObj.geometry && strokeObj.geometry.dispose();
            strokeObj.geometry = new GeoJsonGeometry({
              type: 'Polygon',
              coordinates: coords
            }, GLOBE_RADIUS, capCurvatureResolution);
          }

          // replace side/cap materials if defined
          conicObj.material[0] = sideMaterial || obj.__defaultSideMaterial;
          conicObj.material[1] = capMaterial || obj.__defaultCapMaterial;

          // update default material colors
          [!sideMaterial && sideColor, !capMaterial && capColor].forEach(function (color, materialIdx) {
            if (!color) return; // skip custom materials

            // conic object
            var material = conicObj.material[materialIdx];
            var opacity = colorAlpha(color);
            material.color.set(colorStr2Hex(color));
            material.transparent = opacity < 1;
            material.opacity = opacity;
          });
          if (addStroke) {
            // stroke object
            var material = strokeObj.material;
            var opacity = colorAlpha(strokeColor);
            material.color.set(colorStr2Hex(strokeColor));
            material.transparent = opacity < 1;
            material.opacity = opacity;
          }
          var targetD = {
            alt: altitude
          };
          var applyUpdate = function applyUpdate(td) {
            var _obj$__currentTargetD = obj.__currentTargetD = td,
              alt = _obj$__currentTargetD.alt;
            conicObj.scale.x = conicObj.scale.y = conicObj.scale.z = 1 + alt;
            addStroke && (strokeObj.scale.x = strokeObj.scale.y = strokeObj.scale.z = 1 + alt + 1e-4); // stroke slightly above the conic mesh
          };
          var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {
            alt: -1e-3
          });
          if (Object.keys(targetD).some(function (k) {
            return currentTargetD[k] !== targetD[k];
          })) {
            if (!state.polygonsTransitionDuration || state.polygonsTransitionDuration < 0 || currentTargetD.alt === targetD.alt) {
              // set final position
              applyUpdate(targetD);
            } else {
              // animate
              new Tween(currentTargetD).to(targetD, state.polygonsTransitionDuration).easing(Easing.Quadratic.InOut).onUpdate(applyUpdate).start();
            }
          }
        }
      });
    }
  });
  function objMatch(obj, attrs) {
    var compFn = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : function () {
      return function (a, b) {
        return a === b;
      };
    };
    return Object.entries(attrs).every(function (_ref2) {
      var _ref3 = _slicedToArray$1(_ref2, 2),
        k = _ref3[0],
        v = _ref3[1];
      return obj.hasOwnProperty(k) && compFn(k)(obj[k], v);
    });
  }

  var THREE$9 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    BufferGeometry: BufferGeometry,
    CircleGeometry: CircleGeometry,
    DoubleSide: DoubleSide,
    Mesh: Mesh,
    MeshLambertMaterial: MeshLambertMaterial,
    Vector3: Vector3
  };
  var bfg = Object.assign({}, _bfg);
  var BufferGeometryUtils = bfg.BufferGeometryUtils || bfg;

  //

  var HexedPolygonsLayerKapsule = index$2({
    props: {
      hexPolygonsData: {
        "default": []
      },
      hexPolygonGeoJsonGeometry: {
        "default": 'geometry'
      },
      hexPolygonColor: {
        "default": function _default() {
          return '#ffffaa';
        }
      },
      hexPolygonAltitude: {
        "default": 0.001
      },
      // in units of globe radius
      hexPolygonResolution: {
        "default": 3
      },
      // 0-15. Level 0 partitions the earth in 122 (mostly) hexagonal cells. Each subsequent level sub-divides the previous in roughly 7 hexagons.
      hexPolygonMargin: {
        "default": 0.2
      },
      // in fraction of hex diameter
      hexPolygonUseDots: {
        "default": false
      },
      // if points should be circular instead of hexagonal
      hexPolygonCurvatureResolution: {
        "default": 5
      },
      // in angular degrees, only relevant for hex tops
      hexPolygonDotResolution: {
        "default": 12
      },
      // how many slice segments in the dot circle's circumference
      hexPolygonsTransitionDuration: {
        "default": 0,
        triggerUpdate: false
      } // ms
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
    },
    update: function update(state) {
      // Accessors
      var geoJsonAccessor = index$1(state.hexPolygonGeoJsonGeometry);
      var colorAccessor = index$1(state.hexPolygonColor);
      var altitudeAccessor = index$1(state.hexPolygonAltitude);
      var resolutionAccessor = index$1(state.hexPolygonResolution);
      var marginAccessor = index$1(state.hexPolygonMargin);
      var useDotsAccessor = index$1(state.hexPolygonUseDots);
      var curvatureResolutionAccessor = index$1(state.hexPolygonCurvatureResolution);
      var dotResolutionAccessor = index$1(state.hexPolygonDotResolution);
      threeDigest(state.hexPolygonsData, state.scene, {
        createObj: function createObj(d) {
          var obj = new THREE$9.Mesh(undefined, new THREE$9.MeshLambertMaterial({
            side: THREE$9.DoubleSide
          }));
          obj.__globeObjType = 'hexPolygon'; // Add object type

          return obj;
        },
        updateObj: function updateObj(obj, d) {
          var geoJson = geoJsonAccessor(d);
          var h3Res = resolutionAccessor(d);
          var alt = altitudeAccessor(d);
          var margin = Math.max(0, Math.min(1, +marginAccessor(d)));
          var useDots = useDotsAccessor(d);
          var curvatureResolution = curvatureResolutionAccessor(d);
          var dotResolution = dotResolutionAccessor(d);

          // update material
          var color = colorAccessor(d);
          var opacity = colorAlpha(color);
          obj.material.color.set(colorStr2Hex(color));
          obj.material.transparent = opacity < 1;
          obj.material.opacity = opacity;
          var targetD = {
            alt: alt,
            margin: margin,
            curvatureResolution: curvatureResolution
          };
          var memD = {
            geoJson: geoJson,
            h3Res: h3Res
          };
          var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {
            alt: -1e-3
          });
          var currentMemD = obj.__currentMemD || memD;
          if (Object.keys(targetD).some(function (k) {
            return currentTargetD[k] !== targetD[k];
          }) || Object.keys(memD).some(function (k) {
            return currentMemD[k] !== memD[k];
          })) {
            obj.__currentMemD = memD;
            var h3Idxs = [];
            if (geoJson.type === 'Polygon') {
              polygonToCells(geoJson.coordinates, h3Res, true).forEach(function (idx) {
                return h3Idxs.push(idx);
              });
            } else if (geoJson.type === 'MultiPolygon') {
              geoJson.coordinates.forEach(function (coords) {
                return polygonToCells(coords, h3Res, true).forEach(function (idx) {
                  return h3Idxs.push(idx);
                });
              });
            } else {
              console.warn("Unsupported GeoJson geometry type: ".concat(geoJson.type, ". Skipping geometry..."));
            }
            var hexBins = h3Idxs.map(function (h3Idx) {
              var hexCenter = cellToLatLng(h3Idx);
              var hexGeoJson = cellToBoundary(h3Idx, true).reverse(); // correct polygon winding

              // stitch longitudes at the anti-meridian
              var centerLng = hexCenter[1];
              hexGeoJson.forEach(function (d) {
                var edgeLng = d[0];
                if (Math.abs(centerLng - edgeLng) > 170) {
                  // normalize large lng distances
                  d[0] += centerLng > edgeLng ? 360 : -360;
                }
              });
              return {
                h3Idx: h3Idx,
                hexCenter: hexCenter,
                hexGeoJson: hexGeoJson
              };
            });
            var applyUpdate = function applyUpdate(td) {
              var _obj$__currentTargetD = obj.__currentTargetD = td,
                alt = _obj$__currentTargetD.alt,
                margin = _obj$__currentTargetD.margin,
                curvatureResolution = _obj$__currentTargetD.curvatureResolution;
              obj.geometry && obj.geometry.dispose();
              obj.geometry = !hexBins.length ? new THREE$9.BufferGeometry() : (BufferGeometryUtils.mergeGeometries || BufferGeometryUtils.mergeBufferGeometries)(hexBins.map(function (h) {
                var _h$hexCenter = _slicedToArray$1(h.hexCenter, 2),
                  clat = _h$hexCenter[0],
                  clng = _h$hexCenter[1];
                if (useDots) {
                  var centerPos = polar2Cartesian(clat, clng, alt);
                  var edgePos = polar2Cartesian(h.hexGeoJson[0][1], h.hexGeoJson[0][0], alt);
                  var r = 0.85 * (1 - margin) * new THREE$9.Vector3(centerPos.x, centerPos.y, centerPos.z).distanceTo(new THREE$9.Vector3(edgePos.x, edgePos.y, edgePos.z));
                  var geometry = new CircleGeometry(r, dotResolution);
                  geometry.rotateX(deg2Rad$1(-clat));
                  geometry.rotateY(deg2Rad$1(clng));
                  geometry.translate(centerPos.x, centerPos.y, centerPos.z);
                  return geometry;
                } else {
                  var relNum = function relNum(st, end, rat) {
                    return st - (st - end) * rat;
                  };

                  // compute new geojson with relative margin
                  var _geoJson = margin === 0 ? h.hexGeoJson : h.hexGeoJson.map(function (_ref) {
                    var _ref2 = _slicedToArray$1(_ref, 2),
                      elng = _ref2[0],
                      elat = _ref2[1];
                    return [[elng, clng], [elat, clat]].map(function (_ref3) {
                      var _ref4 = _slicedToArray$1(_ref3, 2),
                        st = _ref4[0],
                        end = _ref4[1];
                      return relNum(st, end, margin);
                    });
                  });
                  return new ConicPolygonBufferGeometry([_geoJson], GLOBE_RADIUS, GLOBE_RADIUS * (1 + alt), false, true, false, curvatureResolution);
                }
              }));
            };
            if (!state.hexPolygonsTransitionDuration || state.hexPolygonsTransitionDuration < 0) {
              // set final position
              applyUpdate(targetD);
            } else {
              // animate
              new Tween(currentTargetD).to(targetD, state.hexPolygonsTransitionDuration).easing(Easing.Quadratic.InOut).onUpdate(applyUpdate).start();
            }
          }
        }
      });
    }
  });

  var THREE$8 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Vector3: Vector3
  };
  function interpolateVectors(fromPnts, toPnts) {
    var extendArr = function extendArr(arr, length) {
      var repeatItem = arr[arr.length - 1];
      return [].concat(_toConsumableArray$1(arr), _toConsumableArray$1(_toConsumableArray$1(new Array(length - arr.length)).map(function () {
        return repeatItem;
      })));
    };
    var arrLength = Math.max(fromPnts.length, toPnts.length);
    var interpolator = interpolateArray.apply(void 0, _toConsumableArray$1([fromPnts, toPnts].map(function (pnts) {
      return pnts.map(function (_ref) {
        var x = _ref.x,
          y = _ref.y,
          z = _ref.z;
        return [x, y, z];
      });
    }).map(function (arr) {
      return extendArr(arr, arrLength);
    })));
    return function (k) {
      return k === 0 ? fromPnts : k === 1 ? toPnts : interpolator(k).map(function (_ref2) {
        var _ref3 = _slicedToArray$1(_ref2, 3),
          x = _ref3[0],
          y = _ref3[1],
          z = _ref3[2];
        return new THREE$8.Vector3(x, y, z);
      });
    };
  }

  var THREE$7 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    BufferGeometry: BufferGeometry,
    Color: Color$1,
    Group: Group$1,
    Line: Line,
    NormalBlending: NormalBlending,
    ShaderMaterial: ShaderMaterial,
    Vector3: Vector3
  };
  var FrameTicker$1 = _FrameTicker["default"] || _FrameTicker;

  //

  var gradientShaders = {
    uniforms: {
      // dash param defaults, all relative to full length
      dashOffset: {
        value: 0
      },
      dashSize: {
        value: 1
      },
      gapSize: {
        value: 0
      },
      dashTranslate: {
        value: 0
      } // used for animating the dash
    },
    vertexShader: "\n    uniform float dashTranslate;\n\n    attribute vec4 vertexColor;\n    varying vec4 vColor;\n\n    attribute float vertexRelDistance;\n    varying float vRelDistance;\n\n    void main() {\n      // pass through colors and distances\n      vColor = vertexColor;\n      vRelDistance = vertexRelDistance + dashTranslate;\n      gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);\n    }\n  ",
    fragmentShader: "\n    uniform float dashOffset;\n    uniform float dashSize;\n    uniform float gapSize;\n\n    varying vec4 vColor;\n    varying float vRelDistance;\n\n    void main() {\n      // ignore pixels in the gap\n      if (vRelDistance < dashOffset) discard;\n      if (mod(vRelDistance - dashOffset, dashSize + gapSize) > dashSize) discard;\n\n      // set px color: [r, g, b, a], interpolated between vertices\n      gl_FragColor = vColor;\n    }\n  "
  };
  var PathsLayerKapsule = index$2({
    props: {
      pathsData: {
        "default": []
      },
      pathPoints: {
        "default": function _default(pnts) {
          return pnts;
        }
      },
      pathPointLat: {
        "default": function _default(arr) {
          return arr[0];
        }
      },
      pathPointLng: {
        "default": function _default(arr) {
          return arr[1];
        }
      },
      pathPointAlt: {
        "default": 1e-3
      },
      pathResolution: {
        "default": 2
      },
      // in deg
      pathColor: {
        "default": function _default() {
          return '#ffffaa';
        }
      },
      // single color, array of colors or color interpolation fn
      pathStroke: {},
      // in deg
      pathDashLength: {
        "default": 1
      },
      // in units of line length
      pathDashGap: {
        "default": 0
      },
      pathDashInitialGap: {
        "default": 0
      },
      pathDashAnimateTime: {
        "default": 0
      },
      // ms
      pathTransitionDuration: {
        "default": 1000,
        triggerUpdate: false
      },
      // ms
      rendererSize: {} // necessary to set correct fatline proportions
    },
    methods: {
      pauseAnimation: function pauseAnimation(state) {
        var _state$ticker;
        (_state$ticker = state.ticker) === null || _state$ticker === void 0 || _state$ticker.pause();
      },
      resumeAnimation: function resumeAnimation(state) {
        var _state$ticker2;
        (_state$ticker2 = state.ticker) === null || _state$ticker2 === void 0 || _state$ticker2.resume();
      },
      _destructor: function _destructor(state) {
        var _state$ticker3;
        (_state$ticker3 = state.ticker) === null || _state$ticker3 === void 0 || _state$ticker3.dispose();
      }
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;

      // Kick-off dash animations
      state.ticker = new FrameTicker$1();
      state.ticker.onTick.add(function (_, timeDelta) {
        state.pathsData.filter(function (d) {
          return d.__threeObj && d.__threeObj.children.length && d.__threeObj.children[0].material && d.__threeObj.children[0].__dashAnimateStep;
        }).forEach(function (d) {
          var obj = d.__threeObj.children[0];
          var step = obj.__dashAnimateStep * timeDelta;
          if (obj.type === 'Line') {
            var curTranslate = obj.material.uniforms.dashTranslate.value % 1e9; // reset after 1B loops
            obj.material.uniforms.dashTranslate.value = curTranslate + step;
          } else if (obj.type === 'Line2') {
            // fatline
            var offset = obj.material.dashOffset - step;
            var dashLength = obj.material.dashSize + obj.material.gapSize;
            while (offset <= -dashLength) offset += dashLength; // cycle within dash length
            obj.material.dashOffset = offset;
          }
        });
      });
    },
    update: function update(state) {
      // Data accessors
      var pointsAccessor = index$1(state.pathPoints);
      var pointLatAccessor = index$1(state.pathPointLat);
      var pointLngAccessor = index$1(state.pathPointLng);
      var pointAltAccessor = index$1(state.pathPointAlt);
      var strokeAccessor = index$1(state.pathStroke);
      var colorAccessor = index$1(state.pathColor);
      var dashLengthAccessor = index$1(state.pathDashLength);
      var dashGapAccessor = index$1(state.pathDashGap);
      var dashInitialGapAccessor = index$1(state.pathDashInitialGap);
      var dashAnimateTimeAccessor = index$1(state.pathDashAnimateTime);
      var sharedShaderMaterial = new THREE$7.ShaderMaterial(_objectSpread2(_objectSpread2({}, gradientShaders), {}, {
        transparent: true,
        blending: THREE$7.NormalBlending
      }));
      threeDigest(state.pathsData, state.scene, {
        createObj: function createObj() {
          var obj = new THREE$7.Group(); // populated in updateObj

          obj.__globeObjType = 'path'; // Add object type
          return obj;
        },
        updateObj: function updateObj(group, path) {
          var stroke = strokeAccessor(path);
          var useFatLine = stroke !== null && stroke !== undefined;
          if (!group.children.length || useFatLine === (group.children[0].type === 'Line')) {
            // create or swap object types
            emptyObject(group);
            var _obj = useFatLine ? new Line2(new LineGeometry(), new LineMaterial()) : new THREE$7.Line(new THREE$7.BufferGeometry(), sharedShaderMaterial.clone() // Separate material instance per object to have dedicated uniforms (but shared shaders)
            );
            group.add(_obj);
          }
          var obj = group.children[0];
          var points = calcPath(pointsAccessor(path), pointLatAccessor, pointLngAccessor, pointAltAccessor, state.pathResolution);

          // set dash animation step
          var dashAnimateTime = dashAnimateTimeAccessor(path);
          obj.__dashAnimateStep = dashAnimateTime > 0 ? 1000 / dashAnimateTime : 0; // per second

          if (!useFatLine) {
            // set dash uniforms
            Object.assign(obj.material.uniforms, {
              dashSize: {
                value: dashLengthAccessor(path)
              },
              gapSize: {
                value: dashGapAccessor(path)
              },
              dashOffset: {
                value: dashInitialGapAccessor(path)
              }
            });

            // calculate vertex colors (to create gradient)
            var vertexColorArray = calcColorVertexArray(colorAccessor(path),
            // single, array of colors or interpolator
            points.length // numSegments
            );

            // calculate vertex relative distances (for dashed lines)
            var vertexRelDistanceArray = calcVertexRelDistances(points.length,
            // numSegments
            1,
            // num vertices per segment
            true // run from end to start, to animate in the correct direction
            );
            obj.geometry.setAttribute('vertexColor', vertexColorArray);
            obj.geometry.setAttribute('vertexRelDistance', vertexRelDistanceArray);
          } else {
            // fat lines
            obj.material.resolution = state.rendererSize;
            {
              // set dash styling
              var dashLength = dashLengthAccessor(path);
              var dashGap = dashGapAccessor(path);
              var dashInitialGap = dashInitialGapAccessor(path);
              obj.material.dashed = dashGap > 0;

              // temp hack to activate line dashes
              obj.material.dashed ? obj.material.defines.USE_DASH = "" : delete obj.material.defines.USE_DASH;
              if (obj.material.dashed) {
                obj.material.dashScale = 1 / calcLineDistance(points); // dash sizes relative to full line length

                obj.material.dashSize = dashLength;
                obj.material.gapSize = dashGap;
                obj.material.dashOffset = -dashInitialGap;
              }
            }
            {
              // set line colors
              var colors = colorAccessor(path);
              if (colors instanceof Array) {
                // calculate vertex colors (to create gradient)
                var _vertexColorArray = calcColorVertexArray(colorAccessor(path),
                // single, array of colors or interpolator
                points.length - 1,
                // numSegments
                1,
                // num vertices per segment
                false);
                obj.geometry.setColors(_vertexColorArray.array);
                obj.material.vertexColors = true;
              } else {
                // single color
                var color = colors;
                var opacity = colorAlpha(color);
                obj.material.color = new THREE$7.Color(colorStr2Hex(color));
                obj.material.transparent = opacity < 1;
                obj.material.opacity = opacity;
                obj.material.vertexColors = false;
              }
            }
            obj.material.needsUpdate = true;
          }

          // animate from start to finish by default
          var pointsInterpolator = interpolateVectors(path.__currentTargetD && path.__currentTargetD.points || [points[0]], points);
          var applyUpdate = function applyUpdate(td) {
            var _path$__currentTarget = path.__currentTargetD = td,
              stroke = _path$__currentTarget.stroke,
              interpolK = _path$__currentTarget.interpolK;
            var kPoints = path.__currentTargetD.points = pointsInterpolator(interpolK);
            if (useFatLine) {
              var _ref;
              obj.geometry.setPositions((_ref = []).concat.apply(_ref, _toConsumableArray$1(kPoints.map(function (_ref2) {
                var x = _ref2.x,
                  y = _ref2.y,
                  z = _ref2.z;
                return [x, y, z];
              }))));
              obj.material.linewidth = stroke;

              // necessary for dashed lines
              obj.material.dashed && obj.computeLineDistances();
            } else {
              obj.geometry.setFromPoints(kPoints);
              obj.geometry.computeBoundingSphere();
            }
          };
          var targetD = {
            stroke: stroke,
            interpolK: 1
          };
          var currentTargetD = Object.assign({}, path.__currentTargetD || targetD, {
            interpolK: 0
          });
          if (Object.keys(targetD).some(function (k) {
            return currentTargetD[k] !== targetD[k];
          })) {
            if (!state.pathTransitionDuration || state.pathTransitionDuration < 0) {
              // set final position
              applyUpdate(targetD);
            } else {
              // animate
              new Tween(currentTargetD).to(targetD, state.pathTransitionDuration).easing(Easing.Quadratic.InOut).onUpdate(applyUpdate).start();
            }
          }
        }
      });

      //

      function calcLineDistance(pnts) {
        var totalDist = 0;
        var prevPnt;
        pnts.forEach(function (pnt) {
          prevPnt && (totalDist += prevPnt.distanceTo(pnt));
          prevPnt = pnt;
        });
        return totalDist;
      }
      function calcPath(points, latAccessor, lngAccessor, altAccessor, angularResolution) {
        var getInterpolatedVals = function getInterpolatedVals(start, end, numPnts) {
          var result = [];
          for (var i = 1; i <= numPnts; i++) {
            result.push(start + (end - start) * i / (numPnts + 1));
          }
          return result;
        };
        var interpolateLine = function interpolateLine() {
          var lineCoords = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : [];
          var maxDegDistance = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;
          var result = [];
          var prevPnt = null;
          lineCoords.forEach(function (pnt) {
            if (prevPnt) {
              // cross the anti-meridian if that's the closest distance between points
              while (Math.abs(prevPnt[1] - pnt[1]) > 180) prevPnt[1] += 360 * (prevPnt[1] < pnt[1] ? 1 : -1);
              var dist = Math.sqrt(Math.pow(pnt[0] - prevPnt[0], 2) + Math.pow(pnt[1] - prevPnt[1], 2));
              if (dist > maxDegDistance) {
                var numAdditionalPnts = Math.floor(dist / maxDegDistance);
                var lats = getInterpolatedVals(prevPnt[0], pnt[0], numAdditionalPnts);
                var lngs = getInterpolatedVals(prevPnt[1], pnt[1], numAdditionalPnts);
                var alts = getInterpolatedVals(prevPnt[2], pnt[2], numAdditionalPnts);
                for (var i = 0, len = lats.length; i < len; i++) {
                  result.push([lats[i], lngs[i], alts[i]]);
                }
              }
            }
            result.push(prevPnt = pnt);
          });
          return result;
        };
        var getVec = function getVec(_ref3) {
          var _ref4 = _slicedToArray$1(_ref3, 3),
            lat = _ref4[0],
            lng = _ref4[1],
            alt = _ref4[2];
          var _polar2Cartesian = polar2Cartesian(lat, lng, alt),
            x = _polar2Cartesian.x,
            y = _polar2Cartesian.y,
            z = _polar2Cartesian.z;
          return new THREE$7.Vector3(x, y, z);
        };
        return interpolateLine(points.map(function (pnt) {
          return [latAccessor(pnt), lngAccessor(pnt), altAccessor(pnt)];
        }), angularResolution).map(getVec);
      }
      function calcColorVertexArray(colors, numSegments) {
        var numVerticesPerSegment = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 1;
        var includeAlpha = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : true;
        var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends

        var getVertexColor;
        if (colors instanceof Array || colors instanceof Function) {
          var colorInterpolator = colors instanceof Array ? linear() // array of colors, interpolate at each step
          .domain(colors.map(function (_, idx) {
            return idx / (colors.length - 1);
          })) // same number of stops as colors
          .range(colors) : colors; // already interpolator fn

          getVertexColor = function getVertexColor(t) {
            return color2ShaderArr(colorInterpolator(t), includeAlpha, true);
          };
        } else {
          // single color, use constant
          var vertexColor = color2ShaderArr(colors, includeAlpha, true);
          getVertexColor = function getVertexColor() {
            return vertexColor;
          };
        }
        var vertexColors = [];
        for (var v = 0, l = numVerticesGroup; v < l; v++) {
          var _vertexColor = getVertexColor(v / (l - 1));
          for (var s = 0; s < numVerticesPerSegment; s++) {
            vertexColors.push(_vertexColor);
          }
        }
        return array2BufferAttr(vertexColors, includeAlpha ? 4 : 3);
      }
      function calcVertexRelDistances(numSegments) {
        var numVerticesPerSegment = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 1;
        var invert = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;
        var numVerticesGroup = numSegments + 1; // one between every two segments and two at the ends

        var vertexDistances = [];
        for (var v = 0, l = numVerticesGroup; v < l; v++) {
          var relDistance = v / (l - 1);
          for (var s = 0; s < numVerticesPerSegment; s++) {
            vertexDistances.push(relDistance);
          }
        }
        invert && vertexDistances.reverse();
        return array2BufferAttr(vertexDistances, 1);
      }
    }
  });

  var THREE$6 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Euler: Euler,
    Mesh: Mesh,
    MeshLambertMaterial: MeshLambertMaterial,
    SphereGeometry: SphereGeometry
  };

  //

  var TilesLayerKapsule = index$2({
    props: {
      tilesData: {
        "default": []
      },
      tileLat: {
        "default": 'lat'
      },
      // tile centroid
      tileLng: {
        "default": 'lng'
      },
      tileAltitude: {
        "default": 0.01
      },
      // in units of globe radius
      tileWidth: {
        "default": 1
      },
      // in lng degrees
      tileHeight: {
        "default": 1
      },
      // in lat degrees
      tileUseGlobeProjection: {
        "default": true
      },
      // whether to size tiles relative to the globe coordinate system, or independently
      tileMaterial: {
        "default": function _default() {
          return new THREE$6.MeshLambertMaterial({
            color: '#ffbb88',
            opacity: 0.4,
            transparent: true
          });
        }
      },
      tileCurvatureResolution: {
        "default": 5
      },
      // in angular degrees
      tilesTransitionDuration: {
        "default": 1000,
        triggerUpdate: false
      } // ms
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
    },
    update: function update(state) {
      // Data accessors
      var latAccessor = index$1(state.tileLat);
      var lngAccessor = index$1(state.tileLng);
      var altitudeAccessor = index$1(state.tileAltitude);
      var widthAccessor = index$1(state.tileWidth);
      var heightAccessor = index$1(state.tileHeight);
      var useGlobeProjectionAccessor = index$1(state.tileUseGlobeProjection);
      var materialAccessor = index$1(state.tileMaterial);
      var curvatureResolutionAccessor = index$1(state.tileCurvatureResolution);
      threeDigest(state.tilesData, state.scene, {
        createObj: function createObj() {
          var obj = new THREE$6.Mesh();
          obj.__globeObjType = 'tile'; // Add object type

          return obj;
        },
        updateObj: function updateObj(obj, d) {
          obj.material = materialAccessor(d); // set material

          var useGlobeProjection = useGlobeProjectionAccessor(d);
          var curvatureResolution = curvatureResolutionAccessor(d);

          // animations
          var applyPosition = function applyPosition(td) {
            var _obj$__currentTargetD = obj.__currentTargetD = td,
              lat = _obj$__currentTargetD.lat,
              lng = _obj$__currentTargetD.lng,
              alt = _obj$__currentTargetD.alt,
              width = _obj$__currentTargetD.width,
              height = _obj$__currentTargetD.height;
            var rotLng = deg2Rad(lng);
            var rotLat = deg2Rad(-lat);
            obj.geometry && obj.geometry.dispose();
            obj.geometry = new THREE$6.SphereGeometry(GLOBE_RADIUS * (1 + alt), Math.ceil(width / (curvatureResolution || -1)), Math.ceil(height / (curvatureResolution || -1)), deg2Rad(90 - width / 2) + (useGlobeProjection ? rotLng : 0), deg2Rad(width), deg2Rad(90 - height / 2) + (useGlobeProjection ? rotLat : 0), deg2Rad(height));
            if (!useGlobeProjection) {
              // rotate obj instead. order matters, rotate longitudinally first.
              obj.setRotationFromEuler(new THREE$6.Euler(rotLat, rotLng, 0, 'YXZ'));
            }
          };
          var targetD = {
            lat: +latAccessor(d),
            lng: +lngAccessor(d),
            alt: +altitudeAccessor(d),
            width: +widthAccessor(d),
            height: +heightAccessor(d)
          };
          var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {
            width: 0,
            height: 0
          });
          if (Object.keys(targetD).some(function (k) {
            return currentTargetD[k] !== targetD[k];
          })) {
            if (!state.tilesTransitionDuration || state.tilesTransitionDuration < 0) {
              // set final position
              applyPosition(targetD);
            } else {
              // animate
              new Tween(currentTargetD).to(targetD, state.tilesTransitionDuration).easing(Easing.Quadratic.InOut).onUpdate(applyPosition).start();
            }
          }
        }
      });
    }
  });
  var deg2Rad = function deg2Rad(deg) {
    return deg * Math.PI / 180;
  };

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26 118 -15 q 41 200 41 79 l 41 737 l 166 737 l 167 215 q 171 141 167 157 q 225 101 182 101 q 247 103 238 101 q 283 112 256 104 l 283 3 "},"π":{x_min:-0.21875,x_max:773.21875,ha:857,o:"m 773 -7 l 707 -11 q 575 40 607 -11 q 552 174 552 77 l 552 226 l 552 626 l 222 626 l 222 0 l 97 0 l 97 626 l 0 626 l 0 737 l 773 737 l 773 626 l 676 626 l 676 171 q 695 103 676 117 q 773 90 714 90 l 773 -7 "},"ά":{x_min:0,x_max:765.5625,ha:809,o:"m 765 -4 q 698 -14 726 -14 q 564 97 586 -14 q 466 7 525 40 q 337 -26 407 -26 q 88 98 186 -26 q 0 369 0 212 q 88 637 0 525 q 337 760 184 760 q 465 727 407 760 q 563 637 524 695 l 563 738 l 685 738 l 685 222 q 693 141 685 168 q 748 94 708 94 q 765 95 760 94 l 765 -4 m 584 371 q 531 562 584 485 q 360 653 470 653 q 192 566 254 653 q 135 379 135 489 q 186 181 135 261 q 358 84 247 84 q 528 176 465 84 q 584 371 584 260 m 604 1040 l 415 819 l 332 819 l 466 1040 l 604 1040 "},O:{x_min:0,x_max:958,ha:1057,o:"m 485 1041 q 834 882 702 1041 q 958 512 958 734 q 834 136 958 287 q 481 -26 702 -26 q 126 130 261 -26 q 0 504 0 279 q 127 880 0 728 q 485 1041 263 1041 m 480 98 q 731 225 638 98 q 815 504 815 340 q 733 783 815 669 q 480 912 640 912 q 226 784 321 912 q 142 504 142 670 q 226 224 142 339 q 480 98 319 98 "},n:{x_min:0,x_max:615,ha:724,o:"m 615 463 l 615 0 l 490 0 l 490 454 q 453 592 490 537 q 331 656 410 656 q 178 585 240 656 q 117 421 117 514 l 117 0 l 0 0 l 0 738 l 117 738 l 117 630 q 218 728 150 693 q 359 764 286 764 q 552 675 484 764 q 615 463 615 593 "},l:{x_min:41,x_max:166,ha:279,o:"m 166 0 l 41 0 l 41 1013 l 166 1013 l 166 0 "},"¤":{x_min:40.09375,x_max:728.796875,ha:825,o:"m 728 304 l 649 224 l 512 363 q 383 331 458 331 q 256 363 310 331 l 119 224 l 40 304 l 177 441 q 150 553 150 493 q 184 673 150 621 l 40 818 l 119 898 l 267 749 q 321 766 291 759 q 384 773 351 773 q 447 766 417 773 q 501 749 477 759 l 649 898 l 728 818 l 585 675 q 612 618 604 648 q 621 553 621 587 q 591 441 621 491 l 728 304 m 384 682 q 280 643 318 682 q 243 551 243 604 q 279 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133 275 q 341 98 242 98 l 341 922 l 465 922 l 465 98 q 623 195 563 98 q 675 382 675 278 l 675 742 l 808 742 l 808 381 q 720 104 808 213 q 466 -13 627 -13 l 465 -278 "},"η":{x_min:0.78125,x_max:697,ha:810,o:"m 697 -278 l 572 -278 l 572 454 q 540 587 572 536 q 425 650 501 650 q 271 579 337 650 q 206 420 206 509 l 206 0 l 81 0 l 81 489 q 73 588 81 562 q 0 644 56 644 l 0 741 q 68 755 38 755 q 158 720 124 755 q 200 630 193 686 q 297 726 234 692 q 434 761 359 761 q 620 692 544 761 q 697 516 697 624 l 697 -278 "}};var cssFontWeight="normal";var ascender=1189;var underlinePosition=-100;var cssFontStyle="normal";var boundingBox={yMin:-334,xMin:-111,yMax:1189,xMax:1672};var resolution=1000;var original_font_information={postscript_name:"Helvetiker-Regular",version_string:"Version 1.00 2004 initial release",vendor_url:"http://www.magenta.gr/",full_font_name:"Helvetiker",font_family_name:"Helvetiker",copyright:"Copyright (c) Μagenta ltd, 2004",description:"",trademark:"",designer:"",designer_url:"",unique_font_identifier:"Μagenta ltd:Helvetiker:22-10-104",license_url:"http://www.ellak.gr/fonts/MgOpen/license.html",license_description:"Copyright (c) 2004 by MAGENTA Ltd. All Rights Reserved.\r\n\r\nPermission is hereby granted, free of charge, to any person obtaining a copy of the fonts accompanying this license (\"Fonts\") and associated documentation files (the \"Font Software\"), to reproduce and distribute the Font Software, including without limitation the rights to use, copy, merge, publish, distribute, and/or sell copies of the Font Software, and to permit persons to whom the Font Software is furnished to do so, subject to the following conditions: \r\n\r\nThe above copyright and this permission notice shall be included in all copies of one or more of the Font Software typefaces.\r\n\r\nThe Font Software may be modified, altered, or added to, and in particular the designs of glyphs or characters in the Fonts may be modified and additional glyphs or characters may be added to the Fonts, only if the fonts are renamed to names not containing the word \"MgOpen\", or if the modifications are accepted for inclusion in the Font Software itself by the each appointed Administrator.\r\n\r\nThis License becomes null and void to the extent applicable to Fonts or Font Software that has been modified and is distributed under the \"MgOpen\" name.\r\n\r\nThe Font Software may be sold as part of a larger software package but no copy of one or more of the Font Software typefaces may be sold by itself. \r\n\r\nTHE FONT SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL MAGENTA OR PERSONS OR BODIES IN CHARGE OF ADMINISTRATION AND MAINTENANCE OF THE FONT SOFTWARE BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.",manufacturer_name:"Μagenta ltd",font_sub_family_name:"Regular"};var descender=-334;var familyName="Helvetiker";var lineHeight=1522;var underlineThickness=50;var defaultTypeFace = {glyphs:glyphs,cssFontWeight:cssFontWeight,ascender:ascender,underlinePosition:underlinePosition,cssFontStyle:cssFontStyle,boundingBox:boundingBox,resolution:resolution,original_font_information:original_font_information,descender:descender,familyName:familyName,lineHeight:lineHeight,underlineThickness:underlineThickness};

  var THREE$5 = _objectSpread2(_objectSpread2({}, window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    CircleGeometry: CircleGeometry,
    DoubleSide: DoubleSide,
    Group: Group$1,
    Mesh: Mesh,
    MeshLambertMaterial: MeshLambertMaterial,
    TextGeometry: TextGeometry,
    Vector3: Vector3
  }), {}, {
    Font: Font,
    TextGeometry: TextGeometry
  });

  //

  var LabelsLayerKapsule = index$2({
    props: {
      labelsData: {
        "default": []
      },
      labelLat: {
        "default": 'lat'
      },
      labelLng: {
        "default": 'lng'
      },
      labelAltitude: {
        "default": 0
      },
      // in units of globe radius
      labelText: {
        "default": 'text'
      },
      labelSize: {
        "default": 0.5
      },
      // text height in deg
      labelTypeFace: {
        "default": defaultTypeFace,
        onChange: function onChange(tf, state) {
          state.font = new THREE$5.Font(tf);
        }
      },
      labelColor: {
        "default": function _default() {
          return 'lightgrey';
        }
      },
      labelRotation: {
        "default": 0
      },
      // clockwise degrees, relative to the latitute parallel plane
      labelResolution: {
        "default": 3
      },
      // how many segments in the text's curves
      labelIncludeDot: {
        "default": true
      },
      labelDotRadius: {
        "default": 0.1
      },
      // in deg
      labelDotOrientation: {
        "default": function _default() {
          return 'bottom';
        }
      },
      // right, top, bottom
      labelsTransitionDuration: {
        "default": 1000,
        triggerUpdate: false
      } // ms
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
    },
    update: function update(state) {
      // Data accessors
      var latAccessor = index$1(state.labelLat);
      var lngAccessor = index$1(state.labelLng);
      var altitudeAccessor = index$1(state.labelAltitude);
      var textAccessor = index$1(state.labelText);
      var sizeAccessor = index$1(state.labelSize);
      var rotationAccessor = index$1(state.labelRotation);
      var colorAccessor = index$1(state.labelColor);
      var includeDotAccessor = index$1(state.labelIncludeDot);
      var dotRadiusAccessor = index$1(state.labelDotRadius);
      var dotOrientationAccessor = index$1(state.labelDotOrientation);
      var orientations = new Set(['right', 'top', 'bottom']);
      var pxPerDeg = 2 * Math.PI * GLOBE_RADIUS / 360;
      var circleGeometry = new THREE$5.CircleGeometry(1, 16);
      threeDigest(state.labelsData, state.scene, {
        createObj: function createObj() {
          var material = new THREE$5.MeshLambertMaterial();
          material.side = DoubleSide;
          var obj = new THREE$5.Group(); // container

          obj.add(new THREE$5.Mesh(circleGeometry, material)); // dot
          obj.add(new THREE$5.Mesh(undefined, material)); // text

          obj.__globeObjType = 'label'; // Add object type

          return obj;
        },
        updateObj: function updateObj(obj, d) {
          var _obj$children = _slicedToArray$1(obj.children, 2),
            dotObj = _obj$children[0],
            textObj = _obj$children[1];

          // update color
          var color = colorAccessor(d);
          var opacity = colorAlpha(color);
          textObj.material.color.set(colorStr2Hex(color));
          textObj.material.transparent = opacity < 1;
          textObj.material.opacity = opacity;

          // update dot
          var includeDot = includeDotAccessor(d);
          var dotOrient = dotOrientationAccessor(d);
          !includeDot || !orientations.has(dotOrient) && (dotOrient = 'bottom');

          // size dot
          var dotR = includeDot ? +dotRadiusAccessor(d) * pxPerDeg : 1e-12;
          dotObj.scale.x = dotObj.scale.y = dotR;

          // create text geometry
          var textHeight = +sizeAccessor(d) * pxPerDeg;
          textObj.geometry && textObj.geometry.dispose();
          textObj.geometry = new THREE$5.TextGeometry(textAccessor(d), {
            font: state.font,
            size: textHeight,
            height: 0,
            curveSegments: state.labelResolution
          });

          // center text (otherwise anchor is on bottom-left)
          dotOrient !== 'right' && textObj.geometry.center();
          if (includeDot) {
            // translate text
            var padding = dotR + textHeight / 2;
            dotOrient === 'right' && (textObj.position.x = padding);
            textObj.position.y = {
              right: -textHeight / 2,
              // center vertically
              top: padding + textHeight / 2,
              bottom: -padding - textHeight / 2
            }[dotOrient];
          }

          // animations
          var applyPosition = function applyPosition(td) {
            var _obj$__currentTargetD = obj.__currentTargetD = td,
              lat = _obj$__currentTargetD.lat,
              lng = _obj$__currentTargetD.lng,
              alt = _obj$__currentTargetD.alt,
              rot = _obj$__currentTargetD.rot,
              scale = _obj$__currentTargetD.scale;

            // position center
            Object.assign(obj.position, polar2Cartesian(lat, lng, alt));

            // rotate
            obj.lookAt(state.scene.localToWorld(new THREE$5.Vector3(0, 0, 0))); // face globe (local) center
            obj.rotateY(Math.PI); // face outwards

            // rotate clockwise relative to lat parallel
            obj.rotateZ(-rot * Math.PI / 180);

            // scale it
            obj.scale.x = obj.scale.y = obj.scale.z = scale;
          };
          var targetD = {
            lat: +latAccessor(d),
            lng: +lngAccessor(d),
            alt: +altitudeAccessor(d),
            rot: +rotationAccessor(d),
            scale: 1
          };
          var currentTargetD = obj.__currentTargetD || Object.assign({}, targetD, {
            scale: 1e-12
          });
          if (Object.keys(targetD).some(function (k) {
            return currentTargetD[k] !== targetD[k];
          })) {
            if (!state.labelsTransitionDuration || state.labelsTransitionDuration < 0) {
              // set final position
              applyPosition(targetD);
            } else {
              // animate
              new Tween(currentTargetD).to(targetD, state.labelsTransitionDuration).easing(Easing.Quadratic.InOut).onUpdate(applyPosition).start();
            }
          }
        }
      });
    }
  });

  var THREE$4 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    BufferGeometry: BufferGeometry
  };
  var CircleLineGeometry = /*#__PURE__*/function (_THREE$BufferGeometry) {
    _inherits(CircleLineGeometry, _THREE$BufferGeometry);
    function CircleLineGeometry() {
      var _this;
      var radius = arguments.length > 0 && arguments[0] !== undefined ? arguments[0] : 1;
      var segmentCount = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 32;
      _classCallCheck(this, CircleLineGeometry);
      _this = _callSuper(this, CircleLineGeometry);
      _this.type = 'CircleLineGeometry';
      _this.parameters = {
        radius: radius,
        segmentCount: segmentCount
      };
      var points = [];
      for (var i = 0; i <= segmentCount; i++) {
        var theta = (i / segmentCount - 0.25) * Math.PI * 2;
        points.push({
          x: Math.cos(theta) * radius,
          y: Math.sin(theta) * radius,
          z: 0
        });
      }
      _this.setFromPoints(points);
      return _this;
    }
    return _createClass(CircleLineGeometry);
  }(THREE$4.BufferGeometry);

  var THREE$3 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Color: Color$1,
    Group: Group$1,
    Line: Line,
    LineBasicMaterial: LineBasicMaterial,
    Vector3: Vector3
  };
  var FrameTicker = _FrameTicker["default"] || _FrameTicker;
  var RingsLayerKapsule = index$2({
    props: {
      ringsData: {
        "default": []
      },
      ringLat: {
        "default": 'lat'
      },
      ringLng: {
        "default": 'lng'
      },
      ringAltitude: {
        "default": 1.5e-3
      },
      ringColor: {
        "default": function _default() {
          return '#ffffaa';
        },
        triggerUpdate: false
      },
      // single color, array of colors or color interpolation fn
      ringResolution: {
        "default": 64,
        triggerUpdate: false
      },
      // how many slice segments in each circle's circumference
      ringMaxRadius: {
        "default": 2,
        triggerUpdate: false
      },
      // degrees
      ringPropagationSpeed: {
        "default": 1,
        triggerUpdate: false
      },
      // degrees/s
      ringRepeatPeriod: {
        "default": 700,
        triggerUpdate: false
      } // ms
    },
    methods: {
      pauseAnimation: function pauseAnimation(state) {
        var _state$ticker;
        (_state$ticker = state.ticker) === null || _state$ticker === void 0 || _state$ticker.pause();
      },
      resumeAnimation: function resumeAnimation(state) {
        var _state$ticker2;
        (_state$ticker2 = state.ticker) === null || _state$ticker2 === void 0 || _state$ticker2.resume();
      },
      _destructor: function _destructor(state) {
        var _state$ticker3;
        (_state$ticker3 = state.ticker) === null || _state$ticker3 === void 0 || _state$ticker3.dispose();
      }
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
      state.ticker = new FrameTicker();
      state.ticker.onTick.add(function (time) {
        if (!state.ringsData.length) return;

        // Data accessors
        var colorAccessor = index$1(state.ringColor);
        var altitudeAccessor = index$1(state.ringAltitude);
        var maxRadiusAccessor = index$1(state.ringMaxRadius);
        var propagationSpeedAccessor = index$1(state.ringPropagationSpeed);
        var repeatPeriodAccessor = index$1(state.ringRepeatPeriod);
        state.ringsData.filter(function (d) {
          return d.__threeObj;
        }).forEach(function (d) {
          var obj = d.__threeObj;
          if ((obj.__nextRingTime || 0) <= time) {
            // time to add a new ring
            var periodSecs = repeatPeriodAccessor(d) / 1000;
            obj.__nextRingTime = time + (periodSecs <= 0 ? Infinity : periodSecs);
            var circleObj = new THREE$3.Line(new CircleLineGeometry(1, state.ringResolution), new THREE$3.LineBasicMaterial());
            var colors = colorAccessor(d);
            var isMultiColor = colors instanceof Array || colors instanceof Function;
            var colorInterpolator;
            if (!isMultiColor) {
              // set only once
              circleObj.material.color = new THREE$3.Color(colorStr2Hex(colors));
              setMaterialOpacity(circleObj.material, colorAlpha(colors));
            } else {
              if (colors instanceof Array) {
                colorInterpolator = linear().domain(colors.map(function (_, idx) {
                  return idx / (colors.length - 1);
                })) // same number of stops as colors
                .range(colors);
                circleObj.material.transparent = colors.some(function (c) {
                  return colorAlpha(c) < 1;
                });
              } else {
                colorInterpolator = colors;
                circleObj.material.transparent = true;
              }
            }
            var curveR = GLOBE_RADIUS * (1 + altitudeAccessor(d));
            var maxRadius = maxRadiusAccessor(d); // in degrees
            var maxAngle = maxRadius * Math.PI / 180; // in radians
            var propagationSpeed = propagationSpeedAccessor(d);
            var isReverse = propagationSpeed <= 0;
            var updateFn = function updateFn(_ref) {
              var t = _ref.t;
              var ang = (isReverse ? 1 - t : t) * maxAngle;
              circleObj.scale.x = circleObj.scale.y = curveR * Math.sin(ang);
              circleObj.position.z = curveR * (1 - Math.cos(ang));
              if (isMultiColor) {
                var color = colorInterpolator(t);
                circleObj.material.color = new THREE$3.Color(colorStr2Hex(color));
                circleObj.material.transparent && (circleObj.material.opacity = colorAlpha(color));
              }
            };
            if (propagationSpeed === 0) {
              updateFn({
                t: 0
              });
              obj.add(circleObj);
            } else {
              var transitionTime = Math.abs(maxRadius / propagationSpeed) * 1000;
              new Tween({
                t: 0
              }).to({
                t: 1
              }, transitionTime).onUpdate(updateFn).onStart(function () {
                return obj.add(circleObj);
              }).onComplete(function () {
                obj.remove(circleObj);
                deallocate(circleObj);
              }).start();
            }
          }
        });
      });
    },
    update: function update(state) {
      // Data accessors
      var latAccessor = index$1(state.ringLat);
      var lngAccessor = index$1(state.ringLng);
      var altitudeAccessor = index$1(state.ringAltitude);
      var globeCenter = state.scene.localToWorld(new THREE$3.Vector3(0, 0, 0)); // translate from local to world coords

      threeDigest(state.ringsData, state.scene, {
        createObj: function createObj() {
          var obj = new THREE$3.Group();
          obj.__globeObjType = 'ring'; // Add object type
          return obj;
        },
        updateObj: function updateObj(obj, d) {
          var lat = latAccessor(d);
          var lng = lngAccessor(d);
          var alt = altitudeAccessor(d);

          // position & orientate inwards
          Object.assign(obj.position, polar2Cartesian(lat, lng, alt));
          obj.lookAt(globeCenter);
        }
      }, {
        removeDelay: 30000
      } // wait until all rings are gone
      );
    }
  });

  var THREE$2 = _objectSpread2(_objectSpread2({}, window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {}), {}, {
    CSS2DObject: CSS2DObject
  });

  //

  var HtmlElementsLayerKapsule = index$2({
    props: {
      htmlElementsData: {
        "default": []
      },
      htmlLat: {
        "default": 'lat'
      },
      htmlLng: {
        "default": 'lng'
      },
      htmlAltitude: {
        "default": 0
      },
      // in units of globe radius
      htmlElement: {},
      htmlTransitionDuration: {
        "default": 1000,
        triggerUpdate: false
      },
      // ms
      isBehindGlobe: {
        onChange: function onChange() {
          this.updateObjVisibility();
        },
        triggerUpdate: false
      }
    },
    methods: {
      updateObjVisibility: function updateObjVisibility(state, obj) {
        // default to all if no obj specified
        var objs = obj ? [obj] : state.htmlElementsData.map(function (d) {
          return d.__threeObj;
        }).filter(function (d) {
          return d;
        });
        // Hide elements on the far side of the globe
        objs.forEach(function (obj) {
          return obj.visible = !state.isBehindGlobe || !state.isBehindGlobe(obj.position);
        });
      }
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
    },
    update: function update(state, changedProps) {
      var _this = this;
      // Data accessors
      var latAccessor = index$1(state.htmlLat);
      var lngAccessor = index$1(state.htmlLng);
      var altitudeAccessor = index$1(state.htmlAltitude);
      var elemAccessor = index$1(state.htmlElement);
      threeDigest(state.htmlElementsData, state.scene, {
        // objs need to be recreated if this prop has changed
        purge: changedProps.hasOwnProperty('htmlElement'),
        createObj: function createObj(d) {
          var elem = elemAccessor(d);
          var obj = new THREE$2.CSS2DObject(elem);
          obj.__globeObjType = 'html'; // Add object type

          return obj;
        },
        updateObj: function updateObj(obj, d) {
          var applyUpdate = function applyUpdate(td) {
            var _obj$__currentTargetD = obj.__currentTargetD = td,
              alt = _obj$__currentTargetD.alt,
              lat = _obj$__currentTargetD.lat,
              lng = _obj$__currentTargetD.lng;
            Object.assign(obj.position, polar2Cartesian(lat, lng, alt));
            _this.updateObjVisibility(obj);
          };
          var targetD = {
            lat: +latAccessor(d),
            lng: +lngAccessor(d),
            alt: +altitudeAccessor(d)
          };
          if (!state.htmlTransitionDuration || state.htmlTransitionDuration < 0 || !obj.__currentTargetD) {
            // set final position
            applyUpdate(targetD);
          } else {
            // animate
            new Tween(obj.__currentTargetD).to(targetD, state.pointsTransitionDuration).easing(Easing.Quadratic.InOut).onUpdate(applyUpdate).start();
          }
        }
      });
    }
  });

  var THREE$1 = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Euler: Euler,
    Group: Group$1,
    Mesh: Mesh,
    MeshLambertMaterial: MeshLambertMaterial,
    SphereGeometry: SphereGeometry
  };

  //

  var ObjectsLayerKapsule = index$2({
    props: {
      objectsData: {
        "default": []
      },
      objectLat: {
        "default": 'lat'
      },
      objectLng: {
        "default": 'lng'
      },
      objectAltitude: {
        "default": 0.01
      },
      // in units of globe radius
      objectFacesSurface: {
        "default": true
      },
      objectRotation: {},
      objectThreeObject: {
        "default": new THREE$1.Mesh(
        // default object: yellow sphere
        new THREE$1.SphereGeometry(1, 16, 8), new THREE$1.MeshLambertMaterial({
          color: '#ffffaa',
          transparent: true,
          opacity: 0.7
        }))
      }
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
    },
    update: function update(state, changedProps) {
      // Data accessors
      var latAccessor = index$1(state.objectLat);
      var lngAccessor = index$1(state.objectLng);
      var altitudeAccessor = index$1(state.objectAltitude);
      var parallelAccessor = index$1(state.objectFacesSurface);
      var rotationAccessor = index$1(state.objectRotation);
      var threeObjAccessor = index$1(state.objectThreeObject);
      threeDigest(state.objectsData, state.scene, {
        // objs need to be recreated if this prop has changed
        purge: changedProps.hasOwnProperty('objectThreeObject'),
        createObj: function createObj(d) {
          var obj = threeObjAccessor(d);
          if (state.objectThreeObject === obj) {
            // clone object if it's a shared object among all points
            obj = obj.clone();
          }
          var g = new THREE$1.Group();
          g.add(obj);
          g.__globeObjType = 'object'; // Add object type

          return g;
        },
        updateObj: function updateObj(objG, d) {
          var lat = +latAccessor(d);
          var lng = +lngAccessor(d);
          var alt = +altitudeAccessor(d);
          Object.assign(objG.position, polar2Cartesian(lat, lng, alt));
          parallelAccessor(d) ? objG.setRotationFromEuler(new Euler(deg2Rad$1(-lat), deg2Rad$1(lng), 0, 'YXZ')) : objG.rotation.set(0, 0, 0);
          var obj = objG.children[0];
          var rot = rotationAccessor(d);
          rot && obj.setRotationFromEuler(new Euler(deg2Rad$1(rot.x || 0), deg2Rad$1(rot.y || 0), deg2Rad$1(rot.z || 0)));
        }
      });
    }
  });

  //

  var CustomLayerKapsule = index$2({
    props: {
      customLayerData: {
        "default": []
      },
      customThreeObject: {},
      customThreeObjectUpdate: {
        triggerUpdate: false
      }
    },
    init: function init(threeObj, state) {
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      state.scene = threeObj;
    },
    update: function update(state, changedProps) {
      if (!state.customThreeObjectUpdate) {
        emptyObject(state.scene);
      } // Clear the existing objects to create all new, if there's no update method (brute-force)

      var customObjectAccessor = index$1(state.customThreeObject);
      var customObjectUpdateAccessor = index$1(state.customThreeObjectUpdate);
      threeDigest(state.customLayerData, state.scene, {
        // objs need to be recreated if this prop has changed
        purge: changedProps.hasOwnProperty('customThreeObject'),
        createObj: function createObj(d) {
          var obj = customObjectAccessor(d, GLOBE_RADIUS);
          if (obj) {
            if (state.customThreeObject === obj) {
              // clone object if it's a shared object among all points
              obj = obj.clone();
            }
            obj.__globeObjType = 'custom'; // Add object type
          }
          return obj;
        },
        updateObj: function updateObj(obj, d) {
          return customObjectUpdateAccessor(obj, d, GLOBE_RADIUS);
        }
      });
    }
  });

  var THREE$i = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    Group: Group$1,
    Vector2: Vector2,
    Vector3: Vector3
  };

  //

  var layers = ['globeLayer', 'pointsLayer', 'arcsLayer', 'hexBinLayer', 'heatmapsLayer', 'polygonsLayer', 'hexedPolygonsLayer', 'pathsLayer', 'tilesLayer', 'labelsLayer', 'ringsLayer', 'htmlElementsLayer', 'objectsLayer', 'customLayer'];

  // Expose config from layers
  var bindGlobeLayer = linkKapsule$1('globeLayer', GlobeLayerKapsule);
  var linkedGlobeLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['globeImageUrl', 'bumpImageUrl', 'showGlobe', 'showGraticules', 'showAtmosphere', 'atmosphereColor', 'atmosphereAltitude'].map(function (p) {
    return _defineProperty$1({}, p, bindGlobeLayer.linkProp(p));
  })));
  var linkedGlobeLayerMethods = Object.assign.apply(Object, _toConsumableArray$1(['globeMaterial'].map(function (p) {
    return _defineProperty$1({}, p, bindGlobeLayer.linkMethod(p));
  })));
  var bindPointsLayer = linkKapsule$1('pointsLayer', PointsLayerKapsule);
  var linkedPointsLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['pointsData', 'pointLat', 'pointLng', 'pointColor', 'pointAltitude', 'pointRadius', 'pointResolution', 'pointsMerge', 'pointsTransitionDuration'].map(function (p) {
    return _defineProperty$1({}, p, bindPointsLayer.linkProp(p));
  })));
  var bindArcsLayer = linkKapsule$1('arcsLayer', ArcsLayerKapsule);
  var linkedArcsLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['arcsData', 'arcStartLat', 'arcStartLng', 'arcEndLat', 'arcEndLng', 'arcColor', 'arcAltitude', 'arcAltitudeAutoScale', 'arcStroke', 'arcCurveResolution', 'arcCircularResolution', 'arcDashLength', 'arcDashGap', 'arcDashInitialGap', 'arcDashAnimateTime', 'arcsTransitionDuration'].map(function (p) {
    return _defineProperty$1({}, p, bindArcsLayer.linkProp(p));
  })));
  var bindHexBinLayer = linkKapsule$1('hexBinLayer', HexBinLayerKapsule);
  var linkedHexBinLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['hexBinPointsData', 'hexBinPointLat', 'hexBinPointLng', 'hexBinPointWeight', 'hexBinResolution', 'hexMargin', 'hexTopCurvatureResolution', 'hexTopColor', 'hexSideColor', 'hexAltitude', 'hexBinMerge', 'hexTransitionDuration'].map(function (p) {
    return _defineProperty$1({}, p, bindHexBinLayer.linkProp(p));
  })));
  var bindHeatmapsLayer = linkKapsule$1('heatmapsLayer', HeatmapsLayerKapsule);
  var linkedHeatmapsLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['heatmapsData', 'heatmapPoints', 'heatmapPointLat', 'heatmapPointLng', 'heatmapPointWeight', 'heatmapBandwidth', 'heatmapColorFn', 'heatmapColorSaturation', 'heatmapBaseAltitude', 'heatmapTopAltitude', 'heatmapsTransitionDuration'].map(function (p) {
    return _defineProperty$1({}, p, bindHeatmapsLayer.linkProp(p));
  })));
  var bindHexedPolygonsLayer = linkKapsule$1('hexedPolygonsLayer', HexedPolygonsLayerKapsule);
  var linkedHexedPolygonsLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['hexPolygonsData', 'hexPolygonGeoJsonGeometry', 'hexPolygonColor', 'hexPolygonAltitude', 'hexPolygonResolution', 'hexPolygonMargin', 'hexPolygonUseDots', 'hexPolygonCurvatureResolution', 'hexPolygonDotResolution', 'hexPolygonsTransitionDuration'].map(function (p) {
    return _defineProperty$1({}, p, bindHexedPolygonsLayer.linkProp(p));
  })));
  var bindPolygonsLayer = linkKapsule$1('polygonsLayer', PolygonsLayerKapsule);
  var linkedPolygonsLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['polygonsData', 'polygonGeoJsonGeometry', 'polygonCapColor', 'polygonCapMaterial', 'polygonSideColor', 'polygonSideMaterial', 'polygonStrokeColor', 'polygonAltitude', 'polygonCapCurvatureResolution', 'polygonsTransitionDuration'].map(function (p) {
    return _defineProperty$1({}, p, bindPolygonsLayer.linkProp(p));
  })));
  var bindPathsLayer = linkKapsule$1('pathsLayer', PathsLayerKapsule);
  var linkedPathsLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['pathsData', 'pathPoints', 'pathPointLat', 'pathPointLng', 'pathPointAlt', 'pathResolution', 'pathColor', 'pathStroke', 'pathDashLength', 'pathDashGap', 'pathDashInitialGap', 'pathDashAnimateTime', 'pathTransitionDuration'].map(function (p) {
    return _defineProperty$1({}, p, bindPathsLayer.linkProp(p));
  })));
  var bindTilesLayer = linkKapsule$1('tilesLayer', TilesLayerKapsule);
  var linkedTilesLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['tilesData', 'tileLat', 'tileLng', 'tileAltitude', 'tileWidth', 'tileHeight', 'tileUseGlobeProjection', 'tileMaterial', 'tileCurvatureResolution', 'tilesTransitionDuration'].map(function (p) {
    return _defineProperty$1({}, p, bindTilesLayer.linkProp(p));
  })));
  var bindLabelsLayer = linkKapsule$1('labelsLayer', LabelsLayerKapsule);
  var linkedLabelsLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['labelsData', 'labelLat', 'labelLng', 'labelAltitude', 'labelRotation', 'labelText', 'labelSize', 'labelTypeFace', 'labelColor', 'labelResolution', 'labelIncludeDot', 'labelDotRadius', 'labelDotOrientation', 'labelsTransitionDuration'].map(function (p) {
    return _defineProperty$1({}, p, bindLabelsLayer.linkProp(p));
  })));
  var bindRingsLayer = linkKapsule$1('ringsLayer', RingsLayerKapsule);
  var linkedRingsLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['ringsData', 'ringLat', 'ringLng', 'ringAltitude', 'ringColor', 'ringResolution', 'ringMaxRadius', 'ringPropagationSpeed', 'ringRepeatPeriod'].map(function (p) {
    return _defineProperty$1({}, p, bindRingsLayer.linkProp(p));
  })));
  var bindHtmlElementsLayer = linkKapsule$1('htmlElementsLayer', HtmlElementsLayerKapsule);
  var linkedHtmlElementsLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['htmlElementsData', 'htmlLat', 'htmlLng', 'htmlAltitude', 'htmlElement', 'htmlTransitionDuration'].map(function (p) {
    return _defineProperty$1({}, p, bindHtmlElementsLayer.linkProp(p));
  })));
  var bindObjectsLayer = linkKapsule$1('objectsLayer', ObjectsLayerKapsule);
  var linkedObjectsLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['objectsData', 'objectLat', 'objectLng', 'objectAltitude', 'objectRotation', 'objectFacesSurface', 'objectThreeObject'].map(function (p) {
    return _defineProperty$1({}, p, bindObjectsLayer.linkProp(p));
  })));
  var bindCustomLayer = linkKapsule$1('customLayer', CustomLayerKapsule);
  var linkedCustomLayerProps = Object.assign.apply(Object, _toConsumableArray$1(['customLayerData', 'customThreeObject', 'customThreeObjectUpdate'].map(function (p) {
    return _defineProperty$1({}, p, bindCustomLayer.linkProp(p));
  })));

  //

  var Globe = index$2({
    props: _objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2(_objectSpread2({
      onGlobeReady: {
        triggerUpdate: false
      },
      rendererSize: {
        "default": new THREE$i.Vector2(window.innerWidth, window.innerHeight),
        onChange: function onChange(rendererSize, state) {
          state.pathsLayer.rendererSize(rendererSize);
        },
        triggerUpdate: false
      }
    }, linkedGlobeLayerProps), linkedPointsLayerProps), linkedArcsLayerProps), linkedHexBinLayerProps), linkedHeatmapsLayerProps), linkedPolygonsLayerProps), linkedHexedPolygonsLayerProps), linkedPathsLayerProps), linkedTilesLayerProps), linkedLabelsLayerProps), linkedRingsLayerProps), linkedHtmlElementsLayerProps), linkedObjectsLayerProps), linkedCustomLayerProps),
    methods: _objectSpread2({
      getGlobeRadius: getGlobeRadius,
      getCoords: function getCoords(state) {
        for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {
          args[_key - 1] = arguments[_key];
        }
        return polar2Cartesian.apply(void 0, args);
      },
      toGeoCoords: function toGeoCoords(state) {
        for (var _len2 = arguments.length, args = new Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {
          args[_key2 - 1] = arguments[_key2];
        }
        return cartesian2Polar.apply(void 0, args);
      },
      setPointOfView: function setPointOfView(state, globalPov, globePos) {
        var isBehindGlobe = undefined;
        if (globalPov) {
          var globeRadius = getGlobeRadius();
          var pov = globePos ? globalPov.clone().sub(globePos) : globalPov; // convert to local vector

          var povDist, povEdgeDist, povEdgeAngle;
          isBehindGlobe = function isBehindGlobe(pos) {
            povDist === undefined && (povDist = pov.length());

            // check if it's behind plane of globe's visible area
            // maxSurfacePosAngle === undefined && (maxSurfacePosAngle = Math.acos(globeRadius / povDist));
            // return pov.angleTo(pos) > maxSurfacePosAngle;

            // more sophisticated method that checks also pos altitude
            povEdgeDist === undefined && (povEdgeDist = Math.sqrt(Math.pow(povDist, 2) - Math.pow(globeRadius, 2)));
            povEdgeAngle === undefined && (povEdgeAngle = Math.acos(povEdgeDist / povDist));
            var povPosDist = pov.distanceTo(pos);
            if (povPosDist < povEdgeDist) return false; // pos is closer than visible edge of globe

            var posDist = pos.length();
            var povPosAngle = Math.acos((Math.pow(povDist, 2) + Math.pow(povPosDist, 2) - Math.pow(posDist, 2)) / (2 * povDist * povPosDist)); // triangle solver
            return povPosAngle < povEdgeAngle; // pos is within globe's visible area cone
          };
        }

        // pass behind globe checker for layers that need it
        state.layersThatNeedBehindGlobeChecker.forEach(function (l) {
          return l.isBehindGlobe(isBehindGlobe);
        });
      },
      pauseAnimation: function pauseAnimation(state) {
        if (state.animationFrameRequestId !== null) {
          cancelAnimationFrame(state.animationFrameRequestId);
          state.animationFrameRequestId = null;
        }
        state.pausableLayers.forEach(function (l) {
          var _l$pauseAnimation;
          return (_l$pauseAnimation = l.pauseAnimation) === null || _l$pauseAnimation === void 0 ? void 0 : _l$pauseAnimation.call(l);
        });
        return this;
      },
      resumeAnimation: function resumeAnimation(state) {
        if (state.animationFrameRequestId === null) {
          this._animationCycle();
        }
        state.pausableLayers.forEach(function (l) {
          var _l$resumeAnimation;
          return (_l$resumeAnimation = l.resumeAnimation) === null || _l$resumeAnimation === void 0 ? void 0 : _l$resumeAnimation.call(l);
        });
        return this;
      },
      _animationCycle: function _animationCycle(state) {
        state.animationFrameRequestId = requestAnimationFrame(this._animationCycle);
        update(); // run tween updates
      },
      _destructor: function _destructor(state) {
        this.pauseAnimation();
        state.destructableLayers.forEach(function (l) {
          return l._destructor();
        });
      }
    }, linkedGlobeLayerMethods),
    stateInit: function stateInit() {
      var layers = {
        globeLayer: GlobeLayerKapsule(),
        pointsLayer: PointsLayerKapsule(),
        arcsLayer: ArcsLayerKapsule(),
        hexBinLayer: HexBinLayerKapsule(),
        heatmapsLayer: HeatmapsLayerKapsule(),
        polygonsLayer: PolygonsLayerKapsule(),
        hexedPolygonsLayer: HexedPolygonsLayerKapsule(),
        pathsLayer: PathsLayerKapsule(),
        tilesLayer: TilesLayerKapsule(),
        labelsLayer: LabelsLayerKapsule(),
        ringsLayer: RingsLayerKapsule(),
        htmlElementsLayer: HtmlElementsLayerKapsule(),
        objectsLayer: ObjectsLayerKapsule(),
        customLayer: CustomLayerKapsule()
      };
      return _objectSpread2(_objectSpread2({}, layers), {}, {
        layersThatNeedBehindGlobeChecker: Object.values(layers).filter(function (l) {
          return l.hasOwnProperty('isBehindGlobe');
        }),
        destructableLayers: Object.values(layers).filter(function (l) {
          return l.hasOwnProperty('_destructor');
        }),
        pausableLayers: Object.values(layers).filter(function (l) {
          return l.hasOwnProperty('pauseAnimation');
        })
      });
    },
    init: function init(threeObj, state, _ref16) {
      var _ref16$animateIn = _ref16.animateIn,
        animateIn = _ref16$animateIn === void 0 ? true : _ref16$animateIn,
        _ref16$waitForGlobeRe = _ref16.waitForGlobeReady,
        waitForGlobeReady = _ref16$waitForGlobeRe === void 0 ? true : _ref16$waitForGlobeRe;
      // Clear the scene
      emptyObject(threeObj);

      // Main three object to manipulate
      threeObj.add(state.scene = new THREE$i.Group());
      state.scene.visible = false; // hide scene before globe initialization

      // Add all layers groups
      layers.forEach(function (layer) {
        var g = new THREE$i.Group();
        state.scene.add(g);
        state[layer](g);
      });
      var initGlobe = function initGlobe() {
        if (animateIn) {
          // Animate build-in just once
          state.scene.scale.set(1e-6, 1e-6, 1e-6);
          new Tween({
            k: 1e-6
          }).to({
            k: 1
          }, 600).easing(Easing.Quadratic.Out).onUpdate(function (_ref17) {
            var k = _ref17.k;
            return state.scene.scale.set(k, k, k);
          }).start();
          var rotAxis = new THREE$i.Vector3(0, 1, 0);
          new Tween({
            rot: Math.PI * 2
          }).to({
            rot: 0
          }, 1200).easing(Easing.Quintic.Out).onUpdate(function (_ref18) {
            var rot = _ref18.rot;
            return state.scene.setRotationFromAxisAngle(rotAxis, rot);
          }).start();
        }
        state.scene.visible = true;
        state.onGlobeReady && state.onGlobeReady();
      };
      waitForGlobeReady ? state.globeLayer.onReady(initGlobe) : initGlobe();

      // Kick-off animation cycle
      this._animationCycle();
    },
    update: function update(state) {}
  });

  function fromKapsule (kapsule) {
    var baseClass = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : Object;
    var initKapsuleWithSelf = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : false;
    var FromKapsule = /*#__PURE__*/function (_baseClass) {
      _inherits(FromKapsule, _baseClass);
      function FromKapsule() {
        var _this;
        _classCallCheck(this, FromKapsule);
        for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
          args[_key] = arguments[_key];
        }
        _this = _callSuper(this, FromKapsule, [].concat(args));
        _this.__kapsuleInstance = kapsule.apply(void 0, args).apply(void 0, [].concat(_toConsumableArray$1(initKapsuleWithSelf ? [_assertThisInitialized$1(_this)] : []), args));
        return _this;
      }
      return _createClass(FromKapsule);
    }(baseClass); // attach kapsule props/methods to class prototype
    Object.keys(kapsule()).forEach(function (m) {
      return FromKapsule.prototype[m] = function () {
        var _this$__kapsuleInstan;
        var returnVal = (_this$__kapsuleInstan = this.__kapsuleInstance)[m].apply(_this$__kapsuleInstan, arguments);
        return returnVal === this.__kapsuleInstance ? this // chain based on this class, not the kapsule obj
        : returnVal;
      };
    });
    return FromKapsule;
  }

  var three$1 = window.THREE ? window.THREE : {
    Group: Group$1
  }; // Prefer consumption from global THREE, if exists
  var threeGlobe = fromKapsule(Globe, three$1.Group, true);

  const _changeEvent$2 = { type: 'change' };
  const _startEvent$1 = { type: 'start' };
  const _endEvent$1 = { type: 'end' };

  class TrackballControls extends EventDispatcher {

  	constructor( object, domElement ) {

  		super();

  		const scope = this;
  		const STATE = { NONE: - 1, ROTATE: 0, ZOOM: 1, PAN: 2, TOUCH_ROTATE: 3, TOUCH_ZOOM_PAN: 4 };

  		this.object = object;
  		this.domElement = domElement;
  		this.domElement.style.touchAction = 'none'; // disable touch scroll

  		// API

  		this.enabled = true;

  		this.screen = { left: 0, top: 0, width: 0, height: 0 };

  		this.rotateSpeed = 1.0;
  		this.zoomSpeed = 1.2;
  		this.panSpeed = 0.3;

  		this.noRotate = false;
  		this.noZoom = false;
  		this.noPan = false;

  		this.staticMoving = false;
  		this.dynamicDampingFactor = 0.2;

  		this.minDistance = 0;
  		this.maxDistance = Infinity;

  		this.minZoom = 0;
  		this.maxZoom = Infinity;

  		this.keys = [ 'KeyA' /*A*/, 'KeyS' /*S*/, 'KeyD' /*D*/ ];

  		this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };

  		// internals

  		this.target = new Vector3();

  		const EPS = 0.000001;

  		const lastPosition = new Vector3();
  		let lastZoom = 1;

  		let _state = STATE.NONE,
  			_keyState = STATE.NONE,

  			_touchZoomDistanceStart = 0,
  			_touchZoomDistanceEnd = 0,

  			_lastAngle = 0;

  		const _eye = new Vector3(),

  			_movePrev = new Vector2(),
  			_moveCurr = new Vector2(),

  			_lastAxis = new Vector3(),

  			_zoomStart = new Vector2(),
  			_zoomEnd = new Vector2(),

  			_panStart = new Vector2(),
  			_panEnd = new Vector2(),

  			_pointers = [],
  			_pointerPositions = {};

  		// for reset

  		this.target0 = this.target.clone();
  		this.position0 = this.object.position.clone();
  		this.up0 = this.object.up.clone();
  		this.zoom0 = this.object.zoom;

  		// methods

  		this.handleResize = function () {

  			const box = scope.domElement.getBoundingClientRect();
  			// adjustments come from similar code in the jquery offset() function
  			const d = scope.domElement.ownerDocument.documentElement;
  			scope.screen.left = box.left + window.pageXOffset - d.clientLeft;
  			scope.screen.top = box.top + window.pageYOffset - d.clientTop;
  			scope.screen.width = box.width;
  			scope.screen.height = box.height;

  		};

  		const getMouseOnScreen = ( function () {

  			const vector = new Vector2();

  			return function getMouseOnScreen( pageX, pageY ) {

  				vector.set(
  					( pageX - scope.screen.left ) / scope.screen.width,
  					( pageY - scope.screen.top ) / scope.screen.height
  				);

  				return vector;

  			};

  		}() );

  		const getMouseOnCircle = ( function () {

  			const vector = new Vector2();

  			return function getMouseOnCircle( pageX, pageY ) {

  				vector.set(
  					( ( pageX - scope.screen.width * 0.5 - scope.screen.left ) / ( scope.screen.width * 0.5 ) ),
  					( ( scope.screen.height + 2 * ( scope.screen.top - pageY ) ) / scope.screen.width ) // screen.width intentional
  				);

  				return vector;

  			};

  		}() );

  		this.rotateCamera = ( function () {

  			const axis = new Vector3(),
  				quaternion = new Quaternion(),
  				eyeDirection = new Vector3(),
  				objectUpDirection = new Vector3(),
  				objectSidewaysDirection = new Vector3(),
  				moveDirection = new Vector3();

  			return function rotateCamera() {

  				moveDirection.set( _moveCurr.x - _movePrev.x, _moveCurr.y - _movePrev.y, 0 );
  				let angle = moveDirection.length();

  				if ( angle ) {

  					_eye.copy( scope.object.position ).sub( scope.target );

  					eyeDirection.copy( _eye ).normalize();
  					objectUpDirection.copy( scope.object.up ).normalize();
  					objectSidewaysDirection.crossVectors( objectUpDirection, eyeDirection ).normalize();

  					objectUpDirection.setLength( _moveCurr.y - _movePrev.y );
  					objectSidewaysDirection.setLength( _moveCurr.x - _movePrev.x );

  					moveDirection.copy( objectUpDirection.add( objectSidewaysDirection ) );

  					axis.crossVectors( moveDirection, _eye ).normalize();

  					angle *= scope.rotateSpeed;
  					quaternion.setFromAxisAngle( axis, angle );

  					_eye.applyQuaternion( quaternion );
  					scope.object.up.applyQuaternion( quaternion );

  					_lastAxis.copy( axis );
  					_lastAngle = angle;

  				} else if ( ! scope.staticMoving && _lastAngle ) {

  					_lastAngle *= Math.sqrt( 1.0 - scope.dynamicDampingFactor );
  					_eye.copy( scope.object.position ).sub( scope.target );
  					quaternion.setFromAxisAngle( _lastAxis, _lastAngle );
  					_eye.applyQuaternion( quaternion );
  					scope.object.up.applyQuaternion( quaternion );

  				}

  				_movePrev.copy( _moveCurr );

  			};

  		}() );


  		this.zoomCamera = function () {

  			let factor;

  			if ( _state === STATE.TOUCH_ZOOM_PAN ) {

  				factor = _touchZoomDistanceStart / _touchZoomDistanceEnd;
  				_touchZoomDistanceStart = _touchZoomDistanceEnd;

  				if ( scope.object.isPerspectiveCamera ) {

  					_eye.multiplyScalar( factor );

  				} else if ( scope.object.isOrthographicCamera ) {

  					scope.object.zoom = MathUtils.clamp( scope.object.zoom / factor, scope.minZoom, scope.maxZoom );

  					if ( lastZoom !== scope.object.zoom ) {

  						scope.object.updateProjectionMatrix();

  					}

  				} else {

  					console.warn( 'THREE.TrackballControls: Unsupported camera type' );

  				}

  			} else {

  				factor = 1.0 + ( _zoomEnd.y - _zoomStart.y ) * scope.zoomSpeed;

  				if ( factor !== 1.0 && factor > 0.0 ) {

  					if ( scope.object.isPerspectiveCamera ) {

  						_eye.multiplyScalar( factor );

  					} else if ( scope.object.isOrthographicCamera ) {

  						scope.object.zoom = MathUtils.clamp( scope.object.zoom / factor, scope.minZoom, scope.maxZoom );

  						if ( lastZoom !== scope.object.zoom ) {

  							scope.object.updateProjectionMatrix();

  						}

  					} else {

  						console.warn( 'THREE.TrackballControls: Unsupported camera type' );

  					}

  				}

  				if ( scope.staticMoving ) {

  					_zoomStart.copy( _zoomEnd );

  				} else {

  					_zoomStart.y += ( _zoomEnd.y - _zoomStart.y ) * this.dynamicDampingFactor;

  				}

  			}

  		};

  		this.panCamera = ( function () {

  			const mouseChange = new Vector2(),
  				objectUp = new Vector3(),
  				pan = new Vector3();

  			return function panCamera() {

  				mouseChange.copy( _panEnd ).sub( _panStart );

  				if ( mouseChange.lengthSq() ) {

  					if ( scope.object.isOrthographicCamera ) {

  						const scale_x = ( scope.object.right - scope.object.left ) / scope.object.zoom / scope.domElement.clientWidth;
  						const scale_y = ( scope.object.top - scope.object.bottom ) / scope.object.zoom / scope.domElement.clientWidth;

  						mouseChange.x *= scale_x;
  						mouseChange.y *= scale_y;

  					}

  					mouseChange.multiplyScalar( _eye.length() * scope.panSpeed );

  					pan.copy( _eye ).cross( scope.object.up ).setLength( mouseChange.x );
  					pan.add( objectUp.copy( scope.object.up ).setLength( mouseChange.y ) );

  					scope.object.position.add( pan );
  					scope.target.add( pan );

  					if ( scope.staticMoving ) {

  						_panStart.copy( _panEnd );

  					} else {

  						_panStart.add( mouseChange.subVectors( _panEnd, _panStart ).multiplyScalar( scope.dynamicDampingFactor ) );

  					}

  				}

  			};

  		}() );

  		this.checkDistances = function () {

  			if ( ! scope.noZoom || ! scope.noPan ) {

  				if ( _eye.lengthSq() > scope.maxDistance * scope.maxDistance ) {

  					scope.object.position.addVectors( scope.target, _eye.setLength( scope.maxDistance ) );
  					_zoomStart.copy( _zoomEnd );

  				}

  				if ( _eye.lengthSq() < scope.minDistance * scope.minDistance ) {

  					scope.object.position.addVectors( scope.target, _eye.setLength( scope.minDistance ) );
  					_zoomStart.copy( _zoomEnd );

  				}

  			}

  		};

  		this.update = function () {

  			_eye.subVectors( scope.object.position, scope.target );

  			if ( ! scope.noRotate ) {

  				scope.rotateCamera();

  			}

  			if ( ! scope.noZoom ) {

  				scope.zoomCamera();

  			}

  			if ( ! scope.noPan ) {

  				scope.panCamera();

  			}

  			scope.object.position.addVectors( scope.target, _eye );

  			if ( scope.object.isPerspectiveCamera ) {

  				scope.checkDistances();

  				scope.object.lookAt( scope.target );

  				if ( lastPosition.distanceToSquared( scope.object.position ) > EPS ) {

  					scope.dispatchEvent( _changeEvent$2 );

  					lastPosition.copy( scope.object.position );

  				}

  			} else if ( scope.object.isOrthographicCamera ) {

  				scope.object.lookAt( scope.target );

  				if ( lastPosition.distanceToSquared( scope.object.position ) > EPS || lastZoom !== scope.object.zoom ) {

  					scope.dispatchEvent( _changeEvent$2 );

  					lastPosition.copy( scope.object.position );
  					lastZoom = scope.object.zoom;

  				}

  			} else {

  				console.warn( 'THREE.TrackballControls: Unsupported camera type' );

  			}

  		};

  		this.reset = function () {

  			_state = STATE.NONE;
  			_keyState = STATE.NONE;

  			scope.target.copy( scope.target0 );
  			scope.object.position.copy( scope.position0 );
  			scope.object.up.copy( scope.up0 );
  			scope.object.zoom = scope.zoom0;

  			scope.object.updateProjectionMatrix();

  			_eye.subVectors( scope.object.position, scope.target );

  			scope.object.lookAt( scope.target );

  			scope.dispatchEvent( _changeEvent$2 );

  			lastPosition.copy( scope.object.position );
  			lastZoom = scope.object.zoom;

  		};

  		// listeners

  		function onPointerDown( event ) {

  			if ( scope.enabled === false ) return;

  			if ( _pointers.length === 0 ) {

  				scope.domElement.setPointerCapture( event.pointerId );

  				scope.domElement.addEventListener( 'pointermove', onPointerMove );
  				scope.domElement.addEventListener( 'pointerup', onPointerUp );

  			}

  			//

  			addPointer( event );

  			if ( event.pointerType === 'touch' ) {

  				onTouchStart( event );

  			} else {

  				onMouseDown( event );

  			}

  		}

  		function onPointerMove( event ) {

  			if ( scope.enabled === false ) return;

  			if ( event.pointerType === 'touch' ) {

  				onTouchMove( event );

  			} else {

  				onMouseMove( event );

  			}

  		}

  		function onPointerUp( event ) {

  			if ( scope.enabled === false ) return;

  			if ( event.pointerType === 'touch' ) {

  				onTouchEnd( event );

  			} else {

  				onMouseUp();

  			}

  			//

  			removePointer( event );

  			if ( _pointers.length === 0 ) {

  				scope.domElement.releasePointerCapture( event.pointerId );

  				scope.domElement.removeEventListener( 'pointermove', onPointerMove );
  				scope.domElement.removeEventListener( 'pointerup', onPointerUp );

  			}


  		}

  		function onPointerCancel( event ) {

  			removePointer( event );

  		}

  		function keydown( event ) {

  			if ( scope.enabled === false ) return;

  			window.removeEventListener( 'keydown', keydown );

  			if ( _keyState !== STATE.NONE ) {

  				return;

  			} else if ( event.code === scope.keys[ STATE.ROTATE ] && ! scope.noRotate ) {

  				_keyState = STATE.ROTATE;

  			} else if ( event.code === scope.keys[ STATE.ZOOM ] && ! scope.noZoom ) {

  				_keyState = STATE.ZOOM;

  			} else if ( event.code === scope.keys[ STATE.PAN ] && ! scope.noPan ) {

  				_keyState = STATE.PAN;

  			}

  		}

  		function keyup() {

  			if ( scope.enabled === false ) return;

  			_keyState = STATE.NONE;

  			window.addEventListener( 'keydown', keydown );

  		}

  		function onMouseDown( event ) {

  			if ( _state === STATE.NONE ) {

  				switch ( event.button ) {

  					case scope.mouseButtons.LEFT:
  						_state = STATE.ROTATE;
  						break;

  					case scope.mouseButtons.MIDDLE:
  						_state = STATE.ZOOM;
  						break;

  					case scope.mouseButtons.RIGHT:
  						_state = STATE.PAN;
  						break;

  				}

  			}

  			const state = ( _keyState !== STATE.NONE ) ? _keyState : _state;

  			if ( state === STATE.ROTATE && ! scope.noRotate ) {

  				_moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
  				_movePrev.copy( _moveCurr );

  			} else if ( state === STATE.ZOOM && ! scope.noZoom ) {

  				_zoomStart.copy( getMouseOnScreen( event.pageX, event.pageY ) );
  				_zoomEnd.copy( _zoomStart );

  			} else if ( state === STATE.PAN && ! scope.noPan ) {

  				_panStart.copy( getMouseOnScreen( event.pageX, event.pageY ) );
  				_panEnd.copy( _panStart );

  			}

  			scope.dispatchEvent( _startEvent$1 );

  		}

  		function onMouseMove( event ) {

  			const state = ( _keyState !== STATE.NONE ) ? _keyState : _state;

  			if ( state === STATE.ROTATE && ! scope.noRotate ) {

  				_movePrev.copy( _moveCurr );
  				_moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );

  			} else if ( state === STATE.ZOOM && ! scope.noZoom ) {

  				_zoomEnd.copy( getMouseOnScreen( event.pageX, event.pageY ) );

  			} else if ( state === STATE.PAN && ! scope.noPan ) {

  				_panEnd.copy( getMouseOnScreen( event.pageX, event.pageY ) );

  			}

  		}

  		function onMouseUp() {

  			_state = STATE.NONE;

  			scope.dispatchEvent( _endEvent$1 );

  		}

  		function onMouseWheel( event ) {

  			if ( scope.enabled === false ) return;

  			if ( scope.noZoom === true ) return;

  			event.preventDefault();

  			switch ( event.deltaMode ) {

  				case 2:
  					// Zoom in pages
  					_zoomStart.y -= event.deltaY * 0.025;
  					break;

  				case 1:
  					// Zoom in lines
  					_zoomStart.y -= event.deltaY * 0.01;
  					break;

  				default:
  					// undefined, 0, assume pixels
  					_zoomStart.y -= event.deltaY * 0.00025;
  					break;

  			}

  			scope.dispatchEvent( _startEvent$1 );
  			scope.dispatchEvent( _endEvent$1 );

  		}

  		function onTouchStart( event ) {

  			trackPointer( event );

  			switch ( _pointers.length ) {

  				case 1:
  					_state = STATE.TOUCH_ROTATE;
  					_moveCurr.copy( getMouseOnCircle( _pointers[ 0 ].pageX, _pointers[ 0 ].pageY ) );
  					_movePrev.copy( _moveCurr );
  					break;

  				default: // 2 or more
  					_state = STATE.TOUCH_ZOOM_PAN;
  					const dx = _pointers[ 0 ].pageX - _pointers[ 1 ].pageX;
  					const dy = _pointers[ 0 ].pageY - _pointers[ 1 ].pageY;
  					_touchZoomDistanceEnd = _touchZoomDistanceStart = Math.sqrt( dx * dx + dy * dy );

  					const x = ( _pointers[ 0 ].pageX + _pointers[ 1 ].pageX ) / 2;
  					const y = ( _pointers[ 0 ].pageY + _pointers[ 1 ].pageY ) / 2;
  					_panStart.copy( getMouseOnScreen( x, y ) );
  					_panEnd.copy( _panStart );
  					break;

  			}

  			scope.dispatchEvent( _startEvent$1 );

  		}

  		function onTouchMove( event ) {

  			trackPointer( event );

  			switch ( _pointers.length ) {

  				case 1:
  					_movePrev.copy( _moveCurr );
  					_moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
  					break;

  				default: // 2 or more

  					const position = getSecondPointerPosition( event );

  					const dx = event.pageX - position.x;
  					const dy = event.pageY - position.y;
  					_touchZoomDistanceEnd = Math.sqrt( dx * dx + dy * dy );

  					const x = ( event.pageX + position.x ) / 2;
  					const y = ( event.pageY + position.y ) / 2;
  					_panEnd.copy( getMouseOnScreen( x, y ) );
  					break;

  			}

  		}

  		function onTouchEnd( event ) {

  			switch ( _pointers.length ) {

  				case 0:
  					_state = STATE.NONE;
  					break;

  				case 1:
  					_state = STATE.TOUCH_ROTATE;
  					_moveCurr.copy( getMouseOnCircle( event.pageX, event.pageY ) );
  					_movePrev.copy( _moveCurr );
  					break;

  				case 2:
  					_state = STATE.TOUCH_ZOOM_PAN;

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

  						if ( _pointers[ i ].pointerId !== event.pointerId ) {

  							const position = _pointerPositions[ _pointers[ i ].pointerId ];
  							_moveCurr.copy( getMouseOnCircle( position.x, position.y ) );
  							_movePrev.copy( _moveCurr );
  							break;

  						}

  					}

  					break;

  			}

  			scope.dispatchEvent( _endEvent$1 );

  		}

  		function contextmenu( event ) {

  			if ( scope.enabled === false ) return;

  			event.preventDefault();

  		}

  		function addPointer( event ) {

  			_pointers.push( event );

  		}

  		function removePointer( event ) {

  			delete _pointerPositions[ event.pointerId ];

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

  				if ( _pointers[ i ].pointerId == event.pointerId ) {

  					_pointers.splice( i, 1 );
  					return;

  				}

  			}

  		}

  		function trackPointer( event ) {

  			let position = _pointerPositions[ event.pointerId ];

  			if ( position === undefined ) {

  				position = new Vector2();
  				_pointerPositions[ event.pointerId ] = position;

  			}

  			position.set( event.pageX, event.pageY );

  		}

  		function getSecondPointerPosition( event ) {

  			const pointer = ( event.pointerId === _pointers[ 0 ].pointerId ) ? _pointers[ 1 ] : _pointers[ 0 ];

  			return _pointerPositions[ pointer.pointerId ];

  		}

  		this.dispose = function () {

  			scope.domElement.removeEventListener( 'contextmenu', contextmenu );

  			scope.domElement.removeEventListener( 'pointerdown', onPointerDown );
  			scope.domElement.removeEventListener( 'pointercancel', onPointerCancel );
  			scope.domElement.removeEventListener( 'wheel', onMouseWheel );

  			scope.domElement.removeEventListener( 'pointermove', onPointerMove );
  			scope.domElement.removeEventListener( 'pointerup', onPointerUp );

  			window.removeEventListener( 'keydown', keydown );
  			window.removeEventListener( 'keyup', keyup );

  		};

  		this.domElement.addEventListener( 'contextmenu', contextmenu );

  		this.domElement.addEventListener( 'pointerdown', onPointerDown );
  		this.domElement.addEventListener( 'pointercancel', onPointerCancel );
  		this.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );


  		window.addEventListener( 'keydown', keydown );
  		window.addEventListener( 'keyup', keyup );

  		this.handleResize();

  		// force an update at start
  		this.update();

  	}

  }

  // OrbitControls performs orbiting, dollying (zooming), and panning.
  // Unlike TrackballControls, it maintains the "up" direction object.up (+Y by default).
  //
  //    Orbit - left mouse / touch: one-finger move
  //    Zoom - middle mouse, or mousewheel / touch: two-finger spread or squish
  //    Pan - right mouse, or left mouse + ctrl/meta/shiftKey, or arrow keys / touch: two-finger move

  const _changeEvent$1 = { type: 'change' };
  const _startEvent = { type: 'start' };
  const _endEvent = { type: 'end' };
  const _ray = new Ray();
  const _plane = new Plane();
  const TILT_LIMIT = Math.cos( 70 * MathUtils.DEG2RAD );

  class OrbitControls extends EventDispatcher {

  	constructor( object, domElement ) {

  		super();

  		this.object = object;
  		this.domElement = domElement;
  		this.domElement.style.touchAction = 'none'; // disable touch scroll

  		// Set to false to disable this control
  		this.enabled = true;

  		// "target" sets the location of focus, where the object orbits around
  		this.target = new Vector3();

  		// Sets the 3D cursor (similar to Blender), from which the maxTargetRadius takes effect
  		this.cursor = new Vector3();

  		// How far you can dolly in and out ( PerspectiveCamera only )
  		this.minDistance = 0;
  		this.maxDistance = Infinity;

  		// How far you can zoom in and out ( OrthographicCamera only )
  		this.minZoom = 0;
  		this.maxZoom = Infinity;

  		// Limit camera target within a spherical area around the cursor
  		this.minTargetRadius = 0;
  		this.maxTargetRadius = Infinity;

  		// How far you can orbit vertically, upper and lower limits.
  		// Range is 0 to Math.PI radians.
  		this.minPolarAngle = 0; // radians
  		this.maxPolarAngle = Math.PI; // radians

  		// How far you can orbit horizontally, upper and lower limits.
  		// If set, the interval [ min, max ] must be a sub-interval of [ - 2 PI, 2 PI ], with ( max - min < 2 PI )
  		this.minAzimuthAngle = - Infinity; // radians
  		this.maxAzimuthAngle = Infinity; // radians

  		// Set to true to enable damping (inertia)
  		// If damping is enabled, you must call controls.update() in your animation loop
  		this.enableDamping = false;
  		this.dampingFactor = 0.05;

  		// This option actually enables dollying in and out; left as "zoom" for backwards compatibility.
  		// Set to false to disable zooming
  		this.enableZoom = true;
  		this.zoomSpeed = 1.0;

  		// Set to false to disable rotating
  		this.enableRotate = true;
  		this.rotateSpeed = 1.0;

  		// Set to false to disable panning
  		this.enablePan = true;
  		this.panSpeed = 1.0;
  		this.screenSpacePanning = true; // if false, pan orthogonal to world-space direction camera.up
  		this.keyPanSpeed = 7.0;	// pixels moved per arrow key push
  		this.zoomToCursor = false;

  		// Set to true to automatically rotate around the target
  		// If auto-rotate is enabled, you must call controls.update() in your animation loop
  		this.autoRotate = false;
  		this.autoRotateSpeed = 2.0; // 30 seconds per orbit when fps is 60

  		// The four arrow keys
  		this.keys = { LEFT: 'ArrowLeft', UP: 'ArrowUp', RIGHT: 'ArrowRight', BOTTOM: 'ArrowDown' };

  		// Mouse buttons
  		this.mouseButtons = { LEFT: MOUSE.ROTATE, MIDDLE: MOUSE.DOLLY, RIGHT: MOUSE.PAN };

  		// Touch fingers
  		this.touches = { ONE: TOUCH.ROTATE, TWO: TOUCH.DOLLY_PAN };

  		// for reset
  		this.target0 = this.target.clone();
  		this.position0 = this.object.position.clone();
  		this.zoom0 = this.object.zoom;

  		// the target DOM element for key events
  		this._domElementKeyEvents = null;

  		//
  		// public methods
  		//

  		this.getPolarAngle = function () {

  			return spherical.phi;

  		};

  		this.getAzimuthalAngle = function () {

  			return spherical.theta;

  		};

  		this.getDistance = function () {

  			return this.object.position.distanceTo( this.target );

  		};

  		this.listenToKeyEvents = function ( domElement ) {

  			domElement.addEventListener( 'keydown', onKeyDown );
  			this._domElementKeyEvents = domElement;

  		};

  		this.stopListenToKeyEvents = function () {

  			this._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );
  			this._domElementKeyEvents = null;

  		};

  		this.saveState = function () {

  			scope.target0.copy( scope.target );
  			scope.position0.copy( scope.object.position );
  			scope.zoom0 = scope.object.zoom;

  		};

  		this.reset = function () {

  			scope.target.copy( scope.target0 );
  			scope.object.position.copy( scope.position0 );
  			scope.object.zoom = scope.zoom0;

  			scope.object.updateProjectionMatrix();
  			scope.dispatchEvent( _changeEvent$1 );

  			scope.update();

  			state = STATE.NONE;

  		};

  		// this method is exposed, but perhaps it would be better if we can make it private...
  		this.update = function () {

  			const offset = new Vector3();

  			// so camera.up is the orbit axis
  			const quat = new Quaternion().setFromUnitVectors( object.up, new Vector3( 0, 1, 0 ) );
  			const quatInverse = quat.clone().invert();

  			const lastPosition = new Vector3();
  			const lastQuaternion = new Quaternion();
  			const lastTargetPosition = new Vector3();

  			const twoPI = 2 * Math.PI;

  			return function update( deltaTime = null ) {

  				const position = scope.object.position;

  				offset.copy( position ).sub( scope.target );

  				// rotate offset to "y-axis-is-up" space
  				offset.applyQuaternion( quat );

  				// angle from z-axis around y-axis
  				spherical.setFromVector3( offset );

  				if ( scope.autoRotate && state === STATE.NONE ) {

  					rotateLeft( getAutoRotationAngle( deltaTime ) );

  				}

  				if ( scope.enableDamping ) {

  					spherical.theta += sphericalDelta.theta * scope.dampingFactor;
  					spherical.phi += sphericalDelta.phi * scope.dampingFactor;

  				} else {

  					spherical.theta += sphericalDelta.theta;
  					spherical.phi += sphericalDelta.phi;

  				}

  				// restrict theta to be between desired limits

  				let min = scope.minAzimuthAngle;
  				let max = scope.maxAzimuthAngle;

  				if ( isFinite( min ) && isFinite( max ) ) {

  					if ( min < - Math.PI ) min += twoPI; else if ( min > Math.PI ) min -= twoPI;

  					if ( max < - Math.PI ) max += twoPI; else if ( max > Math.PI ) max -= twoPI;

  					if ( min <= max ) {

  						spherical.theta = Math.max( min, Math.min( max, spherical.theta ) );

  					} else {

  						spherical.theta = ( spherical.theta > ( min + max ) / 2 ) ?
  							Math.max( min, spherical.theta ) :
  							Math.min( max, spherical.theta );

  					}

  				}

  				// restrict phi to be between desired limits
  				spherical.phi = Math.max( scope.minPolarAngle, Math.min( scope.maxPolarAngle, spherical.phi ) );

  				spherical.makeSafe();


  				// move target to panned location

  				if ( scope.enableDamping === true ) {

  					scope.target.addScaledVector( panOffset, scope.dampingFactor );

  				} else {

  					scope.target.add( panOffset );

  				}

  				// Limit the target distance from the cursor to create a sphere around the center of interest
  				scope.target.sub( scope.cursor );
  				scope.target.clampLength( scope.minTargetRadius, scope.maxTargetRadius );
  				scope.target.add( scope.cursor );

  				// adjust the camera position based on zoom only if we're not zooming to the cursor or if it's an ortho camera
  				// we adjust zoom later in these cases
  				if ( scope.zoomToCursor && performCursorZoom || scope.object.isOrthographicCamera ) {

  					spherical.radius = clampDistance( spherical.radius );

  				} else {

  					spherical.radius = clampDistance( spherical.radius * scale );

  				}

  				offset.setFromSpherical( spherical );

  				// rotate offset back to "camera-up-vector-is-up" space
  				offset.applyQuaternion( quatInverse );

  				position.copy( scope.target ).add( offset );

  				scope.object.lookAt( scope.target );

  				if ( scope.enableDamping === true ) {

  					sphericalDelta.theta *= ( 1 - scope.dampingFactor );
  					sphericalDelta.phi *= ( 1 - scope.dampingFactor );

  					panOffset.multiplyScalar( 1 - scope.dampingFactor );

  				} else {

  					sphericalDelta.set( 0, 0, 0 );

  					panOffset.set( 0, 0, 0 );

  				}

  				// adjust camera position
  				let zoomChanged = false;
  				if ( scope.zoomToCursor && performCursorZoom ) {

  					let newRadius = null;
  					if ( scope.object.isPerspectiveCamera ) {

  						// move the camera down the pointer ray
  						// this method avoids floating point error
  						const prevRadius = offset.length();
  						newRadius = clampDistance( prevRadius * scale );

  						const radiusDelta = prevRadius - newRadius;
  						scope.object.position.addScaledVector( dollyDirection, radiusDelta );
  						scope.object.updateMatrixWorld();

  					} else if ( scope.object.isOrthographicCamera ) {

  						// adjust the ortho camera position based on zoom changes
  						const mouseBefore = new Vector3( mouse.x, mouse.y, 0 );
  						mouseBefore.unproject( scope.object );

  						scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / scale ) );
  						scope.object.updateProjectionMatrix();
  						zoomChanged = true;

  						const mouseAfter = new Vector3( mouse.x, mouse.y, 0 );
  						mouseAfter.unproject( scope.object );

  						scope.object.position.sub( mouseAfter ).add( mouseBefore );
  						scope.object.updateMatrixWorld();

  						newRadius = offset.length();

  					} else {

  						console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - zoom to cursor disabled.' );
  						scope.zoomToCursor = false;

  					}

  					// handle the placement of the target
  					if ( newRadius !== null ) {

  						if ( this.screenSpacePanning ) {

  							// position the orbit target in front of the new camera position
  							scope.target.set( 0, 0, - 1 )
  								.transformDirection( scope.object.matrix )
  								.multiplyScalar( newRadius )
  								.add( scope.object.position );

  						} else {

  							// get the ray and translation plane to compute target
  							_ray.origin.copy( scope.object.position );
  							_ray.direction.set( 0, 0, - 1 ).transformDirection( scope.object.matrix );

  							// if the camera is 20 degrees above the horizon then don't adjust the focus target to avoid
  							// extremely large values
  							if ( Math.abs( scope.object.up.dot( _ray.direction ) ) < TILT_LIMIT ) {

  								object.lookAt( scope.target );

  							} else {

  								_plane.setFromNormalAndCoplanarPoint( scope.object.up, scope.target );
  								_ray.intersectPlane( _plane, scope.target );

  							}

  						}

  					}

  				} else if ( scope.object.isOrthographicCamera ) {

  					zoomChanged = scale !== 1;

  					if ( zoomChanged ) {

  						scope.object.zoom = Math.max( scope.minZoom, Math.min( scope.maxZoom, scope.object.zoom / scale ) );
  						scope.object.updateProjectionMatrix();

  					}

  				}

  				scale = 1;
  				performCursorZoom = false;

  				// update condition is:
  				// min(camera displacement, camera rotation in radians)^2 > EPS
  				// using small-angle approximation cos(x/2) = 1 - x^2 / 8

  				if ( zoomChanged ||
  					lastPosition.distanceToSquared( scope.object.position ) > EPS ||
  					8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS ||
  					lastTargetPosition.distanceToSquared( scope.target ) > 0 ) {

  					scope.dispatchEvent( _changeEvent$1 );

  					lastPosition.copy( scope.object.position );
  					lastQuaternion.copy( scope.object.quaternion );
  					lastTargetPosition.copy( scope.target );

  					return true;

  				}

  				return false;

  			};

  		}();

  		this.dispose = function () {

  			scope.domElement.removeEventListener( 'contextmenu', onContextMenu );

  			scope.domElement.removeEventListener( 'pointerdown', onPointerDown );
  			scope.domElement.removeEventListener( 'pointercancel', onPointerUp );
  			scope.domElement.removeEventListener( 'wheel', onMouseWheel );

  			scope.domElement.removeEventListener( 'pointermove', onPointerMove );
  			scope.domElement.removeEventListener( 'pointerup', onPointerUp );


  			if ( scope._domElementKeyEvents !== null ) {

  				scope._domElementKeyEvents.removeEventListener( 'keydown', onKeyDown );
  				scope._domElementKeyEvents = null;

  			}

  			//scope.dispatchEvent( { type: 'dispose' } ); // should this be added here?

  		};

  		//
  		// internals
  		//

  		const scope = this;

  		const STATE = {
  			NONE: - 1,
  			ROTATE: 0,
  			DOLLY: 1,
  			PAN: 2,
  			TOUCH_ROTATE: 3,
  			TOUCH_PAN: 4,
  			TOUCH_DOLLY_PAN: 5,
  			TOUCH_DOLLY_ROTATE: 6
  		};

  		let state = STATE.NONE;

  		const EPS = 0.000001;

  		// current position in spherical coordinates
  		const spherical = new Spherical();
  		const sphericalDelta = new Spherical();

  		let scale = 1;
  		const panOffset = new Vector3();

  		const rotateStart = new Vector2();
  		const rotateEnd = new Vector2();
  		const rotateDelta = new Vector2();

  		const panStart = new Vector2();
  		const panEnd = new Vector2();
  		const panDelta = new Vector2();

  		const dollyStart = new Vector2();
  		const dollyEnd = new Vector2();
  		const dollyDelta = new Vector2();

  		const dollyDirection = new Vector3();
  		const mouse = new Vector2();
  		let performCursorZoom = false;

  		const pointers = [];
  		const pointerPositions = {};

  		let controlActive = false;

  		function getAutoRotationAngle( deltaTime ) {

  			if ( deltaTime !== null ) {

  				return ( 2 * Math.PI / 60 * scope.autoRotateSpeed ) * deltaTime;

  			} else {

  				return 2 * Math.PI / 60 / 60 * scope.autoRotateSpeed;

  			}

  		}

  		function getZoomScale( delta ) {

  			const normalizedDelta = Math.abs( delta * 0.01 );
  			return Math.pow( 0.95, scope.zoomSpeed * normalizedDelta );

  		}

  		function rotateLeft( angle ) {

  			sphericalDelta.theta -= angle;

  		}

  		function rotateUp( angle ) {

  			sphericalDelta.phi -= angle;

  		}

  		const panLeft = function () {

  			const v = new Vector3();

  			return function panLeft( distance, objectMatrix ) {

  				v.setFromMatrixColumn( objectMatrix, 0 ); // get X column of objectMatrix
  				v.multiplyScalar( - distance );

  				panOffset.add( v );

  			};

  		}();

  		const panUp = function () {

  			const v = new Vector3();

  			return function panUp( distance, objectMatrix ) {

  				if ( scope.screenSpacePanning === true ) {

  					v.setFromMatrixColumn( objectMatrix, 1 );

  				} else {

  					v.setFromMatrixColumn( objectMatrix, 0 );
  					v.crossVectors( scope.object.up, v );

  				}

  				v.multiplyScalar( distance );

  				panOffset.add( v );

  			};

  		}();

  		// deltaX and deltaY are in pixels; right and down are positive
  		const pan = function () {

  			const offset = new Vector3();

  			return function pan( deltaX, deltaY ) {

  				const element = scope.domElement;

  				if ( scope.object.isPerspectiveCamera ) {

  					// perspective
  					const position = scope.object.position;
  					offset.copy( position ).sub( scope.target );
  					let targetDistance = offset.length();

  					// half of the fov is center to top of screen
  					targetDistance *= Math.tan( ( scope.object.fov / 2 ) * Math.PI / 180.0 );

  					// we use only clientHeight here so aspect ratio does not distort speed
  					panLeft( 2 * deltaX * targetDistance / element.clientHeight, scope.object.matrix );
  					panUp( 2 * deltaY * targetDistance / element.clientHeight, scope.object.matrix );

  				} else if ( scope.object.isOrthographicCamera ) {

  					// orthographic
  					panLeft( deltaX * ( scope.object.right - scope.object.left ) / scope.object.zoom / element.clientWidth, scope.object.matrix );
  					panUp( deltaY * ( scope.object.top - scope.object.bottom ) / scope.object.zoom / element.clientHeight, scope.object.matrix );

  				} else {

  					// camera neither orthographic nor perspective
  					console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - pan disabled.' );
  					scope.enablePan = false;

  				}

  			};

  		}();

  		function dollyOut( dollyScale ) {

  			if ( scope.object.isPerspectiveCamera || scope.object.isOrthographicCamera ) {

  				scale /= dollyScale;

  			} else {

  				console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
  				scope.enableZoom = false;

  			}

  		}

  		function dollyIn( dollyScale ) {

  			if ( scope.object.isPerspectiveCamera || scope.object.isOrthographicCamera ) {

  				scale *= dollyScale;

  			} else {

  				console.warn( 'WARNING: OrbitControls.js encountered an unknown camera type - dolly/zoom disabled.' );
  				scope.enableZoom = false;

  			}

  		}

  		function updateZoomParameters( x, y ) {

  			if ( ! scope.zoomToCursor ) {

  				return;

  			}

  			performCursorZoom = true;

  			const rect = scope.domElement.getBoundingClientRect();
  			const dx = x - rect.left;
  			const dy = y - rect.top;
  			const w = rect.width;
  			const h = rect.height;

  			mouse.x = ( dx / w ) * 2 - 1;
  			mouse.y = - ( dy / h ) * 2 + 1;

  			dollyDirection.set( mouse.x, mouse.y, 1 ).unproject( scope.object ).sub( scope.object.position ).normalize();

  		}

  		function clampDistance( dist ) {

  			return Math.max( scope.minDistance, Math.min( scope.maxDistance, dist ) );

  		}

  		//
  		// event callbacks - update the object state
  		//

  		function handleMouseDownRotate( event ) {

  			rotateStart.set( event.clientX, event.clientY );

  		}

  		function handleMouseDownDolly( event ) {

  			updateZoomParameters( event.clientX, event.clientX );
  			dollyStart.set( event.clientX, event.clientY );

  		}

  		function handleMouseDownPan( event ) {

  			panStart.set( event.clientX, event.clientY );

  		}

  		function handleMouseMoveRotate( event ) {

  			rotateEnd.set( event.clientX, event.clientY );

  			rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );

  			const element = scope.domElement;

  			rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height

  			rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );

  			rotateStart.copy( rotateEnd );

  			scope.update();

  		}

  		function handleMouseMoveDolly( event ) {

  			dollyEnd.set( event.clientX, event.clientY );

  			dollyDelta.subVectors( dollyEnd, dollyStart );

  			if ( dollyDelta.y > 0 ) {

  				dollyOut( getZoomScale( dollyDelta.y ) );

  			} else if ( dollyDelta.y < 0 ) {

  				dollyIn( getZoomScale( dollyDelta.y ) );

  			}

  			dollyStart.copy( dollyEnd );

  			scope.update();

  		}

  		function handleMouseMovePan( event ) {

  			panEnd.set( event.clientX, event.clientY );

  			panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );

  			pan( panDelta.x, panDelta.y );

  			panStart.copy( panEnd );

  			scope.update();

  		}

  		function handleMouseWheel( event ) {

  			updateZoomParameters( event.clientX, event.clientY );

  			if ( event.deltaY < 0 ) {

  				dollyIn( getZoomScale( event.deltaY ) );

  			} else if ( event.deltaY > 0 ) {

  				dollyOut( getZoomScale( event.deltaY ) );

  			}

  			scope.update();

  		}

  		function handleKeyDown( event ) {

  			let needsUpdate = false;

  			switch ( event.code ) {

  				case scope.keys.UP:

  					if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  						rotateUp( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );

  					} else {

  						pan( 0, scope.keyPanSpeed );

  					}

  					needsUpdate = true;
  					break;

  				case scope.keys.BOTTOM:

  					if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  						rotateUp( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );

  					} else {

  						pan( 0, - scope.keyPanSpeed );

  					}

  					needsUpdate = true;
  					break;

  				case scope.keys.LEFT:

  					if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  						rotateLeft( 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );

  					} else {

  						pan( scope.keyPanSpeed, 0 );

  					}

  					needsUpdate = true;
  					break;

  				case scope.keys.RIGHT:

  					if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  						rotateLeft( - 2 * Math.PI * scope.rotateSpeed / scope.domElement.clientHeight );

  					} else {

  						pan( - scope.keyPanSpeed, 0 );

  					}

  					needsUpdate = true;
  					break;

  			}

  			if ( needsUpdate ) {

  				// prevent the browser from scrolling on cursor keys
  				event.preventDefault();

  				scope.update();

  			}


  		}

  		function handleTouchStartRotate( event ) {

  			if ( pointers.length === 1 ) {

  				rotateStart.set( event.pageX, event.pageY );

  			} else {

  				const position = getSecondPointerPosition( event );

  				const x = 0.5 * ( event.pageX + position.x );
  				const y = 0.5 * ( event.pageY + position.y );

  				rotateStart.set( x, y );

  			}

  		}

  		function handleTouchStartPan( event ) {

  			if ( pointers.length === 1 ) {

  				panStart.set( event.pageX, event.pageY );

  			} else {

  				const position = getSecondPointerPosition( event );

  				const x = 0.5 * ( event.pageX + position.x );
  				const y = 0.5 * ( event.pageY + position.y );

  				panStart.set( x, y );

  			}

  		}

  		function handleTouchStartDolly( event ) {

  			const position = getSecondPointerPosition( event );

  			const dx = event.pageX - position.x;
  			const dy = event.pageY - position.y;

  			const distance = Math.sqrt( dx * dx + dy * dy );

  			dollyStart.set( 0, distance );

  		}

  		function handleTouchStartDollyPan( event ) {

  			if ( scope.enableZoom ) handleTouchStartDolly( event );

  			if ( scope.enablePan ) handleTouchStartPan( event );

  		}

  		function handleTouchStartDollyRotate( event ) {

  			if ( scope.enableZoom ) handleTouchStartDolly( event );

  			if ( scope.enableRotate ) handleTouchStartRotate( event );

  		}

  		function handleTouchMoveRotate( event ) {

  			if ( pointers.length == 1 ) {

  				rotateEnd.set( event.pageX, event.pageY );

  			} else {

  				const position = getSecondPointerPosition( event );

  				const x = 0.5 * ( event.pageX + position.x );
  				const y = 0.5 * ( event.pageY + position.y );

  				rotateEnd.set( x, y );

  			}

  			rotateDelta.subVectors( rotateEnd, rotateStart ).multiplyScalar( scope.rotateSpeed );

  			const element = scope.domElement;

  			rotateLeft( 2 * Math.PI * rotateDelta.x / element.clientHeight ); // yes, height

  			rotateUp( 2 * Math.PI * rotateDelta.y / element.clientHeight );

  			rotateStart.copy( rotateEnd );

  		}

  		function handleTouchMovePan( event ) {

  			if ( pointers.length === 1 ) {

  				panEnd.set( event.pageX, event.pageY );

  			} else {

  				const position = getSecondPointerPosition( event );

  				const x = 0.5 * ( event.pageX + position.x );
  				const y = 0.5 * ( event.pageY + position.y );

  				panEnd.set( x, y );

  			}

  			panDelta.subVectors( panEnd, panStart ).multiplyScalar( scope.panSpeed );

  			pan( panDelta.x, panDelta.y );

  			panStart.copy( panEnd );

  		}

  		function handleTouchMoveDolly( event ) {

  			const position = getSecondPointerPosition( event );

  			const dx = event.pageX - position.x;
  			const dy = event.pageY - position.y;

  			const distance = Math.sqrt( dx * dx + dy * dy );

  			dollyEnd.set( 0, distance );

  			dollyDelta.set( 0, Math.pow( dollyEnd.y / dollyStart.y, scope.zoomSpeed ) );

  			dollyOut( dollyDelta.y );

  			dollyStart.copy( dollyEnd );

  			const centerX = ( event.pageX + position.x ) * 0.5;
  			const centerY = ( event.pageY + position.y ) * 0.5;

  			updateZoomParameters( centerX, centerY );

  		}

  		function handleTouchMoveDollyPan( event ) {

  			if ( scope.enableZoom ) handleTouchMoveDolly( event );

  			if ( scope.enablePan ) handleTouchMovePan( event );

  		}

  		function handleTouchMoveDollyRotate( event ) {

  			if ( scope.enableZoom ) handleTouchMoveDolly( event );

  			if ( scope.enableRotate ) handleTouchMoveRotate( event );

  		}

  		//
  		// event handlers - FSM: listen for events and reset state
  		//

  		function onPointerDown( event ) {

  			if ( scope.enabled === false ) return;

  			if ( pointers.length === 0 ) {

  				scope.domElement.setPointerCapture( event.pointerId );

  				scope.domElement.addEventListener( 'pointermove', onPointerMove );
  				scope.domElement.addEventListener( 'pointerup', onPointerUp );

  			}

  			//

  			addPointer( event );

  			if ( event.pointerType === 'touch' ) {

  				onTouchStart( event );

  			} else {

  				onMouseDown( event );

  			}

  		}

  		function onPointerMove( event ) {

  			if ( scope.enabled === false ) return;

  			if ( event.pointerType === 'touch' ) {

  				onTouchMove( event );

  			} else {

  				onMouseMove( event );

  			}

  		}

  		function onPointerUp( event ) {

  			removePointer( event );

  			switch ( pointers.length ) {

  				case 0:

  					scope.domElement.releasePointerCapture( event.pointerId );

  					scope.domElement.removeEventListener( 'pointermove', onPointerMove );
  					scope.domElement.removeEventListener( 'pointerup', onPointerUp );

  					scope.dispatchEvent( _endEvent );

  					state = STATE.NONE;

  					break;

  				case 1:

  					const pointerId = pointers[ 0 ];
  					const position = pointerPositions[ pointerId ];

  					// minimal placeholder event - allows state correction on pointer-up
  					onTouchStart( { pointerId: pointerId, pageX: position.x, pageY: position.y } );

  					break;

  			}

  		}

  		function onMouseDown( event ) {

  			let mouseAction;

  			switch ( event.button ) {

  				case 0:

  					mouseAction = scope.mouseButtons.LEFT;
  					break;

  				case 1:

  					mouseAction = scope.mouseButtons.MIDDLE;
  					break;

  				case 2:

  					mouseAction = scope.mouseButtons.RIGHT;
  					break;

  				default:

  					mouseAction = - 1;

  			}

  			switch ( mouseAction ) {

  				case MOUSE.DOLLY:

  					if ( scope.enableZoom === false ) return;

  					handleMouseDownDolly( event );

  					state = STATE.DOLLY;

  					break;

  				case MOUSE.ROTATE:

  					if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  						if ( scope.enablePan === false ) return;

  						handleMouseDownPan( event );

  						state = STATE.PAN;

  					} else {

  						if ( scope.enableRotate === false ) return;

  						handleMouseDownRotate( event );

  						state = STATE.ROTATE;

  					}

  					break;

  				case MOUSE.PAN:

  					if ( event.ctrlKey || event.metaKey || event.shiftKey ) {

  						if ( scope.enableRotate === false ) return;

  						handleMouseDownRotate( event );

  						state = STATE.ROTATE;

  					} else {

  						if ( scope.enablePan === false ) return;

  						handleMouseDownPan( event );

  						state = STATE.PAN;

  					}

  					break;

  				default:

  					state = STATE.NONE;

  			}

  			if ( state !== STATE.NONE ) {

  				scope.dispatchEvent( _startEvent );

  			}

  		}

  		function onMouseMove( event ) {

  			switch ( state ) {

  				case STATE.ROTATE:

  					if ( scope.enableRotate === false ) return;

  					handleMouseMoveRotate( event );

  					break;

  				case STATE.DOLLY:

  					if ( scope.enableZoom === false ) return;

  					handleMouseMoveDolly( event );

  					break;

  				case STATE.PAN:

  					if ( scope.enablePan === false ) return;

  					handleMouseMovePan( event );

  					break;

  			}

  		}

  		function onMouseWheel( event ) {

  			if ( scope.enabled === false || scope.enableZoom === false || state !== STATE.NONE ) return;

  			event.preventDefault();

  			scope.dispatchEvent( _startEvent );

  			handleMouseWheel( customWheelEvent( event ) );

  			scope.dispatchEvent( _endEvent );

  		}

  		function customWheelEvent( event ) {

  			const mode = event.deltaMode;

  			// minimal wheel event altered to meet delta-zoom demand
  			const newEvent = {
  				clientX: event.clientX,
  				clientY: event.clientY,
  				deltaY: event.deltaY,
  			};

  			switch ( mode ) {

  				case 1: // LINE_MODE
  					newEvent.deltaY *= 16;
  					break;

  				case 2: // PAGE_MODE
  					newEvent.deltaY *= 100;
  					break;

  			}

  			// detect if event was triggered by pinching
  			if ( event.ctrlKey && ! controlActive ) {

  				newEvent.deltaY *= 10;

  			}

  			return newEvent;

  		}

  		function interceptControlDown( event ) {

  			if ( event.key === 'Control' ) {

  				controlActive = true;


  				const document = scope.domElement.getRootNode(); // offscreen canvas compatibility

  				document.addEventListener( 'keyup', interceptControlUp, { passive: true, capture: true } );

  			}

  		}

  		function interceptControlUp( event ) {

  			if ( event.key === 'Control' ) {

  				controlActive = false;


  				const document = scope.domElement.getRootNode(); // offscreen canvas compatibility

  				document.removeEventListener( 'keyup', interceptControlUp, { passive: true, capture: true } );

  			}

  		}

  		function onKeyDown( event ) {

  			if ( scope.enabled === false || scope.enablePan === false ) return;

  			handleKeyDown( event );

  		}

  		function onTouchStart( event ) {

  			trackPointer( event );

  			switch ( pointers.length ) {

  				case 1:

  					switch ( scope.touches.ONE ) {

  						case TOUCH.ROTATE:

  							if ( scope.enableRotate === false ) return;

  							handleTouchStartRotate( event );

  							state = STATE.TOUCH_ROTATE;

  							break;

  						case TOUCH.PAN:

  							if ( scope.enablePan === false ) return;

  							handleTouchStartPan( event );

  							state = STATE.TOUCH_PAN;

  							break;

  						default:

  							state = STATE.NONE;

  					}

  					break;

  				case 2:

  					switch ( scope.touches.TWO ) {

  						case TOUCH.DOLLY_PAN:

  							if ( scope.enableZoom === false && scope.enablePan === false ) return;

  							handleTouchStartDollyPan( event );

  							state = STATE.TOUCH_DOLLY_PAN;

  							break;

  						case TOUCH.DOLLY_ROTATE:

  							if ( scope.enableZoom === false && scope.enableRotate === false ) return;

  							handleTouchStartDollyRotate( event );

  							state = STATE.TOUCH_DOLLY_ROTATE;

  							break;

  						default:

  							state = STATE.NONE;

  					}

  					break;

  				default:

  					state = STATE.NONE;

  			}

  			if ( state !== STATE.NONE ) {

  				scope.dispatchEvent( _startEvent );

  			}

  		}

  		function onTouchMove( event ) {

  			trackPointer( event );

  			switch ( state ) {

  				case STATE.TOUCH_ROTATE:

  					if ( scope.enableRotate === false ) return;

  					handleTouchMoveRotate( event );

  					scope.update();

  					break;

  				case STATE.TOUCH_PAN:

  					if ( scope.enablePan === false ) return;

  					handleTouchMovePan( event );

  					scope.update();

  					break;

  				case STATE.TOUCH_DOLLY_PAN:

  					if ( scope.enableZoom === false && scope.enablePan === false ) return;

  					handleTouchMoveDollyPan( event );

  					scope.update();

  					break;

  				case STATE.TOUCH_DOLLY_ROTATE:

  					if ( scope.enableZoom === false && scope.enableRotate === false ) return;

  					handleTouchMoveDollyRotate( event );

  					scope.update();

  					break;

  				default:

  					state = STATE.NONE;

  			}

  		}

  		function onContextMenu( event ) {

  			if ( scope.enabled === false ) return;

  			event.preventDefault();

  		}

  		function addPointer( event ) {

  			pointers.push( event.pointerId );

  		}

  		function removePointer( event ) {

  			delete pointerPositions[ event.pointerId ];

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

  				if ( pointers[ i ] == event.pointerId ) {

  					pointers.splice( i, 1 );
  					return;

  				}

  			}

  		}

  		function trackPointer( event ) {

  			let position = pointerPositions[ event.pointerId ];

  			if ( position === undefined ) {

  				position = new Vector2();
  				pointerPositions[ event.pointerId ] = position;

  			}

  			position.set( event.pageX, event.pageY );

  		}

  		function getSecondPointerPosition( event ) {

  			const pointerId = ( event.pointerId === pointers[ 0 ] ) ? pointers[ 1 ] : pointers[ 0 ];

  			return pointerPositions[ pointerId ];

  		}

  		//

  		scope.domElement.addEventListener( 'contextmenu', onContextMenu );

  		scope.domElement.addEventListener( 'pointerdown', onPointerDown );
  		scope.domElement.addEventListener( 'pointercancel', onPointerUp );
  		scope.domElement.addEventListener( 'wheel', onMouseWheel, { passive: false } );

  		const document = scope.domElement.getRootNode(); // offscreen canvas compatibility

  		document.addEventListener( 'keydown', interceptControlDown, { passive: true, capture: true } );

  		// force an update at start

  		this.update();

  	}

  }

  const _changeEvent = { type: 'change' };

  class FlyControls extends EventDispatcher {

  	constructor( object, domElement ) {

  		super();

  		this.object = object;
  		this.domElement = domElement;

  		// API

  		// Set to false to disable this control
  		this.enabled = true;

  		this.movementSpeed = 1.0;
  		this.rollSpeed = 0.005;

  		this.dragToLook = false;
  		this.autoForward = false;

  		// disable default target object behavior

  		// internals

  		const scope = this;

  		const EPS = 0.000001;

  		const lastQuaternion = new Quaternion();
  		const lastPosition = new Vector3();

  		this.tmpQuaternion = new Quaternion();

  		this.status = 0;

  		this.moveState = { up: 0, down: 0, left: 0, right: 0, forward: 0, back: 0, pitchUp: 0, pitchDown: 0, yawLeft: 0, yawRight: 0, rollLeft: 0, rollRight: 0 };
  		this.moveVector = new Vector3( 0, 0, 0 );
  		this.rotationVector = new Vector3( 0, 0, 0 );

  		this.keydown = function ( event ) {

  			if ( event.altKey || this.enabled === false ) {

  				return;

  			}

  			switch ( event.code ) {

  				case 'ShiftLeft':
  				case 'ShiftRight': this.movementSpeedMultiplier = .1; break;

  				case 'KeyW': this.moveState.forward = 1; break;
  				case 'KeyS': this.moveState.back = 1; break;

  				case 'KeyA': this.moveState.left = 1; break;
  				case 'KeyD': this.moveState.right = 1; break;

  				case 'KeyR': this.moveState.up = 1; break;
  				case 'KeyF': this.moveState.down = 1; break;

  				case 'ArrowUp': this.moveState.pitchUp = 1; break;
  				case 'ArrowDown': this.moveState.pitchDown = 1; break;

  				case 'ArrowLeft': this.moveState.yawLeft = 1; break;
  				case 'ArrowRight': this.moveState.yawRight = 1; break;

  				case 'KeyQ': this.moveState.rollLeft = 1; break;
  				case 'KeyE': this.moveState.rollRight = 1; break;

  			}

  			this.updateMovementVector();
  			this.updateRotationVector();

  		};

  		this.keyup = function ( event ) {

  			if ( this.enabled === false ) return;

  			switch ( event.code ) {

  				case 'ShiftLeft':
  				case 'ShiftRight': this.movementSpeedMultiplier = 1; break;

  				case 'KeyW': this.moveState.forward = 0; break;
  				case 'KeyS': this.moveState.back = 0; break;

  				case 'KeyA': this.moveState.left = 0; break;
  				case 'KeyD': this.moveState.right = 0; break;

  				case 'KeyR': this.moveState.up = 0; break;
  				case 'KeyF': this.moveState.down = 0; break;

  				case 'ArrowUp': this.moveState.pitchUp = 0; break;
  				case 'ArrowDown': this.moveState.pitchDown = 0; break;

  				case 'ArrowLeft': this.moveState.yawLeft = 0; break;
  				case 'ArrowRight': this.moveState.yawRight = 0; break;

  				case 'KeyQ': this.moveState.rollLeft = 0; break;
  				case 'KeyE': this.moveState.rollRight = 0; break;

  			}

  			this.updateMovementVector();
  			this.updateRotationVector();

  		};

  		this.pointerdown = function ( event ) {

  			if ( this.enabled === false ) return;

  			if ( this.dragToLook ) {

  				this.status ++;

  			} else {

  				switch ( event.button ) {

  					case 0: this.moveState.forward = 1; break;
  					case 2: this.moveState.back = 1; break;

  				}

  				this.updateMovementVector();

  			}

  		};

  		this.pointermove = function ( event ) {

  			if ( this.enabled === false ) return;

  			if ( ! this.dragToLook || this.status > 0 ) {

  				const container = this.getContainerDimensions();
  				const halfWidth = container.size[ 0 ] / 2;
  				const halfHeight = container.size[ 1 ] / 2;

  				this.moveState.yawLeft = - ( ( event.pageX - container.offset[ 0 ] ) - halfWidth ) / halfWidth;
  				this.moveState.pitchDown = ( ( event.pageY - container.offset[ 1 ] ) - halfHeight ) / halfHeight;

  				this.updateRotationVector();

  			}

  		};

  		this.pointerup = function ( event ) {

  			if ( this.enabled === false ) return;

  			if ( this.dragToLook ) {

  				this.status --;

  				this.moveState.yawLeft = this.moveState.pitchDown = 0;

  			} else {

  				switch ( event.button ) {

  					case 0: this.moveState.forward = 0; break;
  					case 2: this.moveState.back = 0; break;

  				}

  				this.updateMovementVector();

  			}

  			this.updateRotationVector();

  		};

  		this.pointercancel = function () {

  			if ( this.enabled === false ) return;

  			if ( this.dragToLook ) {

  				this.status = 0;

  				this.moveState.yawLeft = this.moveState.pitchDown = 0;

  			} else {

  				this.moveState.forward = 0;
  				this.moveState.back = 0;

  				this.updateMovementVector();

  			}

  			this.updateRotationVector();

  		};

  		this.contextMenu = function ( event ) {

  			if ( this.enabled === false ) return;

  			event.preventDefault();

  		};

  		this.update = function ( delta ) {

  			if ( this.enabled === false ) return;

  			const moveMult = delta * scope.movementSpeed;
  			const rotMult = delta * scope.rollSpeed;

  			scope.object.translateX( scope.moveVector.x * moveMult );
  			scope.object.translateY( scope.moveVector.y * moveMult );
  			scope.object.translateZ( scope.moveVector.z * moveMult );

  			scope.tmpQuaternion.set( scope.rotationVector.x * rotMult, scope.rotationVector.y * rotMult, scope.rotationVector.z * rotMult, 1 ).normalize();
  			scope.object.quaternion.multiply( scope.tmpQuaternion );

  			if (
  				lastPosition.distanceToSquared( scope.object.position ) > EPS ||
  				8 * ( 1 - lastQuaternion.dot( scope.object.quaternion ) ) > EPS
  			) {

  				scope.dispatchEvent( _changeEvent );
  				lastQuaternion.copy( scope.object.quaternion );
  				lastPosition.copy( scope.object.position );

  			}

  		};

  		this.updateMovementVector = function () {

  			const forward = ( this.moveState.forward || ( this.autoForward && ! this.moveState.back ) ) ? 1 : 0;

  			this.moveVector.x = ( - this.moveState.left + this.moveState.right );
  			this.moveVector.y = ( - this.moveState.down + this.moveState.up );
  			this.moveVector.z = ( - forward + this.moveState.back );

  			//console.log( 'move:', [ this.moveVector.x, this.moveVector.y, this.moveVector.z ] );

  		};

  		this.updateRotationVector = function () {

  			this.rotationVector.x = ( - this.moveState.pitchDown + this.moveState.pitchUp );
  			this.rotationVector.y = ( - this.moveState.yawRight + this.moveState.yawLeft );
  			this.rotationVector.z = ( - this.moveState.rollRight + this.moveState.rollLeft );

  			//console.log( 'rotate:', [ this.rotationVector.x, this.rotationVector.y, this.rotationVector.z ] );

  		};

  		this.getContainerDimensions = function () {

  			if ( this.domElement != document ) {

  				return {
  					size: [ this.domElement.offsetWidth, this.domElement.offsetHeight ],
  					offset: [ this.domElement.offsetLeft, this.domElement.offsetTop ]
  				};

  			} else {

  				return {
  					size: [ window.innerWidth, window.innerHeight ],
  					offset: [ 0, 0 ]
  				};

  			}

  		};

  		this.dispose = function () {

  			this.domElement.removeEventListener( 'contextmenu', _contextmenu );
  			this.domElement.removeEventListener( 'pointerdown', _pointerdown );
  			this.domElement.removeEventListener( 'pointermove', _pointermove );
  			this.domElement.removeEventListener( 'pointerup', _pointerup );
  			this.domElement.removeEventListener( 'pointercancel', _pointercancel );

  			window.removeEventListener( 'keydown', _keydown );
  			window.removeEventListener( 'keyup', _keyup );

  		};

  		const _contextmenu = this.contextMenu.bind( this );
  		const _pointermove = this.pointermove.bind( this );
  		const _pointerdown = this.pointerdown.bind( this );
  		const _pointerup = this.pointerup.bind( this );
  		const _pointercancel = this.pointercancel.bind( this );
  		const _keydown = this.keydown.bind( this );
  		const _keyup = this.keyup.bind( this );

  		this.domElement.addEventListener( 'contextmenu', _contextmenu );
  		this.domElement.addEventListener( 'pointerdown', _pointerdown );
  		this.domElement.addEventListener( 'pointermove', _pointermove );
  		this.domElement.addEventListener( 'pointerup', _pointerup );
  		this.domElement.addEventListener( 'pointercancel', _pointercancel );

  		window.addEventListener( 'keydown', _keydown );
  		window.addEventListener( 'keyup', _keyup );

  		this.updateMovementVector();
  		this.updateRotationVector();

  	}

  }

  /**
   * Full-screen textured quad shader
   */

  const CopyShader = {

  	name: 'CopyShader',

  	uniforms: {

  		'tDiffuse': { value: null },
  		'opacity': { value: 1.0 }

  	},

  	vertexShader: /* glsl */`

		varying vec2 vUv;

		void main() {

			vUv = uv;
			gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );

		}`,

  	fragmentShader: /* glsl */`

		uniform float opacity;

		uniform sampler2D tDiffuse;

		varying vec2 vUv;

		void main() {

			vec4 texel = texture2D( tDiffuse, vUv );
			gl_FragColor = opacity * texel;


		}`

  };

  class Pass {

  	constructor() {

  		this.isPass = true;

  		// if set to true, the pass is processed by the composer
  		this.enabled = true;

  		// if set to true, the pass indicates to swap read and write buffer after rendering
  		this.needsSwap = true;

  		// if set to true, the pass clears its buffer before rendering
  		this.clear = false;

  		// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
  		this.renderToScreen = false;

  	}

  	setSize( /* width, height */ ) {}

  	render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {

  		console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );

  	}

  	dispose() {}

  }

  // Helper for passes that need to fill the viewport with a single quad.

  const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );

  // https://github.com/mrdoob/three.js/pull/21358

  class FullscreenTriangleGeometry extends BufferGeometry {

  	constructor() {

  		super();

  		this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
  		this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );

  	}

  }

  const _geometry = new FullscreenTriangleGeometry();

  class FullScreenQuad {

  	constructor( material ) {

  		this._mesh = new Mesh( _geometry, material );

  	}

  	dispose() {

  		this._mesh.geometry.dispose();

  	}

  	render( renderer ) {

  		renderer.render( this._mesh, _camera );

  	}

  	get material() {

  		return this._mesh.material;

  	}

  	set material( value ) {

  		this._mesh.material = value;

  	}

  }

  class ShaderPass extends Pass {

  	constructor( shader, textureID ) {

  		super();

  		this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';

  		if ( shader instanceof ShaderMaterial ) {

  			this.uniforms = shader.uniforms;

  			this.material = shader;

  		} else if ( shader ) {

  			this.uniforms = UniformsUtils.clone( shader.uniforms );

  			this.material = new ShaderMaterial( {

  				name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
  				defines: Object.assign( {}, shader.defines ),
  				uniforms: this.uniforms,
  				vertexShader: shader.vertexShader,
  				fragmentShader: shader.fragmentShader

  			} );

  		}

  		this.fsQuad = new FullScreenQuad( this.material );

  	}

  	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {

  		if ( this.uniforms[ this.textureID ] ) {

  			this.uniforms[ this.textureID ].value = readBuffer.texture;

  		}

  		this.fsQuad.material = this.material;

  		if ( this.renderToScreen ) {

  			renderer.setRenderTarget( null );
  			this.fsQuad.render( renderer );

  		} else {

  			renderer.setRenderTarget( writeBuffer );
  			// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
  			if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
  			this.fsQuad.render( renderer );

  		}

  	}

  	dispose() {

  		this.material.dispose();

  		this.fsQuad.dispose();

  	}

  }

  class MaskPass extends Pass {

  	constructor( scene, camera ) {

  		super();

  		this.scene = scene;
  		this.camera = camera;

  		this.clear = true;
  		this.needsSwap = false;

  		this.inverse = false;

  	}

  	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {

  		const context = renderer.getContext();
  		const state = renderer.state;

  		// don't update color or depth

  		state.buffers.color.setMask( false );
  		state.buffers.depth.setMask( false );

  		// lock buffers

  		state.buffers.color.setLocked( true );
  		state.buffers.depth.setLocked( true );

  		// set up stencil

  		let writeValue, clearValue;

  		if ( this.inverse ) {

  			writeValue = 0;
  			clearValue = 1;

  		} else {

  			writeValue = 1;
  			clearValue = 0;

  		}

  		state.buffers.stencil.setTest( true );
  		state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
  		state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
  		state.buffers.stencil.setClear( clearValue );
  		state.buffers.stencil.setLocked( true );

  		// draw into the stencil buffer

  		renderer.setRenderTarget( readBuffer );
  		if ( this.clear ) renderer.clear();
  		renderer.render( this.scene, this.camera );

  		renderer.setRenderTarget( writeBuffer );
  		if ( this.clear ) renderer.clear();
  		renderer.render( this.scene, this.camera );

  		// unlock color and depth buffer and make them writable for subsequent rendering/clearing

  		state.buffers.color.setLocked( false );
  		state.buffers.depth.setLocked( false );

  		state.buffers.color.setMask( true );
  		state.buffers.depth.setMask( true );

  		// only render where stencil is set to 1

  		state.buffers.stencil.setLocked( false );
  		state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
  		state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
  		state.buffers.stencil.setLocked( true );

  	}

  }

  class ClearMaskPass extends Pass {

  	constructor() {

  		super();

  		this.needsSwap = false;

  	}

  	render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {

  		renderer.state.buffers.stencil.setLocked( false );
  		renderer.state.buffers.stencil.setTest( false );

  	}

  }

  class EffectComposer {

  	constructor( renderer, renderTarget ) {

  		this.renderer = renderer;

  		this._pixelRatio = renderer.getPixelRatio();

  		if ( renderTarget === undefined ) {

  			const size = renderer.getSize( new Vector2() );
  			this._width = size.width;
  			this._height = size.height;

  			renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
  			renderTarget.texture.name = 'EffectComposer.rt1';

  		} else {

  			this._width = renderTarget.width;
  			this._height = renderTarget.height;

  		}

  		this.renderTarget1 = renderTarget;
  		this.renderTarget2 = renderTarget.clone();
  		this.renderTarget2.texture.name = 'EffectComposer.rt2';

  		this.writeBuffer = this.renderTarget1;
  		this.readBuffer = this.renderTarget2;

  		this.renderToScreen = true;

  		this.passes = [];

  		this.copyPass = new ShaderPass( CopyShader );
  		this.copyPass.material.blending = NoBlending;

  		this.clock = new Clock();

  	}

  	swapBuffers() {

  		const tmp = this.readBuffer;
  		this.readBuffer = this.writeBuffer;
  		this.writeBuffer = tmp;

  	}

  	addPass( pass ) {

  		this.passes.push( pass );
  		pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );

  	}

  	insertPass( pass, index ) {

  		this.passes.splice( index, 0, pass );
  		pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );

  	}

  	removePass( pass ) {

  		const index = this.passes.indexOf( pass );

  		if ( index !== - 1 ) {

  			this.passes.splice( index, 1 );

  		}

  	}

  	isLastEnabledPass( passIndex ) {

  		for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {

  			if ( this.passes[ i ].enabled ) {

  				return false;

  			}

  		}

  		return true;

  	}

  	render( deltaTime ) {

  		// deltaTime value is in seconds

  		if ( deltaTime === undefined ) {

  			deltaTime = this.clock.getDelta();

  		}

  		const currentRenderTarget = this.renderer.getRenderTarget();

  		let maskActive = false;

  		for ( let i = 0, il = this.passes.length; i < il; i ++ ) {

  			const pass = this.passes[ i ];

  			if ( pass.enabled === false ) continue;

  			pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
  			pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );

  			if ( pass.needsSwap ) {

  				if ( maskActive ) {

  					const context = this.renderer.getContext();
  					const stencil = this.renderer.state.buffers.stencil;

  					//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
  					stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );

  					this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );

  					//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
  					stencil.setFunc( context.EQUAL, 1, 0xffffffff );

  				}

  				this.swapBuffers();

  			}

  			if ( MaskPass !== undefined ) {

  				if ( pass instanceof MaskPass ) {

  					maskActive = true;

  				} else if ( pass instanceof ClearMaskPass ) {

  					maskActive = false;

  				}

  			}

  		}

  		this.renderer.setRenderTarget( currentRenderTarget );

  	}

  	reset( renderTarget ) {

  		if ( renderTarget === undefined ) {

  			const size = this.renderer.getSize( new Vector2() );
  			this._pixelRatio = this.renderer.getPixelRatio();
  			this._width = size.width;
  			this._height = size.height;

  			renderTarget = this.renderTarget1.clone();
  			renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );

  		}

  		this.renderTarget1.dispose();
  		this.renderTarget2.dispose();
  		this.renderTarget1 = renderTarget;
  		this.renderTarget2 = renderTarget.clone();

  		this.writeBuffer = this.renderTarget1;
  		this.readBuffer = this.renderTarget2;

  	}

  	setSize( width, height ) {

  		this._width = width;
  		this._height = height;

  		const effectiveWidth = this._width * this._pixelRatio;
  		const effectiveHeight = this._height * this._pixelRatio;

  		this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
  		this.renderTarget2.setSize( effectiveWidth, effectiveHeight );

  		for ( let i = 0; i < this.passes.length; i ++ ) {

  			this.passes[ i ].setSize( effectiveWidth, effectiveHeight );

  		}

  	}

  	setPixelRatio( pixelRatio ) {

  		this._pixelRatio = pixelRatio;

  		this.setSize( this._width, this._height );

  	}

  	dispose() {

  		this.renderTarget1.dispose();
  		this.renderTarget2.dispose();

  		this.copyPass.dispose();

  	}

  }

  class RenderPass extends Pass {

  	constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {

  		super();

  		this.scene = scene;
  		this.camera = camera;

  		this.overrideMaterial = overrideMaterial;

  		this.clearColor = clearColor;
  		this.clearAlpha = clearAlpha;

  		this.clear = true;
  		this.clearDepth = false;
  		this.needsSwap = false;
  		this._oldClearColor = new Color$1();

  	}

  	render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {

  		const oldAutoClear = renderer.autoClear;
  		renderer.autoClear = false;

  		let oldClearAlpha, oldOverrideMaterial;

  		if ( this.overrideMaterial !== null ) {

  			oldOverrideMaterial = this.scene.overrideMaterial;

  			this.scene.overrideMaterial = this.overrideMaterial;

  		}

  		if ( this.clearColor !== null ) {

  			renderer.getClearColor( this._oldClearColor );
  			renderer.setClearColor( this.clearColor );

  		}

  		if ( this.clearAlpha !== null ) {

  			oldClearAlpha = renderer.getClearAlpha();
  			renderer.setClearAlpha( this.clearAlpha );

  		}

  		if ( this.clearDepth == true ) {

  			renderer.clearDepth();

  		}

  		renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );

  		if ( this.clear === true ) {

  			// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
  			renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );

  		}

  		renderer.render( this.scene, this.camera );

  		// restore

  		if ( this.clearColor !== null ) {

  			renderer.setClearColor( this._oldClearColor );

  		}

  		if ( this.clearAlpha !== null ) {

  			renderer.setClearAlpha( oldClearAlpha );

  		}

  		if ( this.overrideMaterial !== null ) {

  			this.scene.overrideMaterial = oldOverrideMaterial;

  		}

  		renderer.autoClear = oldAutoClear;

  	}

  }

  function _extends() {
    _extends = Object.assign ? Object.assign.bind() : function (target) {
      for (var i = 1; i < arguments.length; i++) {
        var source = arguments[i];
        for (var key in source) {
          if (Object.prototype.hasOwnProperty.call(source, key)) {
            target[key] = source[key];
          }
        }
      }
      return target;
    };
    return _extends.apply(this, arguments);
  }

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

  function _setPrototypeOf(o, p) {
    _setPrototypeOf = Object.setPrototypeOf ? Object.setPrototypeOf.bind() : function _setPrototypeOf(o, p) {
      o.__proto__ = p;
      return o;
    };
    return _setPrototypeOf(o, p);
  }

  function _inheritsLoose(subClass, superClass) {
    subClass.prototype = Object.create(superClass.prototype);
    subClass.prototype.constructor = subClass;
    _setPrototypeOf(subClass, superClass);
  }

  function _getPrototypeOf(o) {
    _getPrototypeOf = Object.setPrototypeOf ? Object.getPrototypeOf.bind() : function _getPrototypeOf(o) {
      return o.__proto__ || Object.getPrototypeOf(o);
    };
    return _getPrototypeOf(o);
  }

  function _isNativeFunction(fn) {
    try {
      return Function.toString.call(fn).indexOf("[native code]") !== -1;
    } catch (e) {
      return typeof fn === "function";
    }
  }

  function _isNativeReflectConstruct() {
    try {
      var t = !Boolean.prototype.valueOf.call(Reflect.construct(Boolean, [], function () {}));
    } catch (t) {}
    return (_isNativeReflectConstruct = function _isNativeReflectConstruct() {
      return !!t;
    })();
  }

  function _construct(t, e, r) {
    if (_isNativeReflectConstruct()) return Reflect.construct.apply(null, arguments);
    var o = [null];
    o.push.apply(o, e);
    var p = new (t.bind.apply(t, o))();
    return r && _setPrototypeOf(p, r.prototype), p;
  }

  function _wrapNativeSuper(Class) {
    var _cache = typeof Map === "function" ? new Map() : undefined;
    _wrapNativeSuper = function _wrapNativeSuper(Class) {
      if (Class === null || !_isNativeFunction(Class)) return Class;
      if (typeof Class !== "function") {
        throw new TypeError("Super expression must either be null or a function");
      }
      if (typeof _cache !== "undefined") {
        if (_cache.has(Class)) return _cache.get(Class);
        _cache.set(Class, Wrapper);
      }
      function Wrapper() {
        return _construct(Class, arguments, _getPrototypeOf(this).constructor);
      }
      Wrapper.prototype = Object.create(Class.prototype, {
        constructor: {
          value: Wrapper,
          enumerable: false,
          writable: true,
          configurable: true
        }
      });
      return _setPrototypeOf(Wrapper, Class);
    };
    return _wrapNativeSuper(Class);
  }

  // based on https://github.com/styled-components/styled-components/blob/fcf6f3804c57a14dd7984dfab7bc06ee2edca044/src/utils/error.js
  /**
   * Parse errors.md and turn it into a simple hash of code: message
   * @private
   */
  var ERRORS = {
    "1": "Passed invalid arguments to hsl, please pass multiple numbers e.g. hsl(360, 0.75, 0.4) or an object e.g. rgb({ hue: 255, saturation: 0.4, lightness: 0.75 }).\n\n",
    "2": "Passed invalid arguments to hsla, please pass multiple numbers e.g. hsla(360, 0.75, 0.4, 0.7) or an object e.g. rgb({ hue: 255, saturation: 0.4, lightness: 0.75, alpha: 0.7 }).\n\n",
    "3": "Passed an incorrect argument to a color function, please pass a string representation of a color.\n\n",
    "4": "Couldn't generate valid rgb string from %s, it returned %s.\n\n",
    "5": "Couldn't parse the color string. Please provide the color as a string in hex, rgb, rgba, hsl or hsla notation.\n\n",
    "6": "Passed invalid arguments to rgb, please pass multiple numbers e.g. rgb(255, 205, 100) or an object e.g. rgb({ red: 255, green: 205, blue: 100 }).\n\n",
    "7": "Passed invalid arguments to rgba, please pass multiple numbers e.g. rgb(255, 205, 100, 0.75) or an object e.g. rgb({ red: 255, green: 205, blue: 100, alpha: 0.75 }).\n\n",
    "8": "Passed invalid argument to toColorString, please pass a RgbColor, RgbaColor, HslColor or HslaColor object.\n\n",
    "9": "Please provide a number of steps to the modularScale helper.\n\n",
    "10": "Please pass a number or one of the predefined scales to the modularScale helper as the ratio.\n\n",
    "11": "Invalid value passed as base to modularScale, expected number or em string but got \"%s\"\n\n",
    "12": "Expected a string ending in \"px\" or a number passed as the first argument to %s(), got \"%s\" instead.\n\n",
    "13": "Expected a string ending in \"px\" or a number passed as the second argument to %s(), got \"%s\" instead.\n\n",
    "14": "Passed invalid pixel value (\"%s\") to %s(), please pass a value like \"12px\" or 12.\n\n",
    "15": "Passed invalid base value (\"%s\") to %s(), please pass a value like \"12px\" or 12.\n\n",
    "16": "You must provide a template to this method.\n\n",
    "17": "You passed an unsupported selector state to this method.\n\n",
    "18": "minScreen and maxScreen must be provided as stringified numbers with the same units.\n\n",
    "19": "fromSize and toSize must be provided as stringified numbers with the same units.\n\n",
    "20": "expects either an array of objects or a single object with the properties prop, fromSize, and toSize.\n\n",
    "21": "expects the objects in the first argument array to have the properties `prop`, `fromSize`, and `toSize`.\n\n",
    "22": "expects the first argument object to have the properties `prop`, `fromSize`, and `toSize`.\n\n",
    "23": "fontFace expects a name of a font-family.\n\n",
    "24": "fontFace expects either the path to the font file(s) or a name of a local copy.\n\n",
    "25": "fontFace expects localFonts to be an array.\n\n",
    "26": "fontFace expects fileFormats to be an array.\n\n",
    "27": "radialGradient requries at least 2 color-stops to properly render.\n\n",
    "28": "Please supply a filename to retinaImage() as the first argument.\n\n",
    "29": "Passed invalid argument to triangle, please pass correct pointingDirection e.g. 'right'.\n\n",
    "30": "Passed an invalid value to `height` or `width`. Please provide a pixel based unit.\n\n",
    "31": "The animation shorthand only takes 8 arguments. See the specification for more information: http://mdn.io/animation\n\n",
    "32": "To pass multiple animations please supply them in arrays, e.g. animation(['rotate', '2s'], ['move', '1s'])\nTo pass a single animation please supply them in simple values, e.g. animation('rotate', '2s')\n\n",
    "33": "The animation shorthand arrays can only have 8 elements. See the specification for more information: http://mdn.io/animation\n\n",
    "34": "borderRadius expects a radius value as a string or number as the second argument.\n\n",
    "35": "borderRadius expects one of \"top\", \"bottom\", \"left\" or \"right\" as the first argument.\n\n",
    "36": "Property must be a string value.\n\n",
    "37": "Syntax Error at %s.\n\n",
    "38": "Formula contains a function that needs parentheses at %s.\n\n",
    "39": "Formula is missing closing parenthesis at %s.\n\n",
    "40": "Formula has too many closing parentheses at %s.\n\n",
    "41": "All values in a formula must have the same unit or be unitless.\n\n",
    "42": "Please provide a number of steps to the modularScale helper.\n\n",
    "43": "Please pass a number or one of the predefined scales to the modularScale helper as the ratio.\n\n",
    "44": "Invalid value passed as base to modularScale, expected number or em/rem string but got %s.\n\n",
    "45": "Passed invalid argument to hslToColorString, please pass a HslColor or HslaColor object.\n\n",
    "46": "Passed invalid argument to rgbToColorString, please pass a RgbColor or RgbaColor object.\n\n",
    "47": "minScreen and maxScreen must be provided as stringified numbers with the same units.\n\n",
    "48": "fromSize and toSize must be provided as stringified numbers with the same units.\n\n",
    "49": "Expects either an array of objects or a single object with the properties prop, fromSize, and toSize.\n\n",
    "50": "Expects the objects in the first argument array to have the properties prop, fromSize, and toSize.\n\n",
    "51": "Expects the first argument object to have the properties prop, fromSize, and toSize.\n\n",
    "52": "fontFace expects either the path to the font file(s) or a name of a local copy.\n\n",
    "53": "fontFace expects localFonts to be an array.\n\n",
    "54": "fontFace expects fileFormats to be an array.\n\n",
    "55": "fontFace expects a name of a font-family.\n\n",
    "56": "linearGradient requries at least 2 color-stops to properly render.\n\n",
    "57": "radialGradient requries at least 2 color-stops to properly render.\n\n",
    "58": "Please supply a filename to retinaImage() as the first argument.\n\n",
    "59": "Passed invalid argument to triangle, please pass correct pointingDirection e.g. 'right'.\n\n",
    "60": "Passed an invalid value to `height` or `width`. Please provide a pixel based unit.\n\n",
    "61": "Property must be a string value.\n\n",
    "62": "borderRadius expects a radius value as a string or number as the second argument.\n\n",
    "63": "borderRadius expects one of \"top\", \"bottom\", \"left\" or \"right\" as the first argument.\n\n",
    "64": "The animation shorthand only takes 8 arguments. See the specification for more information: http://mdn.io/animation.\n\n",
    "65": "To pass multiple animations please supply them in arrays, e.g. animation(['rotate', '2s'], ['move', '1s'])\\nTo pass a single animation please supply them in simple values, e.g. animation('rotate', '2s').\n\n",
    "66": "The animation shorthand arrays can only have 8 elements. See the specification for more information: http://mdn.io/animation.\n\n",
    "67": "You must provide a template to this method.\n\n",
    "68": "You passed an unsupported selector state to this method.\n\n",
    "69": "Expected a string ending in \"px\" or a number passed as the first argument to %s(), got %s instead.\n\n",
    "70": "Expected a string ending in \"px\" or a number passed as the second argument to %s(), got %s instead.\n\n",
    "71": "Passed invalid pixel value %s to %s(), please pass a value like \"12px\" or 12.\n\n",
    "72": "Passed invalid base value %s to %s(), please pass a value like \"12px\" or 12.\n\n",
    "73": "Please provide a valid CSS variable.\n\n",
    "74": "CSS variable not found and no default was provided.\n\n",
    "75": "important requires a valid style object, got a %s instead.\n\n",
    "76": "fromSize and toSize must be provided as stringified numbers with the same units as minScreen and maxScreen.\n\n",
    "77": "remToPx expects a value in \"rem\" but you provided it in \"%s\".\n\n",
    "78": "base must be set in \"px\" or \"%\" but you set it in \"%s\".\n"
  };

  /**
   * super basic version of sprintf
   * @private
   */
  function format() {
    for (var _len = arguments.length, args = new Array(_len), _key = 0; _key < _len; _key++) {
      args[_key] = arguments[_key];
    }
    var a = args[0];
    var b = [];
    var c;
    for (c = 1; c < args.length; c += 1) {
      b.push(args[c]);
    }
    b.forEach(function (d) {
      a = a.replace(/%[a-z]/, d);
    });
    return a;
  }

  /**
   * Create an error file out of errors.md for development and a simple web link to the full errors
   * in production mode.
   * @private
   */
  var PolishedError = /*#__PURE__*/function (_Error) {
    _inheritsLoose(PolishedError, _Error);
    function PolishedError(code) {
      var _this;
      if (process.env.NODE_ENV === 'production') {
        _this = _Error.call(this, "An error occurred. See https://github.com/styled-components/polished/blob/main/src/internalHelpers/errors.md#" + code + " for more information.") || this;
      } else {
        for (var _len2 = arguments.length, args = new Array(_len2 > 1 ? _len2 - 1 : 0), _key2 = 1; _key2 < _len2; _key2++) {
          args[_key2 - 1] = arguments[_key2];
        }
        _this = _Error.call(this, format.apply(void 0, [ERRORS[code]].concat(args))) || this;
      }
      return _assertThisInitialized(_this);
    }
    return PolishedError;
  }( /*#__PURE__*/_wrapNativeSuper(Error));

  function colorToInt(color) {
    return Math.round(color * 255);
  }
  function convertToInt(red, green, blue) {
    return colorToInt(red) + "," + colorToInt(green) + "," + colorToInt(blue);
  }
  function hslToRgb(hue, saturation, lightness, convert) {
    if (convert === void 0) {
      convert = convertToInt;
    }
    if (saturation === 0) {
      // achromatic
      return convert(lightness, lightness, lightness);
    }

    // formulae from https://en.wikipedia.org/wiki/HSL_and_HSV
    var huePrime = (hue % 360 + 360) % 360 / 60;
    var chroma = (1 - Math.abs(2 * lightness - 1)) * saturation;
    var secondComponent = chroma * (1 - Math.abs(huePrime % 2 - 1));
    var red = 0;
    var green = 0;
    var blue = 0;
    if (huePrime >= 0 && huePrime < 1) {
      red = chroma;
      green = secondComponent;
    } else if (huePrime >= 1 && huePrime < 2) {
      red = secondComponent;
      green = chroma;
    } else if (huePrime >= 2 && huePrime < 3) {
      green = chroma;
      blue = secondComponent;
    } else if (huePrime >= 3 && huePrime < 4) {
      green = secondComponent;
      blue = chroma;
    } else if (huePrime >= 4 && huePrime < 5) {
      red = secondComponent;
      blue = chroma;
    } else if (huePrime >= 5 && huePrime < 6) {
      red = chroma;
      blue = secondComponent;
    }
    var lightnessModification = lightness - chroma / 2;
    var finalRed = red + lightnessModification;
    var finalGreen = green + lightnessModification;
    var finalBlue = blue + lightnessModification;
    return convert(finalRed, finalGreen, finalBlue);
  }

  var namedColorMap = {
    aliceblue: 'f0f8ff',
    antiquewhite: 'faebd7',
    aqua: '00ffff',
    aquamarine: '7fffd4',
    azure: 'f0ffff',
    beige: 'f5f5dc',
    bisque: 'ffe4c4',
    black: '000',
    blanchedalmond: 'ffebcd',
    blue: '0000ff',
    blueviolet: '8a2be2',
    brown: 'a52a2a',
    burlywood: 'deb887',
    cadetblue: '5f9ea0',
    chartreuse: '7fff00',
    chocolate: 'd2691e',
    coral: 'ff7f50',
    cornflowerblue: '6495ed',
    cornsilk: 'fff8dc',
    crimson: 'dc143c',
    cyan: '00ffff',
    darkblue: '00008b',
    darkcyan: '008b8b',
    darkgoldenrod: 'b8860b',
    darkgray: 'a9a9a9',
    darkgreen: '006400',
    darkgrey: 'a9a9a9',
    darkkhaki: 'bdb76b',
    darkmagenta: '8b008b',
    darkolivegreen: '556b2f',
    darkorange: 'ff8c00',
    darkorchid: '9932cc',
    darkred: '8b0000',
    darksalmon: 'e9967a',
    darkseagreen: '8fbc8f',
    darkslateblue: '483d8b',
    darkslategray: '2f4f4f',
    darkslategrey: '2f4f4f',
    darkturquoise: '00ced1',
    darkviolet: '9400d3',
    deeppink: 'ff1493',
    deepskyblue: '00bfff',
    dimgray: '696969',
    dimgrey: '696969',
    dodgerblue: '1e90ff',
    firebrick: 'b22222',
    floralwhite: 'fffaf0',
    forestgreen: '228b22',
    fuchsia: 'ff00ff',
    gainsboro: 'dcdcdc',
    ghostwhite: 'f8f8ff',
    gold: 'ffd700',
    goldenrod: 'daa520',
    gray: '808080',
    green: '008000',
    greenyellow: 'adff2f',
    grey: '808080',
    honeydew: 'f0fff0',
    hotpink: 'ff69b4',
    indianred: 'cd5c5c',
    indigo: '4b0082',
    ivory: 'fffff0',
    khaki: 'f0e68c',
    lavender: 'e6e6fa',
    lavenderblush: 'fff0f5',
    lawngreen: '7cfc00',
    lemonchiffon: 'fffacd',
    lightblue: 'add8e6',
    lightcoral: 'f08080',
    lightcyan: 'e0ffff',
    lightgoldenrodyellow: 'fafad2',
    lightgray: 'd3d3d3',
    lightgreen: '90ee90',
    lightgrey: 'd3d3d3',
    lightpink: 'ffb6c1',
    lightsalmon: 'ffa07a',
    lightseagreen: '20b2aa',
    lightskyblue: '87cefa',
    lightslategray: '789',
    lightslategrey: '789',
    lightsteelblue: 'b0c4de',
    lightyellow: 'ffffe0',
    lime: '0f0',
    limegreen: '32cd32',
    linen: 'faf0e6',
    magenta: 'f0f',
    maroon: '800000',
    mediumaquamarine: '66cdaa',
    mediumblue: '0000cd',
    mediumorchid: 'ba55d3',
    mediumpurple: '9370db',
    mediumseagreen: '3cb371',
    mediumslateblue: '7b68ee',
    mediumspringgreen: '00fa9a',
    mediumturquoise: '48d1cc',
    mediumvioletred: 'c71585',
    midnightblue: '191970',
    mintcream: 'f5fffa',
    mistyrose: 'ffe4e1',
    moccasin: 'ffe4b5',
    navajowhite: 'ffdead',
    navy: '000080',
    oldlace: 'fdf5e6',
    olive: '808000',
    olivedrab: '6b8e23',
    orange: 'ffa500',
    orangered: 'ff4500',
    orchid: 'da70d6',
    palegoldenrod: 'eee8aa',
    palegreen: '98fb98',
    paleturquoise: 'afeeee',
    palevioletred: 'db7093',
    papayawhip: 'ffefd5',
    peachpuff: 'ffdab9',
    peru: 'cd853f',
    pink: 'ffc0cb',
    plum: 'dda0dd',
    powderblue: 'b0e0e6',
    purple: '800080',
    rebeccapurple: '639',
    red: 'f00',
    rosybrown: 'bc8f8f',
    royalblue: '4169e1',
    saddlebrown: '8b4513',
    salmon: 'fa8072',
    sandybrown: 'f4a460',
    seagreen: '2e8b57',
    seashell: 'fff5ee',
    sienna: 'a0522d',
    silver: 'c0c0c0',
    skyblue: '87ceeb',
    slateblue: '6a5acd',
    slategray: '708090',
    slategrey: '708090',
    snow: 'fffafa',
    springgreen: '00ff7f',
    steelblue: '4682b4',
    tan: 'd2b48c',
    teal: '008080',
    thistle: 'd8bfd8',
    tomato: 'ff6347',
    turquoise: '40e0d0',
    violet: 'ee82ee',
    wheat: 'f5deb3',
    white: 'fff',
    whitesmoke: 'f5f5f5',
    yellow: 'ff0',
    yellowgreen: '9acd32'
  };

  /**
   * Checks if a string is a CSS named color and returns its equivalent hex value, otherwise returns the original color.
   * @private
   */
  function nameToHex(color) {
    if (typeof color !== 'string') return color;
    var normalizedColorName = color.toLowerCase();
    return namedColorMap[normalizedColorName] ? "#" + namedColorMap[normalizedColorName] : color;
  }

  var hexRegex = /^#[a-fA-F0-9]{6}$/;
  var hexRgbaRegex = /^#[a-fA-F0-9]{8}$/;
  var reducedHexRegex = /^#[a-fA-F0-9]{3}$/;
  var reducedRgbaHexRegex = /^#[a-fA-F0-9]{4}$/;
  var rgbRegex = /^rgb\(\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*\)$/i;
  var rgbaRegex = /^rgb(?:a)?\(\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*(?:,)?\s*(\d{1,3})\s*(?:,|\/)\s*([-+]?\d*[.]?\d+[%]?)\s*\)$/i;
  var hslRegex = /^hsl\(\s*(\d{0,3}[.]?[0-9]+(?:deg)?)\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*\)$/i;
  var hslaRegex = /^hsl(?:a)?\(\s*(\d{0,3}[.]?[0-9]+(?:deg)?)\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*(?:,)?\s*(\d{1,3}[.]?[0-9]?)%\s*(?:,|\/)\s*([-+]?\d*[.]?\d+[%]?)\s*\)$/i;

  /**
   * Returns an RgbColor or RgbaColor object. This utility function is only useful
   * if want to extract a color component. With the color util `toColorString` you
   * can convert a RgbColor or RgbaColor object back to a string.
   *
   * @example
   * // Assigns `{ red: 255, green: 0, blue: 0 }` to color1
   * const color1 = parseToRgb('rgb(255, 0, 0)');
   * // Assigns `{ red: 92, green: 102, blue: 112, alpha: 0.75 }` to color2
   * const color2 = parseToRgb('hsla(210, 10%, 40%, 0.75)');
   */
  function parseToRgb(color) {
    if (typeof color !== 'string') {
      throw new PolishedError(3);
    }
    var normalizedColor = nameToHex(color);
    if (normalizedColor.match(hexRegex)) {
      return {
        red: parseInt("" + normalizedColor[1] + normalizedColor[2], 16),
        green: parseInt("" + normalizedColor[3] + normalizedColor[4], 16),
        blue: parseInt("" + normalizedColor[5] + normalizedColor[6], 16)
      };
    }
    if (normalizedColor.match(hexRgbaRegex)) {
      var alpha = parseFloat((parseInt("" + normalizedColor[7] + normalizedColor[8], 16) / 255).toFixed(2));
      return {
        red: parseInt("" + normalizedColor[1] + normalizedColor[2], 16),
        green: parseInt("" + normalizedColor[3] + normalizedColor[4], 16),
        blue: parseInt("" + normalizedColor[5] + normalizedColor[6], 16),
        alpha: alpha
      };
    }
    if (normalizedColor.match(reducedHexRegex)) {
      return {
        red: parseInt("" + normalizedColor[1] + normalizedColor[1], 16),
        green: parseInt("" + normalizedColor[2] + normalizedColor[2], 16),
        blue: parseInt("" + normalizedColor[3] + normalizedColor[3], 16)
      };
    }
    if (normalizedColor.match(reducedRgbaHexRegex)) {
      var _alpha = parseFloat((parseInt("" + normalizedColor[4] + normalizedColor[4], 16) / 255).toFixed(2));
      return {
        red: parseInt("" + normalizedColor[1] + normalizedColor[1], 16),
        green: parseInt("" + normalizedColor[2] + normalizedColor[2], 16),
        blue: parseInt("" + normalizedColor[3] + normalizedColor[3], 16),
        alpha: _alpha
      };
    }
    var rgbMatched = rgbRegex.exec(normalizedColor);
    if (rgbMatched) {
      return {
        red: parseInt("" + rgbMatched[1], 10),
        green: parseInt("" + rgbMatched[2], 10),
        blue: parseInt("" + rgbMatched[3], 10)
      };
    }
    var rgbaMatched = rgbaRegex.exec(normalizedColor.substring(0, 50));
    if (rgbaMatched) {
      return {
        red: parseInt("" + rgbaMatched[1], 10),
        green: parseInt("" + rgbaMatched[2], 10),
        blue: parseInt("" + rgbaMatched[3], 10),
        alpha: parseFloat("" + rgbaMatched[4]) > 1 ? parseFloat("" + rgbaMatched[4]) / 100 : parseFloat("" + rgbaMatched[4])
      };
    }
    var hslMatched = hslRegex.exec(normalizedColor);
    if (hslMatched) {
      var hue = parseInt("" + hslMatched[1], 10);
      var saturation = parseInt("" + hslMatched[2], 10) / 100;
      var lightness = parseInt("" + hslMatched[3], 10) / 100;
      var rgbColorString = "rgb(" + hslToRgb(hue, saturation, lightness) + ")";
      var hslRgbMatched = rgbRegex.exec(rgbColorString);
      if (!hslRgbMatched) {
        throw new PolishedError(4, normalizedColor, rgbColorString);
      }
      return {
        red: parseInt("" + hslRgbMatched[1], 10),
        green: parseInt("" + hslRgbMatched[2], 10),
        blue: parseInt("" + hslRgbMatched[3], 10)
      };
    }
    var hslaMatched = hslaRegex.exec(normalizedColor.substring(0, 50));
    if (hslaMatched) {
      var _hue = parseInt("" + hslaMatched[1], 10);
      var _saturation = parseInt("" + hslaMatched[2], 10) / 100;
      var _lightness = parseInt("" + hslaMatched[3], 10) / 100;
      var _rgbColorString = "rgb(" + hslToRgb(_hue, _saturation, _lightness) + ")";
      var _hslRgbMatched = rgbRegex.exec(_rgbColorString);
      if (!_hslRgbMatched) {
        throw new PolishedError(4, normalizedColor, _rgbColorString);
      }
      return {
        red: parseInt("" + _hslRgbMatched[1], 10),
        green: parseInt("" + _hslRgbMatched[2], 10),
        blue: parseInt("" + _hslRgbMatched[3], 10),
        alpha: parseFloat("" + hslaMatched[4]) > 1 ? parseFloat("" + hslaMatched[4]) / 100 : parseFloat("" + hslaMatched[4])
      };
    }
    throw new PolishedError(5);
  }

  function rgbToHsl(color) {
    // make sure rgb are contained in a set of [0, 255]
    var red = color.red / 255;
    var green = color.green / 255;
    var blue = color.blue / 255;
    var max = Math.max(red, green, blue);
    var min = Math.min(red, green, blue);
    var lightness = (max + min) / 2;
    if (max === min) {
      // achromatic
      if (color.alpha !== undefined) {
        return {
          hue: 0,
          saturation: 0,
          lightness: lightness,
          alpha: color.alpha
        };
      } else {
        return {
          hue: 0,
          saturation: 0,
          lightness: lightness
        };
      }
    }
    var hue;
    var delta = max - min;
    var saturation = lightness > 0.5 ? delta / (2 - max - min) : delta / (max + min);
    switch (max) {
      case red:
        hue = (green - blue) / delta + (green < blue ? 6 : 0);
        break;
      case green:
        hue = (blue - red) / delta + 2;
        break;
      default:
        // blue case
        hue = (red - green) / delta + 4;
        break;
    }
    hue *= 60;
    if (color.alpha !== undefined) {
      return {
        hue: hue,
        saturation: saturation,
        lightness: lightness,
        alpha: color.alpha
      };
    }
    return {
      hue: hue,
      saturation: saturation,
      lightness: lightness
    };
  }

  /**
   * Returns an HslColor or HslaColor object. This utility function is only useful
   * if want to extract a color component. With the color util `toColorString` you
   * can convert a HslColor or HslaColor object back to a string.
   *
   * @example
   * // Assigns `{ hue: 0, saturation: 1, lightness: 0.5 }` to color1
   * const color1 = parseToHsl('rgb(255, 0, 0)');
   * // Assigns `{ hue: 128, saturation: 1, lightness: 0.5, alpha: 0.75 }` to color2
   * const color2 = parseToHsl('hsla(128, 100%, 50%, 0.75)');
   */
  function parseToHsl(color) {
    // Note: At a later stage we can optimize this function as right now a hsl
    // color would be parsed converted to rgb values and converted back to hsl.
    return rgbToHsl(parseToRgb(color));
  }

  /**
   * Reduces hex values if possible e.g. #ff8866 to #f86
   * @private
   */
  var reduceHexValue = function reduceHexValue(value) {
    if (value.length === 7 && value[1] === value[2] && value[3] === value[4] && value[5] === value[6]) {
      return "#" + value[1] + value[3] + value[5];
    }
    return value;
  };
  var reduceHexValue$1 = reduceHexValue;

  function numberToHex(value) {
    var hex = value.toString(16);
    return hex.length === 1 ? "0" + hex : hex;
  }

  function colorToHex(color) {
    return numberToHex(Math.round(color * 255));
  }
  function convertToHex(red, green, blue) {
    return reduceHexValue$1("#" + colorToHex(red) + colorToHex(green) + colorToHex(blue));
  }
  function hslToHex(hue, saturation, lightness) {
    return hslToRgb(hue, saturation, lightness, convertToHex);
  }

  /**
   * Returns a string value for the color. The returned result is the smallest possible hex notation.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: hsl(359, 0.75, 0.4),
   *   background: hsl({ hue: 360, saturation: 0.75, lightness: 0.4 }),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${hsl(359, 0.75, 0.4)};
   *   background: ${hsl({ hue: 360, saturation: 0.75, lightness: 0.4 })};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#b3191c";
   *   background: "#b3191c";
   * }
   */
  function hsl(value, saturation, lightness) {
    if (typeof value === 'number' && typeof saturation === 'number' && typeof lightness === 'number') {
      return hslToHex(value, saturation, lightness);
    } else if (typeof value === 'object' && saturation === undefined && lightness === undefined) {
      return hslToHex(value.hue, value.saturation, value.lightness);
    }
    throw new PolishedError(1);
  }

  /**
   * Returns a string value for the color. The returned result is the smallest possible rgba or hex notation.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: hsla(359, 0.75, 0.4, 0.7),
   *   background: hsla({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0,7 }),
   *   background: hsla(359, 0.75, 0.4, 1),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${hsla(359, 0.75, 0.4, 0.7)};
   *   background: ${hsla({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0,7 })};
   *   background: ${hsla(359, 0.75, 0.4, 1)};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "rgba(179,25,28,0.7)";
   *   background: "rgba(179,25,28,0.7)";
   *   background: "#b3191c";
   * }
   */
  function hsla(value, saturation, lightness, alpha) {
    if (typeof value === 'number' && typeof saturation === 'number' && typeof lightness === 'number' && typeof alpha === 'number') {
      return alpha >= 1 ? hslToHex(value, saturation, lightness) : "rgba(" + hslToRgb(value, saturation, lightness) + "," + alpha + ")";
    } else if (typeof value === 'object' && saturation === undefined && lightness === undefined && alpha === undefined) {
      return value.alpha >= 1 ? hslToHex(value.hue, value.saturation, value.lightness) : "rgba(" + hslToRgb(value.hue, value.saturation, value.lightness) + "," + value.alpha + ")";
    }
    throw new PolishedError(2);
  }

  /**
   * Returns a string value for the color. The returned result is the smallest possible hex notation.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: rgb(255, 205, 100),
   *   background: rgb({ red: 255, green: 205, blue: 100 }),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${rgb(255, 205, 100)};
   *   background: ${rgb({ red: 255, green: 205, blue: 100 })};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#ffcd64";
   *   background: "#ffcd64";
   * }
   */
  function rgb(value, green, blue) {
    if (typeof value === 'number' && typeof green === 'number' && typeof blue === 'number') {
      return reduceHexValue$1("#" + numberToHex(value) + numberToHex(green) + numberToHex(blue));
    } else if (typeof value === 'object' && green === undefined && blue === undefined) {
      return reduceHexValue$1("#" + numberToHex(value.red) + numberToHex(value.green) + numberToHex(value.blue));
    }
    throw new PolishedError(6);
  }

  /**
   * Returns a string value for the color. The returned result is the smallest possible rgba or hex notation.
   *
   * Can also be used to fade a color by passing a hex value or named CSS color along with an alpha value.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: rgba(255, 205, 100, 0.7),
   *   background: rgba({ red: 255, green: 205, blue: 100, alpha: 0.7 }),
   *   background: rgba(255, 205, 100, 1),
   *   background: rgba('#ffffff', 0.4),
   *   background: rgba('black', 0.7),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${rgba(255, 205, 100, 0.7)};
   *   background: ${rgba({ red: 255, green: 205, blue: 100, alpha: 0.7 })};
   *   background: ${rgba(255, 205, 100, 1)};
   *   background: ${rgba('#ffffff', 0.4)};
   *   background: ${rgba('black', 0.7)};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "rgba(255,205,100,0.7)";
   *   background: "rgba(255,205,100,0.7)";
   *   background: "#ffcd64";
   *   background: "rgba(255,255,255,0.4)";
   *   background: "rgba(0,0,0,0.7)";
   * }
   */
  function rgba(firstValue, secondValue, thirdValue, fourthValue) {
    if (typeof firstValue === 'string' && typeof secondValue === 'number') {
      var rgbValue = parseToRgb(firstValue);
      return "rgba(" + rgbValue.red + "," + rgbValue.green + "," + rgbValue.blue + "," + secondValue + ")";
    } else if (typeof firstValue === 'number' && typeof secondValue === 'number' && typeof thirdValue === 'number' && typeof fourthValue === 'number') {
      return fourthValue >= 1 ? rgb(firstValue, secondValue, thirdValue) : "rgba(" + firstValue + "," + secondValue + "," + thirdValue + "," + fourthValue + ")";
    } else if (typeof firstValue === 'object' && secondValue === undefined && thirdValue === undefined && fourthValue === undefined) {
      return firstValue.alpha >= 1 ? rgb(firstValue.red, firstValue.green, firstValue.blue) : "rgba(" + firstValue.red + "," + firstValue.green + "," + firstValue.blue + "," + firstValue.alpha + ")";
    }
    throw new PolishedError(7);
  }

  var isRgb = function isRgb(color) {
    return typeof color.red === 'number' && typeof color.green === 'number' && typeof color.blue === 'number' && (typeof color.alpha !== 'number' || typeof color.alpha === 'undefined');
  };
  var isRgba = function isRgba(color) {
    return typeof color.red === 'number' && typeof color.green === 'number' && typeof color.blue === 'number' && typeof color.alpha === 'number';
  };
  var isHsl = function isHsl(color) {
    return typeof color.hue === 'number' && typeof color.saturation === 'number' && typeof color.lightness === 'number' && (typeof color.alpha !== 'number' || typeof color.alpha === 'undefined');
  };
  var isHsla = function isHsla(color) {
    return typeof color.hue === 'number' && typeof color.saturation === 'number' && typeof color.lightness === 'number' && typeof color.alpha === 'number';
  };

  /**
   * Converts a RgbColor, RgbaColor, HslColor or HslaColor object to a color string.
   * This util is useful in case you only know on runtime which color object is
   * used. Otherwise we recommend to rely on `rgb`, `rgba`, `hsl` or `hsla`.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: toColorString({ red: 255, green: 205, blue: 100 }),
   *   background: toColorString({ red: 255, green: 205, blue: 100, alpha: 0.72 }),
   *   background: toColorString({ hue: 240, saturation: 1, lightness: 0.5 }),
   *   background: toColorString({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0.72 }),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${toColorString({ red: 255, green: 205, blue: 100 })};
   *   background: ${toColorString({ red: 255, green: 205, blue: 100, alpha: 0.72 })};
   *   background: ${toColorString({ hue: 240, saturation: 1, lightness: 0.5 })};
   *   background: ${toColorString({ hue: 360, saturation: 0.75, lightness: 0.4, alpha: 0.72 })};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#ffcd64";
   *   background: "rgba(255,205,100,0.72)";
   *   background: "#00f";
   *   background: "rgba(179,25,25,0.72)";
   * }
   */

  function toColorString(color) {
    if (typeof color !== 'object') throw new PolishedError(8);
    if (isRgba(color)) return rgba(color);
    if (isRgb(color)) return rgb(color);
    if (isHsla(color)) return hsla(color);
    if (isHsl(color)) return hsl(color);
    throw new PolishedError(8);
  }

  // Type definitions taken from https://github.com/gcanti/flow-static-land/blob/master/src/Fun.js
  // eslint-disable-next-line no-unused-vars
  // eslint-disable-next-line no-unused-vars
  // eslint-disable-next-line no-redeclare
  function curried(f, length, acc) {
    return function fn() {
      // eslint-disable-next-line prefer-rest-params
      var combined = acc.concat(Array.prototype.slice.call(arguments));
      return combined.length >= length ? f.apply(this, combined) : curried(f, length, combined);
    };
  }

  // eslint-disable-next-line no-redeclare
  function curry(f) {
    // eslint-disable-line no-redeclare
    return curried(f, f.length, []);
  }

  /**
   * Changes the hue of the color. Hue is a number between 0 to 360. The first
   * argument for adjustHue is the amount of degrees the color is rotated around
   * the color wheel, always producing a positive hue value.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: adjustHue(180, '#448'),
   *   background: adjustHue('180', 'rgba(101,100,205,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${adjustHue(180, '#448')};
   *   background: ${adjustHue('180', 'rgba(101,100,205,0.7)')};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#888844";
   *   background: "rgba(136,136,68,0.7)";
   * }
   */
  function adjustHue(degree, color) {
    if (color === 'transparent') return color;
    var hslColor = parseToHsl(color);
    return toColorString(_extends({}, hslColor, {
      hue: hslColor.hue + parseFloat(degree)
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(adjustHue);

  function guard(lowerBoundary, upperBoundary, value) {
    return Math.max(lowerBoundary, Math.min(upperBoundary, value));
  }

  /**
   * Returns a string value for the darkened color.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: darken(0.2, '#FFCD64'),
   *   background: darken('0.2', 'rgba(255,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${darken(0.2, '#FFCD64')};
   *   background: ${darken('0.2', 'rgba(255,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#ffbd31";
   *   background: "rgba(255,189,49,0.7)";
   * }
   */
  function darken(amount, color) {
    if (color === 'transparent') return color;
    var hslColor = parseToHsl(color);
    return toColorString(_extends({}, hslColor, {
      lightness: guard(0, 1, hslColor.lightness - parseFloat(amount))
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(darken);

  /**
   * Decreases the intensity of a color. Its range is between 0 to 1. The first
   * argument of the desaturate function is the amount by how much the color
   * intensity should be decreased.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: desaturate(0.2, '#CCCD64'),
   *   background: desaturate('0.2', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${desaturate(0.2, '#CCCD64')};
   *   background: ${desaturate('0.2', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#b8b979";
   *   background: "rgba(184,185,121,0.7)";
   * }
   */
  function desaturate(amount, color) {
    if (color === 'transparent') return color;
    var hslColor = parseToHsl(color);
    return toColorString(_extends({}, hslColor, {
      saturation: guard(0, 1, hslColor.saturation - parseFloat(amount))
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(desaturate);

  /**
   * Returns a string value for the lightened color.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: lighten(0.2, '#CCCD64'),
   *   background: lighten('0.2', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${lighten(0.2, '#FFCD64')};
   *   background: ${lighten('0.2', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#e5e6b1";
   *   background: "rgba(229,230,177,0.7)";
   * }
   */
  function lighten(amount, color) {
    if (color === 'transparent') return color;
    var hslColor = parseToHsl(color);
    return toColorString(_extends({}, hslColor, {
      lightness: guard(0, 1, hslColor.lightness + parseFloat(amount))
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(lighten);

  /**
   * Mixes the two provided colors together by calculating the average of each of the RGB components weighted to the first color by the provided weight.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: mix(0.5, '#f00', '#00f')
   *   background: mix(0.25, '#f00', '#00f')
   *   background: mix('0.5', 'rgba(255, 0, 0, 0.5)', '#00f')
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${mix(0.5, '#f00', '#00f')};
   *   background: ${mix(0.25, '#f00', '#00f')};
   *   background: ${mix('0.5', 'rgba(255, 0, 0, 0.5)', '#00f')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#7f007f";
   *   background: "#3f00bf";
   *   background: "rgba(63, 0, 191, 0.75)";
   * }
   */
  function mix(weight, color, otherColor) {
    if (color === 'transparent') return otherColor;
    if (otherColor === 'transparent') return color;
    if (weight === 0) return otherColor;
    var parsedColor1 = parseToRgb(color);
    var color1 = _extends({}, parsedColor1, {
      alpha: typeof parsedColor1.alpha === 'number' ? parsedColor1.alpha : 1
    });
    var parsedColor2 = parseToRgb(otherColor);
    var color2 = _extends({}, parsedColor2, {
      alpha: typeof parsedColor2.alpha === 'number' ? parsedColor2.alpha : 1
    });

    // The formula is copied from the original Sass implementation:
    // http://sass-lang.com/documentation/Sass/Script/Functions.html#mix-instance_method
    var alphaDelta = color1.alpha - color2.alpha;
    var x = parseFloat(weight) * 2 - 1;
    var y = x * alphaDelta === -1 ? x : x + alphaDelta;
    var z = 1 + x * alphaDelta;
    var weight1 = (y / z + 1) / 2.0;
    var weight2 = 1 - weight1;
    var mixedColor = {
      red: Math.floor(color1.red * weight1 + color2.red * weight2),
      green: Math.floor(color1.green * weight1 + color2.green * weight2),
      blue: Math.floor(color1.blue * weight1 + color2.blue * weight2),
      alpha: color1.alpha * parseFloat(weight) + color2.alpha * (1 - parseFloat(weight))
    };
    return rgba(mixedColor);
  }

  // prettier-ignore
  var curriedMix = curry /* ::<number | string, string, string, string> */(mix);
  var mix$1 = curriedMix;

  /**
   * Increases the opacity of a color. Its range for the amount is between 0 to 1.
   *
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: opacify(0.1, 'rgba(255, 255, 255, 0.9)');
   *   background: opacify(0.2, 'hsla(0, 0%, 100%, 0.5)'),
   *   background: opacify('0.5', 'rgba(255, 0, 0, 0.2)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${opacify(0.1, 'rgba(255, 255, 255, 0.9)')};
   *   background: ${opacify(0.2, 'hsla(0, 0%, 100%, 0.5)')},
   *   background: ${opacify('0.5', 'rgba(255, 0, 0, 0.2)')},
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#fff";
   *   background: "rgba(255,255,255,0.7)";
   *   background: "rgba(255,0,0,0.7)";
   * }
   */
  function opacify(amount, color) {
    if (color === 'transparent') return color;
    var parsedColor = parseToRgb(color);
    var alpha = typeof parsedColor.alpha === 'number' ? parsedColor.alpha : 1;
    var colorWithAlpha = _extends({}, parsedColor, {
      alpha: guard(0, 1, (alpha * 100 + parseFloat(amount) * 100) / 100)
    });
    return rgba(colorWithAlpha);
  }

  // prettier-ignore
  var curriedOpacify = curry /* ::<number | string, string, string> */(opacify);
  var curriedOpacify$1 = curriedOpacify;

  /**
   * Increases the intensity of a color. Its range is between 0 to 1. The first
   * argument of the saturate function is the amount by how much the color
   * intensity should be increased.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: saturate(0.2, '#CCCD64'),
   *   background: saturate('0.2', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${saturate(0.2, '#FFCD64')};
   *   background: ${saturate('0.2', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#e0e250";
   *   background: "rgba(224,226,80,0.7)";
   * }
   */
  function saturate(amount, color) {
    if (color === 'transparent') return color;
    var hslColor = parseToHsl(color);
    return toColorString(_extends({}, hslColor, {
      saturation: guard(0, 1, hslColor.saturation + parseFloat(amount))
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(saturate);

  /**
   * Sets the hue of a color to the provided value. The hue range can be
   * from 0 and 359.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: setHue(42, '#CCCD64'),
   *   background: setHue('244', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${setHue(42, '#CCCD64')};
   *   background: ${setHue('244', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#cdae64";
   *   background: "rgba(107,100,205,0.7)";
   * }
   */
  function setHue(hue, color) {
    if (color === 'transparent') return color;
    return toColorString(_extends({}, parseToHsl(color), {
      hue: parseFloat(hue)
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(setHue);

  /**
   * Sets the lightness of a color to the provided value. The lightness range can be
   * from 0 and 1.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: setLightness(0.2, '#CCCD64'),
   *   background: setLightness('0.75', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${setLightness(0.2, '#CCCD64')};
   *   background: ${setLightness('0.75', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#4d4d19";
   *   background: "rgba(223,224,159,0.7)";
   * }
   */
  function setLightness(lightness, color) {
    if (color === 'transparent') return color;
    return toColorString(_extends({}, parseToHsl(color), {
      lightness: parseFloat(lightness)
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(setLightness);

  /**
   * Sets the saturation of a color to the provided value. The saturation range can be
   * from 0 and 1.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: setSaturation(0.2, '#CCCD64'),
   *   background: setSaturation('0.75', 'rgba(204,205,100,0.7)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${setSaturation(0.2, '#CCCD64')};
   *   background: ${setSaturation('0.75', 'rgba(204,205,100,0.7)')};
   * `
   *
   * // CSS in JS Output
   * element {
   *   background: "#adad84";
   *   background: "rgba(228,229,76,0.7)";
   * }
   */
  function setSaturation(saturation, color) {
    if (color === 'transparent') return color;
    return toColorString(_extends({}, parseToHsl(color), {
      saturation: parseFloat(saturation)
    }));
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(setSaturation);

  /**
   * Shades a color by mixing it with black. `shade` can produce
   * hue shifts, where as `darken` manipulates the luminance channel and therefore
   * doesn't produce hue shifts.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: shade(0.25, '#00f')
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${shade(0.25, '#00f')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#00003f";
   * }
   */

  function shade(percentage, color) {
    if (color === 'transparent') return color;
    return mix$1(parseFloat(percentage), 'rgb(0, 0, 0)', color);
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(shade);

  /**
   * Tints a color by mixing it with white. `tint` can produce
   * hue shifts, where as `lighten` manipulates the luminance channel and therefore
   * doesn't produce hue shifts.
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: tint(0.25, '#00f')
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${tint(0.25, '#00f')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "#bfbfff";
   * }
   */

  function tint(percentage, color) {
    if (color === 'transparent') return color;
    return mix$1(parseFloat(percentage), 'rgb(255, 255, 255)', color);
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(tint);

  /**
   * Decreases the opacity of a color. Its range for the amount is between 0 to 1.
   *
   *
   * @example
   * // Styles as object usage
   * const styles = {
   *   background: transparentize(0.1, '#fff'),
   *   background: transparentize(0.2, 'hsl(0, 0%, 100%)'),
   *   background: transparentize('0.5', 'rgba(255, 0, 0, 0.8)'),
   * }
   *
   * // styled-components usage
   * const div = styled.div`
   *   background: ${transparentize(0.1, '#fff')};
   *   background: ${transparentize(0.2, 'hsl(0, 0%, 100%)')};
   *   background: ${transparentize('0.5', 'rgba(255, 0, 0, 0.8)')};
   * `
   *
   * // CSS in JS Output
   *
   * element {
   *   background: "rgba(255,255,255,0.9)";
   *   background: "rgba(255,255,255,0.8)";
   *   background: "rgba(255,0,0,0.3)";
   * }
   */
  function transparentize(amount, color) {
    if (color === 'transparent') return color;
    var parsedColor = parseToRgb(color);
    var alpha = typeof parsedColor.alpha === 'number' ? parsedColor.alpha : 1;
    var colorWithAlpha = _extends({}, parsedColor, {
      alpha: guard(0, 1, +(alpha * 100 - parseFloat(amount) * 100).toFixed(2) / 100)
    });
    return rgba(colorWithAlpha);
  }

  // prettier-ignore
  curry /* ::<number | string, string, string> */(transparentize);

  function styleInject(css, ref) {
    if (ref === void 0) ref = {};
    var insertAt = ref.insertAt;
    if (!css || typeof document === 'undefined') {
      return;
    }
    var head = document.head || document.getElementsByTagName('head')[0];
    var style = document.createElement('style');
    style.type = 'text/css';
    if (insertAt === 'top') {
      if (head.firstChild) {
        head.insertBefore(style, head.firstChild);
      } else {
        head.appendChild(style);
      }
    } else {
      head.appendChild(style);
    }
    if (style.styleSheet) {
      style.styleSheet.cssText = css;
    } else {
      style.appendChild(document.createTextNode(css));
    }
  }

  var css_248z = ".scene-nav-info {\n  bottom: 5px;\n  width: 100%;\n  text-align: center;\n  color: slategrey;\n  opacity: 0.7;\n  font-size: 10px;\n}\n\n.scene-tooltip {\n  top: 0;\n  color: lavender;\n  font-size: 15px;\n}\n\n.scene-nav-info, .scene-tooltip {\n  position: absolute;\n  font-family: sans-serif;\n  pointer-events: none;\n  user-select: none;\n}\n\n.scene-container canvas:focus {\n  outline: none;\n}";
  styleInject(css_248z);

  function _iterableToArrayLimit(r, l) {
    var t = null == r ? null : "undefined" != typeof Symbol && r[Symbol.iterator] || r["@@iterator"];
    if (null != t) {
      var e,
        n,
        i,
        u,
        a = [],
        f = !0,
        o = !1;
      try {
        if (i = (t = t.call(r)).next, 0 === l) {
          if (Object(t) !== t) return;
          f = !1;
        } else for (; !(f = (e = i.call(t)).done) && (a.push(e.value), a.length !== l); f = !0);
      } catch (r) {
        o = !0, n = r;
      } finally {
        try {
          if (!f && null != t.return && (u = t.return(), Object(u) !== u)) return;
        } finally {
          if (o) throw n;
        }
      }
      return a;
    }
  }
  function _toPrimitive(t, r) {
    if ("object" != typeof t || !t) return t;
    var e = t[Symbol.toPrimitive];
    if (void 0 !== e) {
      var i = e.call(t, r || "default");
      if ("object" != typeof i) return i;
      throw new TypeError("@@toPrimitive must return a primitive value.");
    }
    return ("string" === r ? String : Number)(t);
  }
  function _toPropertyKey(t) {
    var i = _toPrimitive(t, "string");
    return "symbol" == typeof i ? i : String(i);
  }
  function _defineProperty(obj, key, value) {
    key = _toPropertyKey(key);
    if (key in obj) {
      Object.defineProperty(obj, key, {
        value: value,
        enumerable: true,
        configurable: true,
        writable: true
      });
    } else {
      obj[key] = value;
    }
    return obj;
  }
  function _slicedToArray(arr, i) {
    return _arrayWithHoles(arr) || _iterableToArrayLimit(arr, i) || _unsupportedIterableToArray(arr, i) || _nonIterableRest();
  }
  function _toConsumableArray(arr) {
    return _arrayWithoutHoles(arr) || _iterableToArray(arr) || _unsupportedIterableToArray(arr) || _nonIterableSpread();
  }
  function _arrayWithoutHoles(arr) {
    if (Array.isArray(arr)) return _arrayLikeToArray(arr);
  }
  function _arrayWithHoles(arr) {
    if (Array.isArray(arr)) return arr;
  }
  function _iterableToArray(iter) {
    if (typeof Symbol !== "undefined" && iter[Symbol.iterator] != null || iter["@@iterator"] != null) return Array.from(iter);
  }
  function _unsupportedIterableToArray(o, minLen) {
    if (!o) return;
    if (typeof o === "string") return _arrayLikeToArray(o, minLen);
    var n = Object.prototype.toString.call(o).slice(8, -1);
    if (n === "Object" && o.constructor) n = o.constructor.name;
    if (n === "Map" || n === "Set") return Array.from(o);
    if (n === "Arguments" || /^(?:Ui|I)nt(?:8|16|32)(?:Clamped)?Array$/.test(n)) return _arrayLikeToArray(o, minLen);
  }
  function _arrayLikeToArray(arr, len) {
    if (len == null || len > arr.length) len = arr.length;
    for (var i = 0, arr2 = new Array(len); i < len; i++) arr2[i] = arr[i];
    return arr2;
  }
  function _nonIterableSpread() {
    throw new TypeError("Invalid attempt to spread non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }
  function _nonIterableRest() {
    throw new TypeError("Invalid attempt to destructure non-iterable instance.\nIn order to be iterable, non-array objects must have a [Symbol.iterator]() method.");
  }

  var three = window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    WebGLRenderer: WebGLRenderer,
    Scene: Scene,
    PerspectiveCamera: PerspectiveCamera,
    Raycaster: Raycaster,
    SRGBColorSpace: SRGBColorSpace,
    TextureLoader: TextureLoader,
    Vector2: Vector2,
    Vector3: Vector3,
    Box3: Box3,
    Color: Color$1,
    Mesh: Mesh,
    SphereGeometry: SphereGeometry,
    MeshBasicMaterial: MeshBasicMaterial,
    BackSide: BackSide,
    EventDispatcher: EventDispatcher,
    MOUSE: MOUSE,
    Quaternion: Quaternion,
    Spherical: Spherical,
    Clock: Clock
  };
  var threeRenderObjects = index$2({
    props: {
      width: {
        "default": window.innerWidth,
        onChange: function onChange(width, state, prevWidth) {
          isNaN(width) && (state.width = prevWidth);
        }
      },
      height: {
        "default": window.innerHeight,
        onChange: function onChange(height, state, prevHeight) {
          isNaN(height) && (state.height = prevHeight);
        }
      },
      backgroundColor: {
        "default": '#000011'
      },
      backgroundImageUrl: {},
      onBackgroundImageLoaded: {},
      showNavInfo: {
        "default": true
      },
      skyRadius: {
        "default": 50000
      },
      objects: {
        "default": []
      },
      lights: {
        "default": []
      },
      enablePointerInteraction: {
        "default": true,
        onChange: function onChange(_, state) {
          // Reset hover state
          state.hoverObj = null;
          if (state.toolTipElem) state.toolTipElem.innerHTML = '';
        },
        triggerUpdate: false
      },
      lineHoverPrecision: {
        "default": 1,
        triggerUpdate: false
      },
      hoverOrderComparator: {
        "default": function _default() {
          return -1;
        },
        triggerUpdate: false
      },
      // keep existing order by default
      hoverFilter: {
        "default": function _default() {
          return true;
        },
        triggerUpdate: false
      },
      // exclude objects from interaction
      tooltipContent: {
        triggerUpdate: false
      },
      hoverDuringDrag: {
        "default": false,
        triggerUpdate: false
      },
      clickAfterDrag: {
        "default": false,
        triggerUpdate: false
      },
      onHover: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onClick: {
        "default": function _default() {},
        triggerUpdate: false
      },
      onRightClick: {
        triggerUpdate: false
      }
    },
    methods: {
      tick: function tick(state) {
        if (state.initialised) {
          state.controls.update && state.controls.update(state.clock.getDelta()); // timedelta is required for fly controls

          state.postProcessingComposer ? state.postProcessingComposer.render() // if using postprocessing, switch the output to it
          : state.renderer.render(state.scene, state.camera);
          state.extraRenderers.forEach(function (r) {
            return r.render(state.scene, state.camera);
          });
          if (state.enablePointerInteraction) {
            // Update tooltip and trigger onHover events
            var topObject = null;
            if (state.hoverDuringDrag || !state.isPointerDragging) {
              var intersects = this.intersectingObjects(state.pointerPos.x, state.pointerPos.y).filter(function (d) {
                return state.hoverFilter(d.object);
              }).sort(function (a, b) {
                return state.hoverOrderComparator(a.object, b.object);
              });
              var topIntersect = intersects.length ? intersects[0] : null;
              topObject = topIntersect ? topIntersect.object : null;
              state.intersectionPoint = topIntersect ? topIntersect.point : null;
            }
            if (topObject !== state.hoverObj) {
              state.onHover(topObject, state.hoverObj);
              state.toolTipElem.innerHTML = topObject ? index$1(state.tooltipContent)(topObject) || '' : '';
              state.hoverObj = topObject;
            }
          }
          update(); // update camera animation tweens
        }
        return this;
      },
      getPointerPos: function getPointerPos(state) {
        var _state$pointerPos = state.pointerPos,
          x = _state$pointerPos.x,
          y = _state$pointerPos.y;
        return {
          x: x,
          y: y
        };
      },
      cameraPosition: function cameraPosition(state, position, lookAt, transitionDuration) {
        var camera = state.camera;

        // Setter
        if (position && state.initialised) {
          var finalPos = position;
          var finalLookAt = lookAt || {
            x: 0,
            y: 0,
            z: 0
          };
          if (!transitionDuration) {
            // no animation
            setCameraPos(finalPos);
            setLookAt(finalLookAt);
          } else {
            var camPos = Object.assign({}, camera.position);
            var camLookAt = getLookAt();
            new Tween(camPos).to(finalPos, transitionDuration).easing(Easing.Quadratic.Out).onUpdate(setCameraPos).start();

            // Face direction in 1/3rd of time
            new Tween(camLookAt).to(finalLookAt, transitionDuration / 3).easing(Easing.Quadratic.Out).onUpdate(setLookAt).start();
          }
          return this;
        }

        // Getter
        return Object.assign({}, camera.position, {
          lookAt: getLookAt()
        });

        //

        function setCameraPos(pos) {
          var x = pos.x,
            y = pos.y,
            z = pos.z;
          if (x !== undefined) camera.position.x = x;
          if (y !== undefined) camera.position.y = y;
          if (z !== undefined) camera.position.z = z;
        }
        function setLookAt(lookAt) {
          var lookAtVect = new three.Vector3(lookAt.x, lookAt.y, lookAt.z);
          if (state.controls.target) {
            state.controls.target = lookAtVect;
          } else {
            // Fly controls doesn't have target attribute
            camera.lookAt(lookAtVect); // note: lookAt may be overridden by other controls in some cases
          }
        }
        function getLookAt() {
          return Object.assign(new three.Vector3(0, 0, -1000).applyQuaternion(camera.quaternion).add(camera.position));
        }
      },
      zoomToFit: function zoomToFit(state) {
        var transitionDuration = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0;
        var padding = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 10;
        for (var _len = arguments.length, bboxArgs = new Array(_len > 3 ? _len - 3 : 0), _key = 3; _key < _len; _key++) {
          bboxArgs[_key - 3] = arguments[_key];
        }
        return this.fitToBbox(this.getBbox.apply(this, bboxArgs), transitionDuration, padding);
      },
      fitToBbox: function fitToBbox(state, bbox) {
        var transitionDuration = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
        var padding = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 10;
        // based on https://discourse.threejs.org/t/camera-zoom-to-fit-object/936/24
        var camera = state.camera;
        if (bbox) {
          var center = new three.Vector3(0, 0, 0); // reset camera aim to center
          var maxBoxSide = Math.max.apply(Math, _toConsumableArray(Object.entries(bbox).map(function (_ref) {
            var _ref2 = _slicedToArray(_ref, 2),
              coordType = _ref2[0],
              coords = _ref2[1];
            return Math.max.apply(Math, _toConsumableArray(coords.map(function (c) {
              return Math.abs(center[coordType] - c);
            })));
          }))) * 2;

          // find distance that fits whole bbox within padded fov
          var paddedFov = (1 - padding * 2 / state.height) * camera.fov;
          var fitHeightDistance = maxBoxSide / Math.atan(paddedFov * Math.PI / 180);
          var fitWidthDistance = fitHeightDistance / camera.aspect;
          var distance = Math.max(fitHeightDistance, fitWidthDistance);
          if (distance > 0) {
            var newCameraPosition = center.clone().sub(camera.position).normalize().multiplyScalar(-distance);
            this.cameraPosition(newCameraPosition, center, transitionDuration);
          }
        }
        return this;
      },
      getBbox: function getBbox(state) {
        var objFilter = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : function () {
          return true;
        };
        var box = new three.Box3(new three.Vector3(0, 0, 0), new three.Vector3(0, 0, 0));
        var objs = state.objects.filter(objFilter);
        if (!objs.length) return null;
        objs.forEach(function (obj) {
          return box.expandByObject(obj);
        });

        // extract global x,y,z min/max
        return Object.assign.apply(Object, _toConsumableArray(['x', 'y', 'z'].map(function (c) {
          return _defineProperty({}, c, [box.min[c], box.max[c]]);
        })));
      },
      getScreenCoords: function getScreenCoords(state, x, y, z) {
        var vec = new three.Vector3(x, y, z);
        vec.project(this.camera()); // project to the camera plane
        return {
          // align relative pos to canvas dimensions
          x: (vec.x + 1) * state.width / 2,
          y: -(vec.y - 1) * state.height / 2
        };
      },
      getSceneCoords: function getSceneCoords(state, screenX, screenY) {
        var distance = arguments.length > 3 && arguments[3] !== undefined ? arguments[3] : 0;
        var relCoords = new three.Vector2(screenX / state.width * 2 - 1, -(screenY / state.height) * 2 + 1);
        var raycaster = new three.Raycaster();
        raycaster.setFromCamera(relCoords, state.camera);
        return Object.assign({}, raycaster.ray.at(distance, new three.Vector3()));
      },
      intersectingObjects: function intersectingObjects(state, x, y) {
        var relCoords = new three.Vector2(x / state.width * 2 - 1, -(y / state.height) * 2 + 1);
        var raycaster = new three.Raycaster();
        raycaster.params.Line.threshold = state.lineHoverPrecision; // set linePrecision
        raycaster.setFromCamera(relCoords, state.camera);
        return raycaster.intersectObjects(state.objects, true);
      },
      renderer: function renderer(state) {
        return state.renderer;
      },
      scene: function scene(state) {
        return state.scene;
      },
      camera: function camera(state) {
        return state.camera;
      },
      postProcessingComposer: function postProcessingComposer(state) {
        return state.postProcessingComposer;
      },
      controls: function controls(state) {
        return state.controls;
      },
      tbControls: function tbControls(state) {
        return state.controls;
      } // to be deprecated
    },
    stateInit: function stateInit() {
      return {
        scene: new three.Scene(),
        camera: new three.PerspectiveCamera(),
        clock: new three.Clock()
      };
    },
    init: function init(domNode, state) {
      var _ref4 = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : {},
        _ref4$controlType = _ref4.controlType,
        controlType = _ref4$controlType === void 0 ? 'trackball' : _ref4$controlType,
        _ref4$rendererConfig = _ref4.rendererConfig,
        rendererConfig = _ref4$rendererConfig === void 0 ? {} : _ref4$rendererConfig,
        _ref4$extraRenderers = _ref4.extraRenderers,
        extraRenderers = _ref4$extraRenderers === void 0 ? [] : _ref4$extraRenderers,
        _ref4$waitForLoadComp = _ref4.waitForLoadComplete,
        waitForLoadComplete = _ref4$waitForLoadComp === void 0 ? true : _ref4$waitForLoadComp;
      // Wipe DOM
      domNode.innerHTML = '';

      // Add relative container
      domNode.appendChild(state.container = document.createElement('div'));
      state.container.className = 'scene-container';
      state.container.style.position = 'relative';

      // Add nav info section
      state.container.appendChild(state.navInfo = document.createElement('div'));
      state.navInfo.className = 'scene-nav-info';
      state.navInfo.textContent = {
        orbit: 'Left-click: rotate, Mouse-wheel/middle-click: zoom, Right-click: pan',
        trackball: 'Left-click: rotate, Mouse-wheel/middle-click: zoom, Right-click: pan',
        fly: 'WASD: move, R|F: up | down, Q|E: roll, up|down: pitch, left|right: yaw'
      }[controlType] || '';
      state.navInfo.style.display = state.showNavInfo ? null : 'none';

      // Setup tooltip
      state.toolTipElem = document.createElement('div');
      state.toolTipElem.classList.add('scene-tooltip');
      state.container.appendChild(state.toolTipElem);

      // Capture pointer coords on move or touchstart
      state.pointerPos = new three.Vector2();
      state.pointerPos.x = -2; // Initialize off canvas
      state.pointerPos.y = -2;
      ['pointermove', 'pointerdown'].forEach(function (evType) {
        return state.container.addEventListener(evType, function (ev) {
          // track click state
          evType === 'pointerdown' && (state.isPointerPressed = true);

          // detect point drag
          !state.isPointerDragging && ev.type === 'pointermove' && (ev.pressure > 0 || state.isPointerPressed) // ev.pressure always 0 on Safari, so we used the isPointerPressed tracker
          && (ev.pointerType !== 'touch' || ev.movementX === undefined || [ev.movementX, ev.movementY].some(function (m) {
            return Math.abs(m) > 1;
          })) // relax drag trigger sensitivity on touch events
          && (state.isPointerDragging = true);
          if (state.enablePointerInteraction) {
            // update the pointer pos
            var offset = getOffset(state.container);
            state.pointerPos.x = ev.pageX - offset.left;
            state.pointerPos.y = ev.pageY - offset.top;

            // Move tooltip
            state.toolTipElem.style.top = "".concat(state.pointerPos.y, "px");
            state.toolTipElem.style.left = "".concat(state.pointerPos.x, "px");
            // adjust horizontal position to not exceed canvas boundaries
            state.toolTipElem.style.transform = "translate(-".concat(state.pointerPos.x / state.width * 100, "%, ").concat(
            // flip to above if near bottom
            state.height - state.pointerPos.y < 100 ? 'calc(-100% - 8px)' : '21px', ")");
          }
          function getOffset(el) {
            var rect = el.getBoundingClientRect(),
              scrollLeft = window.pageXOffset || document.documentElement.scrollLeft,
              scrollTop = window.pageYOffset || document.documentElement.scrollTop;
            return {
              top: rect.top + scrollTop,
              left: rect.left + scrollLeft
            };
          }
        }, {
          passive: true
        });
      });

      // Handle click events on objs
      state.container.addEventListener('pointerup', function (ev) {
        state.isPointerPressed = false;
        if (state.isPointerDragging) {
          state.isPointerDragging = false;
          if (!state.clickAfterDrag) return; // don't trigger onClick after pointer drag (camera motion via controls)
        }
        requestAnimationFrame(function () {
          // trigger click events asynchronously, to allow hoverObj to be set (on frame)
          if (ev.button === 0) {
            // left-click
            state.onClick(state.hoverObj || null, ev, state.intersectionPoint); // trigger background clicks with null
          }
          if (ev.button === 2 && state.onRightClick) {
            // right-click
            state.onRightClick(state.hoverObj || null, ev, state.intersectionPoint);
          }
        });
      }, {
        passive: true,
        capture: true
      }); // use capture phase to prevent propagation blocking from controls (specifically for fly)

      state.container.addEventListener('contextmenu', function (ev) {
        if (state.onRightClick) ev.preventDefault(); // prevent default contextmenu behavior and allow pointerup to fire instead
      });

      // Setup renderer, camera and controls
      state.renderer = new three.WebGLRenderer(Object.assign({
        antialias: true,
        alpha: true
      }, rendererConfig));
      state.renderer.setPixelRatio(Math.min(2, window.devicePixelRatio)); // clamp device pixel ratio
      state.container.appendChild(state.renderer.domElement);

      // Setup extra renderers
      state.extraRenderers = extraRenderers;
      state.extraRenderers.forEach(function (r) {
        // overlay them on top of main renderer
        r.domElement.style.position = 'absolute';
        r.domElement.style.top = '0px';
        r.domElement.style.pointerEvents = 'none';
        state.container.appendChild(r.domElement);
      });

      // configure post-processing composer
      state.postProcessingComposer = new EffectComposer(state.renderer);
      state.postProcessingComposer.addPass(new RenderPass(state.scene, state.camera)); // render scene as first pass

      // configure controls
      state.controls = new {
        trackball: TrackballControls,
        orbit: OrbitControls,
        fly: FlyControls
      }[controlType](state.camera, state.renderer.domElement);
      if (controlType === 'fly') {
        state.controls.movementSpeed = 300;
        state.controls.rollSpeed = Math.PI / 6;
        state.controls.dragToLook = true;
      }
      if (controlType === 'trackball' || controlType === 'orbit') {
        state.controls.minDistance = 0.1;
        state.controls.maxDistance = state.skyRadius;
        state.controls.addEventListener('start', function () {
          state.controlsEngaged = true;
        });
        state.controls.addEventListener('change', function () {
          if (state.controlsEngaged) {
            state.controlsDragging = true;
          }
        });
        state.controls.addEventListener('end', function () {
          state.controlsEngaged = false;
          state.controlsDragging = false;
        });
      }
      [state.renderer, state.postProcessingComposer].concat(_toConsumableArray(state.extraRenderers)).forEach(function (r) {
        return r.setSize(state.width, state.height);
      });
      state.camera.aspect = state.width / state.height;
      state.camera.updateProjectionMatrix();
      state.camera.position.z = 1000;

      // add sky
      state.scene.add(state.skysphere = new three.Mesh());
      state.skysphere.visible = false;
      state.loadComplete = state.scene.visible = !waitForLoadComplete;
      window.scene = state.scene;
    },
    update: function update(state, changedProps) {
      // resize canvas
      if (state.width && state.height && (changedProps.hasOwnProperty('width') || changedProps.hasOwnProperty('height'))) {
        state.container.style.width = "".concat(state.width, "px");
        state.container.style.height = "".concat(state.height, "px");
        [state.renderer, state.postProcessingComposer].concat(_toConsumableArray(state.extraRenderers)).forEach(function (r) {
          return r.setSize(state.width, state.height);
        });
        state.camera.aspect = state.width / state.height;
        state.camera.updateProjectionMatrix();
      }
      if (changedProps.hasOwnProperty('skyRadius') && state.skyRadius) {
        state.controls.hasOwnProperty('maxDistance') && changedProps.skyRadius && (state.controls.maxDistance = Math.min(state.controls.maxDistance, state.skyRadius));
        state.camera.far = state.skyRadius * 2.5;
        state.camera.updateProjectionMatrix();
        state.skysphere.geometry = new three.SphereGeometry(state.skyRadius);
      }
      if (changedProps.hasOwnProperty('backgroundColor')) {
        var alpha = parseToRgb(state.backgroundColor).alpha;
        if (alpha === undefined) alpha = 1;
        state.renderer.setClearColor(new three.Color(curriedOpacify$1(1, state.backgroundColor)), alpha);
      }
      if (changedProps.hasOwnProperty('backgroundImageUrl')) {
        if (!state.backgroundImageUrl) {
          state.skysphere.visible = false;
          state.skysphere.material.map = null;
          !state.loadComplete && finishLoad();
        } else {
          new three.TextureLoader().load(state.backgroundImageUrl, function (texture) {
            texture.colorSpace = three.SRGBColorSpace;
            state.skysphere.material = new three.MeshBasicMaterial({
              map: texture,
              side: three.BackSide
            });
            state.skysphere.visible = true;

            // triggered when background image finishes loading (asynchronously to allow 1 frame to load texture)
            state.onBackgroundImageLoaded && setTimeout(state.onBackgroundImageLoaded);
            !state.loadComplete && finishLoad();
          });
        }
      }
      changedProps.hasOwnProperty('showNavInfo') && (state.navInfo.style.display = state.showNavInfo ? null : 'none');
      if (changedProps.hasOwnProperty('lights')) {
        (changedProps.lights || []).forEach(function (light) {
          return state.scene.remove(light);
        }); // Clear the place
        state.lights.forEach(function (light) {
          return state.scene.add(light);
        }); // Add to scene
      }
      if (changedProps.hasOwnProperty('objects')) {
        (changedProps.objects || []).forEach(function (obj) {
          return state.scene.remove(obj);
        }); // Clear the place
        state.objects.forEach(function (obj) {
          return state.scene.add(obj);
        }); // Add to scene
      }

      //

      function finishLoad() {
        state.loadComplete = state.scene.visible = true;
      }
    }
  });

  function linkKapsule (kapsulePropName, kapsuleType) {
    var dummyK = new kapsuleType(); // To extract defaults
    dummyK._destructor && dummyK._destructor();
    return {
      linkProp: function linkProp(prop) {
        // link property config
        return {
          "default": dummyK[prop](),
          onChange: function onChange(v, state) {
            state[kapsulePropName][prop](v);
          },
          triggerUpdate: false
        };
      },
      linkMethod: function linkMethod(method) {
        // link method pass-through
        return function (state) {
          var kapsuleInstance = state[kapsulePropName];
          for (var _len = arguments.length, args = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {
            args[_key - 1] = arguments[_key];
          }
          var returnVal = kapsuleInstance[method].apply(kapsuleInstance, args);
          return returnVal === kapsuleInstance ? this // chain based on the parent object, not the inner kapsule
          : returnVal;
        };
      }
    };
  }

  var _excluded = ["rendererConfig", "waitForGlobeReady"];
  var THREE = _objectSpread2$2(_objectSpread2$2({}, window.THREE ? window.THREE // Prefer consumption from global THREE, if exists
  : {
    AmbientLight: AmbientLight,
    DirectionalLight: DirectionalLight,
    Vector2: Vector2
  }), {}, {
    CSS2DRenderer: CSS2DRenderer
  });

  //

  // Expose config from ThreeGlobe
  var bindGlobe = linkKapsule('globe', threeGlobe);
  var linkedGlobeProps = Object.assign.apply(Object, _toConsumableArray$5(['globeImageUrl', 'bumpImageUrl', 'showGlobe', 'showGraticules', 'showAtmosphere', 'atmosphereColor', 'atmosphereAltitude', 'onGlobeReady', 'pointsData', 'pointLat', 'pointLng', 'pointColor', 'pointAltitude', 'pointRadius', 'pointResolution', 'pointsMerge', 'pointsTransitionDuration', 'arcsData', 'arcStartLat', 'arcStartLng', 'arcEndLat', 'arcEndLng', 'arcColor', 'arcAltitude', 'arcAltitudeAutoScale', 'arcStroke', 'arcCurveResolution', 'arcCircularResolution', 'arcDashLength', 'arcDashGap', 'arcDashInitialGap', 'arcDashAnimateTime', 'arcsTransitionDuration', 'polygonsData', 'polygonGeoJsonGeometry', 'polygonCapColor', 'polygonCapMaterial', 'polygonSideColor', 'polygonSideMaterial', 'polygonStrokeColor', 'polygonAltitude', 'polygonCapCurvatureResolution', 'polygonsTransitionDuration', 'pathsData', 'pathPoints', 'pathPointLat', 'pathPointLng', 'pathPointAlt', 'pathResolution', 'pathColor', 'pathStroke', 'pathDashLength', 'pathDashGap', 'pathDashInitialGap', 'pathDashAnimateTime', 'pathTransitionDuration', 'heatmapsData', 'heatmapPoints', 'heatmapPointLat', 'heatmapPointLng', 'heatmapPointWeight', 'heatmapBandwidth', 'heatmapColorFn', 'heatmapColorSaturation', 'heatmapBaseAltitude', 'heatmapTopAltitude', 'heatmapsTransitionDuration', 'hexBinPointsData', 'hexBinPointLat', 'hexBinPointLng', 'hexBinPointWeight', 'hexBinResolution', 'hexMargin', 'hexTopCurvatureResolution', 'hexTopColor', 'hexSideColor', 'hexAltitude', 'hexBinMerge', 'hexTransitionDuration', 'hexPolygonsData', 'hexPolygonGeoJsonGeometry', 'hexPolygonColor', 'hexPolygonAltitude', 'hexPolygonResolution', 'hexPolygonMargin', 'hexPolygonUseDots', 'hexPolygonCurvatureResolution', 'hexPolygonDotResolution', 'hexPolygonsTransitionDuration', 'tilesData', 'tileLat', 'tileLng', 'tileAltitude', 'tileWidth', 'tileHeight', 'tileUseGlobeProjection', 'tileMaterial', 'tileCurvatureResolution', 'tilesTransitionDuration', 'ringsData', 'ringLat', 'ringLng', 'ringAltitude', 'ringColor', 'ringResolution', 'ringMaxRadius', 'ringPropagationSpeed', 'ringRepeatPeriod', 'labelsData', 'labelLat', 'labelLng', 'labelAltitude', 'labelRotation', 'labelText', 'labelSize', 'labelTypeFace', 'labelColor', 'labelResolution', 'labelIncludeDot', 'labelDotRadius', 'labelDotOrientation', 'labelsTransitionDuration', 'htmlElementsData', 'htmlLat', 'htmlLng', 'htmlAltitude', 'htmlElement', 'htmlTransitionDuration', 'objectsData', 'objectLat', 'objectLng', 'objectAltitude', 'objectRotation', 'objectFacesSurface', 'objectThreeObject', 'customLayerData', 'customThreeObject', 'customThreeObjectUpdate'].map(function (p) {
    return _defineProperty$3({}, p, bindGlobe.linkProp(p));
  })));
  var linkedGlobeMethods = Object.assign.apply(Object, _toConsumableArray$5(['globeMaterial', 'getGlobeRadius', 'getCoords', 'toGeoCoords'].map(function (p) {
    return _defineProperty$3({}, p, bindGlobe.linkMethod(p));
  })));

  // Expose config from renderObjs
  var bindRenderObjs = linkKapsule('renderObjs', threeRenderObjects);
  var linkedRenderObjsProps = Object.assign.apply(Object, _toConsumableArray$5(['width', 'height', 'backgroundColor', 'backgroundImageUrl', 'enablePointerInteraction'].map(function (p) {
    return _defineProperty$3({}, p, bindRenderObjs.linkProp(p));
  })));
  var linkedRenderObjsMethods = Object.assign.apply(Object, _toConsumableArray$5(['lights', 'postProcessingComposer'].map(function (p) {
    return _defineProperty$3({}, p, bindRenderObjs.linkMethod(p));
  })));

  //

  var globe = index$2({
    props: _objectSpread2$2(_objectSpread2$2({
      onZoom: {
        triggerUpdate: false
      },
      onGlobeClick: {
        triggerUpdate: false
      },
      onGlobeRightClick: {
        triggerUpdate: false
      },
      pointLabel: {
        "default": 'name',
        triggerUpdate: false
      },
      onPointClick: {
        triggerUpdate: false
      },
      onPointRightClick: {
        triggerUpdate: false
      },
      onPointHover: {
        triggerUpdate: false
      },
      arcLabel: {
        "default": 'name',
        triggerUpdate: false
      },
      onArcClick: {
        triggerUpdate: false
      },
      onArcRightClick: {
        triggerUpdate: false
      },
      onArcHover: {
        triggerUpdate: false
      },
      polygonLabel: {
        "default": 'name',
        triggerUpdate: false
      },
      onPolygonClick: {
        triggerUpdate: false
      },
      onPolygonRightClick: {
        triggerUpdate: false
      },
      onPolygonHover: {
        triggerUpdate: false
      },
      pathLabel: {
        "default": 'name',
        triggerUpdate: false
      },
      onPathClick: {
        triggerUpdate: false
      },
      onPathRightClick: {
        triggerUpdate: false
      },
      onPathHover: {
        triggerUpdate: false
      },
      onHeatmapClick: {
        triggerUpdate: false
      },
      onHeatmapRightClick: {
        triggerUpdate: false
      },
      onHeatmapHover: {
        triggerUpdate: false
      },
      hexLabel: {
        triggerUpdate: false
      },
      onHexClick: {
        triggerUpdate: false
      },
      onHexRightClick: {
        triggerUpdate: false
      },
      onHexHover: {
        triggerUpdate: false
      },
      hexPolygonLabel: {
        triggerUpdate: false
      },
      onHexPolygonClick: {
        triggerUpdate: false
      },
      onHexPolygonRightClick: {
        triggerUpdate: false
      },
      onHexPolygonHover: {
        triggerUpdate: false
      },
      tileLabel: {
        "default": 'name',
        triggerUpdate: false
      },
      onTileClick: {
        triggerUpdate: false
      },
      onTileRightClick: {
        triggerUpdate: false
      },
      onTileHover: {
        triggerUpdate: false
      },
      labelLabel: {
        triggerUpdate: false
      },
      onLabelClick: {
        triggerUpdate: false
      },
      onLabelRightClick: {
        triggerUpdate: false
      },
      onLabelHover: {
        triggerUpdate: false
      },
      objectLabel: {
        "default": 'name',
        triggerUpdate: false
      },
      onObjectClick: {
        triggerUpdate: false
      },
      onObjectRightClick: {
        triggerUpdate: false
      },
      onObjectHover: {
        triggerUpdate: false
      },
      customLayerLabel: {
        "default": 'name',
        triggerUpdate: false
      },
      onCustomLayerClick: {
        triggerUpdate: false
      },
      onCustomLayerRightClick: {
        triggerUpdate: false
      },
      onCustomLayerHover: {
        triggerUpdate: false
      },
      pointerEventsFilter: {
        "default": function _default() {
          return true;
        },
        triggerUpdate: false,
        onChange: function onChange(filterFn, state) {
          return state.renderObjs.hoverFilter(function (obj) {
            return filterFn(obj, obj.__data);
          });
        }
      },
      lineHoverPrecision: {
        "default": 0.2,
        triggerUpdate: false,
        onChange: function onChange(val, state) {
          return state.renderObjs.lineHoverPrecision(val);
        }
      }
    }, linkedGlobeProps), linkedRenderObjsProps),
    methods: _objectSpread2$2(_objectSpread2$2({
      pauseAnimation: function pauseAnimation(state) {
        var _state$globe;
        if (state.animationFrameRequestId !== null) {
          cancelAnimationFrame(state.animationFrameRequestId);
          state.animationFrameRequestId = null;
        }
        (_state$globe = state.globe) === null || _state$globe === void 0 || _state$globe.pauseAnimation();
        return this;
      },
      resumeAnimation: function resumeAnimation(state) {
        var _state$globe2;
        if (state.animationFrameRequestId === null) {
          this._animationCycle();
        }
        (_state$globe2 = state.globe) === null || _state$globe2 === void 0 || _state$globe2.resumeAnimation();
        return this;
      },
      _animationCycle: function _animationCycle(state) {
        // Frame cycle
        state.renderObjs.tick();
        state.animationFrameRequestId = requestAnimationFrame(this._animationCycle);
      },
      pointOfView: function pointOfView(state) {
        var geoCoords = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : {};
        var transitionDuration = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : 0;
        var curGeoCoords = getGeoCoords();

        // Getter
        if (geoCoords.lat === undefined && geoCoords.lng === undefined && geoCoords.altitude === undefined) {
          return curGeoCoords;
        } else {
          // Setter
          var finalGeoCoords = Object.assign({}, curGeoCoords, geoCoords);
          ['lat', 'lng', 'altitude'].forEach(function (p) {
            return finalGeoCoords[p] = +finalGeoCoords[p];
          }); // coerce coords to number

          if (!transitionDuration) {
            // no animation
            setCameraPos(finalGeoCoords);
          } else {
            // Avoid rotating more than 180deg longitude
            while (curGeoCoords.lng - finalGeoCoords.lng > 180) curGeoCoords.lng -= 360;
            while (curGeoCoords.lng - finalGeoCoords.lng < -180) curGeoCoords.lng += 360;
            new Tween(curGeoCoords).to(finalGeoCoords, transitionDuration).easing(Easing.Cubic.InOut).onUpdate(setCameraPos).start();
          }
          return this;
        }

        //

        function getGeoCoords() {
          return state.globe.toGeoCoords(state.renderObjs.cameraPosition());
        }
        function setCameraPos(_ref5) {
          var lat = _ref5.lat,
            lng = _ref5.lng,
            altitude = _ref5.altitude;
          state.renderObjs.cameraPosition(state.globe.getCoords(lat, lng, altitude));
        }
      },
      getScreenCoords: function getScreenCoords(state) {
        var _state$globe3;
        for (var _len = arguments.length, geoCoords = new Array(_len > 1 ? _len - 1 : 0), _key = 1; _key < _len; _key++) {
          geoCoords[_key - 1] = arguments[_key];
        }
        var cartesianCoords = (_state$globe3 = state.globe).getCoords.apply(_state$globe3, geoCoords);
        return state.renderObjs.getScreenCoords(cartesianCoords.x, cartesianCoords.y, cartesianCoords.z);
      },
      toGlobeCoords: function toGlobeCoords(state, x, y) {
        var globeIntersects = state.renderObjs.intersectingObjects(x, y).find(function (d) {
          return d.object.__globeObjType === 'globe';
        });
        if (!globeIntersects) return null; // coords outside globe

        var _state$globe$toGeoCoo = state.globe.toGeoCoords(globeIntersects.point),
          lat = _state$globe$toGeoCoo.lat,
          lng = _state$globe$toGeoCoo.lng;
        return {
          lat: lat,
          lng: lng
        };
      },
      scene: function scene(state) {
        return state.renderObjs.scene();
      },
      // Expose scene
      camera: function camera(state) {
        return state.renderObjs.camera();
      },
      // Expose camera
      renderer: function renderer(state) {
        return state.renderObjs.renderer();
      },
      // Expose renderer
      controls: function controls(state) {
        return state.renderObjs.controls();
      },
      // Expose controls
      _destructor: function _destructor(state) {
        state.globe._destructor();
        this.pauseAnimation();
        this.pointsData([]);
        this.arcsData([]);
        this.polygonsData([]);
        this.pathsData([]);
        this.heatmapsData([]);
        this.hexBinPointsData([]);
        this.hexPolygonsData([]);
        this.tilesData([]);
        this.labelsData([]);
        this.htmlElementsData([]);
        this.objectsData([]);
        this.customLayerData([]);
      }
    }, linkedGlobeMethods), linkedRenderObjsMethods),
    stateInit: function stateInit(_ref6) {
      var rendererConfig = _ref6.rendererConfig,
        _ref6$waitForGlobeRea = _ref6.waitForGlobeReady,
        waitForGlobeReady = _ref6$waitForGlobeRea === void 0 ? true : _ref6$waitForGlobeRea,
        globeInitConfig = _objectWithoutProperties$3(_ref6, _excluded);
      var globe = new threeGlobe(_objectSpread2$2({
        waitForGlobeReady: waitForGlobeReady
      }, globeInitConfig));
      return {
        globe: globe,
        renderObjs: threeRenderObjects({
          controlType: 'orbit',
          rendererConfig: rendererConfig,
          waitForLoadComplete: waitForGlobeReady,
          extraRenderers: [new THREE.CSS2DRenderer()] // Used in HTML elements layer
        }).skyRadius(globe.getGlobeRadius() * 500).showNavInfo(false).objects([globe]) // Populate scene
        .lights([new THREE.AmbientLight(0xcccccc, Math.PI), new THREE.DirectionalLight(0xffffff, 0.6 * Math.PI)])
      };
    },
    init: function init(domNode, state) {
      var _this = this;
      // Wipe DOM
      domNode.innerHTML = '';

      // Add relative container
      domNode.appendChild(state.container = document.createElement('div'));
      state.container.style.position = 'relative';

      // Add renderObjs
      var roDomNode = document.createElement('div');
      state.container.appendChild(roDomNode);
      state.renderObjs(roDomNode);

      // inject renderer size on three-globe
      state.globe.rendererSize(state.renderObjs.renderer().getSize(new THREE.Vector2()));

      // set initial distance
      this.pointOfView({
        altitude: 2.5
      });

      // calibrate orbit controls
      var globeR = state.globe.getGlobeRadius();
      var controls = state.renderObjs.controls();
      controls.minDistance = globeR * 1.01; // just above the surface
      controls.maxDistance = globeR * 100;
      controls.enablePan = false;
      controls.enableDamping = true;
      controls.dampingFactor = 0.1;
      controls.rotateSpeed = 0.3;
      controls.zoomSpeed = 0.3;
      controls.addEventListener('change', function () {
        // adjust controls speed based on altitude
        var pov = _this.pointOfView();
        controls.rotateSpeed = pov.altitude * 0.2; // Math.pow(pov.altitude + 1, 2) * 0.025;
        controls.zoomSpeed = (pov.altitude + 1) * 0.1; // Math.sqrt(pov.altitude) * 0.2;

        // Update three-globe pov when camera moves, for proper hiding of elements
        state.globe.setPointOfView(state.renderObjs.camera().position);
        state.onZoom && state.onZoom(pov);
      });

      // config renderObjs
      var getGlobeObj = function getGlobeObj(object) {
        var obj = object;
        // recurse up object chain until finding the globe object
        while (obj && !obj.hasOwnProperty('__globeObjType')) {
          obj = obj.parent;
        }
        return obj;
      };
      var dataAccessors = {
        point: function point(d) {
          return d;
        },
        arc: function arc(d) {
          return d;
        },
        polygon: function polygon(d) {
          return d.data;
        },
        path: function path(d) {
          return d;
        },
        heatmap: function heatmap(d) {
          return d;
        },
        hexbin: function hexbin(d) {
          return d;
        },
        hexPolygon: function hexPolygon(d) {
          return d;
        },
        tile: function tile(d) {
          return d;
        },
        label: function label(d) {
          return d;
        },
        object: function object(d) {
          return d;
        },
        custom: function custom(d) {
          return d;
        }
      };
      state.renderObjs.renderer().useLegacyLights = false; // force behavior of three < 155
      state.renderObjs.hoverOrderComparator(function (a, b) {
        var aObj = getGlobeObj(a);
        var bObj = getGlobeObj(b);

        // de-prioritize background / non-globe objects
        var isBackground = function isBackground(o) {
          return !o;
        }; // || o.__globeObjType === 'globe' || o.__globeObjType === 'atmosphere';
        return isBackground(aObj) - isBackground(bObj);
      }).tooltipContent(function (obj) {
        var objAccessors = {
          point: state.pointLabel,
          arc: state.arcLabel,
          polygon: state.polygonLabel,
          path: state.pathLabel,
          hexbin: state.hexLabel,
          hexPolygon: state.hexPolygonLabel,
          tile: state.tileLabel,
          label: state.labelLabel,
          object: state.objectLabel,
          custom: state.customLayerLabel
        };
        var globeObj = getGlobeObj(obj);
        var objType = globeObj && globeObj.__globeObjType;
        return globeObj && objType && objAccessors.hasOwnProperty(objType) && dataAccessors.hasOwnProperty(objType) ? index$1(objAccessors[objType])(dataAccessors[objType](globeObj.__data)) || '' : '';
      }).onHover(function (obj) {
        // Update tooltip and trigger onHover events
        var hoverObjFns = {
          point: state.onPointHover,
          arc: state.onArcHover,
          polygon: state.onPolygonHover,
          path: state.onPathHover,
          heatmap: state.onHeatmapHover,
          hexbin: state.onHexHover,
          hexPolygon: state.onHexPolygonHover,
          tile: state.onTileHover,
          label: state.onLabelHover,
          object: state.onObjectHover,
          custom: state.onCustomLayerHover
        };
        var clickObjFns = {
          globe: state.onGlobeClick,
          point: state.onPointClick,
          arc: state.onArcClick,
          polygon: state.onPolygonClick,
          path: state.onPathClick,
          heatmap: state.onHeatmapClick,
          hexbin: state.onHexClick,
          hexPolygon: state.onHexPolygonClick,
          tile: state.onTileClick,
          label: state.onLabelClick,
          object: state.onObjectClick,
          custom: state.onCustomLayerClick
        };
        var hoverObj = getGlobeObj(obj);

        // ignore non-recognised obj types
        hoverObj && !hoverObjFns.hasOwnProperty(hoverObj.__globeObjType) && (hoverObj = null);
        if (hoverObj !== state.hoverObj) {
          var prevObjType = state.hoverObj ? state.hoverObj.__globeObjType : null;
          var prevObjData = state.hoverObj ? dataAccessors[prevObjType](state.hoverObj.__data) : null;
          var objType = hoverObj ? hoverObj.__globeObjType : null;
          var objData = hoverObj ? dataAccessors[objType](hoverObj.__data) : null;
          if (prevObjType && prevObjType !== objType) {
            // Hover out
            hoverObjFns[prevObjType] && hoverObjFns[prevObjType](null, prevObjData);
          }
          if (objType) {
            // Hover in
            hoverObjFns[objType] && hoverObjFns[objType](objData, prevObjType === objType ? prevObjData : null);
          }

          // set pointer if hovered object is clickable
          state.renderObjs.renderer().domElement.classList[objType && clickObjFns[objType] ? 'add' : 'remove']('clickable');
          state.hoverObj = hoverObj;
        }
      }).onClick(function (obj, ev, point) {
        if (!obj) return; // ignore background clicks

        // Handle click events on objects
        var objFns = {
          globe: state.onGlobeClick,
          point: state.onPointClick,
          arc: state.onArcClick,
          polygon: state.onPolygonClick,
          path: state.onPathClick,
          heatmap: state.onHeatmapClick,
          hexbin: state.onHexClick,
          hexPolygon: state.onHexPolygonClick,
          tile: state.onTileClick,
          label: state.onLabelClick,
          object: state.onObjectClick,
          custom: state.onCustomLayerClick
        };
        var globeObj = getGlobeObj(obj);
        var objType = globeObj.__globeObjType;
        if (globeObj && objFns.hasOwnProperty(objType) && objFns[objType]) {
          var args = [ev];

          // include click coords
          if (objType === 'globe') {
            var _this$toGeoCoords = _this.toGeoCoords(point),
              lat = _this$toGeoCoords.lat,
              lng = _this$toGeoCoords.lng;
            args.unshift({
              lat: lat,
              lng: lng
            });
          } else {
            args.push(_this.toGeoCoords(point));
          }
          dataAccessors.hasOwnProperty(objType) && args.unshift(dataAccessors[objType](globeObj.__data));
          objFns[objType].apply(objFns, args);
        }
      }).onRightClick(function (obj, ev, point) {
        if (!obj) return; // ignore background clicks

        // Handle right-click events
        var objFns = {
          globe: state.onGlobeRightClick,
          point: state.onPointRightClick,
          arc: state.onArcRightClick,
          polygon: state.onPolygonRightClick,
          path: state.onPathRightClick,
          heatmap: state.onHeatmapRightClick,
          hexbin: state.onHexRightClick,
          hexPolygon: state.onHexPolygonRightClick,
          tile: state.onTileRightClick,
          label: state.onLabelRightClick,
          object: state.onObjectRightClick,
          custom: state.onCustomLayerRightClick
        };
        var globeObj = getGlobeObj(obj);
        var objType = globeObj.__globeObjType;
        if (globeObj && objFns.hasOwnProperty(objType) && objFns[objType]) {
          var args = [ev];

          // include click coords
          if (objType === 'globe') {
            var _this$toGeoCoords2 = _this.toGeoCoords(point),
              lat = _this$toGeoCoords2.lat,
              lng = _this$toGeoCoords2.lng;
            args.unshift({
              lat: lat,
              lng: lng
            });
          } else {
            args.push(_this.toGeoCoords(point));
          }
          dataAccessors.hasOwnProperty(objType) && args.unshift(dataAccessors[objType](globeObj.__data));
          objFns[objType].apply(objFns, args);
        }
      });

      //

      // Kick-off renderer
      this._animationCycle();
    }
  });

  return globe;

}));
//# sourceMappingURL=globe.gl.js.map
