(function (global, factory) {
	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
	typeof define === 'function' && define.amd ? define(['exports'], factory) :
	(factory((global.THREE = global.THREE || {})));
}(this, (function (exports) { 'use strict';

	// Polyfills

	if ( Number.EPSILON === undefined ) {

		Number.EPSILON = Math.pow( 2, - 52 );

	}

	//

	if ( Math.sign === undefined ) {

		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign

		Math.sign = function ( x ) {

			return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;

		};

	}

	if ( Function.prototype.name === undefined ) {

		// Missing in IE9-11.
		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name

		Object.defineProperty( Function.prototype, 'name', {

			get: function () {

				return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];

			}

		} );

	}

	if ( Object.assign === undefined ) {

		// Missing in IE.
		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign

		( function () {

			Object.assign = function ( target ) {

				'use strict';

				if ( target === undefined || target === null ) {

					throw new TypeError( 'Cannot convert undefined or null to object' );

				}

				var output = Object( target );

				for ( var index = 1; index < arguments.length; index ++ ) {

					var source = arguments[ index ];

					if ( source !== undefined && source !== null ) {

						for ( var nextKey in source ) {

							if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {

								output[ nextKey ] = source[ nextKey ];

							}

						}

					}

				}

				return output;

			};

		} )();

	}

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

	function EventDispatcher() {}

	EventDispatcher.prototype = {

		addEventListener: function ( type, listener ) {

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

			var listeners = this._listeners;

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

				listeners[ type ] = [];

			}

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

				listeners[ type ].push( listener );

			}

		},

		hasEventListener: function ( type, listener ) {

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

			var listeners = this._listeners;

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

		},

		removeEventListener: function ( type, listener ) {

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

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

			if ( listenerArray !== undefined ) {

				var index = listenerArray.indexOf( listener );

				if ( index !== - 1 ) {

					listenerArray.splice( index, 1 );

				}

			}

		},

		dispatchEvent: function ( event ) {

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

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

			if ( listenerArray !== undefined ) {

				event.target = this;

				var array = [], i = 0;
				var length = listenerArray.length;

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

					array[ i ] = listenerArray[ i ];

				}

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

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

				}

			}

		}

	};

	var REVISION = '84';
	var MOUSE = { LEFT: 0, MIDDLE: 1, RIGHT: 2 };
	var CullFaceNone = 0;
	var CullFaceBack = 1;
	var CullFaceFront = 2;
	var CullFaceFrontBack = 3;
	var FrontFaceDirectionCW = 0;
	var FrontFaceDirectionCCW = 1;
	var BasicShadowMap = 0;
	var PCFShadowMap = 1;
	var PCFSoftShadowMap = 2;
	var FrontSide = 0;
	var BackSide = 1;
	var DoubleSide = 2;
	var FlatShading = 1;
	var SmoothShading = 2;
	var NoColors = 0;
	var FaceColors = 1;
	var VertexColors = 2;
	var NoBlending = 0;
	var NormalBlending = 1;
	var AdditiveBlending = 2;
	var SubtractiveBlending = 3;
	var MultiplyBlending = 4;
	var CustomBlending = 5;
	var AddEquation = 100;
	var SubtractEquation = 101;
	var ReverseSubtractEquation = 102;
	var MinEquation = 103;
	var MaxEquation = 104;
	var ZeroFactor = 200;
	var OneFactor = 201;
	var SrcColorFactor = 202;
	var OneMinusSrcColorFactor = 203;
	var SrcAlphaFactor = 204;
	var OneMinusSrcAlphaFactor = 205;
	var DstAlphaFactor = 206;
	var OneMinusDstAlphaFactor = 207;
	var DstColorFactor = 208;
	var OneMinusDstColorFactor = 209;
	var SrcAlphaSaturateFactor = 210;
	var NeverDepth = 0;
	var AlwaysDepth = 1;
	var LessDepth = 2;
	var LessEqualDepth = 3;
	var EqualDepth = 4;
	var GreaterEqualDepth = 5;
	var GreaterDepth = 6;
	var NotEqualDepth = 7;
	var MultiplyOperation = 0;
	var MixOperation = 1;
	var AddOperation = 2;
	var NoToneMapping = 0;
	var LinearToneMapping = 1;
	var ReinhardToneMapping = 2;
	var Uncharted2ToneMapping = 3;
	var CineonToneMapping = 4;
	var UVMapping = 300;
	var CubeReflectionMapping = 301;
	var CubeRefractionMapping = 302;
	var EquirectangularReflectionMapping = 303;
	var EquirectangularRefractionMapping = 304;
	var SphericalReflectionMapping = 305;
	var CubeUVReflectionMapping = 306;
	var CubeUVRefractionMapping = 307;
	var RepeatWrapping = 1000;
	var ClampToEdgeWrapping = 1001;
	var MirroredRepeatWrapping = 1002;
	var NearestFilter = 1003;
	var NearestMipMapNearestFilter = 1004;
	var NearestMipMapLinearFilter = 1005;
	var LinearFilter = 1006;
	var LinearMipMapNearestFilter = 1007;
	var LinearMipMapLinearFilter = 1008;
	var UnsignedByteType = 1009;
	var ByteType = 1010;
	var ShortType = 1011;
	var UnsignedShortType = 1012;
	var IntType = 1013;
	var UnsignedIntType = 1014;
	var FloatType = 1015;
	var HalfFloatType = 1016;
	var UnsignedShort4444Type = 1017;
	var UnsignedShort5551Type = 1018;
	var UnsignedShort565Type = 1019;
	var UnsignedInt248Type = 1020;
	var AlphaFormat = 1021;
	var RGBFormat = 1022;
	var RGBAFormat = 1023;
	var LuminanceFormat = 1024;
	var LuminanceAlphaFormat = 1025;
	var RGBEFormat = RGBAFormat;
	var DepthFormat = 1026;
	var DepthStencilFormat = 1027;
	var RGB_S3TC_DXT1_Format = 2001;
	var RGBA_S3TC_DXT1_Format = 2002;
	var RGBA_S3TC_DXT3_Format = 2003;
	var RGBA_S3TC_DXT5_Format = 2004;
	var RGB_PVRTC_4BPPV1_Format = 2100;
	var RGB_PVRTC_2BPPV1_Format = 2101;
	var RGBA_PVRTC_4BPPV1_Format = 2102;
	var RGBA_PVRTC_2BPPV1_Format = 2103;
	var RGB_ETC1_Format = 2151;
	var LoopOnce = 2200;
	var LoopRepeat = 2201;
	var LoopPingPong = 2202;
	var InterpolateDiscrete = 2300;
	var InterpolateLinear = 2301;
	var InterpolateSmooth = 2302;
	var ZeroCurvatureEnding = 2400;
	var ZeroSlopeEnding = 2401;
	var WrapAroundEnding = 2402;
	var TrianglesDrawMode = 0;
	var TriangleStripDrawMode = 1;
	var TriangleFanDrawMode = 2;
	var LinearEncoding = 3000;
	var sRGBEncoding = 3001;
	var GammaEncoding = 3007;
	var RGBEEncoding = 3002;
	var LogLuvEncoding = 3003;
	var RGBM7Encoding = 3004;
	var RGBM16Encoding = 3005;
	var RGBDEncoding = 3006;
	var BasicDepthPacking = 3200;
	var RGBADepthPacking = 3201;

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 */

	var _Math = {

		DEG2RAD: Math.PI / 180,
		RAD2DEG: 180 / Math.PI,

		generateUUID: function () {

			// http://www.broofa.com/Tools/Math.uuid.htm

			var chars = '0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz'.split( '' );
			var uuid = new Array( 36 );
			var rnd = 0, r;

			return function generateUUID() {

				for ( var i = 0; i < 36; i ++ ) {

					if ( i === 8 || i === 13 || i === 18 || i === 23 ) {

						uuid[ i ] = '-';

					} else if ( i === 14 ) {

						uuid[ i ] = '4';

					} else {

						if ( rnd <= 0x02 ) rnd = 0x2000000 + ( Math.random() * 0x1000000 ) | 0;
						r = rnd & 0xf;
						rnd = rnd >> 4;
						uuid[ i ] = chars[ ( i === 19 ) ? ( r & 0x3 ) | 0x8 : r ];

					}

				}

				return uuid.join( '' );

			};

		}(),

		clamp: function ( value, min, max ) {

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

		},

		// compute euclidian modulo of m % n
		// https://en.wikipedia.org/wiki/Modulo_operation

		euclideanModulo: function ( n, m ) {

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

		},

		// Linear mapping from range <a1, a2> to range <b1, b2>

		mapLinear: function ( x, a1, a2, b1, b2 ) {

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

		},

		// https://en.wikipedia.org/wiki/Linear_interpolation

		lerp: function ( x, y, t ) {

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

		},

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

		smoothstep: function ( x, min, max ) {

			if ( x <= min ) return 0;
			if ( x >= max ) return 1;

			x = ( x - min ) / ( max - min );

			return x * x * ( 3 - 2 * x );

		},

		smootherstep: function ( x, min, max ) {

			if ( x <= min ) return 0;
			if ( x >= max ) return 1;

			x = ( x - min ) / ( max - min );

			return x * x * x * ( x * ( x * 6 - 15 ) + 10 );

		},

		// Random integer from <low, high> interval

		randInt: function ( low, high ) {

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

		},

		// Random float from <low, high> interval

		randFloat: function ( low, high ) {

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

		},

		// Random float from <-range/2, range/2> interval

		randFloatSpread: function ( range ) {

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

		},

		degToRad: function ( degrees ) {

			return degrees * _Math.DEG2RAD;

		},

		radToDeg: function ( radians ) {

			return radians * _Math.RAD2DEG;

		},

		isPowerOfTwo: function ( value ) {

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

		},

		nearestPowerOfTwo: function ( value ) {

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

		},

		nextPowerOfTwo: function ( value ) {

			value --;
			value |= value >> 1;
			value |= value >> 2;
			value |= value >> 4;
			value |= value >> 8;
			value |= value >> 16;
			value ++;

			return value;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author philogb / http://blog.thejit.org/
	 * @author egraether / http://egraether.com/
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 */

	function Vector2( x, y ) {

		this.x = x || 0;
		this.y = y || 0;

	}

	Vector2.prototype = {

		constructor: Vector2,

		isVector2: true,

		get width() {

			return this.x;

		},

		set width( value ) {

			this.x = value;

		},

		get height() {

			return this.y;

		},

		set height( value ) {

			this.y = value;

		},

		//

		set: function ( x, y ) {

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

			return this;

		},

		setScalar: function ( scalar ) {

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

			return this;

		},

		setX: function ( x ) {

			this.x = x;

			return this;

		},

		setY: function ( y ) {

			this.y = y;

			return this;

		},

		setComponent: function ( index, value ) {

			switch ( index ) {

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

			}

			return this;

		},

		getComponent: function ( index ) {

			switch ( index ) {

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

			}

		},

		clone: function () {

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

		},

		copy: function ( v ) {

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

			return this;

		},

		add: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
				return this.addVectors( v, w );

			}

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

			return this;

		},

		addScalar: function ( s ) {

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

			return this;

		},

		addVectors: function ( a, b ) {

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

			return this;

		},

		addScaledVector: function ( v, s ) {

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

			return this;

		},

		sub: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
				return this.subVectors( v, w );

			}

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

			return this;

		},

		subScalar: function ( s ) {

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

			return this;

		},

		subVectors: function ( a, b ) {

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

			return this;

		},

		multiply: function ( v ) {

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

			return this;

		},

		multiplyScalar: function ( scalar ) {

			if ( isFinite( scalar ) ) {

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

			} else {

				this.x = 0;
				this.y = 0;

			}

			return this;

		},

		divide: function ( v ) {

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

			return this;

		},

		divideScalar: function ( scalar ) {

			return this.multiplyScalar( 1 / scalar );

		},

		min: function ( v ) {

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

			return this;

		},

		max: function ( v ) {

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

			return this;

		},

		clamp: function ( min, max ) {

			// This function assumes min < max, if this assumption isn't true it will not operate correctly

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

			return this;

		},

		clampScalar: function () {

			var min, max;

			return function clampScalar( minVal, maxVal ) {

				if ( min === undefined ) {

					min = new Vector2();
					max = new Vector2();

				}

				min.set( minVal, minVal );
				max.set( maxVal, maxVal );

				return this.clamp( min, max );

			};

		}(),

		clampLength: function ( min, max ) {

			var length = this.length();

			return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );

		},

		floor: function () {

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

			return this;

		},

		ceil: function () {

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

			return this;

		},

		round: function () {

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

			return this;

		},

		roundToZero: function () {

			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );

			return this;

		},

		negate: function () {

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

			return this;

		},

		dot: function ( v ) {

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

		},

		lengthSq: function () {

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

		},

		length: function () {

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

		},

		lengthManhattan: function() {

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

		},

		normalize: function () {

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

		},

		angle: function () {

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

			var angle = Math.atan2( this.y, this.x );

			if ( angle < 0 ) angle += 2 * Math.PI;

			return angle;

		},

		distanceTo: function ( v ) {

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

		},

		distanceToSquared: function ( v ) {

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

		},

		distanceToManhattan: function ( v ) {

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

		},

		setLength: function ( length ) {

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

		},

		lerp: function ( v, alpha ) {

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

			return this;

		},

		lerpVectors: function ( v1, v2, alpha ) {

			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );

		},

		equals: function ( v ) {

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

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

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

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

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

			return array;

		},

		fromBufferAttribute: function ( attribute, index, offset ) {

			if ( offset !== undefined ) {

				console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );

			}

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

			return this;

		},

		rotateAround: function ( center, angle ) {

			var c = Math.cos( angle ), s = Math.sin( angle );

			var x = this.x - center.x;
			var y = this.y - center.y;

			this.x = x * c - y * s + center.x;
			this.y = x * s + y * c + center.y;

			return this;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 * @author szimek / https://github.com/szimek/
	 */

	var textureId = 0;

	function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

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

		this.uuid = _Math.generateUUID();

		this.name = '';

		this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
		this.mipmaps = [];

		this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;

		this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
		this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;

		this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
		this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;

		this.anisotropy = anisotropy !== undefined ? anisotropy : 1;

		this.format = format !== undefined ? format : RGBAFormat;
		this.type = type !== undefined ? type : UnsignedByteType;

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

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


		// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
		//
		// Also changing the encoding after already used by a Material will not automatically make the Material
		// update.  You need to explicitly call Material.needsUpdate to trigger it to recompile.
		this.encoding = encoding !== undefined ? encoding : LinearEncoding;

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

	}

	Texture.DEFAULT_IMAGE = undefined;
	Texture.DEFAULT_MAPPING = UVMapping;

	Texture.prototype = {

		constructor: Texture,

		isTexture: true,

		set needsUpdate( value ) {

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

		},

		clone: function () {

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

		},

		copy: function ( source ) {

			this.image = source.image;
			this.mipmaps = source.mipmaps.slice( 0 );

			this.mapping = source.mapping;

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

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

			this.anisotropy = source.anisotropy;

			this.format = source.format;
			this.type = source.type;

			this.offset.copy( source.offset );
			this.repeat.copy( source.repeat );

			this.generateMipmaps = source.generateMipmaps;
			this.premultiplyAlpha = source.premultiplyAlpha;
			this.flipY = source.flipY;
			this.unpackAlignment = source.unpackAlignment;
			this.encoding = source.encoding;

			return this;

		},

		toJSON: function ( meta ) {

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

				return meta.textures[ this.uuid ];

			}

			function getDataURL( image ) {

				var canvas;

				if ( image.toDataURL !== undefined ) {

					canvas = image;

				} else {

					canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
					canvas.width = image.width;
					canvas.height = image.height;

					canvas.getContext( '2d' ).drawImage( image, 0, 0, image.width, image.height );

				}

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

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

				} else {

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

				}

			}

			var output = {
				metadata: {
					version: 4.4,
					type: 'Texture',
					generator: 'Texture.toJSON'
				},

				uuid: this.uuid,
				name: this.name,

				mapping: this.mapping,

				repeat: [ this.repeat.x, this.repeat.y ],
				offset: [ this.offset.x, this.offset.y ],
				wrap: [ this.wrapS, this.wrapT ],

				minFilter: this.minFilter,
				magFilter: this.magFilter,
				anisotropy: this.anisotropy,

				flipY: this.flipY
			};

			if ( this.image !== undefined ) {

				// TODO: Move to THREE.Image

				var image = this.image;

				if ( image.uuid === undefined ) {

					image.uuid = _Math.generateUUID(); // UGH

				}

				if ( meta.images[ image.uuid ] === undefined ) {

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

				}

				output.image = image.uuid;

			}

			meta.textures[ this.uuid ] = output;

			return output;

		},

		dispose: function () {

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

		},

		transformUv: function ( uv ) {

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

			uv.multiply( this.repeat );
			uv.add( this.offset );

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

				switch ( this.wrapS ) {

					case RepeatWrapping:

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

					case ClampToEdgeWrapping:

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

					case MirroredRepeatWrapping:

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

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

						} else {

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

						}
						break;

				}

			}

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

				switch ( this.wrapT ) {

					case RepeatWrapping:

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

					case ClampToEdgeWrapping:

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

					case MirroredRepeatWrapping:

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

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

						} else {

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

						}
						break;

				}

			}

			if ( this.flipY ) {

				uv.y = 1 - uv.y;

			}

		}

	};

	Object.assign( Texture.prototype, EventDispatcher.prototype );

	/**
	 * @author supereggbert / http://www.paulbrunt.co.uk/
	 * @author philogb / http://blog.thejit.org/
	 * @author mikael emtinger / http://gomo.se/
	 * @author egraether / http://egraether.com/
	 * @author WestLangley / http://github.com/WestLangley
	 */

	function Vector4( x, y, z, w ) {

		this.x = x || 0;
		this.y = y || 0;
		this.z = z || 0;
		this.w = ( w !== undefined ) ? w : 1;

	}

	Vector4.prototype = {

		constructor: Vector4,

		isVector4: true,

		set: function ( x, y, z, w ) {

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

			return this;

		},

		setScalar: function ( scalar ) {

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

			return this;

		},

		setX: function ( x ) {

			this.x = x;

			return this;

		},

		setY: function ( y ) {

			this.y = y;

			return this;

		},

		setZ: function ( z ) {

			this.z = z;

			return this;

		},

		setW: function ( w ) {

			this.w = w;

			return this;

		},

		setComponent: function ( index, value ) {

			switch ( index ) {

				case 0: this.x = value; break;
				case 1: this.y = value; break;
				case 2: this.z = value; break;
				case 3: this.w = value; break;
				default: throw new Error( 'index is out of range: ' + index );

			}

			return this;

		},

		getComponent: function ( index ) {

			switch ( index ) {

				case 0: return this.x;
				case 1: return this.y;
				case 2: return this.z;
				case 3: return this.w;
				default: throw new Error( 'index is out of range: ' + index );

			}

		},

		clone: function () {

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

		},

		copy: function ( v ) {

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

			return this;

		},

		add: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
				return this.addVectors( v, w );

			}

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

			return this;

		},

		addScalar: function ( s ) {

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

			return this;

		},

		addVectors: function ( a, b ) {

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

			return this;

		},

		addScaledVector: function ( v, s ) {

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

			return this;

		},

		sub: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
				return this.subVectors( v, w );

			}

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

			return this;

		},

		subScalar: function ( s ) {

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

			return this;

		},

		subVectors: function ( a, b ) {

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

			return this;

		},

		multiplyScalar: function ( scalar ) {

			if ( isFinite( scalar ) ) {

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

			} else {

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

			}

			return this;

		},

		applyMatrix4: function ( m ) {

			var x = this.x, y = this.y, z = this.z, w = this.w;
			var e = m.elements;

			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
			this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;

			return this;

		},

		divideScalar: function ( scalar ) {

			return this.multiplyScalar( 1 / scalar );

		},

		setAxisAngleFromQuaternion: function ( q ) {

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

			// q is assumed to be normalized

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

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

			if ( s < 0.0001 ) {

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

			} else {

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

			}

			return this;

		},

		setAxisAngleFromRotationMatrix: function ( m ) {

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

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

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

				te = m.elements,

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

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

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

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

					// this singularity is identity matrix so angle = 0

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

					return this; // zero angle, arbitrary axis

				}

				// otherwise this singularity is angle = 180

				angle = Math.PI;

				var xx = ( m11 + 1 ) / 2;
				var yy = ( m22 + 1 ) / 2;
				var zz = ( m33 + 1 ) / 2;
				var xy = ( m12 + m21 ) / 4;
				var xz = ( m13 + m31 ) / 4;
				var yz = ( m23 + m32 ) / 4;

				if ( ( xx > yy ) && ( xx > zz ) ) {

					// m11 is the largest diagonal term

					if ( xx < epsilon ) {

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

					} else {

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

					}

				} else if ( yy > zz ) {

					// m22 is the largest diagonal term

					if ( yy < epsilon ) {

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

					} else {

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

					}

				} else {

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

					if ( zz < epsilon ) {

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

					} else {

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

					}

				}

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

				return this; // return 180 deg rotation

			}

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

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

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

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

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

			return this;

		},

		min: function ( v ) {

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

			return this;

		},

		max: function ( v ) {

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

			return this;

		},

		clamp: function ( min, max ) {

			// This function assumes min < max, if this assumption isn't true it will not operate correctly

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

			return this;

		},

		clampScalar: function () {

			var min, max;

			return function clampScalar( minVal, maxVal ) {

				if ( min === undefined ) {

					min = new Vector4();
					max = new Vector4();

				}

				min.set( minVal, minVal, minVal, minVal );
				max.set( maxVal, maxVal, maxVal, maxVal );

				return this.clamp( min, max );

			};

		}(),

		floor: function () {

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

			return this;

		},

		ceil: function () {

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

			return this;

		},

		round: function () {

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

			return this;

		},

		roundToZero: function () {

			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
			this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
			this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );

			return this;

		},

		negate: function () {

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

			return this;

		},

		dot: function ( v ) {

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

		},

		lengthSq: function () {

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

		},

		length: function () {

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

		},

		lengthManhattan: function () {

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

		},

		normalize: function () {

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

		},

		setLength: function ( length ) {

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

		},

		lerp: function ( v, alpha ) {

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

			return this;

		},

		lerpVectors: function ( v1, v2, alpha ) {

			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );

		},

		equals: function ( v ) {

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

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

			this.x = array[ offset ];
			this.y = array[ offset + 1 ];
			this.z = array[ offset + 2 ];
			this.w = array[ offset + 3 ];

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			array[ offset ] = this.x;
			array[ offset + 1 ] = this.y;
			array[ offset + 2 ] = this.z;
			array[ offset + 3 ] = this.w;

			return array;

		},

		fromBufferAttribute: function ( attribute, index, offset ) {

			if ( offset !== undefined ) {

				console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );

			}

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

			return this;

		}

	};

	/**
	 * @author szimek / https://github.com/szimek/
	 * @author alteredq / http://alteredqualia.com/
	 * @author Marius Kintel / https://github.com/kintel
	 */

	/*
	 In options, we can specify:
	 * Texture parameters for an auto-generated target texture
	 * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
	*/
	function WebGLRenderTarget( width, height, options ) {

		this.uuid = _Math.generateUUID();

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

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

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

		options = options || {};

		if ( options.minFilter === undefined ) options.minFilter = LinearFilter;

		this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );

		this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
		this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
		this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;

	}

	WebGLRenderTarget.prototype = {

		constructor: WebGLRenderTarget,

		isWebGLRenderTarget: true,

		setSize: function ( width, height ) {

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

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

				this.dispose();

			}

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

		},

		clone: function () {

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

		},

		copy: function ( source ) {

			this.width = source.width;
			this.height = source.height;

			this.viewport.copy( source.viewport );

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

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

			return this;

		},

		dispose: function () {

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

		}

	};

	Object.assign( WebGLRenderTarget.prototype, EventDispatcher.prototype );

	/**
	 * @author alteredq / http://alteredqualia.com
	 */

	function WebGLRenderTargetCube( width, height, options ) {

		WebGLRenderTarget.call( this, width, height, options );

		this.activeCubeFace = 0; // PX 0, NX 1, PY 2, NY 3, PZ 4, NZ 5
		this.activeMipMapLevel = 0;

	}

	WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
	WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;

	WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author WestLangley / http://github.com/WestLangley
	 * @author bhouston / http://clara.io
	 */

	function Quaternion( x, y, z, w ) {

		this._x = x || 0;
		this._y = y || 0;
		this._z = z || 0;
		this._w = ( w !== undefined ) ? w : 1;

	}

	Quaternion.prototype = {

		constructor: Quaternion,

		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: function ( x, y, z, w ) {

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

			this.onChangeCallback();

			return this;

		},

		clone: function () {

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

		},

		copy: function ( quaternion ) {

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

			this.onChangeCallback();

			return this;

		},

		setFromEuler: function ( euler, update ) {

			if ( (euler && euler.isEuler) === false ) {

				throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );

			}

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

			var c1 = Math.cos( euler._x / 2 );
			var c2 = Math.cos( euler._y / 2 );
			var c3 = Math.cos( euler._z / 2 );
			var s1 = Math.sin( euler._x / 2 );
			var s2 = Math.sin( euler._y / 2 );
			var s3 = Math.sin( euler._z / 2 );

			var order = euler.order;

			if ( order === 'XYZ' ) {

				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
				this._w = c1 * c2 * c3 - s1 * s2 * s3;

			} else if ( order === 'YXZ' ) {

				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
				this._w = c1 * c2 * c3 + s1 * s2 * s3;

			} else if ( order === 'ZXY' ) {

				this._x = s1 * c2 * c3 - c1 * s2 * s3;
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
				this._w = c1 * c2 * c3 - s1 * s2 * s3;

			} else if ( order === 'ZYX' ) {

				this._x = s1 * c2 * c3 - c1 * s2 * s3;
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
				this._w = c1 * c2 * c3 + s1 * s2 * s3;

			} else if ( order === 'YZX' ) {

				this._x = s1 * c2 * c3 + c1 * s2 * s3;
				this._y = c1 * s2 * c3 + s1 * c2 * s3;
				this._z = c1 * c2 * s3 - s1 * s2 * c3;
				this._w = c1 * c2 * c3 - s1 * s2 * s3;

			} else if ( order === 'XZY' ) {

				this._x = s1 * c2 * c3 - c1 * s2 * s3;
				this._y = c1 * s2 * c3 - s1 * c2 * s3;
				this._z = c1 * c2 * s3 + s1 * s2 * c3;
				this._w = c1 * c2 * c3 + s1 * s2 * s3;

			}

			if ( update !== false ) this.onChangeCallback();

			return this;

		},

		setFromAxisAngle: function ( axis, angle ) {

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

			// assumes axis is normalized

			var halfAngle = angle / 2, s = Math.sin( halfAngle );

			this._x = axis.x * s;
			this._y = axis.y * s;
			this._z = axis.z * s;
			this._w = Math.cos( halfAngle );

			this.onChangeCallback();

			return this;

		},

		setFromRotationMatrix: function ( m ) {

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

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

			var te = m.elements,

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

				trace = m11 + m22 + m33,
				s;

			if ( trace > 0 ) {

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

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

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

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

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

			} else if ( m22 > m33 ) {

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

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

			} else {

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

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

			}

			this.onChangeCallback();

			return this;

		},

		setFromUnitVectors: function () {

			// http://lolengine.net/blog/2014/02/24/quaternion-from-two-vectors-final

			// assumes direction vectors vFrom and vTo are normalized

			var v1, r;

			var EPS = 0.000001;

			return function setFromUnitVectors( vFrom, vTo ) {

				if ( v1 === undefined ) v1 = new Vector3();

				r = vFrom.dot( vTo ) + 1;

				if ( r < EPS ) {

					r = 0;

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

						v1.set( - vFrom.y, vFrom.x, 0 );

					} else {

						v1.set( 0, - vFrom.z, vFrom.y );

					}

				} else {

					v1.crossVectors( vFrom, vTo );

				}

				this._x = v1.x;
				this._y = v1.y;
				this._z = v1.z;
				this._w = r;

				return this.normalize();

			};

		}(),

		inverse: function () {

			return this.conjugate().normalize();

		},

		conjugate: function () {

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

			this.onChangeCallback();

			return this;

		},

		dot: function ( v ) {

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

		},

		lengthSq: function () {

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

		},

		length: function () {

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

		},

		normalize: function () {

			var l = this.length();

			if ( l === 0 ) {

				this._x = 0;
				this._y = 0;
				this._z = 0;
				this._w = 1;

			} else {

				l = 1 / l;

				this._x = this._x * l;
				this._y = this._y * l;
				this._z = this._z * l;
				this._w = this._w * l;

			}

			this.onChangeCallback();

			return this;

		},

		multiply: function ( q, p ) {

			if ( p !== undefined ) {

				console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
				return this.multiplyQuaternions( q, p );

			}

			return this.multiplyQuaternions( this, q );

		},

		premultiply: function ( q ) {

			return this.multiplyQuaternions( q, this );

		},

		multiplyQuaternions: function ( a, b ) {

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

			var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
			var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;

			this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
			this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
			this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
			this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;

			this.onChangeCallback();

			return this;

		},

		slerp: function ( qb, t ) {

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

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

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

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

			if ( cosHalfTheta < 0 ) {

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

				cosHalfTheta = - cosHalfTheta;

			} else {

				this.copy( qb );

			}

			if ( cosHalfTheta >= 1.0 ) {

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

				return this;

			}

			var sinHalfTheta = Math.sqrt( 1.0 - cosHalfTheta * cosHalfTheta );

			if ( Math.abs( sinHalfTheta ) < 0.001 ) {

				this._w = 0.5 * ( w + this._w );
				this._x = 0.5 * ( x + this._x );
				this._y = 0.5 * ( y + this._y );
				this._z = 0.5 * ( z + this._z );

				return this;

			}

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

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

			this.onChangeCallback();

			return this;

		},

		equals: function ( quaternion ) {

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

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

			this._x = array[ offset ];
			this._y = array[ offset + 1 ];
			this._z = array[ offset + 2 ];
			this._w = array[ offset + 3 ];

			this.onChangeCallback();

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			array[ offset ] = this._x;
			array[ offset + 1 ] = this._y;
			array[ offset + 2 ] = this._z;
			array[ offset + 3 ] = this._w;

			return array;

		},

		onChange: function ( callback ) {

			this.onChangeCallback = callback;

			return this;

		},

		onChangeCallback: function () {}

	};

	Object.assign( Quaternion, {

		slerp: function( qa, qb, qm, t ) {

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

		},

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

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

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

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

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

				var s = 1 - t,

					cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,

					dir = ( cos >= 0 ? 1 : - 1 ),
					sqrSin = 1 - cos * cos;

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

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

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

				}

				var tDir = t * dir;

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

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

					var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );

					x0 *= f;
					y0 *= f;
					z0 *= f;
					w0 *= f;

				}

			}

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

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author *kile / http://kile.stravaganza.org/
	 * @author philogb / http://blog.thejit.org/
	 * @author mikael emtinger / http://gomo.se/
	 * @author egraether / http://egraether.com/
	 * @author WestLangley / http://github.com/WestLangley
	 */

	function Vector3( x, y, z ) {

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

	}

	Vector3.prototype = {

		constructor: Vector3,

		isVector3: true,

		set: function ( x, y, z ) {

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

			return this;

		},

		setScalar: function ( scalar ) {

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

			return this;

		},

		setX: function ( x ) {

			this.x = x;

			return this;

		},

		setY: function ( y ) {

			this.y = y;

			return this;

		},

		setZ: function ( z ) {

			this.z = z;

			return this;

		},

		setComponent: function ( index, value ) {

			switch ( index ) {

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

			}

			return this;

		},

		getComponent: function ( index ) {

			switch ( index ) {

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

			}

		},

		clone: function () {

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

		},

		copy: function ( v ) {

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

			return this;

		},

		add: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
				return this.addVectors( v, w );

			}

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

			return this;

		},

		addScalar: function ( s ) {

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

			return this;

		},

		addVectors: function ( a, b ) {

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

			return this;

		},

		addScaledVector: function ( v, s ) {

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

			return this;

		},

		sub: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
				return this.subVectors( v, w );

			}

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

			return this;

		},

		subScalar: function ( s ) {

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

			return this;

		},

		subVectors: function ( a, b ) {

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

			return this;

		},

		multiply: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
				return this.multiplyVectors( v, w );

			}

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

			return this;

		},

		multiplyScalar: function ( scalar ) {

			if ( isFinite( scalar ) ) {

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

			} else {

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

			}

			return this;

		},

		multiplyVectors: function ( a, b ) {

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

			return this;

		},

		applyEuler: function () {

			var quaternion;

			return function applyEuler( euler ) {

				if ( (euler && euler.isEuler) === false ) {

					console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );

				}

				if ( quaternion === undefined ) quaternion = new Quaternion();

				return this.applyQuaternion( quaternion.setFromEuler( euler ) );

			};

		}(),

		applyAxisAngle: function () {

			var quaternion;

			return function applyAxisAngle( axis, angle ) {

				if ( quaternion === undefined ) quaternion = new Quaternion();

				return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );

			};

		}(),

		applyMatrix3: function ( m ) {

			var x = this.x, y = this.y, z = this.z;
			var e = m.elements;

			this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
			this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
			this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;

			return this;

		},

		applyMatrix4: function ( m ) {

			var x = this.x, y = this.y, z = this.z;
			var e = m.elements;

			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z + e[ 12 ];
			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z + e[ 13 ];
			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ];
			var w =  e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ];

			return this.divideScalar( w );

		},

		applyQuaternion: function ( q ) {

			var x = this.x, y = this.y, z = this.z;
			var qx = q.x, qy = q.y, qz = q.z, qw = q.w;

			// calculate quat * vector

			var ix =  qw * x + qy * z - qz * y;
			var iy =  qw * y + qz * x - qx * z;
			var iz =  qw * z + qx * y - qy * x;
			var iw = - qx * x - qy * y - qz * z;

			// calculate result * inverse quat

			this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
			this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
			this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;

			return this;

		},

		project: function () {

			var matrix;

			return function project( camera ) {

				if ( matrix === undefined ) matrix = new Matrix4();

				matrix.multiplyMatrices( camera.projectionMatrix, matrix.getInverse( camera.matrixWorld ) );
				return this.applyMatrix4( matrix );

			};

		}(),

		unproject: function () {

			var matrix;

			return function unproject( camera ) {

				if ( matrix === undefined ) matrix = new Matrix4();

				matrix.multiplyMatrices( camera.matrixWorld, matrix.getInverse( camera.projectionMatrix ) );
				return this.applyMatrix4( matrix );

			};

		}(),

		transformDirection: function ( m ) {

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

			var x = this.x, y = this.y, z = this.z;
			var e = m.elements;

			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ]  * z;
			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ]  * z;
			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;

			return this.normalize();

		},

		divide: function ( v ) {

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

			return this;

		},

		divideScalar: function ( scalar ) {

			return this.multiplyScalar( 1 / scalar );

		},

		min: function ( v ) {

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

			return this;

		},

		max: function ( v ) {

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

			return this;

		},

		clamp: function ( min, max ) {

			// This function assumes min < max, if this assumption isn't true it will not operate correctly

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

			return this;

		},

		clampScalar: function () {

			var min, max;

			return function clampScalar( minVal, maxVal ) {

				if ( min === undefined ) {

					min = new Vector3();
					max = new Vector3();

				}

				min.set( minVal, minVal, minVal );
				max.set( maxVal, maxVal, maxVal );

				return this.clamp( min, max );

			};

		}(),

		clampLength: function ( min, max ) {

			var length = this.length();

			return this.multiplyScalar( Math.max( min, Math.min( max, length ) ) / length );

		},

		floor: function () {

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

			return this;

		},

		ceil: function () {

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

			return this;

		},

		round: function () {

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

			return this;

		},

		roundToZero: function () {

			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
			this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );

			return this;

		},

		negate: function () {

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

			return this;

		},

		dot: function ( v ) {

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

		},

		lengthSq: function () {

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

		},

		length: function () {

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

		},

		lengthManhattan: function () {

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

		},

		normalize: function () {

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

		},

		setLength: function ( length ) {

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

		},

		lerp: function ( v, alpha ) {

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

			return this;

		},

		lerpVectors: function ( v1, v2, alpha ) {

			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );

		},

		cross: function ( v, w ) {

			if ( w !== undefined ) {

				console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
				return this.crossVectors( v, w );

			}

			var x = this.x, y = this.y, z = this.z;

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

			return this;

		},

		crossVectors: function ( a, b ) {

			var ax = a.x, ay = a.y, az = a.z;
			var bx = b.x, by = b.y, bz = b.z;

			this.x = ay * bz - az * by;
			this.y = az * bx - ax * bz;
			this.z = ax * by - ay * bx;

			return this;

		},

		projectOnVector: function ( vector ) {

			var scalar = vector.dot( this ) / vector.lengthSq();

			return this.copy( vector ).multiplyScalar( scalar );

		},

		projectOnPlane: function () {

			var v1;

			return function projectOnPlane( planeNormal ) {

				if ( v1 === undefined ) v1 = new Vector3();

				v1.copy( this ).projectOnVector( planeNormal );

				return this.sub( v1 );

			};

		}(),

		reflect: function () {

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

			var v1;

			return function reflect( normal ) {

				if ( v1 === undefined ) v1 = new Vector3();

				return this.sub( v1.copy( normal ).multiplyScalar( 2 * this.dot( normal ) ) );

			};

		}(),

		angleTo: function ( v ) {

			var theta = this.dot( v ) / ( Math.sqrt( this.lengthSq() * v.lengthSq() ) );

			// clamp, to handle numerical problems

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

		},

		distanceTo: function ( v ) {

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

		},

		distanceToSquared: function ( v ) {

			var dx = this.x - v.x, dy = this.y - v.y, dz = this.z - v.z;

			return dx * dx + dy * dy + dz * dz;

		},

		distanceToManhattan: function ( v ) {

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

		},

		setFromSpherical: function( s ) {

			var sinPhiRadius = Math.sin( s.phi ) * s.radius;

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

			return this;

		},

		setFromCylindrical: function( c ) {

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

			return this;

		},

		setFromMatrixPosition: function ( m ) {

			return this.setFromMatrixColumn( m, 3 );

		},

		setFromMatrixScale: function ( m ) {

			var sx = this.setFromMatrixColumn( m, 0 ).length();
			var sy = this.setFromMatrixColumn( m, 1 ).length();
			var sz = this.setFromMatrixColumn( m, 2 ).length();

			this.x = sx;
			this.y = sy;
			this.z = sz;

			return this;

		},

		setFromMatrixColumn: function ( m, index ) {

			if ( typeof m === 'number' ) {

				console.warn( 'THREE.Vector3: setFromMatrixColumn now expects ( matrix, index ).' );
				var temp = m;
				m = index;
				index = temp;

			}

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

		},

		equals: function ( v ) {

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

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

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

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

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

			return array;

		},

		fromBufferAttribute: function ( attribute, index, offset ) {

			if ( offset !== undefined ) {

				console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );

			}

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

			return this;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author supereggbert / http://www.paulbrunt.co.uk/
	 * @author philogb / http://blog.thejit.org/
	 * @author jordi_ros / http://plattsoft.com
	 * @author D1plo1d / http://github.com/D1plo1d
	 * @author alteredq / http://alteredqualia.com/
	 * @author mikael emtinger / http://gomo.se/
	 * @author timknip / http://www.floorplanner.com/
	 * @author bhouston / http://clara.io
	 * @author WestLangley / http://github.com/WestLangley
	 */

	function Matrix4() {

		this.elements = new Float32Array( [

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

		] );

		if ( arguments.length > 0 ) {

			console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );

		}

	}

	Matrix4.prototype = {

		constructor: Matrix4,

		isMatrix4: true,

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

			var te = this.elements;

			te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
			te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
			te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
			te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;

			return this;

		},

		identity: function () {

			this.set(

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

			);

			return this;

		},

		clone: function () {

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

		},

		copy: function ( m ) {

			this.elements.set( m.elements );

			return this;

		},

		copyPosition: function ( m ) {

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

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

			return this;

		},

		extractBasis: function ( xAxis, yAxis, zAxis ) {

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

			return this;

		},

		makeBasis: function ( xAxis, yAxis, zAxis ) {

			this.set(
				xAxis.x, yAxis.x, zAxis.x, 0,
				xAxis.y, yAxis.y, zAxis.y, 0,
				xAxis.z, yAxis.z, zAxis.z, 0,
				0,       0,       0,       1
			);

			return this;

		},

		extractRotation: function () {

			var v1;

			return function extractRotation( m ) {

				if ( v1 === undefined ) v1 = new Vector3();

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

				var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
				var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
				var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();

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

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

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

				return this;

			};

		}(),

		makeRotationFromEuler: function ( euler ) {

			if ( (euler && euler.isEuler) === false ) {

				console.error( 'THREE.Matrix: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );

			}

			var te = this.elements;

			var x = euler.x, y = euler.y, z = euler.z;
			var a = Math.cos( x ), b = Math.sin( x );
			var c = Math.cos( y ), d = Math.sin( y );
			var e = Math.cos( z ), f = Math.sin( z );

			if ( euler.order === 'XYZ' ) {

				var ae = a * e, af = a * f, be = b * e, bf = b * f;

				te[ 0 ] = c * e;
				te[ 4 ] = - c * f;
				te[ 8 ] = d;

				te[ 1 ] = af + be * d;
				te[ 5 ] = ae - bf * d;
				te[ 9 ] = - b * c;

				te[ 2 ] = bf - ae * d;
				te[ 6 ] = be + af * d;
				te[ 10 ] = a * c;

			} else if ( euler.order === 'YXZ' ) {

				var ce = c * e, cf = c * f, de = d * e, df = d * f;

				te[ 0 ] = ce + df * b;
				te[ 4 ] = de * b - cf;
				te[ 8 ] = a * d;

				te[ 1 ] = a * f;
				te[ 5 ] = a * e;
				te[ 9 ] = - b;

				te[ 2 ] = cf * b - de;
				te[ 6 ] = df + ce * b;
				te[ 10 ] = a * c;

			} else if ( euler.order === 'ZXY' ) {

				var ce = c * e, cf = c * f, de = d * e, df = d * f;

				te[ 0 ] = ce - df * b;
				te[ 4 ] = - a * f;
				te[ 8 ] = de + cf * b;

				te[ 1 ] = cf + de * b;
				te[ 5 ] = a * e;
				te[ 9 ] = df - ce * b;

				te[ 2 ] = - a * d;
				te[ 6 ] = b;
				te[ 10 ] = a * c;

			} else if ( euler.order === 'ZYX' ) {

				var ae = a * e, af = a * f, be = b * e, bf = b * f;

				te[ 0 ] = c * e;
				te[ 4 ] = be * d - af;
				te[ 8 ] = ae * d + bf;

				te[ 1 ] = c * f;
				te[ 5 ] = bf * d + ae;
				te[ 9 ] = af * d - be;

				te[ 2 ] = - d;
				te[ 6 ] = b * c;
				te[ 10 ] = a * c;

			} else if ( euler.order === 'YZX' ) {

				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

				te[ 0 ] = c * e;
				te[ 4 ] = bd - ac * f;
				te[ 8 ] = bc * f + ad;

				te[ 1 ] = f;
				te[ 5 ] = a * e;
				te[ 9 ] = - b * e;

				te[ 2 ] = - d * e;
				te[ 6 ] = ad * f + bc;
				te[ 10 ] = ac - bd * f;

			} else if ( euler.order === 'XZY' ) {

				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;

				te[ 0 ] = c * e;
				te[ 4 ] = - f;
				te[ 8 ] = d * e;

				te[ 1 ] = ac * f + bd;
				te[ 5 ] = a * e;
				te[ 9 ] = ad * f - bc;

				te[ 2 ] = bc * f - ad;
				te[ 6 ] = b * e;
				te[ 10 ] = bd * f + ac;

			}

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

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

			return this;

		},

		makeRotationFromQuaternion: function ( q ) {

			var te = this.elements;

			var x = q.x, y = q.y, z = q.z, w = q.w;
			var x2 = x + x, y2 = y + y, z2 = z + z;
			var xx = x * x2, xy = x * y2, xz = x * z2;
			var yy = y * y2, yz = y * z2, zz = z * z2;
			var wx = w * x2, wy = w * y2, wz = w * z2;

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

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

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

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

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

			return this;

		},

		lookAt: function () {

			var x, y, z;

			return function lookAt( eye, target, up ) {

				if ( x === undefined ) {

					x = new Vector3();
					y = new Vector3();
					z = new Vector3();

				}

				var te = this.elements;

				z.subVectors( eye, target ).normalize();

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

					z.z = 1;

				}

				x.crossVectors( up, z ).normalize();

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

					z.z += 0.0001;
					x.crossVectors( up, z ).normalize();

				}

				y.crossVectors( z, x );


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

				return this;

			};

		}(),

		multiply: function ( m, n ) {

			if ( n !== undefined ) {

				console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
				return this.multiplyMatrices( m, n );

			}

			return this.multiplyMatrices( this, m );

		},

		premultiply: function ( m ) {

			return this.multiplyMatrices( m, this );

		},

		multiplyMatrices: function ( a, b ) {

			var ae = a.elements;
			var be = b.elements;
			var te = this.elements;

			var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
			var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
			var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
			var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];

			var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
			var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
			var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
			var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];

			te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
			te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
			te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
			te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;

			te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
			te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
			te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
			te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;

			te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
			te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
			te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
			te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;

			te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
			te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
			te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
			te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;

			return this;

		},

		multiplyToArray: function ( a, b, r ) {

			var te = this.elements;

			this.multiplyMatrices( a, b );

			r[ 0 ] = te[ 0 ]; r[ 1 ] = te[ 1 ]; r[ 2 ] = te[ 2 ]; r[ 3 ] = te[ 3 ];
			r[ 4 ] = te[ 4 ]; r[ 5 ] = te[ 5 ]; r[ 6 ] = te[ 6 ]; r[ 7 ] = te[ 7 ];
			r[ 8 ]  = te[ 8 ]; r[ 9 ]  = te[ 9 ]; r[ 10 ] = te[ 10 ]; r[ 11 ] = te[ 11 ];
			r[ 12 ] = te[ 12 ]; r[ 13 ] = te[ 13 ]; r[ 14 ] = te[ 14 ]; r[ 15 ] = te[ 15 ];

			return this;

		},

		multiplyScalar: function ( s ) {

			var te = this.elements;

			te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
			te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
			te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
			te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;

			return this;

		},

		applyToBufferAttribute: function () {

			var v1;

			return function applyToBufferAttribute( attribute ) {

				if ( v1 === undefined ) v1 = new Vector3();

				for ( var i = 0, l = attribute.count; i < l; i ++ ) {

					v1.x = attribute.getX( i );
					v1.y = attribute.getY( i );
					v1.z = attribute.getZ( i );

					v1.applyMatrix4( this );

					attribute.setXYZ( i, v1.x, v1.y, v1.z );

				}

				return attribute;

			};

		}(),

		determinant: function () {

			var te = this.elements;

			var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
			var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
			var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
			var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];

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

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

			);

		},

		transpose: function () {

			var te = this.elements;
			var tmp;

			tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
			tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
			tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;

			tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
			tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
			tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;

			return this;

		},

		setPosition: function ( v ) {

			var te = this.elements;

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

			return this;

		},

		getInverse: function ( m, throwOnDegenerate ) {

			// based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm
			var te = this.elements,
				me = m.elements,

				n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ], n41 = me[ 3 ],
				n12 = me[ 4 ], n22 = me[ 5 ], n32 = me[ 6 ], n42 = me[ 7 ],
				n13 = me[ 8 ], n23 = me[ 9 ], n33 = me[ 10 ], n43 = me[ 11 ],
				n14 = me[ 12 ], n24 = me[ 13 ], n34 = me[ 14 ], n44 = me[ 15 ],

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

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

			if ( det === 0 ) {

				var msg = "THREE.Matrix4.getInverse(): can't invert matrix, determinant is 0";

				if ( throwOnDegenerate === true ) {

					throw new Error( msg );

				} else {

					console.warn( msg );

				}

				return this.identity();

			}

			var detInv = 1 / det;

			te[ 0 ] = t11 * detInv;
			te[ 1 ] = ( n24 * n33 * n41 - n23 * n34 * n41 - n24 * n31 * n43 + n21 * n34 * n43 + n23 * n31 * n44 - n21 * n33 * n44 ) * detInv;
			te[ 2 ] = ( n22 * n34 * n41 - n24 * n32 * n41 + n24 * n31 * n42 - n21 * n34 * n42 - n22 * n31 * n44 + n21 * n32 * n44 ) * detInv;
			te[ 3 ] = ( n23 * n32 * n41 - n22 * n33 * n41 - n23 * n31 * n42 + n21 * n33 * n42 + n22 * n31 * n43 - n21 * n32 * n43 ) * detInv;

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

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

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

			return this;

		},

		scale: function ( v ) {

			var te = this.elements;
			var x = v.x, y = v.y, z = v.z;

			te[ 0 ] *= x; te[ 4 ] *= y; te[ 8 ] *= z;
			te[ 1 ] *= x; te[ 5 ] *= y; te[ 9 ] *= z;
			te[ 2 ] *= x; te[ 6 ] *= y; te[ 10 ] *= z;
			te[ 3 ] *= x; te[ 7 ] *= y; te[ 11 ] *= z;

			return this;

		},

		getMaxScaleOnAxis: function () {

			var te = this.elements;

			var scaleXSq = te[ 0 ] * te[ 0 ] + te[ 1 ] * te[ 1 ] + te[ 2 ] * te[ 2 ];
			var scaleYSq = te[ 4 ] * te[ 4 ] + te[ 5 ] * te[ 5 ] + te[ 6 ] * te[ 6 ];
			var scaleZSq = te[ 8 ] * te[ 8 ] + te[ 9 ] * te[ 9 ] + te[ 10 ] * te[ 10 ];

			return Math.sqrt( Math.max( scaleXSq, scaleYSq, scaleZSq ) );

		},

		makeTranslation: function ( x, y, z ) {

			this.set(

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

			);

			return this;

		},

		makeRotationX: function ( theta ) {

			var c = Math.cos( theta ), s = Math.sin( theta );

			this.set(

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

			);

			return this;

		},

		makeRotationY: function ( theta ) {

			var c = Math.cos( theta ), s = Math.sin( theta );

			this.set(

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

			);

			return this;

		},

		makeRotationZ: function ( theta ) {

			var c = Math.cos( theta ), s = Math.sin( theta );

			this.set(

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

			);

			return this;

		},

		makeRotationAxis: function ( axis, angle ) {

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

			var c = Math.cos( angle );
			var s = Math.sin( angle );
			var t = 1 - c;
			var x = axis.x, y = axis.y, z = axis.z;
			var tx = t * x, ty = t * y;

			this.set(

				tx * x + c, tx * y - s * z, tx * z + s * y, 0,
				tx * y + s * z, ty * y + c, ty * z - s * x, 0,
				tx * z - s * y, ty * z + s * x, t * z * z + c, 0,
				0, 0, 0, 1

			);

			 return this;

		},

		makeScale: function ( x, y, z ) {

			this.set(

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

			);

			return this;

		},

		makeShear: function ( x, y, z ) {

			this.set(

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

			);

			return this;

		},

		compose: function ( position, quaternion, scale ) {

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

			return this;

		},

		decompose: function () {

			var vector, matrix;

			return function decompose( position, quaternion, scale ) {

				if ( vector === undefined ) {

					vector = new Vector3();
					matrix = new Matrix4();

				}

				var te = this.elements;

				var sx = vector.set( te[ 0 ], te[ 1 ], te[ 2 ] ).length();
				var sy = vector.set( te[ 4 ], te[ 5 ], te[ 6 ] ).length();
				var sz = vector.set( te[ 8 ], te[ 9 ], te[ 10 ] ).length();

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

					sx = - sx;

				}

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

				// scale the rotation part

				matrix.elements.set( this.elements ); // at this point matrix is incomplete so we can't use .copy()

				var invSX = 1 / sx;
				var invSY = 1 / sy;
				var invSZ = 1 / sz;

				matrix.elements[ 0 ] *= invSX;
				matrix.elements[ 1 ] *= invSX;
				matrix.elements[ 2 ] *= invSX;

				matrix.elements[ 4 ] *= invSY;
				matrix.elements[ 5 ] *= invSY;
				matrix.elements[ 6 ] *= invSY;

				matrix.elements[ 8 ] *= invSZ;
				matrix.elements[ 9 ] *= invSZ;
				matrix.elements[ 10 ] *= invSZ;

				quaternion.setFromRotationMatrix( matrix );

				scale.x = sx;
				scale.y = sy;
				scale.z = sz;

				return this;

			};

		}(),

		makePerspective: function ( left, right, top, bottom, near, far ) {

			if ( far === undefined ) {

				console.warn( 'THREE.Matrix4: .makePerspective() has been redefined and has a new signature. Please check the docs.' );

			}

			var te = this.elements;
			var x = 2 * near / ( right - left );
			var y = 2 * near / ( top - bottom );

			var a = ( right + left ) / ( right - left );
			var b = ( top + bottom ) / ( top - bottom );
			var c = - ( far + near ) / ( far - near );
			var d = - 2 * far * near / ( far - near );

			te[ 0 ] = x;	te[ 4 ] = 0;	te[ 8 ] = a;	te[ 12 ] = 0;
			te[ 1 ] = 0;	te[ 5 ] = y;	te[ 9 ] = b;	te[ 13 ] = 0;
			te[ 2 ] = 0;	te[ 6 ] = 0;	te[ 10 ] = c;	te[ 14 ] = d;
			te[ 3 ] = 0;	te[ 7 ] = 0;	te[ 11 ] = - 1;	te[ 15 ] = 0;

			return this;

		},

		makeOrthographic: function ( left, right, top, bottom, near, far ) {

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

			var x = ( right + left ) * w;
			var y = ( top + bottom ) * h;
			var z = ( far + near ) * p;

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

			return this;

		},

		equals: function ( matrix ) {

			var te = this.elements;
			var me = matrix.elements;

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

				if ( te[ i ] !== me[ i ] ) return false;

			}

			return true;

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

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

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

			}

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			var te = this.elements;

			array[ offset ] = te[ 0 ];
			array[ offset + 1 ] = te[ 1 ];
			array[ offset + 2 ] = te[ 2 ];
			array[ offset + 3 ] = te[ 3 ];

			array[ offset + 4 ] = te[ 4 ];
			array[ offset + 5 ] = te[ 5 ];
			array[ offset + 6 ] = te[ 6 ];
			array[ offset + 7 ] = te[ 7 ];

			array[ offset + 8 ]  = te[ 8 ];
			array[ offset + 9 ]  = te[ 9 ];
			array[ offset + 10 ] = te[ 10 ];
			array[ offset + 11 ] = te[ 11 ];

			array[ offset + 12 ] = te[ 12 ];
			array[ offset + 13 ] = te[ 13 ];
			array[ offset + 14 ] = te[ 14 ];
			array[ offset + 15 ] = te[ 15 ];

			return array;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {

		images = images !== undefined ? images : [];
		mapping = mapping !== undefined ? mapping : CubeReflectionMapping;

		Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

		this.flipY = false;

	}

	CubeTexture.prototype = Object.create( Texture.prototype );
	CubeTexture.prototype.constructor = CubeTexture;

	CubeTexture.prototype.isCubeTexture = true;

	Object.defineProperty( CubeTexture.prototype, 'images', {

		get: function () {

			return this.image;

		},

		set: function ( value ) {

			this.image = value;

		}

	} );

	/**
	 * @author tschw
	 *
	 * Uniforms of a program.
	 * Those form a tree structure with a special top-level container for the root,
	 * which you get by calling 'new WebGLUniforms( gl, program, renderer )'.
	 *
	 *
	 * Properties of inner nodes including the top-level container:
	 *
	 * .seq - array of nested uniforms
	 * .map - nested uniforms by name
	 *
	 *
	 * Methods of all nodes except the top-level container:
	 *
	 * .setValue( gl, value, [renderer] )
	 *
	 * 		uploads a uniform value(s)
	 *  	the 'renderer' parameter is needed for sampler uniforms
	 *
	 *
	 * Static methods of the top-level container (renderer factorizations):
	 *
	 * .upload( gl, seq, values, renderer )
	 *
	 * 		sets uniforms in 'seq' to 'values[id].value'
	 *
	 * .seqWithValue( seq, values ) : filteredSeq
	 *
	 * 		filters 'seq' entries with corresponding entry in values
	 *
	 *
	 * Methods of the top-level container (renderer factorizations):
	 *
	 * .setValue( gl, name, value )
	 *
	 * 		sets uniform with  name 'name' to 'value'
	 *
	 * .set( gl, obj, prop )
	 *
	 * 		sets uniform from object and property with same name than uniform
	 *
	 * .setOptional( gl, obj, prop )
	 *
	 * 		like .set for an optional property of the object
	 *
	 */

	var emptyTexture = new Texture();
	var emptyCubeTexture = new CubeTexture();

	// --- Base for inner nodes (including the root) ---

	function UniformContainer() {

		this.seq = [];
		this.map = {};

	}

	// --- Utilities ---

	// Array Caches (provide typed arrays for temporary by size)

	var arrayCacheF32 = [];
	var arrayCacheI32 = [];

	// Flattening for arrays of vectors and matrices

	function flatten( array, nBlocks, blockSize ) {

		var firstElem = array[ 0 ];

		if ( firstElem <= 0 || firstElem > 0 ) return array;
		// unoptimized: ! isNaN( firstElem )
		// see http://jacksondunstan.com/articles/983

		var n = nBlocks * blockSize,
			r = arrayCacheF32[ n ];

		if ( r === undefined ) {

			r = new Float32Array( n );
			arrayCacheF32[ n ] = r;

		}

		if ( nBlocks !== 0 ) {

			firstElem.toArray( r, 0 );

			for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {

				offset += blockSize;
				array[ i ].toArray( r, offset );

			}

		}

		return r;

	}

	// Texture unit allocation

	function allocTexUnits( renderer, n ) {

		var r = arrayCacheI32[ n ];

		if ( r === undefined ) {

			r = new Int32Array( n );
			arrayCacheI32[ n ] = r;

		}

		for ( var i = 0; i !== n; ++ i )
			r[ i ] = renderer.allocTextureUnit();

		return r;

	}

	// --- Setters ---

	// Note: Defining these methods externally, because they come in a bunch
	// and this way their names minify.

	// Single scalar

	function setValue1f( gl, v ) { gl.uniform1f( this.addr, v ); }
	function setValue1i( gl, v ) { gl.uniform1i( this.addr, v ); }

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

	function setValue2fv( gl, v ) {

		if ( v.x === undefined ) gl.uniform2fv( this.addr, v );
		else gl.uniform2f( this.addr, v.x, v.y );

	}

	function setValue3fv( gl, v ) {

		if ( v.x !== undefined )
			gl.uniform3f( this.addr, v.x, v.y, v.z );
		else if ( v.r !== undefined )
			gl.uniform3f( this.addr, v.r, v.g, v.b );
		else
			gl.uniform3fv( this.addr, v );

	}

	function setValue4fv( gl, v ) {

		if ( v.x === undefined ) gl.uniform4fv( this.addr, v );
		else gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );

	}

	// Single matrix (from flat array or MatrixN)

	function setValue2fm( gl, v ) {

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

	}

	function setValue3fm( gl, v ) {

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

	}

	function setValue4fm( gl, v ) {

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

	}

	// Single texture (2D / Cube)

	function setValueT1( gl, v, renderer ) {

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

	}

	function setValueT6( gl, v, renderer ) {

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

	}

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

	function setValue2iv( gl, v ) { gl.uniform2iv( this.addr, v ); }
	function setValue3iv( gl, v ) { gl.uniform3iv( this.addr, v ); }
	function setValue4iv( gl, v ) { gl.uniform4iv( this.addr, v ); }

	// Helper to pick the right setter for the singular case

	function getSingularSetter( type ) {

		switch ( type ) {

			case 0x1406: return setValue1f; // FLOAT
			case 0x8b50: return setValue2fv; // _VEC2
			case 0x8b51: return setValue3fv; // _VEC3
			case 0x8b52: return setValue4fv; // _VEC4

			case 0x8b5a: return setValue2fm; // _MAT2
			case 0x8b5b: return setValue3fm; // _MAT3
			case 0x8b5c: return setValue4fm; // _MAT4

			case 0x8b5e: return setValueT1; // SAMPLER_2D
			case 0x8b60: return setValueT6; // SAMPLER_CUBE

			case 0x1404: case 0x8b56: return setValue1i; // INT, BOOL
			case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
			case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
			case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4

		}

	}

	// Array of scalars

	function setValue1fv( gl, v ) { gl.uniform1fv( this.addr, v ); }
	function setValue1iv( gl, v ) { gl.uniform1iv( this.addr, v ); }

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

	function setValueV2a( gl, v ) {

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

	}

	function setValueV3a( gl, v ) {

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

	}

	function setValueV4a( gl, v ) {

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

	}

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

	function setValueM2a( gl, v ) {

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

	}

	function setValueM3a( gl, v ) {

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

	}

	function setValueM4a( gl, v ) {

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

	}

	// Array of textures (2D / Cube)

	function setValueT1a( gl, v, renderer ) {

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

		gl.uniform1iv( this.addr, units );

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

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

		}

	}

	function setValueT6a( gl, v, renderer ) {

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

		gl.uniform1iv( this.addr, units );

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

			renderer.setTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );

		}

	}

	// Helper to pick the right setter for a pure (bottom-level) array

	function getPureArraySetter( type ) {

		switch ( type ) {

			case 0x1406: return setValue1fv; // FLOAT
			case 0x8b50: return setValueV2a; // _VEC2
			case 0x8b51: return setValueV3a; // _VEC3
			case 0x8b52: return setValueV4a; // _VEC4

			case 0x8b5a: return setValueM2a; // _MAT2
			case 0x8b5b: return setValueM3a; // _MAT3
			case 0x8b5c: return setValueM4a; // _MAT4

			case 0x8b5e: return setValueT1a; // SAMPLER_2D
			case 0x8b60: return setValueT6a; // SAMPLER_CUBE

			case 0x1404: case 0x8b56: return setValue1iv; // INT, BOOL
			case 0x8b53: case 0x8b57: return setValue2iv; // _VEC2
			case 0x8b54: case 0x8b58: return setValue3iv; // _VEC3
			case 0x8b55: case 0x8b59: return setValue4iv; // _VEC4

		}

	}

	// --- Uniform Classes ---

	function SingleUniform( id, activeInfo, addr ) {

		this.id = id;
		this.addr = addr;
		this.setValue = getSingularSetter( activeInfo.type );

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

	}

	function PureArrayUniform( id, activeInfo, addr ) {

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

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

	}

	function StructuredUniform( id ) {

		this.id = id;

		UniformContainer.call( this ); // mix-in

	}

	StructuredUniform.prototype.setValue = function( gl, value ) {

		// Note: Don't need an extra 'renderer' parameter, since samplers
		// are not allowed in structured uniforms.

		var seq = this.seq;

		for ( var i = 0, n = seq.length; i !== n; ++ i ) {

			var u = seq[ i ];
			u.setValue( gl, value[ u.id ] );

		}

	};

	// --- Top-level ---

	// Parser - builds up the property tree from the path strings

	var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;

	// extracts
	// 	- the identifier (member name or array index)
	//  - followed by an optional right bracket (found when array index)
	//  - followed by an optional left bracket or dot (type of subscript)
	//
	// Note: These portions can be read in a non-overlapping fashion and
	// allow straightforward parsing of the hierarchy that WebGL encodes
	// in the uniform names.

	function addUniform( container, uniformObject ) {

		container.seq.push( uniformObject );
		container.map[ uniformObject.id ] = uniformObject;

	}

	function parseUniform( activeInfo, addr, container ) {

		var path = activeInfo.name,
			pathLength = path.length;

		// reset RegExp object, because of the early exit of a previous run
		RePathPart.lastIndex = 0;

		for (; ;) {

			var match = RePathPart.exec( path ),
				matchEnd = RePathPart.lastIndex,

				id = match[ 1 ],
				idIsIndex = match[ 2 ] === ']',
				subscript = match[ 3 ];

			if ( idIsIndex ) id = id | 0; // convert to integer

			if ( subscript === undefined ||
					subscript === '[' && matchEnd + 2 === pathLength ) {
				// bare name or "pure" bottom-level array "[0]" suffix

				addUniform( container, subscript === undefined ?
						new SingleUniform( id, activeInfo, addr ) :
						new PureArrayUniform( id, activeInfo, addr ) );

				break;

			} else {
				// step into inner node / create it in case it doesn't exist

				var map = container.map,
					next = map[ id ];

				if ( next === undefined ) {

					next = new StructuredUniform( id );
					addUniform( container, next );

				}

				container = next;

			}

		}

	}

	// Root Container

	function WebGLUniforms( gl, program, renderer ) {

		UniformContainer.call( this );

		this.renderer = renderer;

		var n = gl.getProgramParameter( program, gl.ACTIVE_UNIFORMS );

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

			var info = gl.getActiveUniform( program, i ),
				path = info.name,
				addr = gl.getUniformLocation( program, path );

			parseUniform( info, addr, this );

		}

	}

	WebGLUniforms.prototype.setValue = function( gl, name, value ) {

		var u = this.map[ name ];

		if ( u !== undefined ) u.setValue( gl, value, this.renderer );

	};

	WebGLUniforms.prototype.set = function( gl, object, name ) {

		var u = this.map[ name ];

		if ( u !== undefined ) u.setValue( gl, object[ name ], this.renderer );

	};

	WebGLUniforms.prototype.setOptional = function( gl, object, name ) {

		var v = object[ name ];

		if ( v !== undefined ) this.setValue( gl, name, v );

	};


	// Static interface

	WebGLUniforms.upload = function( gl, seq, values, renderer ) {

		for ( var i = 0, n = seq.length; i !== n; ++ i ) {

			var u = seq[ i ],
				v = values[ u.id ];

			if ( v.needsUpdate !== false ) {
				// note: always updating when .needsUpdate is undefined

				u.setValue( gl, v.value, renderer );

			}

		}

	};

	WebGLUniforms.seqWithValue = function( seq, values ) {

		var r = [];

		for ( var i = 0, n = seq.length; i !== n; ++ i ) {

			var u = seq[ i ];
			if ( u.id in values ) r.push( u );

		}

		return r;

	};

	/**
	 * Uniform Utilities
	 */

	var UniformsUtils = {

		merge: function ( uniforms ) {

			var merged = {};

			for ( var u = 0; u < uniforms.length; u ++ ) {

				var tmp = this.clone( uniforms[ u ] );

				for ( var p in tmp ) {

					merged[ p ] = tmp[ p ];

				}

			}

			return merged;

		},

		clone: function ( uniforms_src ) {

			var uniforms_dst = {};

			for ( var u in uniforms_src ) {

				uniforms_dst[ u ] = {};

				for ( var p in uniforms_src[ u ] ) {

					var parameter_src = uniforms_src[ u ][ p ];

					if ( parameter_src && ( parameter_src.isColor ||
						parameter_src.isMatrix3 || parameter_src.isMatrix4 ||
						parameter_src.isVector2 || parameter_src.isVector3 || parameter_src.isVector4 ||
						parameter_src.isTexture ) ) {

						uniforms_dst[ u ][ p ] = parameter_src.clone();

					} else if ( Array.isArray( parameter_src ) ) {

						uniforms_dst[ u ][ p ] = parameter_src.slice();

					} else {

						uniforms_dst[ u ][ p ] = parameter_src;

					}

				}

			}

			return uniforms_dst;

		}

	};

	var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif\n";

	var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif\n";

	var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif\n";

	var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\treflectedLight.indirectSpecular *= computeSpecularOcclusion( dotNV, ambientOcclusion, material.specularRoughness );\n\t#endif\n#endif\n";

	var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";

	var begin_vertex = "\nvec3 transformed = vec3( position );\n";

	var beginnormal_vertex = "\nvec3 objectNormal = vec3( normal );\n";

	var bsdfs = "float punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n\t\tif( decayExponent > 0.0 ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\t\t\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\t\t\tfloat maxDistanceCutoffFactor = pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t\t\treturn distanceFalloff * maxDistanceCutoffFactor;\n#else\n\t\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n#endif\n\t\t}\n\t\treturn 1.0;\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\nfloat G_GGX_Smith( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gl = dotNL + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\tfloat gv = dotNV + sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\treturn 1.0 / ( gl * gv );\n}\nfloat G_GGX_SmithCorrelated( const in float alpha, const in float dotNL, const in float dotNV ) {\n\tfloat a2 = pow2( alpha );\n\tfloat gv = dotNL * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNV ) );\n\tfloat gl = dotNV * sqrt( a2 + ( 1.0 - a2 ) * pow2( dotNL ) );\n\treturn 0.5 / max( gv + gl, EPSILON );\n}\nfloat D_GGX( const in float alpha, const in float dotNH ) {\n\tfloat a2 = pow2( alpha );\n\tfloat denom = pow2( dotNH ) * ( a2 - 1.0 ) + 1.0;\n\treturn RECIPROCAL_PI * a2 / pow2( denom );\n}\nvec3 BRDF_Specular_GGX( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat alpha = pow2( roughness );\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNL = saturate( dot( geometry.normal, incidentLight.direction ) );\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_GGX_SmithCorrelated( alpha, dotNL, dotNV );\n\tfloat D = D_GGX( alpha, dotNH );\n\treturn F * ( G * D );\n}\nvec2 ltcTextureCoords( const in GeometricContext geometry, 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\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tfloat theta = acos( dot( N, V ) );\n\tvec2 uv = vec2(\n\t\tsqrt( saturate( roughness ) ),\n\t\tsaturate( theta / ( 0.5 * PI ) ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nvoid clipQuadToHorizon( inout vec3 L[5], out int n ) {\n\tint config = 0;\n\tif ( L[0].z > 0.0 ) config += 1;\n\tif ( L[1].z > 0.0 ) config += 2;\n\tif ( L[2].z > 0.0 ) config += 4;\n\tif ( L[3].z > 0.0 ) config += 8;\n\tn = 0;\n\tif ( config == 0 ) {\n\t} else if ( config == 1 ) {\n\t\tn = 3;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 2 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 3 ) {\n\t\tn = 4;\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t\tL[3] = -L[3].z * L[0] + L[0].z * L[3];\n\t} else if ( config == 4 ) {\n\t\tn = 3;\n\t\tL[0] = -L[3].z * L[2] + L[2].z * L[3];\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t} else if ( config == 5 ) {\n\t\tn = 0;\n\t} else if ( config == 6 ) {\n\t\tn = 4;\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 7 ) {\n\t\tn = 5;\n\t\tL[4] = -L[3].z * L[0] + L[0].z * L[3];\n\t\tL[3] = -L[3].z * L[2] + L[2].z * L[3];\n\t} else if ( config == 8 ) {\n\t\tn = 3;\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[1] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] =  L[3];\n\t} else if ( config == 9 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t\tL[2] = -L[2].z * L[3] + L[3].z * L[2];\n\t} else if ( config == 10 ) {\n\t\tn = 0;\n\t} else if ( config == 11 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = -L[2].z * L[3] + L[3].z * L[2];\n\t\tL[2] = -L[2].z * L[1] + L[1].z * L[2];\n\t} else if ( config == 12 ) {\n\t\tn = 4;\n\t\tL[1] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[0] = -L[0].z * L[3] + L[3].z * L[0];\n\t} else if ( config == 13 ) {\n\t\tn = 5;\n\t\tL[4] = L[3];\n\t\tL[3] = L[2];\n\t\tL[2] = -L[1].z * L[2] + L[2].z * L[1];\n\t\tL[1] = -L[1].z * L[0] + L[0].z * L[1];\n\t} else if ( config == 14 ) {\n\t\tn = 5;\n\t\tL[4] = -L[0].z * L[3] + L[3].z * L[0];\n\t\tL[0] = -L[0].z * L[1] + L[1].z * L[0];\n\t} else if ( config == 15 ) {\n\t\tn = 4;\n\t}\n\tif ( n == 3 )\n\t\tL[3] = L[0];\n\tif ( n == 4 )\n\t\tL[4] = L[0];\n}\nfloat integrateLtcBrdfOverRectEdge( vec3 v1, vec3 v2 ) {\n\tfloat cosTheta = dot( v1, v2 );\n\tfloat theta = acos( cosTheta );\n\tfloat res = cross( v1, v2 ).z * ( ( theta > 0.001 ) ? theta / sin( theta ) : 1.0 );\n\treturn res;\n}\nvoid initRectPoints( const in vec3 pos, const in vec3 halfWidth, const in vec3 halfHeight, out vec3 rectPoints[4] ) {\n\trectPoints[0] = pos - halfWidth - halfHeight;\n\trectPoints[1] = pos + halfWidth - halfHeight;\n\trectPoints[2] = pos + halfWidth + halfHeight;\n\trectPoints[3] = pos - halfWidth + halfHeight;\n}\nvec3 integrateLtcBrdfOverRect( const in GeometricContext geometry, const in mat3 brdfMat, const in vec3 rectPoints[4] ) {\n\tvec3 N = geometry.normal;\n\tvec3 V = geometry.viewDir;\n\tvec3 P = geometry.position;\n\tvec3 T1, T2;\n\tT1 = normalize(V - N * dot( V, N ));\n\tT2 = - cross( N, T1 );\n\tmat3 brdfWrtSurface = brdfMat * transpose( mat3( T1, T2, N ) );\n\tvec3 clippedRect[5];\n\tclippedRect[0] = brdfWrtSurface * ( rectPoints[0] - P );\n\tclippedRect[1] = brdfWrtSurface * ( rectPoints[1] - P );\n\tclippedRect[2] = brdfWrtSurface * ( rectPoints[2] - P );\n\tclippedRect[3] = brdfWrtSurface * ( rectPoints[3] - P );\n\tint n;\n\tclipQuadToHorizon(clippedRect, n);\n\tif ( n == 0 )\n\t\treturn vec3( 0, 0, 0 );\n\tclippedRect[0] = normalize( clippedRect[0] );\n\tclippedRect[1] = normalize( clippedRect[1] );\n\tclippedRect[2] = normalize( clippedRect[2] );\n\tclippedRect[3] = normalize( clippedRect[3] );\n\tclippedRect[4] = normalize( clippedRect[4] );\n\tfloat sum = 0.0;\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[0], clippedRect[1] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[1], clippedRect[2] );\n\tsum += integrateLtcBrdfOverRectEdge( clippedRect[2], clippedRect[3] );\n\tif (n >= 4)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[3], clippedRect[4] );\n\tif (n == 5)\n\t\tsum += integrateLtcBrdfOverRectEdge( clippedRect[4], clippedRect[0] );\n\tsum = max( 0.0, sum );\n\tvec3 Lo_i = vec3( sum, sum, sum );\n\treturn Lo_i;\n}\nvec3 Rect_Area_Light_Specular_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight,\n\t\tconst in float roughness,\n\t\tconst in sampler2D ltcMat, const in sampler2D ltcMag ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tvec2 uv = ltcTextureCoords( geometry, roughness );\n\tvec4 brdfLtcApproxParams, t;\n\tbrdfLtcApproxParams = texture2D( ltcMat, uv );\n\tt = texture2D( ltcMat, uv );\n\tfloat brdfLtcScalar = texture2D( ltcMag, uv ).a;\n\tmat3 brdfLtcApproxMat = mat3(\n\t\tvec3(   1,   0, t.y ),\n\t\tvec3(   0, t.z,   0 ),\n\t\tvec3( t.w,   0, t.x )\n\t);\n\tvec3 specularReflectance = integrateLtcBrdfOverRect( geometry, brdfLtcApproxMat, rectPoints );\n\tspecularReflectance *= brdfLtcScalar;\n\treturn specularReflectance;\n}\nvec3 Rect_Area_Light_Diffuse_Reflectance(\n\t\tconst in GeometricContext geometry,\n\t\tconst in vec3 lightPos, const in vec3 lightHalfWidth, const in vec3 lightHalfHeight ) {\n\tvec3 rectPoints[4];\n\tinitRectPoints( lightPos, lightHalfWidth, lightHalfHeight, rectPoints );\n\tmat3 diffuseBrdfMat = mat3(1);\n\tvec3 diffuseReflectance = integrateLtcBrdfOverRect( geometry, diffuseBrdfMat, rectPoints );\n\treturn diffuseReflectance;\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\tvec2 AB = vec2( -1.04, 1.04 ) * a004 + r.zw;\n\treturn specularColor * AB.x + AB.y;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}\n";

	var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = dFdx( surf_pos );\n\t\tvec3 vSigmaY = dFdy( surf_pos );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif\n";

	var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; ++ i ) {\n\t\tvec4 plane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t\t\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; ++ i ) {\n\t\t\tvec4 plane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t\n\t#endif\n#endif\n";

	var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif\n";

	var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvarying vec3 vViewPosition;\n#endif\n";

	var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n";

	var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";

	var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif\n";

	var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";

	var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";

	var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#define saturate(a) clamp( a, 0.0, 1.0 )\n#define whiteCompliment(a) ( 1.0 - saturate( a ) )\nfloat pow2( const in float x ) { return x*x; }\nfloat pow3( const in float x ) { return x*x*x; }\nfloat pow4( const in float x ) { float x2 = x*x; return x2*x2; }\nfloat average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }\nhighp float rand( const in vec2 uv ) {\n\tconst highp float a = 12.9898, b = 78.233, c = 43758.5453;\n\thighp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );\n\treturn fract(sin(sn) * c);\n}\nstruct IncidentLight {\n\tvec3 color;\n\tvec3 direction;\n\tbool visible;\n};\nstruct ReflectedLight {\n\tvec3 directDiffuse;\n\tvec3 directSpecular;\n\tvec3 indirectDiffuse;\n\tvec3 indirectSpecular;\n};\nstruct GeometricContext {\n\tvec3 position;\n\tvec3 normal;\n\tvec3 viewDir;\n};\nvec3 transformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );\n}\nvec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {\n\treturn normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );\n}\nvec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\tfloat distance = dot( planeNormal, point - pointOnPlane );\n\treturn - distance * planeNormal + point;\n}\nfloat sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn sign( dot( point - pointOnPlane, planeNormal ) );\n}\nvec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {\n\treturn lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;\n}\nmat3 transpose( const in mat3 v ) {\n\tmat3 tmp;\n\ttmp[0] = vec3(v[0].x, v[1].x, v[2].x);\n\ttmp[1] = vec3(v[0].y, v[1].y, v[2].y);\n\ttmp[2] = vec3(v[0].z, v[1].z, v[2].z);\n\treturn tmp;\n}\n";

	var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1  (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale =  bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV(vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif\n";

	var defaultnormal_vertex = "#ifdef FLIP_SIDED\n\tobjectNormal = -objectNormal;\n#endif\nvec3 transformedNormal = normalMatrix * objectNormal;\n";

	var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif\n";

	var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normal * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif\n";

	var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif\n";

	var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif\n";

	var encodings_fragment = "  gl_FragColor = linearToOutputTexel( gl_FragColor );\n";

	var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( gammaFactor ) ), value.w );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.xyz, vec3( 1.0 / gammaFactor ) ), value.w );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.w );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.w );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.xyz * value.w * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat M      = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM            = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.x, max( value.g, value.b ) );\n\tfloat D      = max( maxRange / maxRGB, 1.0 );\n\tD            = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value )  {\n\tvec3 Xp_Y_XYZp = value.rgb * cLogLuvM;\n\tXp_Y_XYZp = max(Xp_Y_XYZp, vec3(1e-6, 1e-6, 1e-6));\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract(Le);\n\tvResult.z = (Le - (floor(vResult.w*255.0))/255.0)/255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2((Le - 127.0) / 2.0);\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = Xp_Y_XYZp.rgb * cLogLuvInverseM;\n\treturn vec4( max(vRGB, 0.0), 1.0 );\n}\n";

	var envmap_fragment = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvec3 cameraToVertex = normalize( vWorldPosition - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( normal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#else\n\t\tvec3 reflectVec = vReflect;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tvec4 envColor = textureCube( envMap, flipNormal * vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\tsampleUV.y = saturate( flipNormal * reflectVec.y * 0.5 + 0.5 );\n\t\tsampleUV.x = atan( flipNormal * reflectVec.z, flipNormal * reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\tvec3 reflectView = flipNormal * normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif\n";

	var envmap_pars_fragment = "#if defined( USE_ENVMAP ) || defined( PHYSICAL )\n\tuniform float reflectivity;\n\tuniform float envMapIntensity;\n#endif\n#ifdef USE_ENVMAP\n\t#if ! defined( PHYSICAL ) && ( defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) )\n\t\tvarying vec3 vWorldPosition;\n\t#endif\n\t#ifdef ENVMAP_TYPE_CUBE\n\t\tuniform samplerCube envMap;\n\t#else\n\t\tuniform sampler2D envMap;\n\t#endif\n\tuniform float flipEnvMap;\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG ) || defined( PHYSICAL )\n\t\tuniform float refractionRatio;\n\t#else\n\t\tvarying vec3 vReflect;\n\t#endif\n#endif\n";

	var envmap_pars_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvarying vec3 vWorldPosition;\n\t#else\n\t\tvarying vec3 vReflect;\n\t\tuniform float refractionRatio;\n\t#endif\n#endif\n";

	var envmap_vertex = "#ifdef USE_ENVMAP\n\t#if defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( PHONG )\n\t\tvWorldPosition = worldPosition.xyz;\n\t#else\n\t\tvec3 cameraToVertex = normalize( worldPosition.xyz - cameraPosition );\n\t\tvec3 worldNormal = inverseTransformDirection( transformedNormal, viewMatrix );\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvReflect = reflect( cameraToVertex, worldNormal );\n\t\t#else\n\t\t\tvReflect = refract( cameraToVertex, worldNormal, refractionRatio );\n\t\t#endif\n\t#endif\n#endif\n";

	var fog_vertex = "\n#ifdef USE_FOG\nfogDepth = -mvPosition.z;\n#endif";

	var fog_pars_vertex = "#ifdef USE_FOG\n  varying float fogDepth;\n#endif\n";

	var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = whiteCompliment( exp2( - fogDensity * fogDensity * fogDepth * fogDepth * LOG2 ) );\n\t#else\n\t\tfloat fogFactor = smoothstep( fogNear, fogFar, fogDepth );\n\t#endif\n\tgl_FragColor.rgb = mix( gl_FragColor.rgb, fogColor, fogFactor );\n#endif\n";

	var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif\n";

	var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif\n";

	var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif\n";

	var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";

	var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvLightFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif\n";

	var lights_pars = "uniform vec3 ambientLightColor;\nvec3 getAmbientLightIrradiance( const in vec3 ambientLightColor ) {\n\tvec3 irradiance = ambientLightColor;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treturn irradiance;\n}\n#if NUM_DIR_LIGHTS > 0\n\tstruct DirectionalLight {\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform DirectionalLight directionalLights[ NUM_DIR_LIGHTS ];\n\tvoid getDirectionalDirectLightIrradiance( const in DirectionalLight directionalLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tdirectLight.color = directionalLight.color;\n\t\tdirectLight.direction = directionalLight.direction;\n\t\tdirectLight.visible = true;\n\t}\n#endif\n#if NUM_POINT_LIGHTS > 0\n\tstruct PointLight {\n\t\tvec3 position;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight  ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltcMat;\tuniform sampler2D ltcMag;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif\n#if defined( USE_ENVMAP ) && defined( PHYSICAL )\n\tvec3 getLightProbeIndirectIrradiance( const in GeometricContext geometry, const in int maxMIPLevel ) {\n\t\tvec3 worldNormal = inverseTransformDirection( geometry.normal, viewMatrix );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryVec, float( maxMIPLevel ) );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryVec = vec3( flipEnvMap * worldNormal.x, worldNormal.yz );\n\t\t\tvec4 envMapColor = textureCubeUV( queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\tfloat maxMIPLevelScalar = float( maxMIPLevel );\n\t\tfloat desiredMIPLevel = maxMIPLevelScalar - 0.79248 - 0.5 * log2( pow2( blinnShininessExponent ) + 1.0 );\n\t\treturn clamp( desiredMIPLevel, 0.0, maxMIPLevelScalar );\n\t}\n\tvec3 getLightProbeIndirectRadiance( const in GeometricContext geometry, const in float blinnShininessExponent, const in int maxMIPLevel ) {\n\t\t#ifdef ENVMAP_MODE_REFLECTION\n\t\t\tvec3 reflectVec = reflect( -geometry.viewDir, geometry.normal );\n\t\t#else\n\t\t\tvec3 reflectVec = refract( -geometry.viewDir, geometry.normal, refractionRatio );\n\t\t#endif\n\t\treflectVec = inverseTransformDirection( reflectVec, viewMatrix );\n\t\tfloat specularMIPLevel = getSpecularMIPLevel( blinnShininessExponent, maxMIPLevel );\n\t\t#ifdef ENVMAP_TYPE_CUBE\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = textureCubeLodEXT( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = textureCube( envMap, queryReflectVec, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_CUBE_UV )\n\t\t\tvec3 queryReflectVec = vec3( flipEnvMap * reflectVec.x, reflectVec.yz );\n\t\t\tvec4 envMapColor = textureCubeUV(queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = saturate( reflectVec.y * 0.5 + 0.5 );\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif\n";

	var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;\n";

	var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_BlinnPhong( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor   = rectAreaLight.color;\n\t\tfloat roughness = BlinnExponentToGGXRoughness( material.specularShininess );\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec / PI2;\n\t\treflectedLight.directDiffuse  += lightColor * matDiffColor * diff / PI2;\n\t}\n#endif\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)\n";

	var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef STANDARD\n\tmaterial.specularColor = mix( vec3( DEFAULT_SPECULAR_COEFFICIENT ), diffuseColor.rgb, metalnessFactor );\n#else\n\tmaterial.specularColor = mix( vec3( MAXIMUM_SPECULAR_COEFFICIENT * pow2( reflectivity ) ), diffuseColor.rgb, metalnessFactor );\n\tmaterial.clearCoat = saturate( clearCoat );\tmaterial.clearCoatRoughness = clamp( clearCoatRoughness, 0.04, 1.0 );\n#endif\n";

	var lights_physical_pars_fragment = "struct PhysicalMaterial {\n\tvec3\tdiffuseColor;\n\tfloat\tspecularRoughness;\n\tvec3\tspecularColor;\n\t#ifndef STANDARD\n\t\tfloat clearCoat;\n\t\tfloat clearCoatRoughness;\n\t#endif\n};\n#define MAXIMUM_SPECULAR_COEFFICIENT 0.16\n#define DEFAULT_SPECULAR_COEFFICIENT 0.04\nfloat clearCoatDHRApprox( const in float roughness, const in float dotNL ) {\n\treturn DEFAULT_SPECULAR_COEFFICIENT + ( 1.0 - DEFAULT_SPECULAR_COEFFICIENT ) * ( pow( 1.0 - dotNL, 5.0 ) * pow( 1.0 - roughness, 2.0 ) );\n}\n#if NUM_RECT_AREA_LIGHTS > 0\n\tvoid RE_Direct_RectArea_Physical( const in RectAreaLight rectAreaLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t\tvec3 matDiffColor = material.diffuseColor;\n\t\tvec3 matSpecColor = material.specularColor;\n\t\tvec3 lightColor   = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 spec = Rect_Area_Light_Specular_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight,\n\t\t\t\troughness,\n\t\t\t\tltcMat, ltcMag );\n\t\tvec3 diff = Rect_Area_Light_Diffuse_Reflectance(\n\t\t\t\tgeometry,\n\t\t\t\trectAreaLight.position, rectAreaLight.halfWidth, rectAreaLight.halfHeight );\n\t\treflectedLight.directSpecular += lightColor * matSpecColor * spec;\n\t\treflectedLight.directDiffuse  += lightColor * matDiffColor * diff;\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#ifndef STANDARD\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.directSpecular += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Specular_GGX( directLight, geometry, material.specularColor, material.specularRoughness );\n\treflectedLight.directDiffuse += ( 1.0 - clearCoatDHR ) * irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#ifndef STANDARD\n\t\treflectedLight.directSpecular += irradiance * material.clearCoat * BRDF_Specular_GGX( directLight, geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\nvoid RE_IndirectDiffuse_Physical( const in vec3 irradiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifndef STANDARD\n\t\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\t\tfloat dotNL = dotNV;\n\t\tfloat clearCoatDHR = material.clearCoat * clearCoatDHRApprox( material.clearCoatRoughness, dotNL );\n\t#else\n\t\tfloat clearCoatDHR = 0.0;\n\t#endif\n\treflectedLight.indirectSpecular += ( 1.0 - clearCoatDHR ) * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#ifndef STANDARD\n\t\treflectedLight.indirectSpecular += clearCoatRadiance * material.clearCoat * BRDF_Specular_GGX_Environment( geometry, vec3( DEFAULT_SPECULAR_COEFFICIENT ), material.clearCoatRoughness );\n\t#endif\n}\n#define RE_Direct\t\t\t\tRE_Direct_Physical\n#define RE_Direct_RectArea\t\tRE_Direct_RectArea_Physical\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_Physical\n#define RE_IndirectSpecular\t\tRE_IndirectSpecular_Physical\n#define Material_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.specularRoughness )\n#define Material_ClearCoat_BlinnShininessExponent( material )   GGXRoughnessToBlinnExponent( material.clearCoatRoughness )\nfloat computeSpecularOcclusion( const in float dotNV, const in float ambientOcclusion, const in float roughness ) {\n\treturn saturate( pow( dotNV + ambientOcclusion, exp2( - 16.0 * roughness - 1.0 ) ) - 1.0 + ambientOcclusion );\n}\n";

	var lights_template = "\nGeometricContext geometry;\ngeometry.position = - vViewPosition;\ngeometry.normal = normal;\ngeometry.viewDir = normalize( vViewPosition );\nIncidentLight directLight;\n#if ( NUM_POINT_LIGHTS > 0 ) && defined( RE_Direct )\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( spotLight.shadow, directLight.visible ) ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_DIR_LIGHTS > 0 ) && defined( RE_Direct )\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( directionalLight.shadow, directLight.visible ) ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_RECT_AREA_LIGHTS > 0 ) && defined( RE_Direct_RectArea )\n\tRectAreaLight rectAreaLight;\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, 8 );\n\t#endif\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tvec3 radiance = getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), 8 );\n\t#ifndef STANDARD\n\t\tvec3 clearCoatRadiance = getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), 8 );\n\t#else\n\t\tvec3 clearCoatRadiance = vec3( 0.0 );\n\t#endif\n\tRE_IndirectSpecular( radiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif\n";

	var logdepthbuf_fragment = "#if defined(USE_LOGDEPTHBUF) && defined(USE_LOGDEPTHBUF_EXT)\n\tgl_FragDepthEXT = log2(vFragDepth) * logDepthBufFC * 0.5;\n#endif";

	var logdepthbuf_pars_fragment = "#ifdef USE_LOGDEPTHBUF\n\tuniform float logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n#endif\n";

	var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#endif\n\tuniform float logDepthBufFC;\n#endif";

	var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\tgl_Position.z = log2(max( EPSILON, gl_Position.w + 1.0 )) * logDepthBufFC;\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = (gl_Position.z - 1.0) * gl_Position.w;\n\t#endif\n#endif\n";

	var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif\n";

	var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif\n";

	var map_particle_fragment = "#ifdef USE_MAP\n\tvec4 mapTexel = texture2D( map, vec2( gl_PointCoord.x, 1.0 - gl_PointCoord.y ) * offsetRepeat.zw + offsetRepeat.xy );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif\n";

	var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform vec4 offsetRepeat;\n\tuniform sampler2D map;\n#endif\n";

	var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.r;\n#endif\n";

	var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";

	var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif\n";

	var morphtarget_pars_vertex = "#ifdef USE_MORPHTARGETS\n\t#ifndef USE_MORPHNORMALS\n\tuniform float morphTargetInfluences[ 8 ];\n\t#else\n\tuniform float morphTargetInfluences[ 4 ];\n\t#endif\n#endif";

	var morphtarget_vertex = "#ifdef USE_MORPHTARGETS\n\ttransformed += ( morphTarget0 - position ) * morphTargetInfluences[ 0 ];\n\ttransformed += ( morphTarget1 - position ) * morphTargetInfluences[ 1 ];\n\ttransformed += ( morphTarget2 - position ) * morphTargetInfluences[ 2 ];\n\ttransformed += ( morphTarget3 - position ) * morphTargetInfluences[ 3 ];\n\t#ifndef USE_MORPHNORMALS\n\ttransformed += ( morphTarget4 - position ) * morphTargetInfluences[ 4 ];\n\ttransformed += ( morphTarget5 - position ) * morphTargetInfluences[ 5 ];\n\ttransformed += ( morphTarget6 - position ) * morphTargetInfluences[ 6 ];\n\ttransformed += ( morphTarget7 - position ) * morphTargetInfluences[ 7 ];\n\t#endif\n#endif\n";

	var normal_flip = "#ifdef DOUBLE_SIDED\n\tfloat flipNormal = ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n#else\n\tfloat flipNormal = 1.0;\n#endif\n";

	var normal_fragment = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal ) * flipNormal;\n#endif\n#ifdef USE_NORMALMAP\n\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif\n";

	var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\tvec3 q0 = dFdx( eye_pos.xyz );\n\t\tvec3 q1 = dFdy( eye_pos.xyz );\n\t\tvec2 st0 = dFdx( vUv.st );\n\t\tvec2 st1 = dFdy( vUv.st );\n\t\tvec3 S = normalize( q0 * st1.t - q1 * st0.t );\n\t\tvec3 T = normalize( -q0 * st1.s + q1 * st0.s );\n\t\tvec3 N = normalize( surf_norm );\n\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\tmapN.xy = normalScale * mapN.xy;\n\t\tmat3 tsn = mat3( S, T, N );\n\t\treturn normalize( tsn * mapN );\n\t}\n#endif\n";

	var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 1.0 - 2.0 * rgb.xyz;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}\n";

	var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif\n";

	var project_vertex = "#ifdef USE_SKINNING\n\tvec4 mvPosition = modelViewMatrix * skinned;\n#else\n\tvec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\n#endif\ngl_Position = projectionMatrix * mvPosition;\n";

	var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.r;\n#endif\n";

	var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";

	var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform sampler2D directionalShadowMap[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform sampler2D spotShadowMap[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform sampler2D pointShadowMap[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n\tfloat texture2DCompare( sampler2D depths, vec2 uv, float compare ) {\n\t\treturn step( compare, unpackRGBAToDepth( texture2D( depths, uv ) ) );\n\t}\n\tfloat texture2DShadowLerp( sampler2D depths, vec2 size, vec2 uv, float compare ) {\n\t\tconst vec2 offset = vec2( 0.0, 1.0 );\n\t\tvec2 texelSize = vec2( 1.0 ) / size;\n\t\tvec2 centroidUV = floor( uv * size + 0.5 ) / size;\n\t\tfloat lb = texture2DCompare( depths, centroidUV + texelSize * offset.xx, compare );\n\t\tfloat lt = texture2DCompare( depths, centroidUV + texelSize * offset.xy, compare );\n\t\tfloat rb = texture2DCompare( depths, centroidUV + texelSize * offset.yx, compare );\n\t\tfloat rt = texture2DCompare( depths, centroidUV + texelSize * offset.yy, compare );\n\t\tvec2 f = fract( uv * size + 0.5 );\n\t\tfloat a = mix( lb, lt, f.y );\n\t\tfloat b = mix( rb, rt, f.y );\n\t\tfloat c = mix( a, b, f.x );\n\t\treturn c;\n\t}\n\tfloat getShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord ) {\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#elif defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\treturn (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn 1.0;\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 ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\tfloat dp = ( length( lightToPosition ) - shadowBias ) / 1000.0;\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif\n";

	var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t\tuniform mat4 directionalShadowMatrix[ NUM_DIR_LIGHTS ];\n\t\tvarying vec4 vDirectionalShadowCoord[ NUM_DIR_LIGHTS ];\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\t\tuniform mat4 spotShadowMatrix[ NUM_SPOT_LIGHTS ];\n\t\tvarying vec4 vSpotShadowCoord[ NUM_SPOT_LIGHTS ];\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\t\tuniform mat4 pointShadowMatrix[ NUM_POINT_LIGHTS ];\n\t\tvarying vec4 vPointShadowCoord[ NUM_POINT_LIGHTS ];\n\t#endif\n#endif\n";

	var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tvDirectionalShadowCoord[ i ] = directionalShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tvSpotShadowCoord[ i ] = spotShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif\n";

	var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tshadow *= bool( directionalLight.shadow ) ? getShadow( directionalShadowMap[ i ], directionalLight.shadowMapSize, directionalLight.shadowBias, directionalLight.shadowRadius, vDirectionalShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_SPOT_LIGHTS > 0\n\tSpotLight spotLight;\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tshadow *= bool( spotLight.shadow ) ? getShadow( spotShadowMap[ i ], spotLight.shadowMapSize, spotLight.shadowBias, spotLight.shadowRadius, vSpotShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#if NUM_POINT_LIGHTS > 0\n\tPointLight pointLight;\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tshadow *= bool( pointLight.shadow ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ] ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}\n";

	var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";

	var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureWidth;\n\t\tuniform int boneTextureHeight;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureWidth ) );\n\t\t\tfloat y = floor( j / float( boneTextureWidth ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureWidth );\n\t\t\tfloat dy = 1.0 / float( boneTextureHeight );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif\n";

	var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\tskinned  = bindMatrixInverse * skinned;\n#endif\n";

	var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n#endif\n";

	var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";

	var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";

	var tonemapping_fragment = "#if defined( TONE_MAPPING )\n  gl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif\n";

	var tonemapping_pars_fragment = "#define saturate(a) clamp( a, 0.0, 1.0 )\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\n";

	var uv_pars_fragment = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n#endif";

	var uv_pars_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvarying vec2 vUv;\n\tuniform vec4 offsetRepeat;\n#endif\n";

	var uv_vertex = "#if defined( USE_MAP ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP ) || defined( USE_SPECULARMAP ) || defined( USE_ALPHAMAP ) || defined( USE_EMISSIVEMAP ) || defined( USE_ROUGHNESSMAP ) || defined( USE_METALNESSMAP )\n\tvUv = uv * offsetRepeat.zw + offsetRepeat.xy;\n#endif";

	var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";

	var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";

	var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";

	var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( PHONG ) || defined( PHYSICAL ) || defined( LAMBERT ) || defined ( USE_SHADOWMAP )\n\t#ifdef USE_SKINNING\n\t\tvec4 worldPosition = modelMatrix * skinned;\n\t#else\n\t\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n\t#endif\n#endif\n";

	var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tgl_FragColor = textureCube( tCube, vec3( tFlip * vWorldPosition.x, vWorldPosition.yz ) );\n\tgl_FragColor.a *= opacity;\n}\n";

	var cube_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";

	var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}\n";

	var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <displacementmap_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}\n";

	var distanceRGBA_frag = "uniform vec3 lightPos;\nvarying vec4 vWorldPosition;\n#include <common>\n#include <packing>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tgl_FragColor = packDepthToRGBA( length( vWorldPosition.xyz - lightPos.xyz ) / 1000.0 );\n}\n";

	var distanceRGBA_vert = "varying vec4 vWorldPosition;\n#include <common>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <skinbase_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition;\n}\n";

	var equirect_frag = "uniform sampler2D tEquirect;\nuniform float tFlip;\nvarying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldPosition );\n\tvec2 sampleUV;\n\tsampleUV.y = saturate( tFlip * direction.y * -0.5 + 0.5 );\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tgl_FragColor = texture2D( tEquirect, sampleUV );\n}\n";

	var equirect_vert = "varying vec3 vWorldPosition;\n#include <common>\nvoid main() {\n\tvWorldPosition = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}\n";

	var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}\n";

	var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}\n";

	var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <normal_flip>\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

	var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_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\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

	var meshphysical_frag = "#define PHYSICAL\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float roughness;\nuniform float metalness;\nuniform float opacity;\n#ifndef STANDARD\n\tuniform float clearCoat;\n\tuniform float clearCoatRoughness;\n#endif\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <lights_pars>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_template>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_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\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

	var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_flip>\n\t#include <normal_fragment>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}\n";

	var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <displacementmap_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || defined( USE_NORMALMAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}\n";

	var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}\n";

	var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#ifdef USE_SIZEATTENUATION\n\t\tgl_PointSize = size * ( scale / - mvPosition.z );\n\t#else\n\t\tgl_PointSize = size;\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}\n";

	var shadow_frag = "uniform float opacity;\n#include <common>\n#include <packing>\n#include <bsdfs>\n#include <lights_pars>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( 0.0, 0.0, 0.0, opacity * ( 1.0 - getShadowMask() ) );\n}\n";

	var shadow_vert = "#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n}\n";

	var ShaderChunk = {
		alphamap_fragment: alphamap_fragment,
		alphamap_pars_fragment: alphamap_pars_fragment,
		alphatest_fragment: alphatest_fragment,
		aomap_fragment: aomap_fragment,
		aomap_pars_fragment: aomap_pars_fragment,
		begin_vertex: begin_vertex,
		beginnormal_vertex: beginnormal_vertex,
		bsdfs: bsdfs,
		bumpmap_pars_fragment: bumpmap_pars_fragment,
		clipping_planes_fragment: clipping_planes_fragment,
		clipping_planes_pars_fragment: clipping_planes_pars_fragment,
		clipping_planes_pars_vertex: clipping_planes_pars_vertex,
		clipping_planes_vertex: clipping_planes_vertex,
		color_fragment: color_fragment,
		color_pars_fragment: color_pars_fragment,
		color_pars_vertex: color_pars_vertex,
		color_vertex: color_vertex,
		common: common,
		cube_uv_reflection_fragment: cube_uv_reflection_fragment,
		defaultnormal_vertex: defaultnormal_vertex,
		displacementmap_pars_vertex: displacementmap_pars_vertex,
		displacementmap_vertex: displacementmap_vertex,
		emissivemap_fragment: emissivemap_fragment,
		emissivemap_pars_fragment: emissivemap_pars_fragment,
		encodings_fragment: encodings_fragment,
		encodings_pars_fragment: encodings_pars_fragment,
		envmap_fragment: envmap_fragment,
		envmap_pars_fragment: envmap_pars_fragment,
		envmap_pars_vertex: envmap_pars_vertex,
		envmap_vertex: envmap_vertex,
		fog_vertex: fog_vertex,
		fog_pars_vertex: fog_pars_vertex,
		fog_fragment: fog_fragment,
		fog_pars_fragment: fog_pars_fragment,
		gradientmap_pars_fragment: gradientmap_pars_fragment,
		lightmap_fragment: lightmap_fragment,
		lightmap_pars_fragment: lightmap_pars_fragment,
		lights_lambert_vertex: lights_lambert_vertex,
		lights_pars: lights_pars,
		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_template: lights_template,
		logdepthbuf_fragment: logdepthbuf_fragment,
		logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
		logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
		logdepthbuf_vertex: logdepthbuf_vertex,
		map_fragment: map_fragment,
		map_pars_fragment: map_pars_fragment,
		map_particle_fragment: map_particle_fragment,
		map_particle_pars_fragment: map_particle_pars_fragment,
		metalnessmap_fragment: metalnessmap_fragment,
		metalnessmap_pars_fragment: metalnessmap_pars_fragment,
		morphnormal_vertex: morphnormal_vertex,
		morphtarget_pars_vertex: morphtarget_pars_vertex,
		morphtarget_vertex: morphtarget_vertex,
		normal_flip: normal_flip,
		normal_fragment: normal_fragment,
		normalmap_pars_fragment: normalmap_pars_fragment,
		packing: packing,
		premultiplied_alpha_fragment: premultiplied_alpha_fragment,
		project_vertex: project_vertex,
		roughnessmap_fragment: roughnessmap_fragment,
		roughnessmap_pars_fragment: roughnessmap_pars_fragment,
		shadowmap_pars_fragment: shadowmap_pars_fragment,
		shadowmap_pars_vertex: shadowmap_pars_vertex,
		shadowmap_vertex: shadowmap_vertex,
		shadowmask_pars_fragment: shadowmask_pars_fragment,
		skinbase_vertex: skinbase_vertex,
		skinning_pars_vertex: skinning_pars_vertex,
		skinning_vertex: skinning_vertex,
		skinnormal_vertex: skinnormal_vertex,
		specularmap_fragment: specularmap_fragment,
		specularmap_pars_fragment: specularmap_pars_fragment,
		tonemapping_fragment: tonemapping_fragment,
		tonemapping_pars_fragment: tonemapping_pars_fragment,
		uv_pars_fragment: uv_pars_fragment,
		uv_pars_vertex: uv_pars_vertex,
		uv_vertex: uv_vertex,
		uv2_pars_fragment: uv2_pars_fragment,
		uv2_pars_vertex: uv2_pars_vertex,
		uv2_vertex: uv2_vertex,
		worldpos_vertex: worldpos_vertex,

		cube_frag: cube_frag,
		cube_vert: cube_vert,
		depth_frag: depth_frag,
		depth_vert: depth_vert,
		distanceRGBA_frag: distanceRGBA_frag,
		distanceRGBA_vert: distanceRGBA_vert,
		equirect_frag: equirect_frag,
		equirect_vert: equirect_vert,
		linedashed_frag: linedashed_frag,
		linedashed_vert: linedashed_vert,
		meshbasic_frag: meshbasic_frag,
		meshbasic_vert: meshbasic_vert,
		meshlambert_frag: meshlambert_frag,
		meshlambert_vert: meshlambert_vert,
		meshphong_frag: meshphong_frag,
		meshphong_vert: meshphong_vert,
		meshphysical_frag: meshphysical_frag,
		meshphysical_vert: meshphysical_vert,
		normal_frag: normal_frag,
		normal_vert: normal_vert,
		points_frag: points_frag,
		points_vert: points_vert,
		shadow_frag: shadow_frag,
		shadow_vert: shadow_vert
	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Color( r, g, b ) {

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

			// r is THREE.Color, hex or string
			return this.set( r );

		}

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

	}

	Color.prototype = {

		constructor: Color,

		isColor: true,

		r: 1, g: 1, b: 1,

		set: function ( value ) {

			if ( value && value.isColor ) {

				this.copy( value );

			} else if ( typeof value === 'number' ) {

				this.setHex( value );

			} else if ( typeof value === 'string' ) {

				this.setStyle( value );

			}

			return this;

		},

		setScalar: function ( scalar ) {

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

			return this;

		},

		setHex: function ( hex ) {

			hex = Math.floor( hex );

			this.r = ( hex >> 16 & 255 ) / 255;
			this.g = ( hex >> 8 & 255 ) / 255;
			this.b = ( hex & 255 ) / 255;

			return this;

		},

		setRGB: function ( r, g, b ) {

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

			return this;

		},

		setHSL: function () {

			function hue2rgb( p, q, t ) {

				if ( t < 0 ) t += 1;
				if ( t > 1 ) t -= 1;
				if ( t < 1 / 6 ) return p + ( q - p ) * 6 * t;
				if ( t < 1 / 2 ) return q;
				if ( t < 2 / 3 ) return p + ( q - p ) * 6 * ( 2 / 3 - t );
				return p;

			}

			return function setHSL( h, s, l ) {

				// h,s,l ranges are in 0.0 - 1.0
				h = _Math.euclideanModulo( h, 1 );
				s = _Math.clamp( s, 0, 1 );
				l = _Math.clamp( l, 0, 1 );

				if ( s === 0 ) {

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

				} else {

					var p = l <= 0.5 ? l * ( 1 + s ) : l + s - ( l * s );
					var q = ( 2 * l ) - p;

					this.r = hue2rgb( q, p, h + 1 / 3 );
					this.g = hue2rgb( q, p, h );
					this.b = hue2rgb( q, p, h - 1 / 3 );

				}

				return this;

			};

		}(),

		setStyle: function ( style ) {

			function handleAlpha( string ) {

				if ( string === undefined ) return;

				if ( parseFloat( string ) < 1 ) {

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

				}

			}


			var m;

			if ( m = /^((?:rgb|hsl)a?)\(\s*([^\)]*)\)/.exec( style ) ) {

				// rgb / hsl

				var color;
				var name = m[ 1 ];
				var components = m[ 2 ];

				switch ( name ) {

					case 'rgb':
					case 'rgba':

						if ( color = /^(\d+)\s*,\s*(\d+)\s*,\s*(\d+)\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

							// rgb(255,0,0) rgba(255,0,0,0.5)
							this.r = Math.min( 255, parseInt( color[ 1 ], 10 ) ) / 255;
							this.g = Math.min( 255, parseInt( color[ 2 ], 10 ) ) / 255;
							this.b = Math.min( 255, parseInt( color[ 3 ], 10 ) ) / 255;

							handleAlpha( color[ 5 ] );

							return this;

						}

						if ( color = /^(\d+)\%\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

							// rgb(100%,0%,0%) rgba(100%,0%,0%,0.5)
							this.r = Math.min( 100, parseInt( color[ 1 ], 10 ) ) / 100;
							this.g = Math.min( 100, parseInt( color[ 2 ], 10 ) ) / 100;
							this.b = Math.min( 100, parseInt( color[ 3 ], 10 ) ) / 100;

							handleAlpha( color[ 5 ] );

							return this;

						}

						break;

					case 'hsl':
					case 'hsla':

						if ( color = /^([0-9]*\.?[0-9]+)\s*,\s*(\d+)\%\s*,\s*(\d+)\%\s*(,\s*([0-9]*\.?[0-9]+)\s*)?$/.exec( components ) ) {

							// hsl(120,50%,50%) hsla(120,50%,50%,0.5)
							var h = parseFloat( color[ 1 ] ) / 360;
							var s = parseInt( color[ 2 ], 10 ) / 100;
							var l = parseInt( color[ 3 ], 10 ) / 100;

							handleAlpha( color[ 5 ] );

							return this.setHSL( h, s, l );

						}

						break;

				}

			} else if ( m = /^\#([A-Fa-f0-9]+)$/.exec( style ) ) {

				// hex color

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

				if ( size === 3 ) {

					// #ff0
					this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 0 ), 16 ) / 255;
					this.g = parseInt( hex.charAt( 1 ) + hex.charAt( 1 ), 16 ) / 255;
					this.b = parseInt( hex.charAt( 2 ) + hex.charAt( 2 ), 16 ) / 255;

					return this;

				} else if ( size === 6 ) {

					// #ff0000
					this.r = parseInt( hex.charAt( 0 ) + hex.charAt( 1 ), 16 ) / 255;
					this.g = parseInt( hex.charAt( 2 ) + hex.charAt( 3 ), 16 ) / 255;
					this.b = parseInt( hex.charAt( 4 ) + hex.charAt( 5 ), 16 ) / 255;

					return this;

				}

			}

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

				// color keywords
				var hex = ColorKeywords[ style ];

				if ( hex !== undefined ) {

					// red
					this.setHex( hex );

				} else {

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

				}

			}

			return this;

		},

		clone: function () {

			return new this.constructor( this.r, this.g, this.b );

		},

		copy: function ( color ) {

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

			return this;

		},

		copyGammaToLinear: function ( color, gammaFactor ) {

			if ( gammaFactor === undefined ) gammaFactor = 2.0;

			this.r = Math.pow( color.r, gammaFactor );
			this.g = Math.pow( color.g, gammaFactor );
			this.b = Math.pow( color.b, gammaFactor );

			return this;

		},

		copyLinearToGamma: function ( color, gammaFactor ) {

			if ( gammaFactor === undefined ) gammaFactor = 2.0;

			var safeInverse = ( gammaFactor > 0 ) ? ( 1.0 / gammaFactor ) : 1.0;

			this.r = Math.pow( color.r, safeInverse );
			this.g = Math.pow( color.g, safeInverse );
			this.b = Math.pow( color.b, safeInverse );

			return this;

		},

		convertGammaToLinear: function () {

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

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

			return this;

		},

		convertLinearToGamma: function () {

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

			return this;

		},

		getHex: function () {

			return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;

		},

		getHexString: function () {

			return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );

		},

		getHSL: function ( optionalTarget ) {

			// h,s,l ranges are in 0.0 - 1.0

			var hsl = optionalTarget || { h: 0, s: 0, l: 0 };

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

			var max = Math.max( r, g, b );
			var min = Math.min( r, g, b );

			var hue, saturation;
			var lightness = ( min + max ) / 2.0;

			if ( min === max ) {

				hue = 0;
				saturation = 0;

			} else {

				var delta = max - min;

				saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );

				switch ( max ) {

					case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
					case g: hue = ( b - r ) / delta + 2; break;
					case b: hue = ( r - g ) / delta + 4; break;

				}

				hue /= 6;

			}

			hsl.h = hue;
			hsl.s = saturation;
			hsl.l = lightness;

			return hsl;

		},

		getStyle: function () {

			return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';

		},

		offsetHSL: function ( h, s, l ) {

			var hsl = this.getHSL();

			hsl.h += h; hsl.s += s; hsl.l += l;

			this.setHSL( hsl.h, hsl.s, hsl.l );

			return this;

		},

		add: function ( color ) {

			this.r += color.r;
			this.g += color.g;
			this.b += color.b;

			return this;

		},

		addColors: function ( color1, color2 ) {

			this.r = color1.r + color2.r;
			this.g = color1.g + color2.g;
			this.b = color1.b + color2.b;

			return this;

		},

		addScalar: function ( s ) {

			this.r += s;
			this.g += s;
			this.b += s;

			return this;

		},

		sub: function( color ) {

			this.r = Math.max( 0, this.r - color.r );
			this.g = Math.max( 0, this.g - color.g );
			this.b = Math.max( 0, this.b - color.b );

			return this;

		},

		multiply: function ( color ) {

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

			return this;

		},

		multiplyScalar: function ( s ) {

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

			return this;

		},

		lerp: function ( color, alpha ) {

			this.r += ( color.r - this.r ) * alpha;
			this.g += ( color.g - this.g ) * alpha;
			this.b += ( color.b - this.b ) * alpha;

			return this;

		},

		equals: function ( c ) {

			return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

			this.r = array[ offset ];
			this.g = array[ offset + 1 ];
			this.b = array[ offset + 2 ];

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			array[ offset ] = this.r;
			array[ offset + 1 ] = this.g;
			array[ offset + 2 ] = this.b;

			return array;

		},

		toJSON: function () {

			return this.getHex();

		}

	};

	var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
	'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
	'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
	'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
	'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
	'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
	'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
	'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
	'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
	'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
	'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
	'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
	'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
	'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
	'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
	'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
	'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
	'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
	'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
	'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, '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 };

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function DataTexture( data, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

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

		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

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

	}

	DataTexture.prototype = Object.create( Texture.prototype );
	DataTexture.prototype.constructor = DataTexture;

	DataTexture.prototype.isDataTexture = true;

	/**
	 * Uniforms library for shared webgl shaders
	 */

	var UniformsLib = {

		common: {

			diffuse: { value: new Color( 0xeeeeee ) },
			opacity: { value: 1.0 },

			map: { value: null },
			offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) },

			specularMap: { value: null },
			alphaMap: { value: null },

			envMap: { value: null },
			flipEnvMap: { value: - 1 },
			reflectivity: { value: 1.0 },
			refractionRatio: { value: 0.98 }

		},

		aomap: {

			aoMap: { value: null },
			aoMapIntensity: { value: 1 }

		},

		lightmap: {

			lightMap: { value: null },
			lightMapIntensity: { value: 1 }

		},

		emissivemap: {

			emissiveMap: { value: null }

		},

		bumpmap: {

			bumpMap: { value: null },
			bumpScale: { value: 1 }

		},

		normalmap: {

			normalMap: { value: null },
			normalScale: { value: new Vector2( 1, 1 ) }

		},

		displacementmap: {

			displacementMap: { value: null },
			displacementScale: { value: 1 },
			displacementBias: { value: 0 }

		},

		roughnessmap: {

			roughnessMap: { value: null }

		},

		metalnessmap: {

			metalnessMap: { value: null }

		},

		gradientmap: {

			gradientMap: { value: null }

		},

		fog: {

			fogDensity: { value: 0.00025 },
			fogNear: { value: 1 },
			fogFar: { value: 2000 },
			fogColor: { value: new Color( 0xffffff ) }

		},

		lights: {

			ambientLightColor: { value: [] },

			directionalLights: { value: [], properties: {
				direction: {},
				color: {},

				shadow: {},
				shadowBias: {},
				shadowRadius: {},
				shadowMapSize: {}
			} },

			directionalShadowMap: { value: [] },
			directionalShadowMatrix: { value: [] },

			spotLights: { value: [], properties: {
				color: {},
				position: {},
				direction: {},
				distance: {},
				coneCos: {},
				penumbraCos: {},
				decay: {},

				shadow: {},
				shadowBias: {},
				shadowRadius: {},
				shadowMapSize: {}
			} },

			spotShadowMap: { value: [] },
			spotShadowMatrix: { value: [] },

			pointLights: { value: [], properties: {
				color: {},
				position: {},
				decay: {},
				distance: {},

				shadow: {},
				shadowBias: {},
				shadowRadius: {},
				shadowMapSize: {}
			} },

			pointShadowMap: { value: [] },
			pointShadowMatrix: { value: [] },

			hemisphereLights: { value: [], properties: {
				direction: {},
				skyColor: {},
				groundColor: {}
			} },

			// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
			rectAreaLights: { value: [], properties: {
				color: {},
				position: {},
				width: {},
				height: {}
			} }

		},

		points: {

			diffuse: { value: new Color( 0xeeeeee ) },
			opacity: { value: 1.0 },
			size: { value: 1.0 },
			scale: { value: 1.0 },
			map: { value: null },
			offsetRepeat: { value: new Vector4( 0, 0, 1, 1 ) }

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 * @author mikael emtinger / http://gomo.se/
	 */

	var ShaderLib = {

		basic: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.aomap,
				UniformsLib.lightmap,
				UniformsLib.fog
			] ),

			vertexShader: ShaderChunk.meshbasic_vert,
			fragmentShader: ShaderChunk.meshbasic_frag

		},

		lambert: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.aomap,
				UniformsLib.lightmap,
				UniformsLib.emissivemap,
				UniformsLib.fog,
				UniformsLib.lights,
				{
					emissive: { value: new Color( 0x000000 ) }
				}
			] ),

			vertexShader: ShaderChunk.meshlambert_vert,
			fragmentShader: ShaderChunk.meshlambert_frag

		},

		phong: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.aomap,
				UniformsLib.lightmap,
				UniformsLib.emissivemap,
				UniformsLib.bumpmap,
				UniformsLib.normalmap,
				UniformsLib.displacementmap,
				UniformsLib.gradientmap,
				UniformsLib.fog,
				UniformsLib.lights,
				{
					emissive: { value: new Color( 0x000000 ) },
					specular: { value: new Color( 0x111111 ) },
					shininess: { value: 30 }
				}
			] ),

			vertexShader: ShaderChunk.meshphong_vert,
			fragmentShader: ShaderChunk.meshphong_frag

		},

		standard: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.aomap,
				UniformsLib.lightmap,
				UniformsLib.emissivemap,
				UniformsLib.bumpmap,
				UniformsLib.normalmap,
				UniformsLib.displacementmap,
				UniformsLib.roughnessmap,
				UniformsLib.metalnessmap,
				UniformsLib.fog,
				UniformsLib.lights,
				{
					emissive: { value: new Color( 0x000000 ) },
					roughness: { value: 0.5 },
					metalness: { value: 0 },
					envMapIntensity: { value: 1 } // temporary
				}
			] ),

			vertexShader: ShaderChunk.meshphysical_vert,
			fragmentShader: ShaderChunk.meshphysical_frag

		},

		points: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.points,
				UniformsLib.fog
			] ),

			vertexShader: ShaderChunk.points_vert,
			fragmentShader: ShaderChunk.points_frag

		},

		dashed: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.fog,
				{
					scale: { value: 1 },
					dashSize: { value: 1 },
					totalSize: { value: 2 }
				}
			] ),

			vertexShader: ShaderChunk.linedashed_vert,
			fragmentShader: ShaderChunk.linedashed_frag

		},

		depth: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.displacementmap
			] ),

			vertexShader: ShaderChunk.depth_vert,
			fragmentShader: ShaderChunk.depth_frag

		},

		normal: {

			uniforms: UniformsUtils.merge( [
				UniformsLib.common,
				UniformsLib.bumpmap,
				UniformsLib.normalmap,
				UniformsLib.displacementmap,
				{
					opacity: { value: 1.0 }
				}
			] ),

			vertexShader: ShaderChunk.normal_vert,
			fragmentShader: ShaderChunk.normal_frag

		},

		/* -------------------------------------------------------------------------
		//	Cube map shader
		 ------------------------------------------------------------------------- */

		cube: {

			uniforms: {
				tCube: { value: null },
				tFlip: { value: - 1 },
				opacity: { value: 1.0 }
			},

			vertexShader: ShaderChunk.cube_vert,
			fragmentShader: ShaderChunk.cube_frag

		},

		/* -------------------------------------------------------------------------
		//	Cube map shader
		 ------------------------------------------------------------------------- */

		equirect: {

			uniforms: {
				tEquirect: { value: null },
				tFlip: { value: - 1 }
			},

			vertexShader: ShaderChunk.equirect_vert,
			fragmentShader: ShaderChunk.equirect_frag

		},

		distanceRGBA: {

			uniforms: {
				lightPos: { value: new Vector3() }
			},

			vertexShader: ShaderChunk.distanceRGBA_vert,
			fragmentShader: ShaderChunk.distanceRGBA_frag

		}

	};

	ShaderLib.physical = {

		uniforms: UniformsUtils.merge( [
			ShaderLib.standard.uniforms,
			{
				clearCoat: { value: 0 },
				clearCoatRoughness: { value: 0 }
			}
		] ),

		vertexShader: ShaderChunk.meshphysical_vert,
		fragmentShader: ShaderChunk.meshphysical_frag

	};

	/**
	 * @author bhouston / http://clara.io
	 */

	function Box2( min, max ) {

		this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
		this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );

	}

	Box2.prototype = {

		constructor: Box2,

		set: function ( min, max ) {

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

			return this;

		},

		setFromPoints: function ( points ) {

			this.makeEmpty();

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

				this.expandByPoint( points[ i ] );

			}

			return this;

		},

		setFromCenterAndSize: function () {

			var v1 = new Vector2();

			return function setFromCenterAndSize( center, size ) {

				var halfSize = v1.copy( size ).multiplyScalar( 0.5 );
				this.min.copy( center ).sub( halfSize );
				this.max.copy( center ).add( halfSize );

				return this;

			};

		}(),

		clone: function () {

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

		},

		copy: function ( box ) {

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

			return this;

		},

		makeEmpty: function () {

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

			return this;

		},

		isEmpty: function () {

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

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

		},

		getCenter: function ( optionalTarget ) {

			var result = optionalTarget || new Vector2();
			return this.isEmpty() ? result.set( 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

		},

		getSize: function ( optionalTarget ) {

			var result = optionalTarget || new Vector2();
			return this.isEmpty() ? result.set( 0, 0 ) : result.subVectors( this.max, this.min );

		},

		expandByPoint: function ( point ) {

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

			return this;

		},

		expandByVector: function ( vector ) {

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

			return this;

		},

		expandByScalar: function ( scalar ) {

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

			return this;

		},

		containsPoint: function ( point ) {

			return point.x < this.min.x || point.x > this.max.x ||
				point.y < this.min.y || point.y > this.max.y ? false : true;

		},

		containsBox: function ( box ) {

			return this.min.x <= box.min.x && box.max.x <= this.max.x &&
				this.min.y <= box.min.y && box.max.y <= this.max.y;

		},

		getParameter: function ( point, optionalTarget ) {

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

			var result = optionalTarget || new Vector2();

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

		},

		intersectsBox: function ( box ) {

			// using 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 ? false : true;

		},

		clampPoint: function ( point, optionalTarget ) {

			var result = optionalTarget || new Vector2();
			return result.copy( point ).clamp( this.min, this.max );

		},

		distanceToPoint: function () {

			var v1 = new Vector2();

			return function distanceToPoint( point ) {

				var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
				return clampedPoint.sub( point ).length();

			};

		}(),

		intersect: function ( box ) {

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

			return this;

		},

		union: function ( box ) {

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

			return this;

		},

		translate: function ( offset ) {

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

			return this;

		},

		equals: function ( box ) {

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

		}

	};

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function LensFlarePlugin( renderer, flares ) {

		var gl = renderer.context;
		var state = renderer.state;

		var vertexBuffer, elementBuffer;
		var shader, program, attributes, uniforms;

		var tempTexture, occlusionTexture;

		function init() {

			var vertices = new Float32Array( [
				- 1, - 1,  0, 0,
				 1, - 1,  1, 0,
				 1,  1,  1, 1,
				- 1,  1,  0, 1
			] );

			var faces = new Uint16Array( [
				0, 1, 2,
				0, 2, 3
			] );

			// buffers

			vertexBuffer     = gl.createBuffer();
			elementBuffer    = gl.createBuffer();

			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
			gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );

			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
			gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );

			// textures

			tempTexture      = gl.createTexture();
			occlusionTexture = gl.createTexture();

			state.bindTexture( gl.TEXTURE_2D, tempTexture );
			gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGB, 16, 16, 0, gl.RGB, gl.UNSIGNED_BYTE, null );
			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );

			state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
			gl.texImage2D( gl.TEXTURE_2D, 0, gl.RGBA, 16, 16, 0, gl.RGBA, gl.UNSIGNED_BYTE, null );
			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.CLAMP_TO_EDGE );
			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.CLAMP_TO_EDGE );
			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.NEAREST );
			gl.texParameteri( gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.NEAREST );

			shader = {

				vertexShader: [

					"uniform lowp int renderType;",

					"uniform vec3 screenPosition;",
					"uniform vec2 scale;",
					"uniform float rotation;",

					"uniform sampler2D occlusionMap;",

					"attribute vec2 position;",
					"attribute vec2 uv;",

					"varying vec2 vUV;",
					"varying float vVisibility;",

					"void main() {",

						"vUV = uv;",

						"vec2 pos = position;",

						"if ( renderType == 2 ) {",

							"vec4 visibility = texture2D( occlusionMap, vec2( 0.1, 0.1 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.1 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.1 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.5 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.9, 0.9 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.9 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.9 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.1, 0.5 ) );",
							"visibility += texture2D( occlusionMap, vec2( 0.5, 0.5 ) );",

							"vVisibility =        visibility.r / 9.0;",
							"vVisibility *= 1.0 - visibility.g / 9.0;",
							"vVisibility *=       visibility.b / 9.0;",
							"vVisibility *= 1.0 - visibility.a / 9.0;",

							"pos.x = cos( rotation ) * position.x - sin( rotation ) * position.y;",
							"pos.y = sin( rotation ) * position.x + cos( rotation ) * position.y;",

						"}",

						"gl_Position = vec4( ( pos * scale + screenPosition.xy ).xy, screenPosition.z, 1.0 );",

					"}"

				].join( "\n" ),

				fragmentShader: [

					"uniform lowp int renderType;",

					"uniform sampler2D map;",
					"uniform float opacity;",
					"uniform vec3 color;",

					"varying vec2 vUV;",
					"varying float vVisibility;",

					"void main() {",

						// pink square

						"if ( renderType == 0 ) {",

							"gl_FragColor = vec4( 1.0, 0.0, 1.0, 0.0 );",

						// restore

						"} else if ( renderType == 1 ) {",

							"gl_FragColor = texture2D( map, vUV );",

						// flare

						"} else {",

							"vec4 texture = texture2D( map, vUV );",
							"texture.a *= opacity * vVisibility;",
							"gl_FragColor = texture;",
							"gl_FragColor.rgb *= color;",

						"}",

					"}"

				].join( "\n" )

			};

			program = createProgram( shader );

			attributes = {
				vertex: gl.getAttribLocation ( program, "position" ),
				uv:     gl.getAttribLocation ( program, "uv" )
			};

			uniforms = {
				renderType:     gl.getUniformLocation( program, "renderType" ),
				map:            gl.getUniformLocation( program, "map" ),
				occlusionMap:   gl.getUniformLocation( program, "occlusionMap" ),
				opacity:        gl.getUniformLocation( program, "opacity" ),
				color:          gl.getUniformLocation( program, "color" ),
				scale:          gl.getUniformLocation( program, "scale" ),
				rotation:       gl.getUniformLocation( program, "rotation" ),
				screenPosition: gl.getUniformLocation( program, "screenPosition" )
			};

		}

		/*
		 * Render lens flares
		 * Method: renders 16x16 0xff00ff-colored points scattered over the light source area,
		 *         reads these back and calculates occlusion.
		 */

		this.render = function ( scene, camera, viewport ) {

			if ( flares.length === 0 ) return;

			var tempPosition = new Vector3();

			var invAspect = viewport.w / viewport.z,
				halfViewportWidth = viewport.z * 0.5,
				halfViewportHeight = viewport.w * 0.5;

			var size = 16 / viewport.w,
				scale = new Vector2( size * invAspect, size );

			var screenPosition = new Vector3( 1, 1, 0 ),
				screenPositionPixels = new Vector2( 1, 1 );

			var validArea = new Box2();

			validArea.min.set( viewport.x, viewport.y );
			validArea.max.set( viewport.x + ( viewport.z - 16 ), viewport.y + ( viewport.w - 16 ) );

			if ( program === undefined ) {

				init();

			}

			gl.useProgram( program );

			state.initAttributes();
			state.enableAttribute( attributes.vertex );
			state.enableAttribute( attributes.uv );
			state.disableUnusedAttributes();

			// loop through all lens flares to update their occlusion and positions
			// setup gl and common used attribs/uniforms

			gl.uniform1i( uniforms.occlusionMap, 0 );
			gl.uniform1i( uniforms.map, 1 );

			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
			gl.vertexAttribPointer( attributes.vertex, 2, gl.FLOAT, false, 2 * 8, 0 );
			gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );

			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );

			state.disable( gl.CULL_FACE );
			state.setDepthWrite( false );

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

				size = 16 / viewport.w;
				scale.set( size * invAspect, size );

				// calc object screen position

				var flare = flares[ i ];

				tempPosition.set( flare.matrixWorld.elements[ 12 ], flare.matrixWorld.elements[ 13 ], flare.matrixWorld.elements[ 14 ] );

				tempPosition.applyMatrix4( camera.matrixWorldInverse );
				tempPosition.applyMatrix4( camera.projectionMatrix );

				// setup arrays for gl programs

				screenPosition.copy( tempPosition );

				// horizontal and vertical coordinate of the lower left corner of the pixels to copy

				screenPositionPixels.x = viewport.x + ( screenPosition.x * halfViewportWidth ) + halfViewportWidth - 8;
				screenPositionPixels.y = viewport.y + ( screenPosition.y * halfViewportHeight ) + halfViewportHeight - 8;

				// screen cull

				if ( validArea.containsPoint( screenPositionPixels ) === true ) {

					// save current RGB to temp texture

					state.activeTexture( gl.TEXTURE0 );
					state.bindTexture( gl.TEXTURE_2D, null );
					state.activeTexture( gl.TEXTURE1 );
					state.bindTexture( gl.TEXTURE_2D, tempTexture );
					gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGB, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );


					// render pink quad

					gl.uniform1i( uniforms.renderType, 0 );
					gl.uniform2f( uniforms.scale, scale.x, scale.y );
					gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );

					state.disable( gl.BLEND );
					state.enable( gl.DEPTH_TEST );

					gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );


					// copy result to occlusionMap

					state.activeTexture( gl.TEXTURE0 );
					state.bindTexture( gl.TEXTURE_2D, occlusionTexture );
					gl.copyTexImage2D( gl.TEXTURE_2D, 0, gl.RGBA, screenPositionPixels.x, screenPositionPixels.y, 16, 16, 0 );


					// restore graphics

					gl.uniform1i( uniforms.renderType, 1 );
					state.disable( gl.DEPTH_TEST );

					state.activeTexture( gl.TEXTURE1 );
					state.bindTexture( gl.TEXTURE_2D, tempTexture );
					gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );


					// update object positions

					flare.positionScreen.copy( screenPosition );

					if ( flare.customUpdateCallback ) {

						flare.customUpdateCallback( flare );

					} else {

						flare.updateLensFlares();

					}

					// render flares

					gl.uniform1i( uniforms.renderType, 2 );
					state.enable( gl.BLEND );

					for ( var j = 0, jl = flare.lensFlares.length; j < jl; j ++ ) {

						var sprite = flare.lensFlares[ j ];

						if ( sprite.opacity > 0.001 && sprite.scale > 0.001 ) {

							screenPosition.x = sprite.x;
							screenPosition.y = sprite.y;
							screenPosition.z = sprite.z;

							size = sprite.size * sprite.scale / viewport.w;

							scale.x = size * invAspect;
							scale.y = size;

							gl.uniform3f( uniforms.screenPosition, screenPosition.x, screenPosition.y, screenPosition.z );
							gl.uniform2f( uniforms.scale, scale.x, scale.y );
							gl.uniform1f( uniforms.rotation, sprite.rotation );

							gl.uniform1f( uniforms.opacity, sprite.opacity );
							gl.uniform3f( uniforms.color, sprite.color.r, sprite.color.g, sprite.color.b );

							state.setBlending( sprite.blending, sprite.blendEquation, sprite.blendSrc, sprite.blendDst );
							renderer.setTexture2D( sprite.texture, 1 );

							gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );

						}

					}

				}

			}

			// restore gl

			state.enable( gl.CULL_FACE );
			state.enable( gl.DEPTH_TEST );
			state.setDepthWrite( true );

			renderer.resetGLState();

		};

		function createProgram( shader ) {

			var program = gl.createProgram();

			var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );
			var vertexShader = gl.createShader( gl.VERTEX_SHADER );

			var prefix = "precision " + renderer.getPrecision() + " float;\n";

			gl.shaderSource( fragmentShader, prefix + shader.fragmentShader );
			gl.shaderSource( vertexShader, prefix + shader.vertexShader );

			gl.compileShader( fragmentShader );
			gl.compileShader( vertexShader );

			gl.attachShader( program, fragmentShader );
			gl.attachShader( program, vertexShader );

			gl.linkProgram( program );

			return program;

		}

	}

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function SpritePlugin( renderer, sprites ) {

		var gl = renderer.context;
		var state = renderer.state;

		var vertexBuffer, elementBuffer;
		var program, attributes, uniforms;

		var texture;

		// decompose matrixWorld

		var spritePosition = new Vector3();
		var spriteRotation = new Quaternion();
		var spriteScale = new Vector3();

		function init() {

			var vertices = new Float32Array( [
				- 0.5, - 0.5,  0, 0,
				  0.5, - 0.5,  1, 0,
				  0.5,   0.5,  1, 1,
				- 0.5,   0.5,  0, 1
			] );

			var faces = new Uint16Array( [
				0, 1, 2,
				0, 2, 3
			] );

			vertexBuffer  = gl.createBuffer();
			elementBuffer = gl.createBuffer();

			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
			gl.bufferData( gl.ARRAY_BUFFER, vertices, gl.STATIC_DRAW );

			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );
			gl.bufferData( gl.ELEMENT_ARRAY_BUFFER, faces, gl.STATIC_DRAW );

			program = createProgram();

			attributes = {
				position:			gl.getAttribLocation ( program, 'position' ),
				uv:					gl.getAttribLocation ( program, 'uv' )
			};

			uniforms = {
				uvOffset:			gl.getUniformLocation( program, 'uvOffset' ),
				uvScale:			gl.getUniformLocation( program, 'uvScale' ),

				rotation:			gl.getUniformLocation( program, 'rotation' ),
				scale:				gl.getUniformLocation( program, 'scale' ),

				color:				gl.getUniformLocation( program, 'color' ),
				map:				gl.getUniformLocation( program, 'map' ),
				opacity:			gl.getUniformLocation( program, 'opacity' ),

				modelViewMatrix: 	gl.getUniformLocation( program, 'modelViewMatrix' ),
				projectionMatrix:	gl.getUniformLocation( program, 'projectionMatrix' ),

				fogType:			gl.getUniformLocation( program, 'fogType' ),
				fogDensity:			gl.getUniformLocation( program, 'fogDensity' ),
				fogNear:			gl.getUniformLocation( program, 'fogNear' ),
				fogFar:				gl.getUniformLocation( program, 'fogFar' ),
				fogColor:			gl.getUniformLocation( program, 'fogColor' ),

				alphaTest:			gl.getUniformLocation( program, 'alphaTest' )
			};

			var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
			canvas.width = 8;
			canvas.height = 8;

			var context = canvas.getContext( '2d' );
			context.fillStyle = 'white';
			context.fillRect( 0, 0, 8, 8 );

			texture = new Texture( canvas );
			texture.needsUpdate = true;

		}

		this.render = function ( scene, camera ) {

			if ( sprites.length === 0 ) return;

			// setup gl

			if ( program === undefined ) {

				init();

			}

			gl.useProgram( program );

			state.initAttributes();
			state.enableAttribute( attributes.position );
			state.enableAttribute( attributes.uv );
			state.disableUnusedAttributes();

			state.disable( gl.CULL_FACE );
			state.enable( gl.BLEND );

			gl.bindBuffer( gl.ARRAY_BUFFER, vertexBuffer );
			gl.vertexAttribPointer( attributes.position, 2, gl.FLOAT, false, 2 * 8, 0 );
			gl.vertexAttribPointer( attributes.uv, 2, gl.FLOAT, false, 2 * 8, 8 );

			gl.bindBuffer( gl.ELEMENT_ARRAY_BUFFER, elementBuffer );

			gl.uniformMatrix4fv( uniforms.projectionMatrix, false, camera.projectionMatrix.elements );

			state.activeTexture( gl.TEXTURE0 );
			gl.uniform1i( uniforms.map, 0 );

			var oldFogType = 0;
			var sceneFogType = 0;
			var fog = scene.fog;

			if ( fog ) {

				gl.uniform3f( uniforms.fogColor, fog.color.r, fog.color.g, fog.color.b );

				if ( fog.isFog ) {

					gl.uniform1f( uniforms.fogNear, fog.near );
					gl.uniform1f( uniforms.fogFar, fog.far );

					gl.uniform1i( uniforms.fogType, 1 );
					oldFogType = 1;
					sceneFogType = 1;

				} else if ( fog.isFogExp2 ) {

					gl.uniform1f( uniforms.fogDensity, fog.density );

					gl.uniform1i( uniforms.fogType, 2 );
					oldFogType = 2;
					sceneFogType = 2;

				}

			} else {

				gl.uniform1i( uniforms.fogType, 0 );
				oldFogType = 0;
				sceneFogType = 0;

			}


			// update positions and sort

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

				var sprite = sprites[ i ];

				sprite.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, sprite.matrixWorld );
				sprite.z = - sprite.modelViewMatrix.elements[ 14 ];

			}

			sprites.sort( painterSortStable );

			// render all sprites

			var scale = [];

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

				var sprite = sprites[ i ];
				var material = sprite.material;

				if ( material.visible === false ) continue;

				gl.uniform1f( uniforms.alphaTest, material.alphaTest );
				gl.uniformMatrix4fv( uniforms.modelViewMatrix, false, sprite.modelViewMatrix.elements );

				sprite.matrixWorld.decompose( spritePosition, spriteRotation, spriteScale );

				scale[ 0 ] = spriteScale.x;
				scale[ 1 ] = spriteScale.y;

				var fogType = 0;

				if ( scene.fog && material.fog ) {

					fogType = sceneFogType;

				}

				if ( oldFogType !== fogType ) {

					gl.uniform1i( uniforms.fogType, fogType );
					oldFogType = fogType;

				}

				if ( material.map !== null ) {

					gl.uniform2f( uniforms.uvOffset, material.map.offset.x, material.map.offset.y );
					gl.uniform2f( uniforms.uvScale, material.map.repeat.x, material.map.repeat.y );

				} else {

					gl.uniform2f( uniforms.uvOffset, 0, 0 );
					gl.uniform2f( uniforms.uvScale, 1, 1 );

				}

				gl.uniform1f( uniforms.opacity, material.opacity );
				gl.uniform3f( uniforms.color, material.color.r, material.color.g, material.color.b );

				gl.uniform1f( uniforms.rotation, material.rotation );
				gl.uniform2fv( uniforms.scale, scale );

				state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst );
				state.setDepthTest( material.depthTest );
				state.setDepthWrite( material.depthWrite );

				if ( material.map ) {

					renderer.setTexture2D( material.map, 0 );

				} else {

					renderer.setTexture2D( texture, 0 );

				}

				gl.drawElements( gl.TRIANGLES, 6, gl.UNSIGNED_SHORT, 0 );

			}

			// restore gl

			state.enable( gl.CULL_FACE );

			renderer.resetGLState();

		};

		function createProgram() {

			var program = gl.createProgram();

			var vertexShader = gl.createShader( gl.VERTEX_SHADER );
			var fragmentShader = gl.createShader( gl.FRAGMENT_SHADER );

			gl.shaderSource( vertexShader, [

				'precision ' + renderer.getPrecision() + ' float;',

				'uniform mat4 modelViewMatrix;',
				'uniform mat4 projectionMatrix;',
				'uniform float rotation;',
				'uniform vec2 scale;',
				'uniform vec2 uvOffset;',
				'uniform vec2 uvScale;',

				'attribute vec2 position;',
				'attribute vec2 uv;',

				'varying vec2 vUV;',

				'void main() {',

					'vUV = uvOffset + uv * uvScale;',

					'vec2 alignedPosition = position * scale;',

					'vec2 rotatedPosition;',
					'rotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;',
					'rotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;',

					'vec4 finalPosition;',

					'finalPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );',
					'finalPosition.xy += rotatedPosition;',
					'finalPosition = projectionMatrix * finalPosition;',

					'gl_Position = finalPosition;',

				'}'

			].join( '\n' ) );

			gl.shaderSource( fragmentShader, [

				'precision ' + renderer.getPrecision() + ' float;',

				'uniform vec3 color;',
				'uniform sampler2D map;',
				'uniform float opacity;',

				'uniform int fogType;',
				'uniform vec3 fogColor;',
				'uniform float fogDensity;',
				'uniform float fogNear;',
				'uniform float fogFar;',
				'uniform float alphaTest;',

				'varying vec2 vUV;',

				'void main() {',

					'vec4 texture = texture2D( map, vUV );',

					'if ( texture.a < alphaTest ) discard;',

					'gl_FragColor = vec4( color * texture.xyz, texture.a * opacity );',

					'if ( fogType > 0 ) {',

						'float depth = gl_FragCoord.z / gl_FragCoord.w;',
						'float fogFactor = 0.0;',

						'if ( fogType == 1 ) {',

							'fogFactor = smoothstep( fogNear, fogFar, depth );',

						'} else {',

							'const float LOG2 = 1.442695;',
							'fogFactor = exp2( - fogDensity * fogDensity * depth * depth * LOG2 );',
							'fogFactor = 1.0 - clamp( fogFactor, 0.0, 1.0 );',

						'}',

						'gl_FragColor = mix( gl_FragColor, vec4( fogColor, gl_FragColor.w ), fogFactor );',

					'}',

				'}'

			].join( '\n' ) );

			gl.compileShader( vertexShader );
			gl.compileShader( fragmentShader );

			gl.attachShader( program, vertexShader );
			gl.attachShader( program, fragmentShader );

			gl.linkProgram( program );

			return program;

		}

		function painterSortStable( a, b ) {

			if ( a.renderOrder !== b.renderOrder ) {

				return a.renderOrder - b.renderOrder;

			} else if ( a.z !== b.z ) {

				return b.z - a.z;

			} else {

				return b.id - a.id;

			}

		}

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	var materialId = 0;

	function Material() {

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

		this.uuid = _Math.generateUUID();

		this.name = '';
		this.type = 'Material';

		this.fog = true;
		this.lights = true;

		this.blending = NormalBlending;
		this.side = FrontSide;
		this.shading = SmoothShading; // THREE.FlatShading, THREE.SmoothShading
		this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors

		this.opacity = 1;
		this.transparent = false;

		this.blendSrc = SrcAlphaFactor;
		this.blendDst = OneMinusSrcAlphaFactor;
		this.blendEquation = AddEquation;
		this.blendSrcAlpha = null;
		this.blendDstAlpha = null;
		this.blendEquationAlpha = null;

		this.depthFunc = LessEqualDepth;
		this.depthTest = true;
		this.depthWrite = true;

		this.clippingPlanes = null;
		this.clipIntersection = false;
		this.clipShadows = false;

		this.colorWrite = true;

		this.precision = null; // override the renderer's default precision for this material

		this.polygonOffset = false;
		this.polygonOffsetFactor = 0;
		this.polygonOffsetUnits = 0;

		this.alphaTest = 0;
		this.premultipliedAlpha = false;

		this.overdraw = 0; // Overdrawn pixels (typically between 0 and 1) for fixing antialiasing gaps in CanvasRenderer

		this.visible = true;

		this._needsUpdate = true;

	}

	Material.prototype = {

		constructor: Material,

		isMaterial: true,

		get needsUpdate() {

			return this._needsUpdate;

		},

		set needsUpdate( value ) {

			if ( value === true ) this.update();
			this._needsUpdate = value;

		},

		setValues: function ( values ) {

			if ( values === undefined ) return;

			for ( var key in values ) {

				var newValue = values[ key ];

				if ( newValue === undefined ) {

					console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
					continue;

				}

				var currentValue = this[ key ];

				if ( currentValue === undefined ) {

					console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
					continue;

				}

				if ( currentValue && currentValue.isColor ) {

					currentValue.set( newValue );

				} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {

					currentValue.copy( newValue );

				} else if ( key === 'overdraw' ) {

					// ensure overdraw is backwards-compatible with legacy boolean type
					this[ key ] = Number( newValue );

				} else {

					this[ key ] = newValue;

				}

			}

		},

		toJSON: function ( meta ) {

			var isRoot = meta === undefined;

			if ( isRoot ) {

				meta = {
					textures: {},
					images: {}
				};

			}

			var data = {
				metadata: {
					version: 4.4,
					type: 'Material',
					generator: 'Material.toJSON'
				}
			};

			// standard Material serialization
			data.uuid = this.uuid;
			data.type = this.type;

			if ( this.name !== '' ) data.name = this.name;

			if ( this.color && this.color.isColor ) data.color = this.color.getHex();

			if ( this.roughness !== undefined ) data.roughness = this.roughness;
			if ( this.metalness !== undefined ) data.metalness = this.metalness;

			if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
			if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
			if ( this.shininess !== undefined ) data.shininess = this.shininess;
			if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
			if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;

			if ( this.map && this.map.isTexture ) data.map = this.map.toJSON( meta ).uuid;
			if ( this.alphaMap && this.alphaMap.isTexture ) data.alphaMap = this.alphaMap.toJSON( meta ).uuid;
			if ( this.lightMap && this.lightMap.isTexture ) data.lightMap = this.lightMap.toJSON( meta ).uuid;
			if ( this.bumpMap && this.bumpMap.isTexture ) {

				data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
				data.bumpScale = this.bumpScale;

			}
			if ( this.normalMap && this.normalMap.isTexture ) {

				data.normalMap = this.normalMap.toJSON( meta ).uuid;
				data.normalScale = this.normalScale.toArray();

			}
			if ( this.displacementMap && this.displacementMap.isTexture ) {

				data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
				data.displacementScale = this.displacementScale;
				data.displacementBias = this.displacementBias;

			}
			if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
			if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;

			if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
			if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;

			if ( this.envMap && this.envMap.isTexture ) {

				data.envMap = this.envMap.toJSON( meta ).uuid;
				data.reflectivity = this.reflectivity; // Scale behind envMap

			}

			if ( this.gradientMap && this.gradientMap.isTexture ) {

				data.gradientMap = this.gradientMap.toJSON( meta ).uuid;

			}

			if ( this.size !== undefined ) data.size = this.size;
			if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;

			if ( this.blending !== NormalBlending ) data.blending = this.blending;
			if ( this.shading !== SmoothShading ) data.shading = this.shading;
			if ( this.side !== FrontSide ) data.side = this.side;
			if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;

			if ( this.opacity < 1 ) data.opacity = this.opacity;
			if ( this.transparent === true ) data.transparent = this.transparent;

			data.depthFunc = this.depthFunc;
			data.depthTest = this.depthTest;
			data.depthWrite = this.depthWrite;

			if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
			if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
			if ( this.wireframe === true ) data.wireframe = this.wireframe;
			if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
			if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
			if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;

			data.skinning = this.skinning;
			data.morphTargets = this.morphTargets;

			// TODO: Copied from Object3D.toJSON

			function extractFromCache( cache ) {

				var values = [];

				for ( var key in cache ) {

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

				}

				return values;

			}

			if ( isRoot ) {

				var textures = extractFromCache( meta.textures );
				var images = extractFromCache( meta.images );

				if ( textures.length > 0 ) data.textures = textures;
				if ( images.length > 0 ) data.images = images;

			}

			return data;

		},

		clone: function () {

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

		},

		copy: function ( source ) {

			this.name = source.name;

			this.fog = source.fog;
			this.lights = source.lights;

			this.blending = source.blending;
			this.side = source.side;
			this.shading = source.shading;
			this.vertexColors = source.vertexColors;

			this.opacity = source.opacity;
			this.transparent = source.transparent;

			this.blendSrc = source.blendSrc;
			this.blendDst = source.blendDst;
			this.blendEquation = source.blendEquation;
			this.blendSrcAlpha = source.blendSrcAlpha;
			this.blendDstAlpha = source.blendDstAlpha;
			this.blendEquationAlpha = source.blendEquationAlpha;

			this.depthFunc = source.depthFunc;
			this.depthTest = source.depthTest;
			this.depthWrite = source.depthWrite;

			this.colorWrite = source.colorWrite;

			this.precision = source.precision;

			this.polygonOffset = source.polygonOffset;
			this.polygonOffsetFactor = source.polygonOffsetFactor;
			this.polygonOffsetUnits = source.polygonOffsetUnits;

			this.alphaTest = source.alphaTest;

			this.premultipliedAlpha = source.premultipliedAlpha;

			this.overdraw = source.overdraw;

			this.visible = source.visible;
			this.clipShadows = source.clipShadows;
			this.clipIntersection = source.clipIntersection;

			var srcPlanes = source.clippingPlanes,
				dstPlanes = null;

			if ( srcPlanes !== null ) {

				var n = srcPlanes.length;
				dstPlanes = new Array( n );

				for ( var i = 0; i !== n; ++ i )
					dstPlanes[ i ] = srcPlanes[ i ].clone();

			}

			this.clippingPlanes = dstPlanes;

			return this;

		},

		update: function () {

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

		},

		dispose: function () {

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

		}

	};

	Object.assign( Material.prototype, EventDispatcher.prototype );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  defines: { "label" : "value" },
	 *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
	 *
	 *  fragmentShader: <string>,
	 *  vertexShader: <string>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>,
	 *
	 *  lights: <bool>,
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>,
	 *  morphNormals: <bool>
	 * }
	 */

	function ShaderMaterial( parameters ) {

		Material.call( this );

		this.type = 'ShaderMaterial';

		this.defines = {};
		this.uniforms = {};

		this.vertexShader = 'void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}';
		this.fragmentShader = 'void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}';

		this.linewidth = 1;

		this.wireframe = false;
		this.wireframeLinewidth = 1;

		this.fog = false; // set to use scene fog
		this.lights = false; // set to use scene lights
		this.clipping = false; // set to use user-defined clipping planes

		this.skinning = false; // set to use skinning attribute streams
		this.morphTargets = false; // set to use morph targets
		this.morphNormals = false; // set to use morph normals

		this.extensions = {
			derivatives: false, // set to use derivatives
			fragDepth: false, // set to use fragment depth values
			drawBuffers: false, // set to use draw buffers
			shaderTextureLOD: false // set to use shader texture LOD
		};

		// When rendered geometry doesn't include these attributes but the material does,
		// use these default values in WebGL. This avoids errors when buffer data is missing.
		this.defaultAttributeValues = {
			'color': [ 1, 1, 1 ],
			'uv': [ 0, 0 ],
			'uv2': [ 0, 0 ]
		};

		this.index0AttributeName = undefined;

		if ( parameters !== undefined ) {

			if ( parameters.attributes !== undefined ) {

				console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );

			}

			this.setValues( parameters );

		}

	}

	ShaderMaterial.prototype = Object.create( Material.prototype );
	ShaderMaterial.prototype.constructor = ShaderMaterial;

	ShaderMaterial.prototype.isShaderMaterial = true;

	ShaderMaterial.prototype.copy = function ( source ) {

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

		this.fragmentShader = source.fragmentShader;
		this.vertexShader = source.vertexShader;

		this.uniforms = UniformsUtils.clone( source.uniforms );

		this.defines = source.defines;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		this.lights = source.lights;
		this.clipping = source.clipping;

		this.skinning = source.skinning;

		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		this.extensions = source.extensions;

		return this;

	};

	ShaderMaterial.prototype.toJSON = function ( meta ) {

		var data = Material.prototype.toJSON.call( this, meta );

		data.uniforms = this.uniforms;
		data.vertexShader = this.vertexShader;
		data.fragmentShader = this.fragmentShader;

		return data;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 * @author bhouston / https://clara.io
	 * @author WestLangley / http://github.com/WestLangley
	 *
	 * parameters = {
	 *
	 *  opacity: <float>,
	 *
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *  alphaMap: new THREE.Texture( <Image> ),
	 *
	 *  displacementMap: new THREE.Texture( <Image> ),
	 *  displacementScale: <float>,
	 *  displacementBias: <float>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>
	 * }
	 */

	function MeshDepthMaterial( parameters ) {

		Material.call( this );

		this.type = 'MeshDepthMaterial';

		this.depthPacking = BasicDepthPacking;

		this.skinning = false;
		this.morphTargets = false;

		this.map = null;

		this.alphaMap = null;

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.wireframe = false;
		this.wireframeLinewidth = 1;

		this.fog = false;
		this.lights = false;

		this.setValues( parameters );

	}

	MeshDepthMaterial.prototype = Object.create( Material.prototype );
	MeshDepthMaterial.prototype.constructor = MeshDepthMaterial;

	MeshDepthMaterial.prototype.isMeshDepthMaterial = true;

	MeshDepthMaterial.prototype.copy = function ( source ) {

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

		this.depthPacking = source.depthPacking;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;

		this.map = source.map;

		this.alphaMap = source.alphaMap;

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		return this;

	};

	/**
	 * @author bhouston / http://clara.io
	 * @author WestLangley / http://github.com/WestLangley
	 */

	function Box3( min, max ) {

		this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
		this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );

	}

	Box3.prototype = {

		constructor: Box3,

		isBox3: true,

		set: function ( min, max ) {

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

			return this;

		},

		setFromArray: function ( array ) {

			var minX = + Infinity;
			var minY = + Infinity;
			var minZ = + Infinity;

			var maxX = - Infinity;
			var maxY = - Infinity;
			var maxZ = - Infinity;

			for ( var i = 0, l = array.length; i < l; i += 3 ) {

				var x = array[ i ];
				var y = array[ i + 1 ];
				var z = array[ i + 2 ];

				if ( x < minX ) minX = x;
				if ( y < minY ) minY = y;
				if ( z < minZ ) minZ = z;

				if ( x > maxX ) maxX = x;
				if ( y > maxY ) maxY = y;
				if ( z > maxZ ) maxZ = z;

			}

			this.min.set( minX, minY, minZ );
			this.max.set( maxX, maxY, maxZ );

			return this;

		},

		setFromBufferAttribute: function ( attribute ) {

			var minX = + Infinity;
			var minY = + Infinity;
			var minZ = + Infinity;

			var maxX = - Infinity;
			var maxY = - Infinity;
			var maxZ = - Infinity;

			for ( var i = 0, l = attribute.count; i < l; i ++ ) {

				var x = attribute.getX( i );
				var y = attribute.getY( i );
				var z = attribute.getZ( i );

				if ( x < minX ) minX = x;
				if ( y < minY ) minY = y;
				if ( z < minZ ) minZ = z;

				if ( x > maxX ) maxX = x;
				if ( y > maxY ) maxY = y;
				if ( z > maxZ ) maxZ = z;

			}

			this.min.set( minX, minY, minZ );
			this.max.set( maxX, maxY, maxZ );

			return this;

		},

		setFromPoints: function ( points ) {

			this.makeEmpty();

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

				this.expandByPoint( points[ i ] );

			}

			return this;

		},

		setFromCenterAndSize: function () {

			var v1 = new Vector3();

			return function setFromCenterAndSize( center, size ) {

				var halfSize = v1.copy( size ).multiplyScalar( 0.5 );

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

				return this;

			};

		}(),

		setFromObject: function ( object ) {

			this.makeEmpty();

			return this.expandByObject( object );

		},

		clone: function () {

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

		},

		copy: function ( box ) {

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

			return this;

		},

		makeEmpty: function () {

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

			return this;

		},

		isEmpty: function () {

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

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

		},

		getCenter: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return this.isEmpty() ? result.set( 0, 0, 0 ) : result.addVectors( this.min, this.max ).multiplyScalar( 0.5 );

		},

		getSize: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return this.isEmpty() ? result.set( 0, 0, 0 ) : result.subVectors( this.max, this.min );

		},

		expandByPoint: function ( point ) {

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

			return this;

		},

		expandByVector: function ( vector ) {

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

			return this;

		},

		expandByScalar: function ( scalar ) {

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

			return this;

		},

		expandByObject: function () {

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

			var v1 = new Vector3();

			return function expandByObject( object ) {

				var scope = this;

				object.updateMatrixWorld( true );

				object.traverse( function ( node ) {

					var i, l;

					var geometry = node.geometry;

					if ( geometry !== undefined ) {

						if ( geometry.isGeometry ) {

							var vertices = geometry.vertices;

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

								v1.copy( vertices[ i ] );
								v1.applyMatrix4( node.matrixWorld );

								scope.expandByPoint( v1 );

							}

						} else if ( geometry.isBufferGeometry ) {

							var attribute = geometry.attributes.position;

							if ( attribute !== undefined ) {

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

									v1.fromBufferAttribute( attribute, i ).applyMatrix4( node.matrixWorld );

									scope.expandByPoint( v1 );

								}

							}

						}

					}

				} );

				return this;

			};

		}(),

		containsPoint: function ( point ) {

			return point.x < this.min.x || point.x > this.max.x ||
				point.y < this.min.y || point.y > this.max.y ||
				point.z < this.min.z || point.z > this.max.z ? false : true;

		},

		containsBox: function ( box ) {

			return this.min.x <= box.min.x && box.max.x <= this.max.x &&
				this.min.y <= box.min.y && box.max.y <= this.max.y &&
				this.min.z <= box.min.z && box.max.z <= this.max.z;

		},

		getParameter: function ( point, optionalTarget ) {

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

			var result = optionalTarget || new Vector3();

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

		},

		intersectsBox: function ( box ) {

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

		},

		intersectsSphere: ( function () {

			var closestPoint;

			return function intersectsSphere( sphere ) {

				if ( closestPoint === undefined ) closestPoint = new Vector3();

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

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

			};

		} )(),

		intersectsPlane: function ( plane ) {

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

			var min, max;

			if ( plane.normal.x > 0 ) {

				min = plane.normal.x * this.min.x;
				max = plane.normal.x * this.max.x;

			} else {

				min = plane.normal.x * this.max.x;
				max = plane.normal.x * this.min.x;

			}

			if ( plane.normal.y > 0 ) {

				min += plane.normal.y * this.min.y;
				max += plane.normal.y * this.max.y;

			} else {

				min += plane.normal.y * this.max.y;
				max += plane.normal.y * this.min.y;

			}

			if ( plane.normal.z > 0 ) {

				min += plane.normal.z * this.min.z;
				max += plane.normal.z * this.max.z;

			} else {

				min += plane.normal.z * this.max.z;
				max += plane.normal.z * this.min.z;

			}

			return ( min <= plane.constant && max >= plane.constant );

		},

		clampPoint: function ( point, optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return result.copy( point ).clamp( this.min, this.max );

		},

		distanceToPoint: function () {

			var v1 = new Vector3();

			return function distanceToPoint( point ) {

				var clampedPoint = v1.copy( point ).clamp( this.min, this.max );
				return clampedPoint.sub( point ).length();

			};

		}(),

		getBoundingSphere: function () {

			var v1 = new Vector3();

			return function getBoundingSphere( optionalTarget ) {

				var result = optionalTarget || new Sphere();

				this.getCenter( result.center );

				result.radius = this.getSize( v1 ).length() * 0.5;

				return result;

			};

		}(),

		intersect: function ( box ) {

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

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

			return this;

		},

		union: function ( box ) {

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

			return this;

		},

		applyMatrix4: function () {

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

			return function applyMatrix4( matrix ) {

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

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

				this.setFromPoints( points );

				return this;

			};

		}(),

		translate: function ( offset ) {

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

			return this;

		},

		equals: function ( box ) {

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

		}

	};

	/**
	 * @author bhouston / http://clara.io
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Sphere( center, radius ) {

		this.center = ( center !== undefined ) ? center : new Vector3();
		this.radius = ( radius !== undefined ) ? radius : 0;

	}

	Sphere.prototype = {

		constructor: Sphere,

		set: function ( center, radius ) {

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

			return this;

		},

		setFromPoints: function () {

			var box;

			return function setFromPoints( points, optionalCenter ) {

				if ( box === undefined ) box = new Box3(); // see #10547

				var center = this.center;

				if ( optionalCenter !== undefined ) {

					center.copy( optionalCenter );

				} else {

					box.setFromPoints( points ).getCenter( center );

				}

				var maxRadiusSq = 0;

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

					maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( points[ i ] ) );

				}

				this.radius = Math.sqrt( maxRadiusSq );

				return this;

			};

		}(),

		clone: function () {

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

		},

		copy: function ( sphere ) {

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

			return this;

		},

		empty: function () {

			return ( this.radius <= 0 );

		},

		containsPoint: function ( point ) {

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

		},

		distanceToPoint: function ( point ) {

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

		},

		intersectsSphere: function ( sphere ) {

			var radiusSum = this.radius + sphere.radius;

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

		},

		intersectsBox: function ( box ) {

			return box.intersectsSphere( this );

		},

		intersectsPlane: function ( plane ) {

			// We use the following equation to compute the signed distance from
			// the center of the sphere to the plane.
			//
			// distance = q * n - d
			//
			// If this distance is greater than the radius of the sphere,
			// then there is no intersection.

			return Math.abs( this.center.dot( plane.normal ) - plane.constant ) <= this.radius;

		},

		clampPoint: function ( point, optionalTarget ) {

			var deltaLengthSq = this.center.distanceToSquared( point );

			var result = optionalTarget || new Vector3();

			result.copy( point );

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

				result.sub( this.center ).normalize();
				result.multiplyScalar( this.radius ).add( this.center );

			}

			return result;

		},

		getBoundingBox: function ( optionalTarget ) {

			var box = optionalTarget || new Box3();

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

			return box;

		},

		applyMatrix4: function ( matrix ) {

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

			return this;

		},

		translate: function ( offset ) {

			this.center.add( offset );

			return this;

		},

		equals: function ( sphere ) {

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

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author WestLangley / http://github.com/WestLangley
	 * @author bhouston / http://clara.io
	 * @author tschw
	 */

	function Matrix3() {

		this.elements = new Float32Array( [

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

		] );

		if ( arguments.length > 0 ) {

			console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );

		}

	}

	Matrix3.prototype = {

		constructor: Matrix3,

		isMatrix3: true,

		set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {

			var te = this.elements;

			te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
			te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
			te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;

			return this;

		},

		identity: function () {

			this.set(

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

			);

			return this;

		},

		clone: function () {

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

		},

		copy: function ( m ) {

			var me = m.elements;

			this.set(

				me[ 0 ], me[ 3 ], me[ 6 ],
				me[ 1 ], me[ 4 ], me[ 7 ],
				me[ 2 ], me[ 5 ], me[ 8 ]

			);

			return this;

		},

		setFromMatrix4: function( m ) {

			var me = m.elements;

			this.set(

				me[ 0 ], me[ 4 ], me[  8 ],
				me[ 1 ], me[ 5 ], me[  9 ],
				me[ 2 ], me[ 6 ], me[ 10 ]

			);

			return this;

		},

		applyToBufferAttribute: function () {

			var v1;

			return function applyToBufferAttribute( attribute ) {

				if ( v1 === undefined ) v1 = new Vector3();

				for ( var i = 0, l = attribute.count; i < l; i ++ ) {

					v1.x = attribute.getX( i );
					v1.y = attribute.getY( i );
					v1.z = attribute.getZ( i );

					v1.applyMatrix3( this );

					attribute.setXYZ( i, v1.x, v1.y, v1.z );

				}

				return attribute;

			};

		}(),

		multiplyScalar: function ( s ) {

			var te = this.elements;

			te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
			te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
			te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;

			return this;

		},

		determinant: function () {

			var te = this.elements;

			var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
				d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
				g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];

			return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;

		},

		getInverse: function ( matrix, throwOnDegenerate ) {

			if ( matrix && matrix.isMatrix4 ) {

				console.error( "THREE.Matrix3.getInverse no longer takes a Matrix4 argument." );

			}

			var me = matrix.elements,
				te = this.elements,

				n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
				n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
				n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],

				t11 = n33 * n22 - n32 * n23,
				t12 = n32 * n13 - n33 * n12,
				t13 = n23 * n12 - n22 * n13,

				det = n11 * t11 + n21 * t12 + n31 * t13;

			if ( det === 0 ) {

				var msg = "THREE.Matrix3.getInverse(): can't invert matrix, determinant is 0";

				if ( throwOnDegenerate === true ) {

					throw new Error( msg );

				} else {

					console.warn( msg );

				}

				return this.identity();
			}

			var detInv = 1 / det;

			te[ 0 ] = t11 * detInv;
			te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
			te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;

			te[ 3 ] = t12 * detInv;
			te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
			te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;

			te[ 6 ] = t13 * detInv;
			te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
			te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;

			return this;

		},

		transpose: function () {

			var tmp, m = this.elements;

			tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
			tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
			tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;

			return this;

		},

		getNormalMatrix: function ( matrix4 ) {

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

		},

		transposeIntoArray: function ( r ) {

			var m = this.elements;

			r[ 0 ] = m[ 0 ];
			r[ 1 ] = m[ 3 ];
			r[ 2 ] = m[ 6 ];
			r[ 3 ] = m[ 1 ];
			r[ 4 ] = m[ 4 ];
			r[ 5 ] = m[ 7 ];
			r[ 6 ] = m[ 2 ];
			r[ 7 ] = m[ 5 ];
			r[ 8 ] = m[ 8 ];

			return this;

		},

		fromArray: function ( array, offset ) {

			if ( offset === undefined ) offset = 0;

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

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

			}

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			var te = this.elements;

			array[ offset ] = te[ 0 ];
			array[ offset + 1 ] = te[ 1 ];
			array[ offset + 2 ] = te[ 2 ];

			array[ offset + 3 ] = te[ 3 ];
			array[ offset + 4 ] = te[ 4 ];
			array[ offset + 5 ] = te[ 5 ];

			array[ offset + 6 ] = te[ 6 ];
			array[ offset + 7 ] = te[ 7 ];
			array[ offset + 8 ]  = te[ 8 ];

			return array;

		}

	};

	/**
	 * @author bhouston / http://clara.io
	 */

	function Plane( normal, constant ) {

		this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
		this.constant = ( constant !== undefined ) ? constant : 0;

	}

	Plane.prototype = {

		constructor: Plane,

		set: function ( normal, constant ) {

			this.normal.copy( normal );
			this.constant = constant;

			return this;

		},

		setComponents: function ( x, y, z, w ) {

			this.normal.set( x, y, z );
			this.constant = w;

			return this;

		},

		setFromNormalAndCoplanarPoint: function ( normal, point ) {

			this.normal.copy( normal );
			this.constant = - point.dot( this.normal );	// must be this.normal, not normal, as this.normal is normalized

			return this;

		},

		setFromCoplanarPoints: function () {

			var v1 = new Vector3();
			var v2 = new Vector3();

			return function setFromCoplanarPoints( a, b, c ) {

				var normal = v1.subVectors( c, b ).cross( v2.subVectors( a, b ) ).normalize();

				// Q: should an error be thrown if normal is zero (e.g. degenerate plane)?

				this.setFromNormalAndCoplanarPoint( normal, a );

				return this;

			};

		}(),

		clone: function () {

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

		},

		copy: function ( plane ) {

			this.normal.copy( plane.normal );
			this.constant = plane.constant;

			return this;

		},

		normalize: function () {

			// Note: will lead to a divide by zero if the plane is invalid.

			var inverseNormalLength = 1.0 / this.normal.length();
			this.normal.multiplyScalar( inverseNormalLength );
			this.constant *= inverseNormalLength;

			return this;

		},

		negate: function () {

			this.constant *= - 1;
			this.normal.negate();

			return this;

		},

		distanceToPoint: function ( point ) {

			return this.normal.dot( point ) + this.constant;

		},

		distanceToSphere: function ( sphere ) {

			return this.distanceToPoint( sphere.center ) - sphere.radius;

		},

		projectPoint: function ( point, optionalTarget ) {

			return this.orthoPoint( point, optionalTarget ).sub( point ).negate();

		},

		orthoPoint: function ( point, optionalTarget ) {

			var perpendicularMagnitude = this.distanceToPoint( point );

			var result = optionalTarget || new Vector3();
			return result.copy( this.normal ).multiplyScalar( perpendicularMagnitude );

		},

		intersectLine: function () {

			var v1 = new Vector3();

			return function intersectLine( line, optionalTarget ) {

				var result = optionalTarget || new Vector3();

				var direction = line.delta( v1 );

				var denominator = this.normal.dot( direction );

				if ( denominator === 0 ) {

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

						return result.copy( line.start );

					}

					// Unsure if this is the correct method to handle this case.
					return undefined;

				}

				var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;

				if ( t < 0 || t > 1 ) {

					return undefined;

				}

				return result.copy( direction ).multiplyScalar( t ).add( line.start );

			};

		}(),

		intersectsLine: function ( line ) {

			// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.

			var startSign = this.distanceToPoint( line.start );
			var endSign = this.distanceToPoint( line.end );

			return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );

		},

		intersectsBox: function ( box ) {

			return box.intersectsPlane( this );

		},

		intersectsSphere: function ( sphere ) {

			return sphere.intersectsPlane( this );

		},

		coplanarPoint: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return result.copy( this.normal ).multiplyScalar( - this.constant );

		},

		applyMatrix4: function () {

			var v1 = new Vector3();
			var m1 = new Matrix3();

			return function applyMatrix4( matrix, optionalNormalMatrix ) {

				var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );

				// transform normal based on theory here:
				// http://www.songho.ca/opengl/gl_normaltransform.html
				var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
				var normal = this.normal.applyMatrix3( normalMatrix ).normalize();

				// recalculate constant (like in setFromNormalAndCoplanarPoint)
				this.constant = - referencePoint.dot( normal );

				return this;

			};

		}(),

		translate: function ( offset ) {

			this.constant = this.constant - offset.dot( this.normal );

			return this;

		},

		equals: function ( plane ) {

			return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 * @author bhouston / http://clara.io
	 */

	function Frustum( p0, p1, p2, p3, p4, p5 ) {

		this.planes = [

			( p0 !== undefined ) ? p0 : new Plane(),
			( p1 !== undefined ) ? p1 : new Plane(),
			( p2 !== undefined ) ? p2 : new Plane(),
			( p3 !== undefined ) ? p3 : new Plane(),
			( p4 !== undefined ) ? p4 : new Plane(),
			( p5 !== undefined ) ? p5 : new Plane()

		];

	}

	Frustum.prototype = {

		constructor: Frustum,

		set: function ( p0, p1, p2, p3, p4, p5 ) {

			var planes = this.planes;

			planes[ 0 ].copy( p0 );
			planes[ 1 ].copy( p1 );
			planes[ 2 ].copy( p2 );
			planes[ 3 ].copy( p3 );
			planes[ 4 ].copy( p4 );
			planes[ 5 ].copy( p5 );

			return this;

		},

		clone: function () {

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

		},

		copy: function ( frustum ) {

			var planes = this.planes;

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

				planes[ i ].copy( frustum.planes[ i ] );

			}

			return this;

		},

		setFromMatrix: function ( m ) {

			var planes = this.planes;
			var me = m.elements;
			var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
			var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
			var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
			var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];

			planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
			planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
			planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
			planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
			planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
			planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();

			return this;

		},

		intersectsObject: function () {

			var sphere = new Sphere();

			return function intersectsObject( object ) {

				var geometry = object.geometry;

				if ( geometry.boundingSphere === null )
					geometry.computeBoundingSphere();

				sphere.copy( geometry.boundingSphere )
					.applyMatrix4( object.matrixWorld );

				return this.intersectsSphere( sphere );

			};

		}(),

		intersectsSprite: function () {

			var sphere = new Sphere();

			return function intersectsSprite( sprite ) {

				sphere.center.set( 0, 0, 0 );
				sphere.radius = 0.7071067811865476;
				sphere.applyMatrix4( sprite.matrixWorld );

				return this.intersectsSphere( sphere );

			};

		}(),

		intersectsSphere: function ( sphere ) {

			var planes = this.planes;
			var center = sphere.center;
			var negRadius = - sphere.radius;

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

				var distance = planes[ i ].distanceToPoint( center );

				if ( distance < negRadius ) {

					return false;

				}

			}

			return true;

		},

		intersectsBox: function () {

			var p1 = new Vector3(),
				p2 = new Vector3();

			return function intersectsBox( box ) {

				var planes = this.planes;

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

					var plane = planes[ i ];

					p1.x = plane.normal.x > 0 ? box.min.x : box.max.x;
					p2.x = plane.normal.x > 0 ? box.max.x : box.min.x;
					p1.y = plane.normal.y > 0 ? box.min.y : box.max.y;
					p2.y = plane.normal.y > 0 ? box.max.y : box.min.y;
					p1.z = plane.normal.z > 0 ? box.min.z : box.max.z;
					p2.z = plane.normal.z > 0 ? box.max.z : box.min.z;

					var d1 = plane.distanceToPoint( p1 );
					var d2 = plane.distanceToPoint( p2 );

					// if both outside plane, no intersection

					if ( d1 < 0 && d2 < 0 ) {

						return false;

					}

				}

				return true;

			};

		}(),


		containsPoint: function ( point ) {

			var planes = this.planes;

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

				if ( planes[ i ].distanceToPoint( point ) < 0 ) {

					return false;

				}

			}

			return true;

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLShadowMap( _renderer, _lights, _objects, capabilities ) {

		var _gl = _renderer.context,
		_state = _renderer.state,
		_frustum = new Frustum(),
		_projScreenMatrix = new Matrix4(),

		_lightShadows = _lights.shadows,

		_shadowMapSize = new Vector2(),
		_maxShadowMapSize = new Vector2( capabilities.maxTextureSize, capabilities.maxTextureSize ),

		_lookTarget = new Vector3(),
		_lightPositionWorld = new Vector3(),

		_renderList = [],

		_MorphingFlag = 1,
		_SkinningFlag = 2,

		_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,

		_depthMaterials = new Array( _NumberOfMaterialVariants ),
		_distanceMaterials = new Array( _NumberOfMaterialVariants ),

		_materialCache = {};

		var cubeDirections = [
			new Vector3( 1, 0, 0 ), new Vector3( - 1, 0, 0 ), new Vector3( 0, 0, 1 ),
			new Vector3( 0, 0, - 1 ), new Vector3( 0, 1, 0 ), new Vector3( 0, - 1, 0 )
		];

		var cubeUps = [
			new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ), new Vector3( 0, 1, 0 ),
			new Vector3( 0, 1, 0 ), new Vector3( 0, 0, 1 ),	new Vector3( 0, 0, - 1 )
		];

		var cube2DViewPorts = [
			new Vector4(), new Vector4(), new Vector4(),
			new Vector4(), new Vector4(), new Vector4()
		];

		// init

		var depthMaterialTemplate = new MeshDepthMaterial();
		depthMaterialTemplate.depthPacking = RGBADepthPacking;
		depthMaterialTemplate.clipping = true;

		var distanceShader = ShaderLib[ "distanceRGBA" ];
		var distanceUniforms = UniformsUtils.clone( distanceShader.uniforms );

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

			var useMorphing = ( i & _MorphingFlag ) !== 0;
			var useSkinning = ( i & _SkinningFlag ) !== 0;

			var depthMaterial = depthMaterialTemplate.clone();
			depthMaterial.morphTargets = useMorphing;
			depthMaterial.skinning = useSkinning;

			_depthMaterials[ i ] = depthMaterial;

			var distanceMaterial = new ShaderMaterial( {
				defines: {
					'USE_SHADOWMAP': ''
				},
				uniforms: distanceUniforms,
				vertexShader: distanceShader.vertexShader,
				fragmentShader: distanceShader.fragmentShader,
				morphTargets: useMorphing,
				skinning: useSkinning,
				clipping: true
			} );

			_distanceMaterials[ i ] = distanceMaterial;

		}

		//

		var scope = this;

		this.enabled = false;

		this.autoUpdate = true;
		this.needsUpdate = false;

		this.type = PCFShadowMap;

		this.renderReverseSided = true;
		this.renderSingleSided = true;

		this.render = function ( scene, camera ) {

			if ( scope.enabled === false ) return;
			if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;

			if ( _lightShadows.length === 0 ) return;

			// Set GL state for depth map.
			_state.buffers.color.setClear( 1, 1, 1, 1 );
			_state.disable( _gl.BLEND );
			_state.setDepthTest( true );
			_state.setScissorTest( false );

			// render depth map

			var faceCount, isPointLight;

			for ( var i = 0, il = _lightShadows.length; i < il; i ++ ) {

				var light = _lightShadows[ i ];
				var shadow = light.shadow;

				if ( shadow === undefined ) {

					console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
					continue;

				}

				var shadowCamera = shadow.camera;

				_shadowMapSize.copy( shadow.mapSize );
				_shadowMapSize.min( _maxShadowMapSize );

				if ( light && light.isPointLight ) {

					faceCount = 6;
					isPointLight = true;

					var vpWidth = _shadowMapSize.x;
					var vpHeight = _shadowMapSize.y;

					// These viewports map a cube-map onto a 2D texture with the
					// following orientation:
					//
					//  xzXZ
					//   y Y
					//
					// X - Positive x direction
					// x - Negative x direction
					// Y - Positive y direction
					// y - Negative y direction
					// Z - Positive z direction
					// z - Negative z direction

					// positive X
					cube2DViewPorts[ 0 ].set( vpWidth * 2, vpHeight, vpWidth, vpHeight );
					// negative X
					cube2DViewPorts[ 1 ].set( 0, vpHeight, vpWidth, vpHeight );
					// positive Z
					cube2DViewPorts[ 2 ].set( vpWidth * 3, vpHeight, vpWidth, vpHeight );
					// negative Z
					cube2DViewPorts[ 3 ].set( vpWidth, vpHeight, vpWidth, vpHeight );
					// positive Y
					cube2DViewPorts[ 4 ].set( vpWidth * 3, 0, vpWidth, vpHeight );
					// negative Y
					cube2DViewPorts[ 5 ].set( vpWidth, 0, vpWidth, vpHeight );

					_shadowMapSize.x *= 4.0;
					_shadowMapSize.y *= 2.0;

				} else {

					faceCount = 1;
					isPointLight = false;

				}

				if ( shadow.map === null ) {

					var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };

					shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );

					shadowCamera.updateProjectionMatrix();

				}

				if ( shadow.isSpotLightShadow ) {

					shadow.update( light );

				}

				// TODO (abelnation / sam-g-steel): is this needed?
				if (shadow && shadow.isRectAreaLightShadow ) {

					shadow.update( light );

				}

				var shadowMap = shadow.map;
				var shadowMatrix = shadow.matrix;

				_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
				shadowCamera.position.copy( _lightPositionWorld );

				_renderer.setRenderTarget( shadowMap );
				_renderer.clear();

				// render shadow map for each cube face (if omni-directional) or
				// run a single pass if not

				for ( var face = 0; face < faceCount; face ++ ) {

					if ( isPointLight ) {

						_lookTarget.copy( shadowCamera.position );
						_lookTarget.add( cubeDirections[ face ] );
						shadowCamera.up.copy( cubeUps[ face ] );
						shadowCamera.lookAt( _lookTarget );

						var vpDimensions = cube2DViewPorts[ face ];
						_state.viewport( vpDimensions );

					} else {

						_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
						shadowCamera.lookAt( _lookTarget );

					}

					shadowCamera.updateMatrixWorld();
					shadowCamera.matrixWorldInverse.getInverse( shadowCamera.matrixWorld );

					// compute shadow matrix

					shadowMatrix.set(
						0.5, 0.0, 0.0, 0.5,
						0.0, 0.5, 0.0, 0.5,
						0.0, 0.0, 0.5, 0.5,
						0.0, 0.0, 0.0, 1.0
					);

					shadowMatrix.multiply( shadowCamera.projectionMatrix );
					shadowMatrix.multiply( shadowCamera.matrixWorldInverse );

					// update camera matrices and frustum

					_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
					_frustum.setFromMatrix( _projScreenMatrix );

					// set object matrices & frustum culling

					_renderList.length = 0;

					projectObject( scene, camera, shadowCamera );

					// render shadow map
					// render regular objects

					for ( var j = 0, jl = _renderList.length; j < jl; j ++ ) {

						var object = _renderList[ j ];
						var geometry = _objects.update( object );
						var material = object.material;

						if ( material && material.isMultiMaterial ) {

							var groups = geometry.groups;
							var materials = material.materials;

							for ( var k = 0, kl = groups.length; k < kl; k ++ ) {

								var group = groups[ k ];
								var groupMaterial = materials[ group.materialIndex ];

								if ( groupMaterial.visible === true ) {

									var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld );
									_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );

								}

							}

						} else {

							var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld );
							_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );

						}

					}

				}

			}

			// Restore GL state.
			var clearColor = _renderer.getClearColor(),
			clearAlpha = _renderer.getClearAlpha();
			_renderer.setClearColor( clearColor, clearAlpha );

			scope.needsUpdate = false;

		};

		function getDepthMaterial( object, material, isPointLight, lightPositionWorld ) {

			var geometry = object.geometry;

			var result = null;

			var materialVariants = _depthMaterials;
			var customMaterial = object.customDepthMaterial;

			if ( isPointLight ) {

				materialVariants = _distanceMaterials;
				customMaterial = object.customDistanceMaterial;

			}

			if ( ! customMaterial ) {

				var useMorphing = false;

				if ( material.morphTargets ) {

					if ( geometry && geometry.isBufferGeometry ) {

						useMorphing = geometry.morphAttributes && geometry.morphAttributes.position && geometry.morphAttributes.position.length > 0;

					} else if ( geometry && geometry.isGeometry ) {

						useMorphing = geometry.morphTargets && geometry.morphTargets.length > 0;

					}

				}

				var useSkinning = object.isSkinnedMesh && material.skinning;

				var variantIndex = 0;

				if ( useMorphing ) variantIndex |= _MorphingFlag;
				if ( useSkinning ) variantIndex |= _SkinningFlag;

				result = materialVariants[ variantIndex ];

			} else {

				result = customMaterial;

			}

			if ( _renderer.localClippingEnabled &&
				 material.clipShadows === true &&
					material.clippingPlanes.length !== 0 ) {

				// in this case we need a unique material instance reflecting the
				// appropriate state

				var keyA = result.uuid, keyB = material.uuid;

				var materialsForVariant = _materialCache[ keyA ];

				if ( materialsForVariant === undefined ) {

					materialsForVariant = {};
					_materialCache[ keyA ] = materialsForVariant;

				}

				var cachedMaterial = materialsForVariant[ keyB ];

				if ( cachedMaterial === undefined ) {

					cachedMaterial = result.clone();
					materialsForVariant[ keyB ] = cachedMaterial;

				}

				result = cachedMaterial;

			}

			result.visible = material.visible;
			result.wireframe = material.wireframe;

			var side = material.side;

			if ( scope.renderSingleSided && side == DoubleSide ) {

				side = FrontSide;

			}

			if ( scope.renderReverseSided ) {

				if ( side === FrontSide ) side = BackSide;
				else if ( side === BackSide ) side = FrontSide;

			}

			result.side = side;

			result.clipShadows = material.clipShadows;
			result.clippingPlanes = material.clippingPlanes;

			result.wireframeLinewidth = material.wireframeLinewidth;
			result.linewidth = material.linewidth;

			if ( isPointLight && result.uniforms.lightPos !== undefined ) {

				result.uniforms.lightPos.value.copy( lightPositionWorld );

			}

			return result;

		}

		function projectObject( object, camera, shadowCamera ) {

			if ( object.visible === false ) return;

			var visible = ( object.layers.mask & camera.layers.mask ) !== 0;

			if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {

				if ( object.castShadow && ( object.frustumCulled === false || _frustum.intersectsObject( object ) === true ) ) {

					var material = object.material;

					if ( material.visible === true ) {

						object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
						_renderList.push( object );

					}

				}

			}

			var children = object.children;

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

				projectObject( children[ i ], camera, shadowCamera );

			}

		}

	}

	/**
	 * @author bhouston / http://clara.io
	 */

	function Ray( origin, direction ) {

		this.origin = ( origin !== undefined ) ? origin : new Vector3();
		this.direction = ( direction !== undefined ) ? direction : new Vector3();

	}

	Ray.prototype = {

		constructor: Ray,

		set: function ( origin, direction ) {

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

			return this;

		},

		clone: function () {

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

		},

		copy: function ( ray ) {

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

			return this;

		},

		at: function ( t, optionalTarget ) {

			var result = optionalTarget || new Vector3();

			return result.copy( this.direction ).multiplyScalar( t ).add( this.origin );

		},

		lookAt: function ( v ) {

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

			return this;

		},

		recast: function () {

			var v1 = new Vector3();

			return function recast( t ) {

				this.origin.copy( this.at( t, v1 ) );

				return this;

			};

		}(),

		closestPointToPoint: function ( point, optionalTarget ) {

			var result = optionalTarget || new Vector3();
			result.subVectors( point, this.origin );
			var directionDistance = result.dot( this.direction );

			if ( directionDistance < 0 ) {

				return result.copy( this.origin );

			}

			return result.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

		},

		distanceToPoint: function ( point ) {

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

		},

		distanceSqToPoint: function () {

			var v1 = new Vector3();

			return function distanceSqToPoint( point ) {

				var directionDistance = v1.subVectors( point, this.origin ).dot( this.direction );

				// point behind the ray

				if ( directionDistance < 0 ) {

					return this.origin.distanceToSquared( point );

				}

				v1.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );

				return v1.distanceToSquared( point );

			};

		}(),

		distanceSqToSegment: function () {

			var segCenter = new Vector3();
			var segDir = new Vector3();
			var diff = new Vector3();

			return function distanceSqToSegment( v0, v1, optionalPointOnRay, optionalPointOnSegment ) {

				// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteDistRaySegment.h
				// It returns the min distance between the ray and the segment
				// defined by v0 and v1
				// It can also set two optional targets :
				// - The closest point on the ray
				// - The closest point on the segment

				segCenter.copy( v0 ).add( v1 ).multiplyScalar( 0.5 );
				segDir.copy( v1 ).sub( v0 ).normalize();
				diff.copy( this.origin ).sub( segCenter );

				var segExtent = v0.distanceTo( v1 ) * 0.5;
				var a01 = - this.direction.dot( segDir );
				var b0 = diff.dot( this.direction );
				var b1 = - diff.dot( segDir );
				var c = diff.lengthSq();
				var det = Math.abs( 1 - a01 * a01 );
				var s0, s1, sqrDist, extDet;

				if ( det > 0 ) {

					// The ray and segment are not parallel.

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

					if ( s0 >= 0 ) {

						if ( s1 >= - extDet ) {

							if ( s1 <= extDet ) {

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

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

							} else {

								// region 1

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

							}

						} else {

							// region 5

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

						}

					} else {

						if ( s1 <= - extDet ) {

							// region 4

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

						} else if ( s1 <= extDet ) {

							// region 3

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

						} else {

							// region 2

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

						}

					}

				} else {

					// Ray and segment are parallel.

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

				}

				if ( optionalPointOnRay ) {

					optionalPointOnRay.copy( this.direction ).multiplyScalar( s0 ).add( this.origin );

				}

				if ( optionalPointOnSegment ) {

					optionalPointOnSegment.copy( segDir ).multiplyScalar( s1 ).add( segCenter );

				}

				return sqrDist;

			};

		}(),

		intersectSphere: function () {

			var v1 = new Vector3();

			return function intersectSphere( sphere, optionalTarget ) {

				v1.subVectors( sphere.center, this.origin );
				var tca = v1.dot( this.direction );
				var d2 = v1.dot( v1 ) - tca * tca;
				var radius2 = sphere.radius * sphere.radius;

				if ( d2 > radius2 ) return null;

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

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

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

				// test to see if both t0 and t1 are behind the ray - if so, return null
				if ( t0 < 0 && t1 < 0 ) return null;

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

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

			};

		}(),

		intersectsSphere: function ( sphere ) {

			return this.distanceToPoint( sphere.center ) <= sphere.radius;

		},

		distanceToPlane: function ( plane ) {

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

			if ( denominator === 0 ) {

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

					return 0;

				}

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

				return null;

			}

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

			// Return if the ray never intersects the plane

			return t >= 0 ? t :  null;

		},

		intersectPlane: function ( plane, optionalTarget ) {

			var t = this.distanceToPlane( plane );

			if ( t === null ) {

				return null;

			}

			return this.at( t, optionalTarget );

		},



		intersectsPlane: function ( plane ) {

			// check if the ray lies on the plane first

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

			if ( distToPoint === 0 ) {

				return true;

			}

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

			if ( denominator * distToPoint < 0 ) {

				return true;

			}

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

			return false;

		},

		intersectBox: function ( box, optionalTarget ) {

			var tmin, tmax, tymin, tymax, tzmin, tzmax;

			var invdirx = 1 / this.direction.x,
				invdiry = 1 / this.direction.y,
				invdirz = 1 / this.direction.z;

			var origin = this.origin;

			if ( invdirx >= 0 ) {

				tmin = ( box.min.x - origin.x ) * invdirx;
				tmax = ( box.max.x - origin.x ) * invdirx;

			} else {

				tmin = ( box.max.x - origin.x ) * invdirx;
				tmax = ( box.min.x - origin.x ) * invdirx;

			}

			if ( invdiry >= 0 ) {

				tymin = ( box.min.y - origin.y ) * invdiry;
				tymax = ( box.max.y - origin.y ) * invdiry;

			} else {

				tymin = ( box.max.y - origin.y ) * invdiry;
				tymax = ( box.min.y - origin.y ) * invdiry;

			}

			if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;

			// These lines also handle the case where tmin or tmax is NaN
			// (result of 0 * Infinity). x !== x returns true if x is NaN

			if ( tymin > tmin || tmin !== tmin ) tmin = tymin;

			if ( tymax < tmax || tmax !== tmax ) tmax = tymax;

			if ( invdirz >= 0 ) {

				tzmin = ( box.min.z - origin.z ) * invdirz;
				tzmax = ( box.max.z - origin.z ) * invdirz;

			} else {

				tzmin = ( box.max.z - origin.z ) * invdirz;
				tzmax = ( box.min.z - origin.z ) * invdirz;

			}

			if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;

			if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;

			if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;

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

			if ( tmax < 0 ) return null;

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

		},

		intersectsBox: ( function () {

			var v = new Vector3();

			return function intersectsBox( box ) {

				return this.intersectBox( box, v ) !== null;

			};

		} )(),

		intersectTriangle: function () {

			// Compute the offset origin, edges, and normal.
			var diff = new Vector3();
			var edge1 = new Vector3();
			var edge2 = new Vector3();
			var normal = new Vector3();

			return function intersectTriangle( a, b, c, backfaceCulling, optionalTarget ) {

				// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h

				edge1.subVectors( b, a );
				edge2.subVectors( c, a );
				normal.crossVectors( edge1, edge2 );

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

				if ( DdN > 0 ) {

					if ( backfaceCulling ) return null;
					sign = 1;

				} else if ( DdN < 0 ) {

					sign = - 1;
					DdN = - DdN;

				} else {

					return null;

				}

				diff.subVectors( this.origin, a );
				var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );

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

					return null;

				}

				var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );

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

					return null;

				}

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

					return null;

				}

				// Line intersects triangle, check if ray does.
				var QdN = - sign * diff.dot( normal );

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

					return null;

				}

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

			};

		}(),

		applyMatrix4: function ( matrix4 ) {

			this.direction.add( this.origin ).applyMatrix4( matrix4 );
			this.origin.applyMatrix4( matrix4 );
			this.direction.sub( this.origin );
			this.direction.normalize();

			return this;

		},

		equals: function ( ray ) {

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

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	 * @author bhouston / http://clara.io
	 */

	function Euler( x, y, z, order ) {

		this._x = x || 0;
		this._y = y || 0;
		this._z = z || 0;
		this._order = order || Euler.DefaultOrder;

	}

	Euler.RotationOrders = [ 'XYZ', 'YZX', 'ZXY', 'XZY', 'YXZ', 'ZYX' ];

	Euler.DefaultOrder = 'XYZ';

	Euler.prototype = {

		constructor: Euler,

		isEuler: true,

		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: function ( x, y, z, order ) {

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

			this.onChangeCallback();

			return this;

		},

		clone: function () {

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

		},

		copy: function ( euler ) {

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

			this.onChangeCallback();

			return this;

		},

		setFromRotationMatrix: function ( m, order, update ) {

			var clamp = _Math.clamp;

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

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

			order = order || this._order;

			if ( order === 'XYZ' ) {

				this._y = Math.asin( clamp( m13, - 1, 1 ) );

				if ( Math.abs( m13 ) < 0.99999 ) {

					this._x = Math.atan2( - m23, m33 );
					this._z = Math.atan2( - m12, m11 );

				} else {

					this._x = Math.atan2( m32, m22 );
					this._z = 0;

				}

			} else if ( order === 'YXZ' ) {

				this._x = Math.asin( - clamp( m23, - 1, 1 ) );

				if ( Math.abs( m23 ) < 0.99999 ) {

					this._y = Math.atan2( m13, m33 );
					this._z = Math.atan2( m21, m22 );

				} else {

					this._y = Math.atan2( - m31, m11 );
					this._z = 0;

				}

			} else if ( order === 'ZXY' ) {

				this._x = Math.asin( clamp( m32, - 1, 1 ) );

				if ( Math.abs( m32 ) < 0.99999 ) {

					this._y = Math.atan2( - m31, m33 );
					this._z = Math.atan2( - m12, m22 );

				} else {

					this._y = 0;
					this._z = Math.atan2( m21, m11 );

				}

			} else if ( order === 'ZYX' ) {

				this._y = Math.asin( - clamp( m31, - 1, 1 ) );

				if ( Math.abs( m31 ) < 0.99999 ) {

					this._x = Math.atan2( m32, m33 );
					this._z = Math.atan2( m21, m11 );

				} else {

					this._x = 0;
					this._z = Math.atan2( - m12, m22 );

				}

			} else if ( order === 'YZX' ) {

				this._z = Math.asin( clamp( m21, - 1, 1 ) );

				if ( Math.abs( m21 ) < 0.99999 ) {

					this._x = Math.atan2( - m23, m22 );
					this._y = Math.atan2( - m31, m11 );

				} else {

					this._x = 0;
					this._y = Math.atan2( m13, m33 );

				}

			} else if ( order === 'XZY' ) {

				this._z = Math.asin( - clamp( m12, - 1, 1 ) );

				if ( Math.abs( m12 ) < 0.99999 ) {

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

				} else {

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

				}

			} else {

				console.warn( 'THREE.Euler: .setFromRotationMatrix() given unsupported order: ' + order );

			}

			this._order = order;

			if ( update !== false ) this.onChangeCallback();

			return this;

		},

		setFromQuaternion: function () {

			var matrix;

			return function setFromQuaternion( q, order, update ) {

				if ( matrix === undefined ) matrix = new Matrix4();

				matrix.makeRotationFromQuaternion( q );

				return this.setFromRotationMatrix( matrix, order, update );

			};

		}(),

		setFromVector3: function ( v, order ) {

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

		},

		reorder: function () {

			// WARNING: this discards revolution information -bhouston

			var q = new Quaternion();

			return function reorder( newOrder ) {

				q.setFromEuler( this );

				return this.setFromQuaternion( q, newOrder );

			};

		}(),

		equals: function ( euler ) {

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

		},

		fromArray: function ( array ) {

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

			this.onChangeCallback();

			return this;

		},

		toArray: function ( array, offset ) {

			if ( array === undefined ) array = [];
			if ( offset === undefined ) offset = 0;

			array[ offset ] = this._x;
			array[ offset + 1 ] = this._y;
			array[ offset + 2 ] = this._z;
			array[ offset + 3 ] = this._order;

			return array;

		},

		toVector3: function ( optionalResult ) {

			if ( optionalResult ) {

				return optionalResult.set( this._x, this._y, this._z );

			} else {

				return new Vector3( this._x, this._y, this._z );

			}

		},

		onChange: function ( callback ) {

			this.onChangeCallback = callback;

			return this;

		},

		onChangeCallback: function () {}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Layers() {

		this.mask = 1;

	}

	Layers.prototype = {

		constructor: Layers,

		set: function ( channel ) {

			this.mask = 1 << channel;

		},

		enable: function ( channel ) {

			this.mask |= 1 << channel;

		},

		toggle: function ( channel ) {

			this.mask ^= 1 << channel;

		},

		disable: function ( channel ) {

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

		},

		test: function ( layers ) {

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

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author WestLangley / http://github.com/WestLangley
	 * @author elephantatwork / www.elephantatwork.ch
	 */

	var object3DId = 0;

	function Object3D() {

		Object.defineProperty( this, 'id', { value: object3DId ++ } );

		this.uuid = _Math.generateUUID();

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

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

		this.up = Object3D.DefaultUp.clone();

		var position = new Vector3();
		var rotation = new Euler();
		var quaternion = new Quaternion();
		var scale = new Vector3( 1, 1, 1 );

		function onRotationChange() {

			quaternion.setFromEuler( rotation, false );

		}

		function onQuaternionChange() {

			rotation.setFromQuaternion( quaternion, undefined, false );

		}

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

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

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

		this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
		this.matrixWorldNeedsUpdate = false;

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

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

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

		this.userData = {};

		this.onBeforeRender = function () {};
		this.onAfterRender = function () {};

	}

	Object3D.DefaultUp = new Vector3( 0, 1, 0 );
	Object3D.DefaultMatrixAutoUpdate = true;

	Object3D.prototype = {

		constructor: Object3D,

		isObject3D: true,

		applyMatrix: function ( matrix ) {

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

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

		},

		setRotationFromAxisAngle: function ( axis, angle ) {

			// assumes axis is normalized

			this.quaternion.setFromAxisAngle( axis, angle );

		},

		setRotationFromEuler: function ( euler ) {

			this.quaternion.setFromEuler( euler, true );

		},

		setRotationFromMatrix: function ( m ) {

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

			this.quaternion.setFromRotationMatrix( m );

		},

		setRotationFromQuaternion: function ( q ) {

			// assumes q is normalized

			this.quaternion.copy( q );

		},

		rotateOnAxis: function () {

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

			var q1 = new Quaternion();

			return function rotateOnAxis( axis, angle ) {

				q1.setFromAxisAngle( axis, angle );

				this.quaternion.multiply( q1 );

				return this;

			};

		}(),

		rotateX: function () {

			var v1 = new Vector3( 1, 0, 0 );

			return function rotateX( angle ) {

				return this.rotateOnAxis( v1, angle );

			};

		}(),

		rotateY: function () {

			var v1 = new Vector3( 0, 1, 0 );

			return function rotateY( angle ) {

				return this.rotateOnAxis( v1, angle );

			};

		}(),

		rotateZ: function () {

			var v1 = new Vector3( 0, 0, 1 );

			return function rotateZ( angle ) {

				return this.rotateOnAxis( v1, angle );

			};

		}(),

		translateOnAxis: function () {

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

			var v1 = new Vector3();

			return function translateOnAxis( axis, distance ) {

				v1.copy( axis ).applyQuaternion( this.quaternion );

				this.position.add( v1.multiplyScalar( distance ) );

				return this;

			};

		}(),

		translateX: function () {

			var v1 = new Vector3( 1, 0, 0 );

			return function translateX( distance ) {

				return this.translateOnAxis( v1, distance );

			};

		}(),

		translateY: function () {

			var v1 = new Vector3( 0, 1, 0 );

			return function translateY( distance ) {

				return this.translateOnAxis( v1, distance );

			};

		}(),

		translateZ: function () {

			var v1 = new Vector3( 0, 0, 1 );

			return function translateZ( distance ) {

				return this.translateOnAxis( v1, distance );

			};

		}(),

		localToWorld: function ( vector ) {

			return vector.applyMatrix4( this.matrixWorld );

		},

		worldToLocal: function () {

			var m1 = new Matrix4();

			return function worldToLocal( vector ) {

				return vector.applyMatrix4( m1.getInverse( this.matrixWorld ) );

			};

		}(),

		lookAt: function () {

			// This routine does not support objects with rotated and/or translated parent(s)

			var m1 = new Matrix4();

			return function lookAt( vector ) {

				m1.lookAt( vector, this.position, this.up );

				this.quaternion.setFromRotationMatrix( m1 );

			};

		}(),

		add: function ( object ) {

			if ( arguments.length > 1 ) {

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

					this.add( arguments[ i ] );

				}

				return this;

			}

			if ( object === this ) {

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

			}

			if ( ( object && object.isObject3D ) ) {

				if ( object.parent !== null ) {

					object.parent.remove( object );

				}

				object.parent = this;
				object.dispatchEvent( { type: 'added' } );

				this.children.push( object );

			} else {

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

			}

			return this;

		},

		remove: function ( object ) {

			if ( arguments.length > 1 ) {

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

					this.remove( arguments[ i ] );

				}

			}

			var index = this.children.indexOf( object );

			if ( index !== - 1 ) {

				object.parent = null;

				object.dispatchEvent( { type: 'removed' } );

				this.children.splice( index, 1 );

			}

		},

		getObjectById: function ( id ) {

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

		},

		getObjectByName: function ( name ) {

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

		},

		getObjectByProperty: function ( name, value ) {

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

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

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

				if ( object !== undefined ) {

					return object;

				}

			}

			return undefined;

		},

		getWorldPosition: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();

			this.updateMatrixWorld( true );

			return result.setFromMatrixPosition( this.matrixWorld );

		},

		getWorldQuaternion: function () {

			var position = new Vector3();
			var scale = new Vector3();

			return function getWorldQuaternion( optionalTarget ) {

				var result = optionalTarget || new Quaternion();

				this.updateMatrixWorld( true );

				this.matrixWorld.decompose( position, result, scale );

				return result;

			};

		}(),

		getWorldRotation: function () {

			var quaternion = new Quaternion();

			return function getWorldRotation( optionalTarget ) {

				var result = optionalTarget || new Euler();

				this.getWorldQuaternion( quaternion );

				return result.setFromQuaternion( quaternion, this.rotation.order, false );

			};

		}(),

		getWorldScale: function () {

			var position = new Vector3();
			var quaternion = new Quaternion();

			return function getWorldScale( optionalTarget ) {

				var result = optionalTarget || new Vector3();

				this.updateMatrixWorld( true );

				this.matrixWorld.decompose( position, quaternion, result );

				return result;

			};

		}(),

		getWorldDirection: function () {

			var quaternion = new Quaternion();

			return function getWorldDirection( optionalTarget ) {

				var result = optionalTarget || new Vector3();

				this.getWorldQuaternion( quaternion );

				return result.set( 0, 0, 1 ).applyQuaternion( quaternion );

			};

		}(),

		raycast: function () {},

		traverse: function ( callback ) {

			callback( this );

			var children = this.children;

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

				children[ i ].traverse( callback );

			}

		},

		traverseVisible: function ( callback ) {

			if ( this.visible === false ) return;

			callback( this );

			var children = this.children;

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

				children[ i ].traverseVisible( callback );

			}

		},

		traverseAncestors: function ( callback ) {

			var parent = this.parent;

			if ( parent !== null ) {

				callback( parent );

				parent.traverseAncestors( callback );

			}

		},

		updateMatrix: function () {

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

			this.matrixWorldNeedsUpdate = true;

		},

		updateMatrixWorld: function ( force ) {

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

			if ( this.matrixWorldNeedsUpdate === true || force === true ) {

				if ( this.parent === null ) {

					this.matrixWorld.copy( this.matrix );

				} else {

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

				}

				this.matrixWorldNeedsUpdate = false;

				force = true;

			}

			// update children

			var children = this.children;

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

				children[ i ].updateMatrixWorld( force );

			}

		},

		toJSON: function ( meta ) {

			// meta is '' when called from JSON.stringify
			var isRootObject = ( meta === undefined || meta === '' );

			var output = {};

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

				// initialize meta obj
				meta = {
					geometries: {},
					materials: {},
					textures: {},
					images: {}
				};

				output.metadata = {
					version: 4.4,
					type: 'Object',
					generator: 'Object3D.toJSON'
				};

			}

			// standard Object3D serialization

			var object = {};

			object.uuid = this.uuid;
			object.type = this.type;

			if ( this.name !== '' ) object.name = this.name;
			if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
			if ( this.castShadow === true ) object.castShadow = true;
			if ( this.receiveShadow === true ) object.receiveShadow = true;
			if ( this.visible === false ) object.visible = false;

			object.matrix = this.matrix.toArray();

			//

			if ( this.geometry !== undefined ) {

				if ( meta.geometries[ this.geometry.uuid ] === undefined ) {

					meta.geometries[ this.geometry.uuid ] = this.geometry.toJSON( meta );

				}

				object.geometry = this.geometry.uuid;

			}

			if ( this.material !== undefined ) {

				if ( meta.materials[ this.material.uuid ] === undefined ) {

					meta.materials[ this.material.uuid ] = this.material.toJSON( meta );

				}

				object.material = this.material.uuid;

			}

			//

			if ( this.children.length > 0 ) {

				object.children = [];

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

					object.children.push( this.children[ i ].toJSON( meta ).object );

				}

			}

			if ( isRootObject ) {

				var geometries = extractFromCache( meta.geometries );
				var materials = extractFromCache( meta.materials );
				var textures = extractFromCache( meta.textures );
				var images = extractFromCache( meta.images );

				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;

			}

			output.object = object;

			return output;

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

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

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

				}
				return values;

			}

		},

		clone: function ( recursive ) {

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

		},

		copy: function ( source, recursive ) {

			if ( recursive === undefined ) recursive = true;

			this.name = source.name;

			this.up.copy( source.up );

			this.position.copy( source.position );
			this.quaternion.copy( source.quaternion );
			this.scale.copy( source.scale );

			this.matrix.copy( source.matrix );
			this.matrixWorld.copy( source.matrixWorld );

			this.matrixAutoUpdate = source.matrixAutoUpdate;
			this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;

			this.layers.mask = source.layers.mask;
			this.visible = source.visible;

			this.castShadow = source.castShadow;
			this.receiveShadow = source.receiveShadow;

			this.frustumCulled = source.frustumCulled;
			this.renderOrder = source.renderOrder;

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

			if ( recursive === true ) {

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

					var child = source.children[ i ];
					this.add( child.clone() );

				}

			}

			return this;

		}

	};

	Object.assign( Object3D.prototype, EventDispatcher.prototype );

	/**
	 * @author bhouston / http://clara.io
	 */

	function Line3( start, end ) {

		this.start = ( start !== undefined ) ? start : new Vector3();
		this.end = ( end !== undefined ) ? end : new Vector3();

	}

	Line3.prototype = {

		constructor: Line3,

		set: function ( start, end ) {

			this.start.copy( start );
			this.end.copy( end );

			return this;

		},

		clone: function () {

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

		},

		copy: function ( line ) {

			this.start.copy( line.start );
			this.end.copy( line.end );

			return this;

		},

		getCenter: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return result.addVectors( this.start, this.end ).multiplyScalar( 0.5 );

		},

		delta: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return result.subVectors( this.end, this.start );

		},

		distanceSq: function () {

			return this.start.distanceToSquared( this.end );

		},

		distance: function () {

			return this.start.distanceTo( this.end );

		},

		at: function ( t, optionalTarget ) {

			var result = optionalTarget || new Vector3();

			return this.delta( result ).multiplyScalar( t ).add( this.start );

		},

		closestPointToPointParameter: function () {

			var startP = new Vector3();
			var startEnd = new Vector3();

			return function closestPointToPointParameter( point, clampToLine ) {

				startP.subVectors( point, this.start );
				startEnd.subVectors( this.end, this.start );

				var startEnd2 = startEnd.dot( startEnd );
				var startEnd_startP = startEnd.dot( startP );

				var t = startEnd_startP / startEnd2;

				if ( clampToLine ) {

					t = _Math.clamp( t, 0, 1 );

				}

				return t;

			};

		}(),

		closestPointToPoint: function ( point, clampToLine, optionalTarget ) {

			var t = this.closestPointToPointParameter( point, clampToLine );

			var result = optionalTarget || new Vector3();

			return this.delta( result ).multiplyScalar( t ).add( this.start );

		},

		applyMatrix4: function ( matrix ) {

			this.start.applyMatrix4( matrix );
			this.end.applyMatrix4( matrix );

			return this;

		},

		equals: function ( line ) {

			return line.start.equals( this.start ) && line.end.equals( this.end );

		}

	};

	/**
	 * @author bhouston / http://clara.io
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Triangle( a, b, c ) {

		this.a = ( a !== undefined ) ? a : new Vector3();
		this.b = ( b !== undefined ) ? b : new Vector3();
		this.c = ( c !== undefined ) ? c : new Vector3();

	}

	Triangle.normal = function () {

		var v0 = new Vector3();

		return function normal( a, b, c, optionalTarget ) {

			var result = optionalTarget || new Vector3();

			result.subVectors( c, b );
			v0.subVectors( a, b );
			result.cross( v0 );

			var resultLengthSq = result.lengthSq();
			if ( resultLengthSq > 0 ) {

				return result.multiplyScalar( 1 / Math.sqrt( resultLengthSq ) );

			}

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

		};

	}();

	// static/instance method to calculate barycentric coordinates
	// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
	Triangle.barycoordFromPoint = function () {

		var v0 = new Vector3();
		var v1 = new Vector3();
		var v2 = new Vector3();

		return function barycoordFromPoint( point, a, b, c, optionalTarget ) {

			v0.subVectors( c, a );
			v1.subVectors( b, a );
			v2.subVectors( point, a );

			var dot00 = v0.dot( v0 );
			var dot01 = v0.dot( v1 );
			var dot02 = v0.dot( v2 );
			var dot11 = v1.dot( v1 );
			var dot12 = v1.dot( v2 );

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

			var result = optionalTarget || new Vector3();

			// collinear or singular triangle
			if ( denom === 0 ) {

				// arbitrary location outside of triangle?
				// not sure if this is the best idea, maybe should be returning undefined
				return result.set( - 2, - 1, - 1 );

			}

			var invDenom = 1 / denom;
			var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
			var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;

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

		};

	}();

	Triangle.containsPoint = function () {

		var v1 = new Vector3();

		return function containsPoint( point, a, b, c ) {

			var result = Triangle.barycoordFromPoint( point, a, b, c, v1 );

			return ( result.x >= 0 ) && ( result.y >= 0 ) && ( ( result.x + result.y ) <= 1 );

		};

	}();

	Triangle.prototype = {

		constructor: Triangle,

		set: function ( a, b, c ) {

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

			return this;

		},

		setFromPointsAndIndices: function ( points, i0, i1, i2 ) {

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

			return this;

		},

		clone: function () {

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

		},

		copy: function ( triangle ) {

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

			return this;

		},

		area: function () {

			var v0 = new Vector3();
			var v1 = new Vector3();

			return function area() {

				v0.subVectors( this.c, this.b );
				v1.subVectors( this.a, this.b );

				return v0.cross( v1 ).length() * 0.5;

			};

		}(),

		midpoint: function ( optionalTarget ) {

			var result = optionalTarget || new Vector3();
			return result.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );

		},

		normal: function ( optionalTarget ) {

			return Triangle.normal( this.a, this.b, this.c, optionalTarget );

		},

		plane: function ( optionalTarget ) {

			var result = optionalTarget || new Plane();

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

		},

		barycoordFromPoint: function ( point, optionalTarget ) {

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

		},

		containsPoint: function ( point ) {

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

		},

		closestPointToPoint: function () {

			var plane, edgeList, projectedPoint, closestPoint;

			return function closestPointToPoint( point, optionalTarget ) {

				if ( plane === undefined ) {

					plane = new Plane();
					edgeList = [ new Line3(), new Line3(), new Line3() ];
					projectedPoint = new Vector3();
					closestPoint = new Vector3();

				}

				var result = optionalTarget || new Vector3();
				var minDistance = Infinity;

				// project the point onto the plane of the triangle

				plane.setFromCoplanarPoints( this.a, this.b, this.c );
				plane.projectPoint( point, projectedPoint );

				// check if the projection lies within the triangle

				if( this.containsPoint( projectedPoint ) === true ) {

					// if so, this is the closest point

					result.copy( projectedPoint );

				} else {

					// if not, the point falls outside the triangle. the result is the closest point to the triangle's edges or vertices

					edgeList[ 0 ].set( this.a, this.b );
					edgeList[ 1 ].set( this.b, this.c );
					edgeList[ 2 ].set( this.c, this.a );

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

						edgeList[ i ].closestPointToPoint( projectedPoint, true, closestPoint );

						var distance = projectedPoint.distanceToSquared( closestPoint );

						if( distance < minDistance ) {

							minDistance = distance;

							result.copy( closestPoint );

						}

					}

				}

				return result;

			};

		}(),

		equals: function ( triangle ) {

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

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Face3( a, b, c, normal, color, materialIndex ) {

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

		this.normal = (normal && normal.isVector3) ? normal : new Vector3();
		this.vertexNormals = Array.isArray( normal ) ? normal : [];

		this.color = (color && color.isColor) ? color : new Color();
		this.vertexColors = Array.isArray( color ) ? color : [];

		this.materialIndex = materialIndex !== undefined ? materialIndex : 0;

	}

	Face3.prototype = {

		constructor: Face3,

		clone: function () {

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

		},

		copy: function ( source ) {

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

			this.normal.copy( source.normal );
			this.color.copy( source.color );

			this.materialIndex = source.materialIndex;

			for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {

				this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();

			}

			for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {

				this.vertexColors[ i ] = source.vertexColors[ i ].clone();

			}

			return this;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  opacity: <float>,
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *  lightMap: new THREE.Texture( <Image> ),
	 *  lightMapIntensity: <float>
	 *
	 *  aoMap: new THREE.Texture( <Image> ),
	 *  aoMapIntensity: <float>
	 *
	 *  specularMap: new THREE.Texture( <Image> ),
	 *
	 *  alphaMap: new THREE.Texture( <Image> ),
	 *
	 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
	 *  combine: THREE.Multiply,
	 *  reflectivity: <float>,
	 *  refractionRatio: <float>,
	 *
	 *  shading: THREE.SmoothShading,
	 *  depthTest: <bool>,
	 *  depthWrite: <bool>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>,
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>
	 * }
	 */

	function MeshBasicMaterial( parameters ) {

		Material.call( this );

		this.type = 'MeshBasicMaterial';

		this.color = new Color( 0xffffff ); // emissive

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.specularMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.combine = MultiplyOperation;
		this.reflectivity = 1;
		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;

		this.lights = false;

		this.setValues( parameters );

	}

	MeshBasicMaterial.prototype = Object.create( Material.prototype );
	MeshBasicMaterial.prototype.constructor = MeshBasicMaterial;

	MeshBasicMaterial.prototype.isMeshBasicMaterial = true;

	MeshBasicMaterial.prototype.copy = function ( source ) {

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

		this.color.copy( source.color );

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function BufferAttribute( array, itemSize, normalized ) {

		if ( Array.isArray( array ) ) {

			throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

		}

		this.uuid = _Math.generateUUID();

		this.array = array;
		this.itemSize = itemSize;
		this.count = array !== undefined ? array.length / itemSize : 0;
		this.normalized = normalized === true;

		this.dynamic = false;
		this.updateRange = { offset: 0, count: - 1 };

		this.onUploadCallback = function () {};

		this.version = 0;

	}

	BufferAttribute.prototype = {

		constructor: BufferAttribute,

		isBufferAttribute: true,

		set needsUpdate( value ) {

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

		},

		setArray: function ( array ) {

			if ( Array.isArray( array ) ) {

				throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

			}

			this.count = array !== undefined ? array.length / this.itemSize : 0;
			this.array = array;

		},

		setDynamic: function ( value ) {

			this.dynamic = value;

			return this;

		},

		copy: function ( source ) {

			this.array = new source.array.constructor( source.array );
			this.itemSize = source.itemSize;
			this.count = source.count;
			this.normalized = source.normalized;

			this.dynamic = source.dynamic;

			return this;

		},

		copyAt: function ( index1, attribute, index2 ) {

			index1 *= this.itemSize;
			index2 *= attribute.itemSize;

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

				this.array[ index1 + i ] = attribute.array[ index2 + i ];

			}

			return this;

		},

		copyArray: function ( array ) {

			this.array.set( array );

			return this;

		},

		copyColorsArray: function ( colors ) {

			var array = this.array, offset = 0;

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

				var color = colors[ i ];

				if ( color === undefined ) {

					console.warn( 'THREE.BufferAttribute.copyColorsArray(): color is undefined', i );
					color = new Color();

				}

				array[ offset ++ ] = color.r;
				array[ offset ++ ] = color.g;
				array[ offset ++ ] = color.b;

			}

			return this;

		},

		copyIndicesArray: function ( indices ) {

			var array = this.array, offset = 0;

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

				var index = indices[ i ];

				array[ offset ++ ] = index.a;
				array[ offset ++ ] = index.b;
				array[ offset ++ ] = index.c;

			}

			return this;

		},

		copyVector2sArray: function ( vectors ) {

			var array = this.array, offset = 0;

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

				var vector = vectors[ i ];

				if ( vector === undefined ) {

					console.warn( 'THREE.BufferAttribute.copyVector2sArray(): vector is undefined', i );
					vector = new Vector2();

				}

				array[ offset ++ ] = vector.x;
				array[ offset ++ ] = vector.y;

			}

			return this;

		},

		copyVector3sArray: function ( vectors ) {

			var array = this.array, offset = 0;

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

				var vector = vectors[ i ];

				if ( vector === undefined ) {

					console.warn( 'THREE.BufferAttribute.copyVector3sArray(): vector is undefined', i );
					vector = new Vector3();

				}

				array[ offset ++ ] = vector.x;
				array[ offset ++ ] = vector.y;
				array[ offset ++ ] = vector.z;

			}

			return this;

		},

		copyVector4sArray: function ( vectors ) {

			var array = this.array, offset = 0;

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

				var vector = vectors[ i ];

				if ( vector === undefined ) {

					console.warn( 'THREE.BufferAttribute.copyVector4sArray(): vector is undefined', i );
					vector = new Vector4();

				}

				array[ offset ++ ] = vector.x;
				array[ offset ++ ] = vector.y;
				array[ offset ++ ] = vector.z;
				array[ offset ++ ] = vector.w;

			}

			return this;

		},

		set: function ( value, offset ) {

			if ( offset === undefined ) offset = 0;

			this.array.set( value, offset );

			return this;

		},

		getX: function ( index ) {

			return this.array[ index * this.itemSize ];

		},

		setX: function ( index, x ) {

			this.array[ index * this.itemSize ] = x;

			return this;

		},

		getY: function ( index ) {

			return this.array[ index * this.itemSize + 1 ];

		},

		setY: function ( index, y ) {

			this.array[ index * this.itemSize + 1 ] = y;

			return this;

		},

		getZ: function ( index ) {

			return this.array[ index * this.itemSize + 2 ];

		},

		setZ: function ( index, z ) {

			this.array[ index * this.itemSize + 2 ] = z;

			return this;

		},

		getW: function ( index ) {

			return this.array[ index * this.itemSize + 3 ];

		},

		setW: function ( index, w ) {

			this.array[ index * this.itemSize + 3 ] = w;

			return this;

		},

		setXY: function ( index, x, y ) {

			index *= this.itemSize;

			this.array[ index + 0 ] = x;
			this.array[ index + 1 ] = y;

			return this;

		},

		setXYZ: function ( index, x, y, z ) {

			index *= this.itemSize;

			this.array[ index + 0 ] = x;
			this.array[ index + 1 ] = y;
			this.array[ index + 2 ] = z;

			return this;

		},

		setXYZW: function ( index, x, y, z, w ) {

			index *= this.itemSize;

			this.array[ index + 0 ] = x;
			this.array[ index + 1 ] = y;
			this.array[ index + 2 ] = z;
			this.array[ index + 3 ] = w;

			return this;

		},

		onUpload: function ( callback ) {

			this.onUploadCallback = callback;

			return this;

		},

		clone: function () {

			return new this.constructor( this.array, this.itemSize ).copy( this );

		}

	};

	//

	function Int8BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Int8Array( array ), itemSize );

	}

	Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;


	function Uint8BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Uint8Array( array ), itemSize );

	}

	Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;


	function Uint8ClampedBufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize );

	}

	Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;


	function Int16BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Int16Array( array ), itemSize );

	}

	Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;


	function Uint16BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Uint16Array( array ), itemSize );

	}

	Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;


	function Int32BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Int32Array( array ), itemSize );

	}

	Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;


	function Uint32BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Uint32Array( array ), itemSize );

	}

	Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;


	function Float32BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Float32Array( array ), itemSize );

	}

	Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;


	function Float64BufferAttribute( array, itemSize ) {

		BufferAttribute.call( this, new Float64Array( array ), itemSize );

	}

	Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function DirectGeometry() {

		this.indices = [];
		this.vertices = [];
		this.normals = [];
		this.colors = [];
		this.uvs = [];
		this.uvs2 = [];

		this.groups = [];

		this.morphTargets = {};

		this.skinWeights = [];
		this.skinIndices = [];

		// this.lineDistances = [];

		this.boundingBox = null;
		this.boundingSphere = null;

		// update flags

		this.verticesNeedUpdate = false;
		this.normalsNeedUpdate = false;
		this.colorsNeedUpdate = false;
		this.uvsNeedUpdate = false;
		this.groupsNeedUpdate = false;

	}

	Object.assign( DirectGeometry.prototype, {

		computeGroups: function ( geometry ) {

			var group;
			var groups = [];
			var materialIndex = undefined;

			var faces = geometry.faces;

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

				var face = faces[ i ];

				// materials

				if ( face.materialIndex !== materialIndex ) {

					materialIndex = face.materialIndex;

					if ( group !== undefined ) {

						group.count = ( i * 3 ) - group.start;
						groups.push( group );

					}

					group = {
						start: i * 3,
						materialIndex: materialIndex
					};

				}

			}

			if ( group !== undefined ) {

				group.count = ( i * 3 ) - group.start;
				groups.push( group );

			}

			this.groups = groups;

		},

		fromGeometry: function ( geometry ) {

			var faces = geometry.faces;
			var vertices = geometry.vertices;
			var faceVertexUvs = geometry.faceVertexUvs;

			var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
			var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;

			// morphs

			var morphTargets = geometry.morphTargets;
			var morphTargetsLength = morphTargets.length;

			var morphTargetsPosition;

			if ( morphTargetsLength > 0 ) {

				morphTargetsPosition = [];

				for ( var i = 0; i < morphTargetsLength; i ++ ) {

					morphTargetsPosition[ i ] = [];

				}

				this.morphTargets.position = morphTargetsPosition;

			}

			var morphNormals = geometry.morphNormals;
			var morphNormalsLength = morphNormals.length;

			var morphTargetsNormal;

			if ( morphNormalsLength > 0 ) {

				morphTargetsNormal = [];

				for ( var i = 0; i < morphNormalsLength; i ++ ) {

					morphTargetsNormal[ i ] = [];

				}

				this.morphTargets.normal = morphTargetsNormal;

			}

			// skins

			var skinIndices = geometry.skinIndices;
			var skinWeights = geometry.skinWeights;

			var hasSkinIndices = skinIndices.length === vertices.length;
			var hasSkinWeights = skinWeights.length === vertices.length;

			//

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

				var face = faces[ i ];

				this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );

				var vertexNormals = face.vertexNormals;

				if ( vertexNormals.length === 3 ) {

					this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );

				} else {

					var normal = face.normal;

					this.normals.push( normal, normal, normal );

				}

				var vertexColors = face.vertexColors;

				if ( vertexColors.length === 3 ) {

					this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );

				} else {

					var color = face.color;

					this.colors.push( color, color, color );

				}

				if ( hasFaceVertexUv === true ) {

					var vertexUvs = faceVertexUvs[ 0 ][ i ];

					if ( vertexUvs !== undefined ) {

						this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

					} else {

						console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );

						this.uvs.push( new Vector2(), new Vector2(), new Vector2() );

					}

				}

				if ( hasFaceVertexUv2 === true ) {

					var vertexUvs = faceVertexUvs[ 1 ][ i ];

					if ( vertexUvs !== undefined ) {

						this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );

					} else {

						console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );

						this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );

					}

				}

				// morphs

				for ( var j = 0; j < morphTargetsLength; j ++ ) {

					var morphTarget = morphTargets[ j ].vertices;

					morphTargetsPosition[ j ].push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );

				}

				for ( var j = 0; j < morphNormalsLength; j ++ ) {

					var morphNormal = morphNormals[ j ].vertexNormals[ i ];

					morphTargetsNormal[ j ].push( morphNormal.a, morphNormal.b, morphNormal.c );

				}

				// skins

				if ( hasSkinIndices ) {

					this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );

				}

				if ( hasSkinWeights ) {

					this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );

				}

			}

			this.computeGroups( geometry );

			this.verticesNeedUpdate = geometry.verticesNeedUpdate;
			this.normalsNeedUpdate = geometry.normalsNeedUpdate;
			this.colorsNeedUpdate = geometry.colorsNeedUpdate;
			this.uvsNeedUpdate = geometry.uvsNeedUpdate;
			this.groupsNeedUpdate = geometry.groupsNeedUpdate;

			return this;

		}

	} );

	// http://stackoverflow.com/questions/1669190/javascript-min-max-array-values/13440842#13440842

	function arrayMax( array ) {

		var length = array.length, max = - Infinity;

		while ( length -- ) {

			if ( array[ length ] > max ) {

				max = array[ length ];

			}

		}

		return max;

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author kile / http://kile.stravaganza.org/
	 * @author alteredq / http://alteredqualia.com/
	 * @author mikael emtinger / http://gomo.se/
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * @author bhouston / http://clara.io
	 */

	var count = 0;
	function GeometryIdCount() { return count++; }

	function Geometry() {

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

		this.uuid = _Math.generateUUID();

		this.name = '';
		this.type = 'Geometry';

		this.vertices = [];
		this.colors = [];
		this.faces = [];
		this.faceVertexUvs = [[]];

		this.morphTargets = [];
		this.morphNormals = [];

		this.skinWeights = [];
		this.skinIndices = [];

		this.lineDistances = [];

		this.boundingBox = null;
		this.boundingSphere = null;

		// update flags

		this.elementsNeedUpdate = false;
		this.verticesNeedUpdate = false;
		this.uvsNeedUpdate = false;
		this.normalsNeedUpdate = false;
		this.colorsNeedUpdate = false;
		this.lineDistancesNeedUpdate = false;
		this.groupsNeedUpdate = false;

	}

	Geometry.prototype = {

		constructor: Geometry,

		isGeometry: true,

		applyMatrix: function ( matrix ) {

			var normalMatrix = new Matrix3().getNormalMatrix( matrix );

			for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {

				var vertex = this.vertices[ i ];
				vertex.applyMatrix4( matrix );

			}

			for ( var i = 0, il = this.faces.length; i < il; i ++ ) {

				var face = this.faces[ i ];
				face.normal.applyMatrix3( normalMatrix ).normalize();

				for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

					face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();

				}

			}

			if ( this.boundingBox !== null ) {

				this.computeBoundingBox();

			}

			if ( this.boundingSphere !== null ) {

				this.computeBoundingSphere();

			}

			this.verticesNeedUpdate = true;
			this.normalsNeedUpdate = true;

			return this;

		},

		rotateX: function () {

			// rotate geometry around world x-axis

			var m1;

			return function rotateX( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationX( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		rotateY: function () {

			// rotate geometry around world y-axis

			var m1;

			return function rotateY( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationY( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		rotateZ: function () {

			// rotate geometry around world z-axis

			var m1;

			return function rotateZ( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationZ( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		translate: function () {

			// translate geometry

			var m1;

			return function translate( x, y, z ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeTranslation( x, y, z );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		scale: function () {

			// scale geometry

			var m1;

			return function scale( x, y, z ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeScale( x, y, z );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		lookAt: function () {

			var obj;

			return function lookAt( vector ) {

				if ( obj === undefined ) obj = new Object3D();

				obj.lookAt( vector );

				obj.updateMatrix();

				this.applyMatrix( obj.matrix );

			};

		}(),

		fromBufferGeometry: function ( geometry ) {

			var scope = this;

			var indices = geometry.index !== null ? geometry.index.array : undefined;
			var attributes = geometry.attributes;

			var positions = attributes.position.array;
			var normals = attributes.normal !== undefined ? attributes.normal.array : undefined;
			var colors = attributes.color !== undefined ? attributes.color.array : undefined;
			var uvs = attributes.uv !== undefined ? attributes.uv.array : undefined;
			var uvs2 = attributes.uv2 !== undefined ? attributes.uv2.array : undefined;

			if ( uvs2 !== undefined ) this.faceVertexUvs[ 1 ] = [];

			var tempNormals = [];
			var tempUVs = [];
			var tempUVs2 = [];

			for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {

				scope.vertices.push( new Vector3( positions[ i ], positions[ i + 1 ], positions[ i + 2 ] ) );

				if ( normals !== undefined ) {

					tempNormals.push( new Vector3( normals[ i ], normals[ i + 1 ], normals[ i + 2 ] ) );

				}

				if ( colors !== undefined ) {

					scope.colors.push( new Color( colors[ i ], colors[ i + 1 ], colors[ i + 2 ] ) );

				}

				if ( uvs !== undefined ) {

					tempUVs.push( new Vector2( uvs[ j ], uvs[ j + 1 ] ) );

				}

				if ( uvs2 !== undefined ) {

					tempUVs2.push( new Vector2( uvs2[ j ], uvs2[ j + 1 ] ) );

				}

			}

			function addFace( a, b, c, materialIndex ) {

				var vertexNormals = normals !== undefined ? [ tempNormals[ a ].clone(), tempNormals[ b ].clone(), tempNormals[ c ].clone() ] : [];
				var vertexColors = colors !== undefined ? [ scope.colors[ a ].clone(), scope.colors[ b ].clone(), scope.colors[ c ].clone() ] : [];

				var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );

				scope.faces.push( face );

				if ( uvs !== undefined ) {

					scope.faceVertexUvs[ 0 ].push( [ tempUVs[ a ].clone(), tempUVs[ b ].clone(), tempUVs[ c ].clone() ] );

				}

				if ( uvs2 !== undefined ) {

					scope.faceVertexUvs[ 1 ].push( [ tempUVs2[ a ].clone(), tempUVs2[ b ].clone(), tempUVs2[ c ].clone() ] );

				}

			}

			if ( indices !== undefined ) {

				var groups = geometry.groups;

				if ( groups.length > 0 ) {

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

						var group = groups[ i ];

						var start = group.start;
						var count = group.count;

						for ( var j = start, jl = start + count; j < jl; j += 3 ) {

							addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );

						}

					}

				} else {

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

						addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );

					}

				}

			} else {

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

					addFace( i, i + 1, i + 2 );

				}

			}

			this.computeFaceNormals();

			if ( geometry.boundingBox !== null ) {

				this.boundingBox = geometry.boundingBox.clone();

			}

			if ( geometry.boundingSphere !== null ) {

				this.boundingSphere = geometry.boundingSphere.clone();

			}

			return this;

		},

		center: function () {

			this.computeBoundingBox();

			var offset = this.boundingBox.getCenter().negate();

			this.translate( offset.x, offset.y, offset.z );

			return offset;

		},

		normalize: function () {

			this.computeBoundingSphere();

			var center = this.boundingSphere.center;
			var radius = this.boundingSphere.radius;

			var s = radius === 0 ? 1 : 1.0 / radius;

			var matrix = new Matrix4();
			matrix.set(
				s, 0, 0, - s * center.x,
				0, s, 0, - s * center.y,
				0, 0, s, - s * center.z,
				0, 0, 0, 1
			);

			this.applyMatrix( matrix );

			return this;

		},

		computeFaceNormals: function () {

			var cb = new Vector3(), ab = new Vector3();

			for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {

				var face = this.faces[ f ];

				var vA = this.vertices[ face.a ];
				var vB = this.vertices[ face.b ];
				var vC = this.vertices[ face.c ];

				cb.subVectors( vC, vB );
				ab.subVectors( vA, vB );
				cb.cross( ab );

				cb.normalize();

				face.normal.copy( cb );

			}

		},

		computeVertexNormals: function ( areaWeighted ) {

			if ( areaWeighted === undefined ) areaWeighted = true;

			var v, vl, f, fl, face, vertices;

			vertices = new Array( this.vertices.length );

			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

				vertices[ v ] = new Vector3();

			}

			if ( areaWeighted ) {

				// vertex normals weighted by triangle areas
				// http://www.iquilezles.org/www/articles/normals/normals.htm

				var vA, vB, vC;
				var cb = new Vector3(), ab = new Vector3();

				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

					face = this.faces[ f ];

					vA = this.vertices[ face.a ];
					vB = this.vertices[ face.b ];
					vC = this.vertices[ face.c ];

					cb.subVectors( vC, vB );
					ab.subVectors( vA, vB );
					cb.cross( ab );

					vertices[ face.a ].add( cb );
					vertices[ face.b ].add( cb );
					vertices[ face.c ].add( cb );

				}

			} else {

				this.computeFaceNormals();

				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

					face = this.faces[ f ];

					vertices[ face.a ].add( face.normal );
					vertices[ face.b ].add( face.normal );
					vertices[ face.c ].add( face.normal );

				}

			}

			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {

				vertices[ v ].normalize();

			}

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				var vertexNormals = face.vertexNormals;

				if ( vertexNormals.length === 3 ) {

					vertexNormals[ 0 ].copy( vertices[ face.a ] );
					vertexNormals[ 1 ].copy( vertices[ face.b ] );
					vertexNormals[ 2 ].copy( vertices[ face.c ] );

				} else {

					vertexNormals[ 0 ] = vertices[ face.a ].clone();
					vertexNormals[ 1 ] = vertices[ face.b ].clone();
					vertexNormals[ 2 ] = vertices[ face.c ].clone();

				}

			}

			if ( this.faces.length > 0 ) {

				this.normalsNeedUpdate = true;

			}

		},

		computeFlatVertexNormals: function () {

			var f, fl, face;

			this.computeFaceNormals();

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				var vertexNormals = face.vertexNormals;

				if ( vertexNormals.length === 3 ) {

					vertexNormals[ 0 ].copy( face.normal );
					vertexNormals[ 1 ].copy( face.normal );
					vertexNormals[ 2 ].copy( face.normal );

				} else {

					vertexNormals[ 0 ] = face.normal.clone();
					vertexNormals[ 1 ] = face.normal.clone();
					vertexNormals[ 2 ] = face.normal.clone();

				}

			}

			if ( this.faces.length > 0 ) {

				this.normalsNeedUpdate = true;

			}

		},

		computeMorphNormals: function () {

			var i, il, f, fl, face;

			// save original normals
			// - create temp variables on first access
			//   otherwise just copy (for faster repeated calls)

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				if ( ! face.__originalFaceNormal ) {

					face.__originalFaceNormal = face.normal.clone();

				} else {

					face.__originalFaceNormal.copy( face.normal );

				}

				if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];

				for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {

					if ( ! face.__originalVertexNormals[ i ] ) {

						face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();

					} else {

						face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );

					}

				}

			}

			// use temp geometry to compute face and vertex normals for each morph

			var tmpGeo = new Geometry();
			tmpGeo.faces = this.faces;

			for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {

				// create on first access

				if ( ! this.morphNormals[ i ] ) {

					this.morphNormals[ i ] = {};
					this.morphNormals[ i ].faceNormals = [];
					this.morphNormals[ i ].vertexNormals = [];

					var dstNormalsFace = this.morphNormals[ i ].faceNormals;
					var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;

					var faceNormal, vertexNormals;

					for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

						faceNormal = new Vector3();
						vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };

						dstNormalsFace.push( faceNormal );
						dstNormalsVertex.push( vertexNormals );

					}

				}

				var morphNormals = this.morphNormals[ i ];

				// set vertices to morph target

				tmpGeo.vertices = this.morphTargets[ i ].vertices;

				// compute morph normals

				tmpGeo.computeFaceNormals();
				tmpGeo.computeVertexNormals();

				// store morph normals

				var faceNormal, vertexNormals;

				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

					face = this.faces[ f ];

					faceNormal = morphNormals.faceNormals[ f ];
					vertexNormals = morphNormals.vertexNormals[ f ];

					faceNormal.copy( face.normal );

					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
					vertexNormals.c.copy( face.vertexNormals[ 2 ] );

				}

			}

			// restore original normals

			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {

				face = this.faces[ f ];

				face.normal = face.__originalFaceNormal;
				face.vertexNormals = face.__originalVertexNormals;

			}

		},

		computeLineDistances: function () {

			var d = 0;
			var vertices = this.vertices;

			for ( var i = 0, il = vertices.length; i < il; i ++ ) {

				if ( i > 0 ) {

					d += vertices[ i ].distanceTo( vertices[ i - 1 ] );

				}

				this.lineDistances[ i ] = d;

			}

		},

		computeBoundingBox: function () {

			if ( this.boundingBox === null ) {

				this.boundingBox = new Box3();

			}

			this.boundingBox.setFromPoints( this.vertices );

		},

		computeBoundingSphere: function () {

			if ( this.boundingSphere === null ) {

				this.boundingSphere = new Sphere();

			}

			this.boundingSphere.setFromPoints( this.vertices );

		},

		merge: function ( geometry, matrix, materialIndexOffset ) {

			if ( ( geometry && geometry.isGeometry ) === false ) {

				console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
				return;

			}

			var normalMatrix,
			vertexOffset = this.vertices.length,
			vertices1 = this.vertices,
			vertices2 = geometry.vertices,
			faces1 = this.faces,
			faces2 = geometry.faces,
			uvs1 = this.faceVertexUvs[ 0 ],
			uvs2 = geometry.faceVertexUvs[ 0 ],
			colors1 = this.colors,
			colors2 = geometry.colors;

			if ( materialIndexOffset === undefined ) materialIndexOffset = 0;

			if ( matrix !== undefined ) {

				normalMatrix = new Matrix3().getNormalMatrix( matrix );

			}

			// vertices

			for ( var i = 0, il = vertices2.length; i < il; i ++ ) {

				var vertex = vertices2[ i ];

				var vertexCopy = vertex.clone();

				if ( matrix !== undefined ) vertexCopy.applyMatrix4( matrix );

				vertices1.push( vertexCopy );

			}

			// colors

			for ( var i = 0, il = colors2.length; i < il; i ++ ) {

				colors1.push( colors2[ i ].clone() );

			}

			// faces

			for ( i = 0, il = faces2.length; i < il; i ++ ) {

				var face = faces2[ i ], faceCopy, normal, color,
				faceVertexNormals = face.vertexNormals,
				faceVertexColors = face.vertexColors;

				faceCopy = new Face3( face.a + vertexOffset, face.b + vertexOffset, face.c + vertexOffset );
				faceCopy.normal.copy( face.normal );

				if ( normalMatrix !== undefined ) {

					faceCopy.normal.applyMatrix3( normalMatrix ).normalize();

				}

				for ( var j = 0, jl = faceVertexNormals.length; j < jl; j ++ ) {

					normal = faceVertexNormals[ j ].clone();

					if ( normalMatrix !== undefined ) {

						normal.applyMatrix3( normalMatrix ).normalize();

					}

					faceCopy.vertexNormals.push( normal );

				}

				faceCopy.color.copy( face.color );

				for ( var j = 0, jl = faceVertexColors.length; j < jl; j ++ ) {

					color = faceVertexColors[ j ];
					faceCopy.vertexColors.push( color.clone() );

				}

				faceCopy.materialIndex = face.materialIndex + materialIndexOffset;

				faces1.push( faceCopy );

			}

			// uvs

			for ( i = 0, il = uvs2.length; i < il; i ++ ) {

				var uv = uvs2[ i ], uvCopy = [];

				if ( uv === undefined ) {

					continue;

				}

				for ( var j = 0, jl = uv.length; j < jl; j ++ ) {

					uvCopy.push( uv[ j ].clone() );

				}

				uvs1.push( uvCopy );

			}

		},

		mergeMesh: function ( mesh ) {

			if ( ( mesh && mesh.isMesh ) === false ) {

				console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
				return;

			}

			mesh.matrixAutoUpdate && mesh.updateMatrix();

			this.merge( mesh.geometry, mesh.matrix );

		},

		/*
		 * Checks for duplicate vertices with hashmap.
		 * Duplicated vertices are removed
		 * and faces' vertices are updated.
		 */

		mergeVertices: function () {

			var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
			var unique = [], changes = [];

			var v, key;
			var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
			var precision = Math.pow( 10, precisionPoints );
			var i, il, face;
			var indices, j, jl;

			for ( i = 0, il = this.vertices.length; i < il; i ++ ) {

				v = this.vertices[ i ];
				key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );

				if ( verticesMap[ key ] === undefined ) {

					verticesMap[ key ] = i;
					unique.push( this.vertices[ i ] );
					changes[ i ] = unique.length - 1;

				} else {

					//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
					changes[ i ] = changes[ verticesMap[ key ] ];

				}

			}


			// if faces are completely degenerate after merging vertices, we
			// have to remove them from the geometry.
			var faceIndicesToRemove = [];

			for ( i = 0, il = this.faces.length; i < il; i ++ ) {

				face = this.faces[ i ];

				face.a = changes[ face.a ];
				face.b = changes[ face.b ];
				face.c = changes[ face.c ];

				indices = [ face.a, face.b, face.c ];

				// if any duplicate vertices are found in a Face3
				// we have to remove the face as nothing can be saved
				for ( var n = 0; n < 3; n ++ ) {

					if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {

						faceIndicesToRemove.push( i );
						break;

					}

				}

			}

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

				var idx = faceIndicesToRemove[ i ];

				this.faces.splice( idx, 1 );

				for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {

					this.faceVertexUvs[ j ].splice( idx, 1 );

				}

			}

			// Use unique set of vertices

			var diff = this.vertices.length - unique.length;
			this.vertices = unique;
			return diff;

		},

		sortFacesByMaterialIndex: function () {

			var faces = this.faces;
			var length = faces.length;

			// tag faces

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

				faces[ i ]._id = i;

			}

			// sort faces

			function materialIndexSort( a, b ) {

				return a.materialIndex - b.materialIndex;

			}

			faces.sort( materialIndexSort );

			// sort uvs

			var uvs1 = this.faceVertexUvs[ 0 ];
			var uvs2 = this.faceVertexUvs[ 1 ];

			var newUvs1, newUvs2;

			if ( uvs1 && uvs1.length === length ) newUvs1 = [];
			if ( uvs2 && uvs2.length === length ) newUvs2 = [];

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

				var id = faces[ i ]._id;

				if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
				if ( newUvs2 ) newUvs2.push( uvs2[ id ] );

			}

			if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
			if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;

		},

		toJSON: function () {

			var data = {
				metadata: {
					version: 4.4,
					type: 'Geometry',
					generator: 'Geometry.toJSON'
				}
			};

			// standard Geometry serialization

			data.uuid = this.uuid;
			data.type = this.type;
			if ( this.name !== '' ) data.name = this.name;

			if ( this.parameters !== undefined ) {

				var parameters = this.parameters;

				for ( var key in parameters ) {

					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

				}

				return data;

			}

			var vertices = [];

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

				var vertex = this.vertices[ i ];
				vertices.push( vertex.x, vertex.y, vertex.z );

			}

			var faces = [];
			var normals = [];
			var normalsHash = {};
			var colors = [];
			var colorsHash = {};
			var uvs = [];
			var uvsHash = {};

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

				var face = this.faces[ i ];

				var hasMaterial = true;
				var hasFaceUv = false; // deprecated
				var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
				var hasFaceNormal = face.normal.length() > 0;
				var hasFaceVertexNormal = face.vertexNormals.length > 0;
				var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
				var hasFaceVertexColor = face.vertexColors.length > 0;

				var faceType = 0;

				faceType = setBit( faceType, 0, 0 ); // isQuad
				faceType = setBit( faceType, 1, hasMaterial );
				faceType = setBit( faceType, 2, hasFaceUv );
				faceType = setBit( faceType, 3, hasFaceVertexUv );
				faceType = setBit( faceType, 4, hasFaceNormal );
				faceType = setBit( faceType, 5, hasFaceVertexNormal );
				faceType = setBit( faceType, 6, hasFaceColor );
				faceType = setBit( faceType, 7, hasFaceVertexColor );

				faces.push( faceType );
				faces.push( face.a, face.b, face.c );
				faces.push( face.materialIndex );

				if ( hasFaceVertexUv ) {

					var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];

					faces.push(
						getUvIndex( faceVertexUvs[ 0 ] ),
						getUvIndex( faceVertexUvs[ 1 ] ),
						getUvIndex( faceVertexUvs[ 2 ] )
					);

				}

				if ( hasFaceNormal ) {

					faces.push( getNormalIndex( face.normal ) );

				}

				if ( hasFaceVertexNormal ) {

					var vertexNormals = face.vertexNormals;

					faces.push(
						getNormalIndex( vertexNormals[ 0 ] ),
						getNormalIndex( vertexNormals[ 1 ] ),
						getNormalIndex( vertexNormals[ 2 ] )
					);

				}

				if ( hasFaceColor ) {

					faces.push( getColorIndex( face.color ) );

				}

				if ( hasFaceVertexColor ) {

					var vertexColors = face.vertexColors;

					faces.push(
						getColorIndex( vertexColors[ 0 ] ),
						getColorIndex( vertexColors[ 1 ] ),
						getColorIndex( vertexColors[ 2 ] )
					);

				}

			}

			function setBit( value, position, enabled ) {

				return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );

			}

			function getNormalIndex( normal ) {

				var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();

				if ( normalsHash[ hash ] !== undefined ) {

					return normalsHash[ hash ];

				}

				normalsHash[ hash ] = normals.length / 3;
				normals.push( normal.x, normal.y, normal.z );

				return normalsHash[ hash ];

			}

			function getColorIndex( color ) {

				var hash = color.r.toString() + color.g.toString() + color.b.toString();

				if ( colorsHash[ hash ] !== undefined ) {

					return colorsHash[ hash ];

				}

				colorsHash[ hash ] = colors.length;
				colors.push( color.getHex() );

				return colorsHash[ hash ];

			}

			function getUvIndex( uv ) {

				var hash = uv.x.toString() + uv.y.toString();

				if ( uvsHash[ hash ] !== undefined ) {

					return uvsHash[ hash ];

				}

				uvsHash[ hash ] = uvs.length / 2;
				uvs.push( uv.x, uv.y );

				return uvsHash[ hash ];

			}

			data.data = {};

			data.data.vertices = vertices;
			data.data.normals = normals;
			if ( colors.length > 0 ) data.data.colors = colors;
			if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
			data.data.faces = faces;

			return data;

		},

		clone: function () {

			/*
			// Handle primitives

			var parameters = this.parameters;

			if ( parameters !== undefined ) {

				var values = [];

				for ( var key in parameters ) {

					values.push( parameters[ key ] );

				}

				var geometry = Object.create( this.constructor.prototype );
				this.constructor.apply( geometry, values );
				return geometry;

			}

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

			return new Geometry().copy( this );

		},

		copy: function ( source ) {

			var i, il, j, jl, k, kl;

			// reset

			this.vertices = [];
			this.colors = [];
			this.faces = [];
			this.faceVertexUvs = [[]];
			this.morphTargets = [];
			this.morphNormals = [];
			this.skinWeights = [];
			this.skinIndices = [];
			this.lineDistances = [];
			this.boundingBox = null;
			this.boundingSphere = null;

			// name

			this.name = source.name;

			// vertices

			var vertices = source.vertices;

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

				this.vertices.push( vertices[ i ].clone() );

			}

			// colors

			var colors = source.colors;

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

				this.colors.push( colors[ i ].clone() );

			}

			// faces

			var faces = source.faces;

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

				this.faces.push( faces[ i ].clone() );

			}

			// face vertex uvs

			for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {

				var faceVertexUvs = source.faceVertexUvs[ i ];

				if ( this.faceVertexUvs[ i ] === undefined ) {

					this.faceVertexUvs[ i ] = [];

				}

				for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {

					var uvs = faceVertexUvs[ j ], uvsCopy = [];

					for ( k = 0, kl = uvs.length; k < kl; k ++ ) {

						var uv = uvs[ k ];

						uvsCopy.push( uv.clone() );

					}

					this.faceVertexUvs[ i ].push( uvsCopy );

				}

			}

			// morph targets

			var morphTargets = source.morphTargets;

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

				var morphTarget = {};
				morphTarget.name = morphTargets[ i ].name;

				// vertices

				if ( morphTargets[ i ].vertices !== undefined ) {

					morphTarget.vertices = [];

					for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {

						morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );

					}

				}

				// normals

				if ( morphTargets[ i ].normals !== undefined ) {

					morphTarget.normals = [];

					for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {

						morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );

					}

				}

				this.morphTargets.push( morphTarget );

			}

			// morph normals

			var morphNormals = source.morphNormals;

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

				var morphNormal = {};

				// vertex normals

				if ( morphNormals[ i ].vertexNormals !== undefined ) {

					morphNormal.vertexNormals = [];

					for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {

						var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
						var destVertexNormal = {};

						destVertexNormal.a = srcVertexNormal.a.clone();
						destVertexNormal.b = srcVertexNormal.b.clone();
						destVertexNormal.c = srcVertexNormal.c.clone();

						morphNormal.vertexNormals.push( destVertexNormal );

					}

				}

				// face normals

				if ( morphNormals[ i ].faceNormals !== undefined ) {

					morphNormal.faceNormals = [];

					for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {

						morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );

					}

				}

				this.morphNormals.push( morphNormal );

			}

			// skin weights

			var skinWeights = source.skinWeights;

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

				this.skinWeights.push( skinWeights[ i ].clone() );

			}

			// skin indices

			var skinIndices = source.skinIndices;

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

				this.skinIndices.push( skinIndices[ i ].clone() );

			}

			// line distances

			var lineDistances = source.lineDistances;

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

				this.lineDistances.push( lineDistances[ i ] );

			}

			// bounding box

			var boundingBox = source.boundingBox;

			if ( boundingBox !== null ) {

				this.boundingBox = boundingBox.clone();

			}

			// bounding sphere

			var boundingSphere = source.boundingSphere;

			if ( boundingSphere !== null ) {

				this.boundingSphere = boundingSphere.clone();

			}

			// update flags

			this.elementsNeedUpdate = source.elementsNeedUpdate;
			this.verticesNeedUpdate = source.verticesNeedUpdate;
			this.uvsNeedUpdate = source.uvsNeedUpdate;
			this.normalsNeedUpdate = source.normalsNeedUpdate;
			this.colorsNeedUpdate = source.colorsNeedUpdate;
			this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
			this.groupsNeedUpdate = source.groupsNeedUpdate;

			return this;

		},

		dispose: function () {

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

		}

	};

	Object.assign( Geometry.prototype, EventDispatcher.prototype );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 */

	function BufferGeometry() {

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

		this.uuid = _Math.generateUUID();

		this.name = '';
		this.type = 'BufferGeometry';

		this.index = null;
		this.attributes = {};

		this.morphAttributes = {};

		this.groups = [];

		this.boundingBox = null;
		this.boundingSphere = null;

		this.drawRange = { start: 0, count: Infinity };

	}

	BufferGeometry.prototype = {

		constructor: BufferGeometry,

		isBufferGeometry: true,

		getIndex: function () {

			return this.index;

		},

		setIndex: function ( index ) {

			if ( Array.isArray( index ) ) {

				this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );

			} else {

				this.index = index;

			}

		},

		addAttribute: function ( name, attribute ) {

			if ( ( attribute && attribute.isBufferAttribute ) === false && ( attribute && attribute.isInterleavedBufferAttribute ) === false ) {

				console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );

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

				return;

			}

			if ( name === 'index' ) {

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

				return;

			}

			this.attributes[ name ] = attribute;

			return this;

		},

		getAttribute: function ( name ) {

			return this.attributes[ name ];

		},

		removeAttribute: function ( name ) {

			delete this.attributes[ name ];

			return this;

		},

		addGroup: function ( start, count, materialIndex ) {

			this.groups.push( {

				start: start,
				count: count,
				materialIndex: materialIndex !== undefined ? materialIndex : 0

			} );

		},

		clearGroups: function () {

			this.groups = [];

		},

		setDrawRange: function ( start, count ) {

			this.drawRange.start = start;
			this.drawRange.count = count;

		},

		applyMatrix: function ( matrix ) {

			var position = this.attributes.position;

			if ( position !== undefined ) {

				matrix.applyToBufferAttribute( position );
				position.needsUpdate = true;

			}

			var normal = this.attributes.normal;

			if ( normal !== undefined ) {

				var normalMatrix = new Matrix3().getNormalMatrix( matrix );

				normalMatrix.applyToBufferAttribute( normal );
				normal.needsUpdate = true;

			}

			if ( this.boundingBox !== null ) {

				this.computeBoundingBox();

			}

			if ( this.boundingSphere !== null ) {

				this.computeBoundingSphere();

			}

			return this;

		},

		rotateX: function () {

			// rotate geometry around world x-axis

			var m1;

			return function rotateX( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationX( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		rotateY: function () {

			// rotate geometry around world y-axis

			var m1;

			return function rotateY( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationY( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		rotateZ: function () {

			// rotate geometry around world z-axis

			var m1;

			return function rotateZ( angle ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeRotationZ( angle );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		translate: function () {

			// translate geometry

			var m1;

			return function translate( x, y, z ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeTranslation( x, y, z );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		scale: function () {

			// scale geometry

			var m1;

			return function scale( x, y, z ) {

				if ( m1 === undefined ) m1 = new Matrix4();

				m1.makeScale( x, y, z );

				this.applyMatrix( m1 );

				return this;

			};

		}(),

		lookAt: function () {

			var obj;

			return function lookAt( vector ) {

				if ( obj === undefined ) obj = new Object3D();

				obj.lookAt( vector );

				obj.updateMatrix();

				this.applyMatrix( obj.matrix );

			};

		}(),

		center: function () {

			this.computeBoundingBox();

			var offset = this.boundingBox.getCenter().negate();

			this.translate( offset.x, offset.y, offset.z );

			return offset;

		},

		setFromObject: function ( object ) {

			// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );

			var geometry = object.geometry;

			if ( object.isPoints || object.isLine ) {

				var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
				var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );

				this.addAttribute( 'position', positions.copyVector3sArray( geometry.vertices ) );
				this.addAttribute( 'color', colors.copyColorsArray( geometry.colors ) );

				if ( geometry.lineDistances && geometry.lineDistances.length === geometry.vertices.length ) {

					var lineDistances = new Float32BufferAttribute( geometry.lineDistances.length, 1 );

					this.addAttribute( 'lineDistance', lineDistances.copyArray( geometry.lineDistances ) );

				}

				if ( geometry.boundingSphere !== null ) {

					this.boundingSphere = geometry.boundingSphere.clone();

				}

				if ( geometry.boundingBox !== null ) {

					this.boundingBox = geometry.boundingBox.clone();

				}

			} else if ( object.isMesh ) {

				if ( geometry && geometry.isGeometry ) {

					this.fromGeometry( geometry );

				}

			}

			return this;

		},

		updateFromObject: function ( object ) {

			var geometry = object.geometry;

			if ( object.isMesh ) {

				var direct = geometry.__directGeometry;

				if ( geometry.elementsNeedUpdate === true ) {

					direct = undefined;
					geometry.elementsNeedUpdate = false;

				}

				if ( direct === undefined ) {

					return this.fromGeometry( geometry );

				}

				direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
				direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
				direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
				direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
				direct.groupsNeedUpdate = geometry.groupsNeedUpdate;

				geometry.verticesNeedUpdate = false;
				geometry.normalsNeedUpdate = false;
				geometry.colorsNeedUpdate = false;
				geometry.uvsNeedUpdate = false;
				geometry.groupsNeedUpdate = false;

				geometry = direct;

			}

			var attribute;

			if ( geometry.verticesNeedUpdate === true ) {

				attribute = this.attributes.position;

				if ( attribute !== undefined ) {

					attribute.copyVector3sArray( geometry.vertices );
					attribute.needsUpdate = true;

				}

				geometry.verticesNeedUpdate = false;

			}

			if ( geometry.normalsNeedUpdate === true ) {

				attribute = this.attributes.normal;

				if ( attribute !== undefined ) {

					attribute.copyVector3sArray( geometry.normals );
					attribute.needsUpdate = true;

				}

				geometry.normalsNeedUpdate = false;

			}

			if ( geometry.colorsNeedUpdate === true ) {

				attribute = this.attributes.color;

				if ( attribute !== undefined ) {

					attribute.copyColorsArray( geometry.colors );
					attribute.needsUpdate = true;

				}

				geometry.colorsNeedUpdate = false;

			}

			if ( geometry.uvsNeedUpdate ) {

				attribute = this.attributes.uv;

				if ( attribute !== undefined ) {

					attribute.copyVector2sArray( geometry.uvs );
					attribute.needsUpdate = true;

				}

				geometry.uvsNeedUpdate = false;

			}

			if ( geometry.lineDistancesNeedUpdate ) {

				attribute = this.attributes.lineDistance;

				if ( attribute !== undefined ) {

					attribute.copyArray( geometry.lineDistances );
					attribute.needsUpdate = true;

				}

				geometry.lineDistancesNeedUpdate = false;

			}

			if ( geometry.groupsNeedUpdate ) {

				geometry.computeGroups( object.geometry );
				this.groups = geometry.groups;

				geometry.groupsNeedUpdate = false;

			}

			return this;

		},

		fromGeometry: function ( geometry ) {

			geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );

			return this.fromDirectGeometry( geometry.__directGeometry );

		},

		fromDirectGeometry: function ( geometry ) {

			var positions = new Float32Array( geometry.vertices.length * 3 );
			this.addAttribute( 'position', new BufferAttribute( positions, 3 ).copyVector3sArray( geometry.vertices ) );

			if ( geometry.normals.length > 0 ) {

				var normals = new Float32Array( geometry.normals.length * 3 );
				this.addAttribute( 'normal', new BufferAttribute( normals, 3 ).copyVector3sArray( geometry.normals ) );

			}

			if ( geometry.colors.length > 0 ) {

				var colors = new Float32Array( geometry.colors.length * 3 );
				this.addAttribute( 'color', new BufferAttribute( colors, 3 ).copyColorsArray( geometry.colors ) );

			}

			if ( geometry.uvs.length > 0 ) {

				var uvs = new Float32Array( geometry.uvs.length * 2 );
				this.addAttribute( 'uv', new BufferAttribute( uvs, 2 ).copyVector2sArray( geometry.uvs ) );

			}

			if ( geometry.uvs2.length > 0 ) {

				var uvs2 = new Float32Array( geometry.uvs2.length * 2 );
				this.addAttribute( 'uv2', new BufferAttribute( uvs2, 2 ).copyVector2sArray( geometry.uvs2 ) );

			}

			if ( geometry.indices.length > 0 ) {

				var TypeArray = arrayMax( geometry.indices ) > 65535 ? Uint32Array : Uint16Array;
				var indices = new TypeArray( geometry.indices.length * 3 );
				this.setIndex( new BufferAttribute( indices, 1 ).copyIndicesArray( geometry.indices ) );

			}

			// groups

			this.groups = geometry.groups;

			// morphs

			for ( var name in geometry.morphTargets ) {

				var array = [];
				var morphTargets = geometry.morphTargets[ name ];

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

					var morphTarget = morphTargets[ i ];

					var attribute = new Float32BufferAttribute( morphTarget.length * 3, 3 );

					array.push( attribute.copyVector3sArray( morphTarget ) );

				}

				this.morphAttributes[ name ] = array;

			}

			// skinning

			if ( geometry.skinIndices.length > 0 ) {

				var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
				this.addAttribute( 'skinIndex', skinIndices.copyVector4sArray( geometry.skinIndices ) );

			}

			if ( geometry.skinWeights.length > 0 ) {

				var skinWeights = new Float32BufferAttribute( geometry.skinWeights.length * 4, 4 );
				this.addAttribute( 'skinWeight', skinWeights.copyVector4sArray( geometry.skinWeights ) );

			}

			//

			if ( geometry.boundingSphere !== null ) {

				this.boundingSphere = geometry.boundingSphere.clone();

			}

			if ( geometry.boundingBox !== null ) {

				this.boundingBox = geometry.boundingBox.clone();

			}

			return this;

		},

		computeBoundingBox: function () {

			if ( this.boundingBox === null ) {

				this.boundingBox = new Box3();

			}

			var position = this.attributes.position;

			if ( position !== undefined ) {

				this.boundingBox.setFromBufferAttribute( position );

			} else {

				this.boundingBox.makeEmpty();

			}

			if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {

				console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );

			}

		},

		computeBoundingSphere: function () {

			var box = new Box3();
			var vector = new Vector3();

			return function computeBoundingSphere() {

				if ( this.boundingSphere === null ) {

					this.boundingSphere = new Sphere();

				}

				var position = this.attributes.position;

				if ( position ) {

					var center = this.boundingSphere.center;

					box.setFromBufferAttribute( position );
					box.getCenter( center );

					// hoping to find a boundingSphere with a radius smaller than the
					// boundingSphere of the boundingBox: sqrt(3) smaller in the best case

					var maxRadiusSq = 0;

					for ( var i = 0, il = position.count; i < il; i ++ ) {

						vector.x = position.getX( i );
						vector.y = position.getY( i );
						vector.z = position.getZ( i );
						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );

					}

					this.boundingSphere.radius = Math.sqrt( maxRadiusSq );

					if ( isNaN( this.boundingSphere.radius ) ) {

						console.error( 'THREE.BufferGeometry.computeBoundingSphere(): Computed radius is NaN. The "position" attribute is likely to have NaN values.', this );

					}

				}

			};

		}(),

		computeFaceNormals: function () {

			// backwards compatibility

		},

		computeVertexNormals: function () {

			var index = this.index;
			var attributes = this.attributes;
			var groups = this.groups;

			if ( attributes.position ) {

				var positions = attributes.position.array;

				if ( attributes.normal === undefined ) {

					this.addAttribute( 'normal', new BufferAttribute( new Float32Array( positions.length ), 3 ) );

				} else {

					// reset existing normals to zero

					var array = attributes.normal.array;

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

						array[ i ] = 0;

					}

				}

				var normals = attributes.normal.array;

				var vA, vB, vC;
				var pA = new Vector3(), pB = new Vector3(), pC = new Vector3();
				var cb = new Vector3(), ab = new Vector3();

				// indexed elements

				if ( index ) {

					var indices = index.array;

					if ( groups.length === 0 ) {

						this.addGroup( 0, indices.length );

					}

					for ( var j = 0, jl = groups.length; j < jl; ++ j ) {

						var group = groups[ j ];

						var start = group.start;
						var count = group.count;

						for ( var i = start, il = start + count; i < il; i += 3 ) {

							vA = indices[ i + 0 ] * 3;
							vB = indices[ i + 1 ] * 3;
							vC = indices[ i + 2 ] * 3;

							pA.fromArray( positions, vA );
							pB.fromArray( positions, vB );
							pC.fromArray( positions, vC );

							cb.subVectors( pC, pB );
							ab.subVectors( pA, pB );
							cb.cross( ab );

							normals[ vA ] += cb.x;
							normals[ vA + 1 ] += cb.y;
							normals[ vA + 2 ] += cb.z;

							normals[ vB ] += cb.x;
							normals[ vB + 1 ] += cb.y;
							normals[ vB + 2 ] += cb.z;

							normals[ vC ] += cb.x;
							normals[ vC + 1 ] += cb.y;
							normals[ vC + 2 ] += cb.z;

						}

					}

				} else {

					// non-indexed elements (unconnected triangle soup)

					for ( var i = 0, il = positions.length; i < il; i += 9 ) {

						pA.fromArray( positions, i );
						pB.fromArray( positions, i + 3 );
						pC.fromArray( positions, i + 6 );

						cb.subVectors( pC, pB );
						ab.subVectors( pA, pB );
						cb.cross( ab );

						normals[ i ] = cb.x;
						normals[ i + 1 ] = cb.y;
						normals[ i + 2 ] = cb.z;

						normals[ i + 3 ] = cb.x;
						normals[ i + 4 ] = cb.y;
						normals[ i + 5 ] = cb.z;

						normals[ i + 6 ] = cb.x;
						normals[ i + 7 ] = cb.y;
						normals[ i + 8 ] = cb.z;

					}

				}

				this.normalizeNormals();

				attributes.normal.needsUpdate = true;

			}

		},

		merge: function ( geometry, offset ) {

			if ( ( geometry && geometry.isBufferGeometry ) === false ) {

				console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
				return;

			}

			if ( offset === undefined ) offset = 0;

			var attributes = this.attributes;

			for ( var key in attributes ) {

				if ( geometry.attributes[ key ] === undefined ) continue;

				var attribute1 = attributes[ key ];
				var attributeArray1 = attribute1.array;

				var attribute2 = geometry.attributes[ key ];
				var attributeArray2 = attribute2.array;

				var attributeSize = attribute2.itemSize;

				for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {

					attributeArray1[ j ] = attributeArray2[ i ];

				}

			}

			return this;

		},

		normalizeNormals: function () {

			var normals = this.attributes.normal.array;

			var x, y, z, n;

			for ( var i = 0, il = normals.length; i < il; i += 3 ) {

				x = normals[ i ];
				y = normals[ i + 1 ];
				z = normals[ i + 2 ];

				n = 1.0 / Math.sqrt( x * x + y * y + z * z );

				normals[ i ] *= n;
				normals[ i + 1 ] *= n;
				normals[ i + 2 ] *= n;

			}

		},

		toNonIndexed: function () {

			if ( this.index === null ) {

				console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
				return this;

			}

			var geometry2 = new BufferGeometry();

			var indices = this.index.array;
			var attributes = this.attributes;

			for ( var name in attributes ) {

				var attribute = attributes[ name ];

				var array = attribute.array;
				var itemSize = attribute.itemSize;

				var array2 = new array.constructor( indices.length * itemSize );

				var index = 0, index2 = 0;

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

					index = indices[ i ] * itemSize;

					for ( var j = 0; j < itemSize; j ++ ) {

						array2[ index2 ++ ] = array[ index ++ ];

					}

				}

				geometry2.addAttribute( name, new BufferAttribute( array2, itemSize ) );

			}

			return geometry2;

		},

		toJSON: function () {

			var data = {
				metadata: {
					version: 4.4,
					type: 'BufferGeometry',
					generator: 'BufferGeometry.toJSON'
				}
			};

			// standard BufferGeometry serialization

			data.uuid = this.uuid;
			data.type = this.type;
			if ( this.name !== '' ) data.name = this.name;

			if ( this.parameters !== undefined ) {

				var parameters = this.parameters;

				for ( var key in parameters ) {

					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];

				}

				return data;

			}

			data.data = { attributes: {} };

			var index = this.index;

			if ( index !== null ) {

				var array = Array.prototype.slice.call( index.array );

				data.data.index = {
					type: index.array.constructor.name,
					array: array
				};

			}

			var attributes = this.attributes;

			for ( var key in attributes ) {

				var attribute = attributes[ key ];

				var array = Array.prototype.slice.call( attribute.array );

				data.data.attributes[ key ] = {
					itemSize: attribute.itemSize,
					type: attribute.array.constructor.name,
					array: array,
					normalized: attribute.normalized
				};

			}

			var groups = this.groups;

			if ( groups.length > 0 ) {

				data.data.groups = JSON.parse( JSON.stringify( groups ) );

			}

			var boundingSphere = this.boundingSphere;

			if ( boundingSphere !== null ) {

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

			}

			return data;

		},

		clone: function () {

			/*
			// Handle primitives

			var parameters = this.parameters;

			if ( parameters !== undefined ) {

				var values = [];

				for ( var key in parameters ) {

					values.push( parameters[ key ] );

				}

				var geometry = Object.create( this.constructor.prototype );
				this.constructor.apply( geometry, values );
				return geometry;

			}

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

			return new BufferGeometry().copy( this );

		},

		copy: function ( source ) {

			var name, i, l;

			// reset

			this.index = null;
			this.attributes = {};
			this.morphAttributes = {};
			this.groups = [];
			this.boundingBox = null;
			this.boundingSphere = null;

			// name

			this.name = source.name;

			// index

			var index = source.index;

			if ( index !== null ) {

				this.setIndex( index.clone() );

			}

			// attributes

			var attributes = source.attributes;

			for ( name in attributes ) {

				var attribute = attributes[ name ];
				this.addAttribute( name, attribute.clone() );

			}

			// morph attributes

			var morphAttributes = source.morphAttributes;

			for ( name in morphAttributes ) {

				var array = [];
				var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes

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

					array.push( morphAttribute[ i ].clone() );

				}

				this.morphAttributes[ name ] = array;

			}

			// groups

			var groups = source.groups;

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

				var group = groups[ i ];
				this.addGroup( group.start, group.count, group.materialIndex );

			}

			// bounding box

			var boundingBox = source.boundingBox;

			if ( boundingBox !== null ) {

				this.boundingBox = boundingBox.clone();

			}

			// bounding sphere

			var boundingSphere = source.boundingSphere;

			if ( boundingSphere !== null ) {

				this.boundingSphere = boundingSphere.clone();

			}

			// draw range

			this.drawRange.start = source.drawRange.start;
			this.drawRange.count = source.drawRange.count;

			return this;

		},

		dispose: function () {

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

		}

	};

	BufferGeometry.MaxIndex = 65535;

	Object.assign( BufferGeometry.prototype, EventDispatcher.prototype );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 * @author mikael emtinger / http://gomo.se/
	 * @author jonobr1 / http://jonobr1.com/
	 */

	function Mesh( geometry, material ) {

		Object3D.call( this );

		this.type = 'Mesh';

		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
		this.material = material !== undefined ? material : new MeshBasicMaterial( { color: Math.random() * 0xffffff } );

		this.drawMode = TrianglesDrawMode;

		this.updateMorphTargets();

	}

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

		constructor: Mesh,

		isMesh: true,

		setDrawMode: function ( value ) {

			this.drawMode = value;

		},

		copy: function ( source ) {

			Object3D.prototype.copy.call( this, source );

			this.drawMode = source.drawMode;

			return this;

		},

		updateMorphTargets: function () {

			var morphTargets = this.geometry.morphTargets;

			if ( morphTargets !== undefined && morphTargets.length > 0 ) {

				this.morphTargetInfluences = [];
				this.morphTargetDictionary = {};

				for ( var m = 0, ml = morphTargets.length; m < ml; m ++ ) {

					this.morphTargetInfluences.push( 0 );
					this.morphTargetDictionary[ morphTargets[ m ].name ] = m;

				}

			}

		},

		raycast: ( function () {

			var inverseMatrix = new Matrix4();
			var ray = new Ray();
			var sphere = new Sphere();

			var vA = new Vector3();
			var vB = new Vector3();
			var vC = new Vector3();

			var tempA = new Vector3();
			var tempB = new Vector3();
			var tempC = new Vector3();

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

			var barycoord = new Vector3();

			var intersectionPoint = new Vector3();
			var intersectionPointWorld = new Vector3();

			function uvIntersection( point, p1, p2, p3, uv1, uv2, uv3 ) {

				Triangle.barycoordFromPoint( point, p1, p2, p3, barycoord );

				uv1.multiplyScalar( barycoord.x );
				uv2.multiplyScalar( barycoord.y );
				uv3.multiplyScalar( barycoord.z );

				uv1.add( uv2 ).add( uv3 );

				return uv1.clone();

			}

			function checkIntersection( object, raycaster, ray, pA, pB, pC, point ) {

				var intersect;
				var material = object.material;

				if ( material.side === BackSide ) {

					intersect = ray.intersectTriangle( pC, pB, pA, true, point );

				} else {

					intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );

				}

				if ( intersect === null ) return null;

				intersectionPointWorld.copy( point );
				intersectionPointWorld.applyMatrix4( object.matrixWorld );

				var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );

				if ( distance < raycaster.near || distance > raycaster.far ) return null;

				return {
					distance: distance,
					point: intersectionPointWorld.clone(),
					object: object
				};

			}

			function checkBufferGeometryIntersection( object, raycaster, ray, position, uv, a, b, c ) {

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

				var intersection = checkIntersection( object, raycaster, ray, vA, vB, vC, intersectionPoint );

				if ( intersection ) {

					if ( uv ) {

						uvA.fromBufferAttribute( uv, a );
						uvB.fromBufferAttribute( uv, b );
						uvC.fromBufferAttribute( uv, c );

						intersection.uv = uvIntersection( intersectionPoint,  vA, vB, vC, uvA, uvB, uvC );

					}

					intersection.face = new Face3( a, b, c, Triangle.normal( vA, vB, vC ) );
					intersection.faceIndex = a;

				}

				return intersection;

			}

			return function raycast( raycaster, intersects ) {

				var geometry = this.geometry;
				var material = this.material;
				var matrixWorld = this.matrixWorld;

				if ( material === undefined ) return;

				// Checking boundingSphere distance to ray

				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

				sphere.copy( geometry.boundingSphere );
				sphere.applyMatrix4( matrixWorld );

				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;

				//

				inverseMatrix.getInverse( matrixWorld );
				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

				// Check boundingBox before continuing

				if ( geometry.boundingBox !== null ) {

					if ( ray.intersectsBox( geometry.boundingBox ) === false ) return;

				}

				var intersection;

				if ( geometry.isBufferGeometry ) {

					var a, b, c;
					var index = geometry.index;
					var position = geometry.attributes.position;
					var uv = geometry.attributes.uv;
					var i, l;

					if ( index !== null ) {

						// indexed buffer geometry

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

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

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

							if ( intersection ) {

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

							}

						}

					} else {

						// non-indexed buffer geometry

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

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

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

							if ( intersection ) {

								intersection.index = a; // triangle number in positions buffer semantics
								intersects.push( intersection );

							}

						}

					}

				} else if ( geometry.isGeometry ) {

					var fvA, fvB, fvC;
					var isFaceMaterial = ( material && material.isMultiMaterial );
					var materials = isFaceMaterial === true ? material.materials : null;

					var vertices = geometry.vertices;
					var faces = geometry.faces;
					var uvs;

					var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
					if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;

					for ( var f = 0, fl = faces.length; f < fl; f ++ ) {

						var face = faces[ f ];
						var faceMaterial = isFaceMaterial === true ? materials[ face.materialIndex ] : material;

						if ( faceMaterial === undefined ) continue;

						fvA = vertices[ face.a ];
						fvB = vertices[ face.b ];
						fvC = vertices[ face.c ];

						if ( faceMaterial.morphTargets === true ) {

							var morphTargets = geometry.morphTargets;
							var morphInfluences = this.morphTargetInfluences;

							vA.set( 0, 0, 0 );
							vB.set( 0, 0, 0 );
							vC.set( 0, 0, 0 );

							for ( var t = 0, tl = morphTargets.length; t < tl; t ++ ) {

								var influence = morphInfluences[ t ];

								if ( influence === 0 ) continue;

								var targets = morphTargets[ t ].vertices;

								vA.addScaledVector( tempA.subVectors( targets[ face.a ], fvA ), influence );
								vB.addScaledVector( tempB.subVectors( targets[ face.b ], fvB ), influence );
								vC.addScaledVector( tempC.subVectors( targets[ face.c ], fvC ), influence );

							}

							vA.add( fvA );
							vB.add( fvB );
							vC.add( fvC );

							fvA = vA;
							fvB = vB;
							fvC = vC;

						}

						intersection = checkIntersection( this, raycaster, ray, fvA, fvB, fvC, intersectionPoint );

						if ( intersection ) {

							if ( uvs ) {

								var uvs_f = uvs[ f ];
								uvA.copy( uvs_f[ 0 ] );
								uvB.copy( uvs_f[ 1 ] );
								uvC.copy( uvs_f[ 2 ] );

								intersection.uv = uvIntersection( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC );

							}

							intersection.face = face;
							intersection.faceIndex = f;
							intersects.push( intersection );

						}

					}

				}

			};

		}() ),

		clone: function () {

			return new this.constructor( this.geometry, this.material ).copy( this );

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Cube.as
	 */

	function BoxGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {

		Geometry.call( this );

		this.type = 'BoxGeometry';

		this.parameters = {
			width: width,
			height: height,
			depth: depth,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			depthSegments: depthSegments
		};

		this.fromBufferGeometry( new BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) );
		this.mergeVertices();

	}

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

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

	function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {

		BufferGeometry.call( this );

		this.type = 'BoxBufferGeometry';

		this.parameters = {
			width: width,
			height: height,
			depth: depth,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			depthSegments: depthSegments
		};

		var scope = this;

		// segments

		widthSegments = Math.floor( widthSegments ) || 1;
		heightSegments = Math.floor( heightSegments ) || 1;
		depthSegments = Math.floor( depthSegments ) || 1;

		// buffers

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

		// helper variables

		var numberOfVertices = 0;
		var groupStart = 0;

		// build each side of the box geometry

		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height,   width,  depthSegments, heightSegments, 0 ); // px
		buildPlane( 'z', 'y', 'x',   1, - 1, depth, height, - width,  depthSegments, heightSegments, 1 ); // nx
		buildPlane( 'x', 'z', 'y',   1,   1, width, depth,    height, widthSegments, depthSegments,  2 ); // py
		buildPlane( 'x', 'z', 'y',   1, - 1, width, depth,  - height, widthSegments, depthSegments,  3 ); // ny
		buildPlane( 'x', 'y', 'z',   1, - 1, width, height,   depth,  widthSegments, heightSegments, 4 ); // pz
		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth,  widthSegments, heightSegments, 5 ); // nz

		// build geometry

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

		function buildPlane( u, v, w, udir, vdir, width, height, depth, gridX, gridY, materialIndex ) {

			var segmentWidth = width / gridX;
			var segmentHeight = height / gridY;

			var widthHalf = width / 2;
			var heightHalf = height / 2;
			var depthHalf = depth / 2;

			var gridX1 = gridX + 1;
			var gridY1 = gridY + 1;

			var vertexCounter = 0;
			var groupCount = 0;

			var ix, iy;

			var vector = new Vector3();

			// generate vertices, normals and uvs

			for ( iy = 0; iy < gridY1; iy ++ ) {

				var y = iy * segmentHeight - heightHalf;

				for ( ix = 0; ix < gridX1; ix ++ ) {

					var x = ix * segmentWidth - widthHalf;

					// set values to correct vector component

					vector[ u ] = x * udir;
					vector[ v ] = y * vdir;
					vector[ w ] = depthHalf;

					// now apply vector to vertex buffer

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

					// set values to correct vector component

					vector[ u ] = 0;
					vector[ v ] = 0;
					vector[ w ] = depth > 0 ? 1 : - 1;

					// now apply vector to normal buffer

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

					// uvs

					uvs.push( ix / gridX );
					uvs.push( 1 - ( iy / gridY ) );

					// counters

					vertexCounter += 1;

				}

			}

			// indices

			// 1. you need three indices to draw a single face
			// 2. a single segment consists of two faces
			// 3. so we need to generate six (2*3) indices per segment

			for ( iy = 0; iy < gridY; iy ++ ) {

				for ( ix = 0; ix < gridX; ix ++ ) {

					var a = numberOfVertices + ix + gridX1 * iy;
					var b = numberOfVertices + ix + gridX1 * ( iy + 1 );
					var c = numberOfVertices + ( ix + 1 ) + gridX1 * ( iy + 1 );
					var d = numberOfVertices + ( ix + 1 ) + gridX1 * iy;

					// faces

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

					// increase counter

					groupCount += 6;

				}

			}

			// add a group to the geometry. this will ensure multi material support

			scope.addGroup( groupStart, groupCount, materialIndex );

			// calculate new start value for groups

			groupStart += groupCount;

			// update total number of vertices

			numberOfVertices += vertexCounter;

		}

	}

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

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
	 */

	function PlaneGeometry( width, height, widthSegments, heightSegments ) {

		Geometry.call( this );

		this.type = 'PlaneGeometry';

		this.parameters = {
			width: width,
			height: height,
			widthSegments: widthSegments,
			heightSegments: heightSegments
		};

		this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );

	}

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

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 * based on http://papervision3d.googlecode.com/svn/trunk/as3/trunk/src/org/papervision3d/objects/primitives/Plane.as
	 */

	function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {

		BufferGeometry.call( this );

		this.type = 'PlaneBufferGeometry';

		this.parameters = {
			width: width,
			height: height,
			widthSegments: widthSegments,
			heightSegments: heightSegments
		};

		var width_half = width / 2;
		var height_half = height / 2;

		var gridX = Math.floor( widthSegments ) || 1;
		var gridY = Math.floor( heightSegments ) || 1;

		var gridX1 = gridX + 1;
		var gridY1 = gridY + 1;

		var segment_width = width / gridX;
		var segment_height = height / gridY;

		var ix, iy;

		// buffers

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

		// generate vertices, normals and uvs

		for ( iy = 0; iy < gridY1; iy ++ ) {

			var y = iy * segment_height - height_half;

			for ( ix = 0; ix < gridX1; ix ++ ) {

				var x = ix * segment_width - width_half;

				vertices.push( x, - y, 0 );

				normals.push( 0, 0, 1 );

				uvs.push( ix / gridX );
				uvs.push( 1 - ( iy / gridY ) );

			}

		}

		// indices

		for ( iy = 0; iy < gridY; iy ++ ) {

			for ( ix = 0; ix < gridX; ix ++ ) {

				var a = ix + gridX1 * iy;
				var b = ix + gridX1 * ( iy + 1 );
				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
				var d = ( ix + 1 ) + gridX1 * iy;

				// faces

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

			}

		}

		// build geometry

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

	}

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

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author mikael emtinger / http://gomo.se/
	 * @author WestLangley / http://github.com/WestLangley
	*/

	function Camera() {

		Object3D.call( this );

		this.type = 'Camera';

		this.matrixWorldInverse = new Matrix4();
		this.projectionMatrix = new Matrix4();

	}

	Camera.prototype = Object.create( Object3D.prototype );
	Camera.prototype.constructor = Camera;

	Camera.prototype.isCamera = true;

	Camera.prototype.getWorldDirection = function () {

		var quaternion = new Quaternion();

		return function getWorldDirection( optionalTarget ) {

			var result = optionalTarget || new Vector3();

			this.getWorldQuaternion( quaternion );

			return result.set( 0, 0, - 1 ).applyQuaternion( quaternion );

		};

	}();

	Camera.prototype.lookAt = function () {

		// This routine does not support cameras with rotated and/or translated parent(s)

		var m1 = new Matrix4();

		return function lookAt( vector ) {

			m1.lookAt( this.position, vector, this.up );

			this.quaternion.setFromRotationMatrix( m1 );

		};

	}();

	Camera.prototype.clone = function () {

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

	};

	Camera.prototype.copy = function ( source ) {

		Object3D.prototype.copy.call( this, source );

		this.matrixWorldInverse.copy( source.matrixWorldInverse );
		this.projectionMatrix.copy( source.projectionMatrix );

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author greggman / http://games.greggman.com/
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * @author tschw
	 */

	function PerspectiveCamera( fov, aspect, near, far ) {

		Camera.call( this );

		this.type = 'PerspectiveCamera';

		this.fov = fov !== undefined ? fov : 50;
		this.zoom = 1;

		this.near = near !== undefined ? near : 0.1;
		this.far = far !== undefined ? far : 2000;
		this.focus = 10;

		this.aspect = aspect !== undefined ? aspect : 1;
		this.view = null;

		this.filmGauge = 35;	// width of the film (default in millimeters)
		this.filmOffset = 0;	// horizontal film offset (same unit as gauge)

		this.updateProjectionMatrix();

	}

	PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

		constructor: PerspectiveCamera,

		isPerspectiveCamera: true,

		copy: function ( source ) {

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

			this.fov = source.fov;
			this.zoom = source.zoom;

			this.near = source.near;
			this.far = source.far;
			this.focus = source.focus;

			this.aspect = source.aspect;
			this.view = source.view === null ? null : Object.assign( {}, source.view );

			this.filmGauge = source.filmGauge;
			this.filmOffset = source.filmOffset;

			return this;

		},

		/**
		 * Sets the FOV by focal length in respect to the current .filmGauge.
		 *
		 * The default film gauge is 35, so that the focal length can be specified for
		 * a 35mm (full frame) camera.
		 *
		 * Values for focal length and film gauge must have the same unit.
		 */
		setFocalLength: function ( focalLength ) {

			// see http://www.bobatkins.com/photography/technical/field_of_view.html
			var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;

			this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
			this.updateProjectionMatrix();

		},

		/**
		 * Calculates the focal length from the current .fov and .filmGauge.
		 */
		getFocalLength: function () {

			var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );

			return 0.5 * this.getFilmHeight() / vExtentSlope;

		},

		getEffectiveFOV: function () {

			return _Math.RAD2DEG * 2 * Math.atan(
					Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );

		},

		getFilmWidth: function () {

			// film not completely covered in portrait format (aspect < 1)
			return this.filmGauge * Math.min( this.aspect, 1 );

		},

		getFilmHeight: function () {

			// film not completely covered in landscape format (aspect > 1)
			return this.filmGauge / Math.max( this.aspect, 1 );

		},

		/**
		 * Sets an offset in a larger frustum. This is useful for multi-window or
		 * multi-monitor/multi-machine setups.
		 *
		 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
		 * the monitors are in grid like this
		 *
		 *   +---+---+---+
		 *   | A | B | C |
		 *   +---+---+---+
		 *   | D | E | F |
		 *   +---+---+---+
		 *
		 * then for each monitor you would call it like this
		 *
		 *   var w = 1920;
		 *   var h = 1080;
		 *   var fullWidth = w * 3;
		 *   var fullHeight = h * 2;
		 *
		 *   --A--
		 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
		 *   --B--
		 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
		 *   --C--
		 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
		 *   --D--
		 *   camera.setOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
		 *   --E--
		 *   camera.setOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
		 *   --F--
		 *   camera.setOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
		 *
		 *   Note there is no reason monitors have to be the same size or in a grid.
		 */
		setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {

			this.aspect = fullWidth / fullHeight;

			this.view = {
				fullWidth: fullWidth,
				fullHeight: fullHeight,
				offsetX: x,
				offsetY: y,
				width: width,
				height: height
			};

			this.updateProjectionMatrix();

		},

		clearViewOffset: function() {

			this.view = null;
			this.updateProjectionMatrix();

		},

		updateProjectionMatrix: function () {

			var near = this.near,
				top = near * Math.tan(
						_Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
				height = 2 * top,
				width = this.aspect * height,
				left = - 0.5 * width,
				view = this.view;

			if ( view !== null ) {

				var fullWidth = view.fullWidth,
					fullHeight = view.fullHeight;

				left += view.offsetX * width / fullWidth;
				top -= view.offsetY * height / fullHeight;
				width *= view.width / fullWidth;
				height *= view.height / fullHeight;

			}

			var skew = this.filmOffset;
			if ( skew !== 0 ) left += near * skew / this.getFilmWidth();

			this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );

		},

		toJSON: function ( meta ) {

			var data = Object3D.prototype.toJSON.call( this, meta );

			data.object.fov = this.fov;
			data.object.zoom = this.zoom;

			data.object.near = this.near;
			data.object.far = this.far;
			data.object.focus = this.focus;

			data.object.aspect = this.aspect;

			if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

			data.object.filmGauge = this.filmGauge;
			data.object.filmOffset = this.filmOffset;

			return data;

		}

	} );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author arose / http://github.com/arose
	 */

	function OrthographicCamera( left, right, top, bottom, near, far ) {

		Camera.call( this );

		this.type = 'OrthographicCamera';

		this.zoom = 1;
		this.view = null;

		this.left = left;
		this.right = right;
		this.top = top;
		this.bottom = bottom;

		this.near = ( near !== undefined ) ? near : 0.1;
		this.far = ( far !== undefined ) ? far : 2000;

		this.updateProjectionMatrix();

	}

	OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {

		constructor: OrthographicCamera,

		isOrthographicCamera: true,

		copy: function ( source ) {

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

			this.left = source.left;
			this.right = source.right;
			this.top = source.top;
			this.bottom = source.bottom;
			this.near = source.near;
			this.far = source.far;

			this.zoom = source.zoom;
			this.view = source.view === null ? null : Object.assign( {}, source.view );

			return this;

		},

		setViewOffset: function( fullWidth, fullHeight, x, y, width, height ) {

			this.view = {
				fullWidth: fullWidth,
				fullHeight: fullHeight,
				offsetX: x,
				offsetY: y,
				width: width,
				height: height
			};

			this.updateProjectionMatrix();

		},

		clearViewOffset: function() {

			this.view = null;
			this.updateProjectionMatrix();

		},

		updateProjectionMatrix: function () {

			var dx = ( this.right - this.left ) / ( 2 * this.zoom );
			var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
			var cx = ( this.right + this.left ) / 2;
			var cy = ( this.top + this.bottom ) / 2;

			var left = cx - dx;
			var right = cx + dx;
			var top = cy + dy;
			var bottom = cy - dy;

			if ( this.view !== null ) {

				var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
				var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
				var scaleW = ( this.right - this.left ) / this.view.width;
				var scaleH = ( this.top - this.bottom ) / this.view.height;

				left += scaleW * ( this.view.offsetX / zoomW );
				right = left + scaleW * ( this.view.width / zoomW );
				top -= scaleH * ( this.view.offsetY / zoomH );
				bottom = top - scaleH * ( this.view.height / zoomH );

			}

			this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );

		},

		toJSON: function ( meta ) {

			var data = Object3D.prototype.toJSON.call( this, meta );

			data.object.zoom = this.zoom;
			data.object.left = this.left;
			data.object.right = this.right;
			data.object.top = this.top;
			data.object.bottom = this.bottom;
			data.object.near = this.near;
			data.object.far = this.far;

			if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );

			return data;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLIndexedBufferRenderer( gl, extensions, infoRender ) {

		var mode;

		function setMode( value ) {

			mode = value;

		}

		var type, size;

		function setIndex( index ) {

			if ( index.array instanceof Uint32Array && extensions.get( 'OES_element_index_uint' ) ) {

				type = gl.UNSIGNED_INT;
				size = 4;

			} else if ( index.array instanceof Uint16Array ) {

				type = gl.UNSIGNED_SHORT;
				size = 2;

			} else {

				type = gl.UNSIGNED_BYTE;
				size = 1;

			}

		}

		function render( start, count ) {

			gl.drawElements( mode, count, type, start * size );

			infoRender.calls ++;
			infoRender.vertices += count;

			if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;

		}

		function renderInstances( geometry, start, count ) {

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

			if ( extension === null ) {

				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;

			}

			extension.drawElementsInstancedANGLE( mode, count, type, start * size, geometry.maxInstancedCount );

			infoRender.calls ++;
			infoRender.vertices += count * geometry.maxInstancedCount;

			if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;

		}

		return {

			setMode: setMode,
			setIndex: setIndex,
			render: render,
			renderInstances: renderInstances

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLBufferRenderer( gl, extensions, infoRender ) {

		var mode;

		function setMode( value ) {

			mode = value;

		}

		function render( start, count ) {

			gl.drawArrays( mode, start, count );

			infoRender.calls ++;
			infoRender.vertices += count;

			if ( mode === gl.TRIANGLES ) infoRender.faces += count / 3;

		}

		function renderInstances( geometry ) {

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

			if ( extension === null ) {

				console.error( 'THREE.WebGLBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
				return;

			}

			var position = geometry.attributes.position;

			var count = 0;

			if ( position.isInterleavedBufferAttribute ) {

				count = position.data.count;

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

			} else {

				count = position.count;

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

			}

			infoRender.calls ++;
			infoRender.vertices += count * geometry.maxInstancedCount;

			if ( mode === gl.TRIANGLES ) infoRender.faces += geometry.maxInstancedCount * count / 3;

		}

		return {
			setMode: setMode,
			render: render,
			renderInstances: renderInstances
		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLLights() {

		var lights = {};

		return {

			get: function ( light ) {

				if ( lights[ light.id ] !== undefined ) {

					return lights[ light.id ];

				}

				var uniforms;

				switch ( light.type ) {

					case 'DirectionalLight':
						uniforms = {
							direction: new Vector3(),
							color: new Color(),

							shadow: false,
							shadowBias: 0,
							shadowRadius: 1,
							shadowMapSize: new Vector2()
						};
						break;

					case 'SpotLight':
						uniforms = {
							position: new Vector3(),
							direction: new Vector3(),
							color: new Color(),
							distance: 0,
							coneCos: 0,
							penumbraCos: 0,
							decay: 0,

							shadow: false,
							shadowBias: 0,
							shadowRadius: 1,
							shadowMapSize: new Vector2()
						};
						break;

					case 'PointLight':
						uniforms = {
							position: new Vector3(),
							color: new Color(),
							distance: 0,
							decay: 0,

							shadow: false,
							shadowBias: 0,
							shadowRadius: 1,
							shadowMapSize: new Vector2()
						};
						break;

					case 'HemisphereLight':
						uniforms = {
							direction: new Vector3(),
							skyColor: new Color(),
							groundColor: new Color()
						};
						break;

					case 'RectAreaLight':
						uniforms = {
							color: new Color(),
							position: new Vector3(),
							halfWidth: new Vector3(),
							halfHeight: new Vector3()
							// TODO (abelnation): set RectAreaLight shadow uniforms
						};
						break;

				}

				lights[ light.id ] = uniforms;

				return uniforms;

			}

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function addLineNumbers( string ) {

		var lines = string.split( '\n' );

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

			lines[ i ] = ( i + 1 ) + ': ' + lines[ i ];

		}

		return lines.join( '\n' );

	}

	function WebGLShader( gl, type, string ) {

		var shader = gl.createShader( type );

		gl.shaderSource( shader, string );
		gl.compileShader( shader );

		if ( gl.getShaderParameter( shader, gl.COMPILE_STATUS ) === false ) {

			console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );

		}

		if ( gl.getShaderInfoLog( shader ) !== '' ) {

			console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === gl.VERTEX_SHADER ? 'vertex' : 'fragment', gl.getShaderInfoLog( shader ), addLineNumbers( string ) );

		}

		// --enable-privileged-webgl-extension
		// console.log( type, gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( shader ) );

		return shader;

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	var programIdCount = 0;

	function getEncodingComponents( encoding ) {

		switch ( encoding ) {

			case LinearEncoding:
				return [ 'Linear','( value )' ];
			case sRGBEncoding:
				return [ 'sRGB','( value )' ];
			case RGBEEncoding:
				return [ 'RGBE','( value )' ];
			case RGBM7Encoding:
				return [ 'RGBM','( value, 7.0 )' ];
			case RGBM16Encoding:
				return [ 'RGBM','( value, 16.0 )' ];
			case RGBDEncoding:
				return [ 'RGBD','( value, 256.0 )' ];
			case GammaEncoding:
				return [ 'Gamma','( value, float( GAMMA_FACTOR ) )' ];
			default:
				throw new Error( 'unsupported encoding: ' + encoding );

		}

	}

	function getTexelDecodingFunction( functionName, encoding ) {

		var components = getEncodingComponents( encoding );
		return "vec4 " + functionName + "( vec4 value ) { return " + components[ 0 ] + "ToLinear" + components[ 1 ] + "; }";

	}

	function getTexelEncodingFunction( functionName, encoding ) {

		var components = getEncodingComponents( encoding );
		return "vec4 " + functionName + "( vec4 value ) { return LinearTo" + components[ 0 ] + components[ 1 ] + "; }";

	}

	function getToneMappingFunction( functionName, toneMapping ) {

		var toneMappingName;

		switch ( toneMapping ) {

			case LinearToneMapping:
				toneMappingName = "Linear";
				break;

			case ReinhardToneMapping:
				toneMappingName = "Reinhard";
				break;

			case Uncharted2ToneMapping:
				toneMappingName = "Uncharted2";
				break;

			case CineonToneMapping:
				toneMappingName = "OptimizedCineon";
				break;

			default:
				throw new Error( 'unsupported toneMapping: ' + toneMapping );

		}

		return "vec3 " + functionName + "( vec3 color ) { return " + toneMappingName + "ToneMapping( color ); }";

	}

	function generateExtensions( extensions, parameters, rendererExtensions ) {

		extensions = extensions || {};

		var chunks = [
			( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || parameters.normalMap || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
			( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
			( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
			( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
		];

		return chunks.filter( filterEmptyLine ).join( '\n' );

	}

	function generateDefines( defines ) {

		var chunks = [];

		for ( var name in defines ) {

			var value = defines[ name ];

			if ( value === false ) continue;

			chunks.push( '#define ' + name + ' ' + value );

		}

		return chunks.join( '\n' );

	}

	function fetchAttributeLocations( gl, program, identifiers ) {

		var attributes = {};

		var n = gl.getProgramParameter( program, gl.ACTIVE_ATTRIBUTES );

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

			var info = gl.getActiveAttrib( program, i );
			var name = info.name;

			// console.log("THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:", name, i );

			attributes[ name ] = gl.getAttribLocation( program, name );

		}

		return attributes;

	}

	function filterEmptyLine( string ) {

		return string !== '';

	}

	function replaceLightNums( string, parameters ) {

		return string
			.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
			.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
			.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
			.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
			.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );

	}

	function parseIncludes( string ) {

		var pattern = /#include +<([\w\d.]+)>/g;

		function replace( match, include ) {

			var replace = ShaderChunk[ include ];

			if ( replace === undefined ) {

				throw new Error( 'Can not resolve #include <' + include + '>' );

			}

			return parseIncludes( replace );

		}

		return string.replace( pattern, replace );

	}

	function unrollLoops( string ) {

		var pattern = /for \( int i \= (\d+)\; i < (\d+)\; i \+\+ \) \{([\s\S]+?)(?=\})\}/g;

		function replace( match, start, end, snippet ) {

			var unroll = '';

			for ( var i = parseInt( start ); i < parseInt( end ); i ++ ) {

				unroll += snippet.replace( /\[ i \]/g, '[ ' + i + ' ]' );

			}

			return unroll;

		}

		return string.replace( pattern, replace );

	}

	function WebGLProgram( renderer, code, material, parameters ) {

		var gl = renderer.context;

		var extensions = material.extensions;
		var defines = material.defines;

		var vertexShader = material.__webglShader.vertexShader;
		var fragmentShader = material.__webglShader.fragmentShader;

		var shadowMapTypeDefine = 'SHADOWMAP_TYPE_BASIC';

		if ( parameters.shadowMapType === PCFShadowMap ) {

			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF';

		} else if ( parameters.shadowMapType === PCFSoftShadowMap ) {

			shadowMapTypeDefine = 'SHADOWMAP_TYPE_PCF_SOFT';

		}

		var envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
		var envMapModeDefine = 'ENVMAP_MODE_REFLECTION';
		var envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';

		if ( parameters.envMap ) {

			switch ( material.envMap.mapping ) {

				case CubeReflectionMapping:
				case CubeRefractionMapping:
					envMapTypeDefine = 'ENVMAP_TYPE_CUBE';
					break;

				case CubeUVReflectionMapping:
				case CubeUVRefractionMapping:
					envMapTypeDefine = 'ENVMAP_TYPE_CUBE_UV';
					break;

				case EquirectangularReflectionMapping:
				case EquirectangularRefractionMapping:
					envMapTypeDefine = 'ENVMAP_TYPE_EQUIREC';
					break;

				case SphericalReflectionMapping:
					envMapTypeDefine = 'ENVMAP_TYPE_SPHERE';
					break;

			}

			switch ( material.envMap.mapping ) {

				case CubeRefractionMapping:
				case EquirectangularRefractionMapping:
					envMapModeDefine = 'ENVMAP_MODE_REFRACTION';
					break;

			}

			switch ( material.combine ) {

				case MultiplyOperation:
					envMapBlendingDefine = 'ENVMAP_BLENDING_MULTIPLY';
					break;

				case MixOperation:
					envMapBlendingDefine = 'ENVMAP_BLENDING_MIX';
					break;

				case AddOperation:
					envMapBlendingDefine = 'ENVMAP_BLENDING_ADD';
					break;

			}

		}

		var gammaFactorDefine = ( renderer.gammaFactor > 0 ) ? renderer.gammaFactor : 1.0;

		// console.log( 'building new program ' );

		//

		var customExtensions = generateExtensions( extensions, parameters, renderer.extensions );

		var customDefines = generateDefines( defines );

		//

		var program = gl.createProgram();

		var prefixVertex, prefixFragment;

		if ( material.isRawShaderMaterial ) {

			prefixVertex = [

				customDefines,

				'\n'

			].filter( filterEmptyLine ).join( '\n' );

			prefixFragment = [

				customExtensions,
				customDefines,

				'\n'

			].filter( filterEmptyLine ).join( '\n' );

		} else {

			prefixVertex = [

	        
				'precision ' + parameters.precision + ' float;',
				'precision ' + parameters.precision + ' int;',

				'#define SHADER_NAME ' + material.__webglShader.name,

				customDefines,

				parameters.supportsVertexTextures ? '#define VERTEX_TEXTURES' : '',

				'#define GAMMA_FACTOR ' + gammaFactorDefine,

				'#define MAX_BONES ' + parameters.maxBones,
				( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
				( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',


				parameters.map ? '#define USE_MAP' : '',
				parameters.envMap ? '#define USE_ENVMAP' : '',
				parameters.envMap ? '#define ' + envMapModeDefine : '',
				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
				parameters.aoMap ? '#define USE_AOMAP' : '',
				parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
				parameters.normalMap ? '#define USE_NORMALMAP' : '',
				parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
				parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
				parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
				parameters.vertexColors ? '#define USE_COLOR' : '',

				parameters.flatShading ? '#define FLAT_SHADED' : '',

				parameters.skinning ? '#define USE_SKINNING' : '',
				parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',

				parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
				parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
				parameters.flipSided ? '#define FLIP_SIDED' : '',

				'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,

				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

				parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',

				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
				parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

				'uniform mat4 modelMatrix;',
				'uniform mat4 modelViewMatrix;',
				'uniform mat4 projectionMatrix;',
				'uniform mat4 viewMatrix;',
				'uniform mat3 normalMatrix;',
				'uniform vec3 cameraPosition;',

				'attribute vec3 position;',
				'attribute vec3 normal;',
				'attribute vec2 uv;',

				'#ifdef USE_COLOR',

				'	attribute vec3 color;',

				'#endif',

				'#ifdef USE_MORPHTARGETS',

				'	attribute vec3 morphTarget0;',
				'	attribute vec3 morphTarget1;',
				'	attribute vec3 morphTarget2;',
				'	attribute vec3 morphTarget3;',

				'	#ifdef USE_MORPHNORMALS',

				'		attribute vec3 morphNormal0;',
				'		attribute vec3 morphNormal1;',
				'		attribute vec3 morphNormal2;',
				'		attribute vec3 morphNormal3;',

				'	#else',

				'		attribute vec3 morphTarget4;',
				'		attribute vec3 morphTarget5;',
				'		attribute vec3 morphTarget6;',
				'		attribute vec3 morphTarget7;',

				'	#endif',

				'#endif',

				'#ifdef USE_SKINNING',

				'	attribute vec4 skinIndex;',
				'	attribute vec4 skinWeight;',

				'#endif',

				'\n'

			].filter( filterEmptyLine ).join( '\n' );

			prefixFragment = [

				customExtensions,

				'precision ' + parameters.precision + ' float;',
				'precision ' + parameters.precision + ' int;',

				'#define SHADER_NAME ' + material.__webglShader.name,

				customDefines,

				parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest : '',

				'#define GAMMA_FACTOR ' + gammaFactorDefine,

				( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
				( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',

				parameters.map ? '#define USE_MAP' : '',
				parameters.envMap ? '#define USE_ENVMAP' : '',
				parameters.envMap ? '#define ' + envMapTypeDefine : '',
				parameters.envMap ? '#define ' + envMapModeDefine : '',
				parameters.envMap ? '#define ' + envMapBlendingDefine : '',
				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
				parameters.aoMap ? '#define USE_AOMAP' : '',
				parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
				parameters.normalMap ? '#define USE_NORMALMAP' : '',
				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
				parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
				parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
				parameters.vertexColors ? '#define USE_COLOR' : '',

				parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',

				parameters.flatShading ? '#define FLAT_SHADED' : '',

				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
				parameters.flipSided ? '#define FLIP_SIDED' : '',

				'#define NUM_CLIPPING_PLANES ' + parameters.numClippingPlanes,
				'#define UNION_CLIPPING_PLANES ' + (parameters.numClippingPlanes - parameters.numClipIntersection),

				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',

				parameters.premultipliedAlpha ? "#define PREMULTIPLIED_ALPHA" : '',

				parameters.physicallyCorrectLights ? "#define PHYSICALLY_CORRECT_LIGHTS" : '',

				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
				parameters.logarithmicDepthBuffer && renderer.extensions.get( 'EXT_frag_depth' ) ? '#define USE_LOGDEPTHBUF_EXT' : '',

				parameters.envMap && renderer.extensions.get( 'EXT_shader_texture_lod' ) ? '#define TEXTURE_LOD_EXT' : '',

				'uniform mat4 viewMatrix;',
				'uniform vec3 cameraPosition;',

				( parameters.toneMapping !== NoToneMapping ) ? "#define TONE_MAPPING" : '',
				( parameters.toneMapping !== NoToneMapping ) ? ShaderChunk[ 'tonemapping_pars_fragment' ] : '',  // this code is required here because it is used by the toneMapping() function defined below
				( parameters.toneMapping !== NoToneMapping ) ? getToneMappingFunction( "toneMapping", parameters.toneMapping ) : '',

				( parameters.outputEncoding || parameters.mapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ? ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
				parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
				parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
				parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
				parameters.outputEncoding ? getTexelEncodingFunction( "linearToOutputTexel", parameters.outputEncoding ) : '',

				parameters.depthPacking ? "#define DEPTH_PACKING " + material.depthPacking : '',

				'\n'

			].filter( filterEmptyLine ).join( '\n' );

		}

		vertexShader = parseIncludes( vertexShader, parameters );
		vertexShader = replaceLightNums( vertexShader, parameters );

		fragmentShader = parseIncludes( fragmentShader, parameters );
		fragmentShader = replaceLightNums( fragmentShader, parameters );

		if ( ! material.isShaderMaterial ) {

			vertexShader = unrollLoops( vertexShader );
			fragmentShader = unrollLoops( fragmentShader );

		}

		var vertexGlsl = prefixVertex + vertexShader;
		var fragmentGlsl = prefixFragment + fragmentShader;

		// console.log( '*VERTEX*', vertexGlsl );
		// console.log( '*FRAGMENT*', fragmentGlsl );

		var glVertexShader = WebGLShader( gl, gl.VERTEX_SHADER, vertexGlsl );
		var glFragmentShader = WebGLShader( gl, gl.FRAGMENT_SHADER, fragmentGlsl );

		gl.attachShader( program, glVertexShader );
		gl.attachShader( program, glFragmentShader );

		// Force a particular attribute to index 0.

		if ( material.index0AttributeName !== undefined ) {

			gl.bindAttribLocation( program, 0, material.index0AttributeName );

		} else if ( parameters.morphTargets === true ) {

			// programs with morphTargets displace position out of attribute 0
			gl.bindAttribLocation( program, 0, 'position' );

		}

		gl.linkProgram( program );

		var programLog = gl.getProgramInfoLog( program );
		var vertexLog = gl.getShaderInfoLog( glVertexShader );
		var fragmentLog = gl.getShaderInfoLog( glFragmentShader );

		var runnable = true;
		var haveDiagnostics = true;

		// console.log( '**VERTEX**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glVertexShader ) );
		// console.log( '**FRAGMENT**', gl.getExtension( 'WEBGL_debug_shaders' ).getTranslatedShaderSource( glFragmentShader ) );

		if ( gl.getProgramParameter( program, gl.LINK_STATUS ) === false ) {

			runnable = false;

			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), 'gl.VALIDATE_STATUS', gl.getProgramParameter( program, gl.VALIDATE_STATUS ), 'gl.getProgramInfoLog', programLog, vertexLog, fragmentLog );

		} else if ( programLog !== '' ) {

			console.warn( 'THREE.WebGLProgram: gl.getProgramInfoLog()', programLog );

		} else if ( vertexLog === '' || fragmentLog === '' ) {

			haveDiagnostics = false;

		}

		if ( haveDiagnostics ) {

			this.diagnostics = {

				runnable: runnable,
				material: material,

				programLog: programLog,

				vertexShader: {

					log: vertexLog,
					prefix: prefixVertex

				},

				fragmentShader: {

					log: fragmentLog,
					prefix: prefixFragment

				}

			};

		}

		// clean up

		gl.deleteShader( glVertexShader );
		gl.deleteShader( glFragmentShader );

		// set up caching for uniform locations

		var cachedUniforms;

		this.getUniforms = function() {

			if ( cachedUniforms === undefined ) {

				cachedUniforms =
					new WebGLUniforms( gl, program, renderer );

			}

			return cachedUniforms;

		};

		// set up caching for attribute locations

		var cachedAttributes;

		this.getAttributes = function() {

			if ( cachedAttributes === undefined ) {

				cachedAttributes = fetchAttributeLocations( gl, program );

			}

			return cachedAttributes;

		};

		// free resource

		this.destroy = function() {

			gl.deleteProgram( program );
			this.program = undefined;

		};

		// DEPRECATED

		Object.defineProperties( this, {

			uniforms: {
				get: function() {

					console.warn( 'THREE.WebGLProgram: .uniforms is now .getUniforms().' );
					return this.getUniforms();

				}
			},

			attributes: {
				get: function() {

					console.warn( 'THREE.WebGLProgram: .attributes is now .getAttributes().' );
					return this.getAttributes();

				}
			}

		} );


		//

		this.id = programIdCount ++;
		this.code = code;
		this.usedTimes = 1;
		this.program = program;
		this.vertexShader = glVertexShader;
		this.fragmentShader = glFragmentShader;

		return this;

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLPrograms( renderer, capabilities ) {

		var programs = [];

		var shaderIDs = {
			MeshDepthMaterial: 'depth',
			MeshNormalMaterial: 'normal',
			MeshBasicMaterial: 'basic',
			MeshLambertMaterial: 'lambert',
			MeshPhongMaterial: 'phong',
			MeshToonMaterial: 'phong',
			MeshStandardMaterial: 'physical',
			MeshPhysicalMaterial: 'physical',
			LineBasicMaterial: 'basic',
			LineDashedMaterial: 'dashed',
			PointsMaterial: 'points'
		};

		var parameterNames = [
			"precision", "supportsVertexTextures", "map", "mapEncoding", "envMap", "envMapMode", "envMapEncoding",
			"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "displacementMap", "specularMap",
			"roughnessMap", "metalnessMap", "gradientMap",
			"alphaMap", "combine", "vertexColors", "fog", "useFog", "fogExp",
			"flatShading", "sizeAttenuation", "logarithmicDepthBuffer", "skinning",
			"maxBones", "useVertexTexture", "morphTargets", "morphNormals",
			"maxMorphTargets", "maxMorphNormals", "premultipliedAlpha",
			"numDirLights", "numPointLights", "numSpotLights", "numHemiLights", "numRectAreaLights",
			"shadowMapEnabled", "shadowMapType", "toneMapping", 'physicallyCorrectLights',
			"alphaTest", "doubleSided", "flipSided", "numClippingPlanes", "numClipIntersection", "depthPacking"
		];


		function allocateBones( object ) {

			if ( capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture ) {

				return 1024;

			} else {

				// default for when object is not specified
				// ( for example when prebuilding shader to be used with multiple objects )
				//
				//  - leave some extra space for other uniforms
				//  - limit here is ANGLE's 254 max uniform vectors
				//    (up to 54 should be safe)

				var nVertexUniforms = capabilities.maxVertexUniforms;
				var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );

				var maxBones = nVertexMatrices;

				if ( object !== undefined && (object && object.isSkinnedMesh) ) {

					maxBones = Math.min( object.skeleton.bones.length, maxBones );

					if ( maxBones < object.skeleton.bones.length ) {

						console.warn( 'WebGLRenderer: too many bones - ' + object.skeleton.bones.length + ', this GPU supports just ' + maxBones + ' (try OpenGL instead of ANGLE)' );

					}

				}

				return maxBones;

			}

		}

		function getTextureEncodingFromMap( map, gammaOverrideLinear ) {

			var encoding;

			if ( ! map ) {

				encoding = LinearEncoding;

			} else if ( map.isTexture ) {

				encoding = map.encoding;

			} else if ( map.isWebGLRenderTarget ) {

				console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
				encoding = map.texture.encoding;

			}

			// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
			if ( encoding === LinearEncoding && gammaOverrideLinear ) {

				encoding = GammaEncoding;

			}

			return encoding;

		}

		this.getParameters = function ( material, lights, fog, nClipPlanes, nClipIntersection, object ) {

			var shaderID = shaderIDs[ material.type ];

			// heuristics to create shader parameters according to lights in the scene
			// (not to blow over maxLights budget)

			var maxBones = allocateBones( object );
			var precision = renderer.getPrecision();

			if ( material.precision !== null ) {

				precision = capabilities.getMaxPrecision( material.precision );

				if ( precision !== material.precision ) {

					console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );

				}

			}

			var currentRenderTarget = renderer.getCurrentRenderTarget();

			var parameters = {

				shaderID: shaderID,

				precision: precision,
				supportsVertexTextures: capabilities.vertexTextures,
				outputEncoding: getTextureEncodingFromMap( ( ! currentRenderTarget ) ? null : currentRenderTarget.texture, renderer.gammaOutput ),
				map: !! material.map,
				mapEncoding: getTextureEncodingFromMap( material.map, renderer.gammaInput ),
				envMap: !! material.envMap,
				envMapMode: material.envMap && material.envMap.mapping,
				envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
				envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
				lightMap: !! material.lightMap,
				aoMap: !! material.aoMap,
				emissiveMap: !! material.emissiveMap,
				emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
				bumpMap: !! material.bumpMap,
				normalMap: !! material.normalMap,
				displacementMap: !! material.displacementMap,
				roughnessMap: !! material.roughnessMap,
				metalnessMap: !! material.metalnessMap,
				specularMap: !! material.specularMap,
				alphaMap: !! material.alphaMap,

				gradientMap: !! material.gradientMap,

				combine: material.combine,

				vertexColors: material.vertexColors,

				fog: !! fog,
				useFog: material.fog,
				fogExp: (fog && fog.isFogExp2),

				flatShading: material.shading === FlatShading,

				sizeAttenuation: material.sizeAttenuation,
				logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,

				skinning: material.skinning,
				maxBones: maxBones,
				useVertexTexture: capabilities.floatVertexTextures && object && object.skeleton && object.skeleton.useVertexTexture,

				morphTargets: material.morphTargets,
				morphNormals: material.morphNormals,
				maxMorphTargets: renderer.maxMorphTargets,
				maxMorphNormals: renderer.maxMorphNormals,

				numDirLights: lights.directional.length,
				numPointLights: lights.point.length,
				numSpotLights: lights.spot.length,
				numRectAreaLights: lights.rectArea.length,
				numHemiLights: lights.hemi.length,

				numClippingPlanes: nClipPlanes,
				numClipIntersection: nClipIntersection,

				shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && lights.shadows.length > 0,
				shadowMapType: renderer.shadowMap.type,

				toneMapping: renderer.toneMapping,
				physicallyCorrectLights: renderer.physicallyCorrectLights,

				premultipliedAlpha: material.premultipliedAlpha,

				alphaTest: material.alphaTest,
				doubleSided: material.side === DoubleSide,
				flipSided: material.side === BackSide,

				depthPacking: ( material.depthPacking !== undefined ) ? material.depthPacking : false

			};

			return parameters;

		};

		this.getProgramCode = function ( material, parameters ) {

			var array = [];

			if ( parameters.shaderID ) {

				array.push( parameters.shaderID );

			} else {

				array.push( material.fragmentShader );
				array.push( material.vertexShader );

			}

			if ( material.defines !== undefined ) {

				for ( var name in material.defines ) {

					array.push( name );
					array.push( material.defines[ name ] );

				}

			}

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

				array.push( parameters[ parameterNames[ i ] ] );

			}

			return array.join();

		};

		this.acquireProgram = function ( material, parameters, code ) {

			var program;

			// Check if code has been already compiled
			for ( var p = 0, pl = programs.length; p < pl; p ++ ) {

				var programInfo = programs[ p ];

				if ( programInfo.code === code ) {

					program = programInfo;
					++ program.usedTimes;

					break;

				}

			}

			if ( program === undefined ) {

				program = new WebGLProgram( renderer, code, material, parameters );
				programs.push( program );

			}

			return program;

		};

		this.releaseProgram = function( program ) {

			if ( -- program.usedTimes === 0 ) {

				// Remove from unordered set
				var i = programs.indexOf( program );
				programs[ i ] = programs[ programs.length - 1 ];
				programs.pop();

				// Free WebGL resources
				program.destroy();

			}

		};

		// Exposed for resource monitoring & error feedback via renderer.info:
		this.programs = programs;

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLGeometries( gl, properties, info ) {

		var geometries = {};

		function onGeometryDispose( event ) {

			var geometry = event.target;
			var buffergeometry = geometries[ geometry.id ];

			if ( buffergeometry.index !== null ) {

				deleteAttribute( buffergeometry.index );

			}

			deleteAttributes( buffergeometry.attributes );

			geometry.removeEventListener( 'dispose', onGeometryDispose );

			delete geometries[ geometry.id ];

			// TODO

			var property = properties.get( geometry );

			if ( property.wireframe ) {

				deleteAttribute( property.wireframe );

			}

			properties.delete( geometry );

			var bufferproperty = properties.get( buffergeometry );

			if ( bufferproperty.wireframe ) {

				deleteAttribute( bufferproperty.wireframe );

			}

			properties.delete( buffergeometry );

			//

			info.memory.geometries --;

		}

		function getAttributeBuffer( attribute ) {

			if ( attribute.isInterleavedBufferAttribute ) {

				return properties.get( attribute.data ).__webglBuffer;

			}

			return properties.get( attribute ).__webglBuffer;

		}

		function deleteAttribute( attribute ) {

			var buffer = getAttributeBuffer( attribute );

			if ( buffer !== undefined ) {

				gl.deleteBuffer( buffer );
				removeAttributeBuffer( attribute );

			}

		}

		function deleteAttributes( attributes ) {

			for ( var name in attributes ) {

				deleteAttribute( attributes[ name ] );

			}

		}

		function removeAttributeBuffer( attribute ) {

			if ( attribute.isInterleavedBufferAttribute ) {

				properties.delete( attribute.data );

			} else {

				properties.delete( attribute );

			}

		}

		return {

			get: function ( object ) {

				var geometry = object.geometry;

				if ( geometries[ geometry.id ] !== undefined ) {

					return geometries[ geometry.id ];

				}

				geometry.addEventListener( 'dispose', onGeometryDispose );

				var buffergeometry;

				if ( geometry.isBufferGeometry ) {

					buffergeometry = geometry;

				} else if ( geometry.isGeometry ) {

					if ( geometry._bufferGeometry === undefined ) {

						geometry._bufferGeometry = new BufferGeometry().setFromObject( object );

					}

					buffergeometry = geometry._bufferGeometry;

				}

				geometries[ geometry.id ] = buffergeometry;

				info.memory.geometries ++;

				return buffergeometry;

			}

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLObjects( gl, properties, info ) {

		var geometries = new WebGLGeometries( gl, properties, info );

		//

		function update( object ) {

			// TODO: Avoid updating twice (when using shadowMap). Maybe add frame counter.

			var geometry = geometries.get( object );

			if ( object.geometry.isGeometry ) {

				geometry.updateFromObject( object );

			}

			var index = geometry.index;
			var attributes = geometry.attributes;

			if ( index !== null ) {

				updateAttribute( index, gl.ELEMENT_ARRAY_BUFFER );

			}

			for ( var name in attributes ) {

				updateAttribute( attributes[ name ], gl.ARRAY_BUFFER );

			}

			// morph targets

			var morphAttributes = geometry.morphAttributes;

			for ( var name in morphAttributes ) {

				var array = morphAttributes[ name ];

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

					updateAttribute( array[ i ], gl.ARRAY_BUFFER );

				}

			}

			return geometry;

		}

		function updateAttribute( attribute, bufferType ) {

			var data = ( attribute.isInterleavedBufferAttribute ) ? attribute.data : attribute;

			var attributeProperties = properties.get( data );

			if ( attributeProperties.__webglBuffer === undefined ) {

				createBuffer( attributeProperties, data, bufferType );

			} else if ( attributeProperties.version !== data.version ) {

				updateBuffer( attributeProperties, data, bufferType );

			}

		}

		function createBuffer( attributeProperties, data, bufferType ) {

			attributeProperties.__webglBuffer = gl.createBuffer();
			gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );

			var usage = data.dynamic ? gl.DYNAMIC_DRAW : gl.STATIC_DRAW;

			gl.bufferData( bufferType, data.array, usage );

			var type = gl.FLOAT;
			var array = data.array;

			if ( array instanceof Float32Array ) {

				type = gl.FLOAT;

			} else if ( array instanceof Float64Array ) {

				console.warn( "Unsupported data buffer format: Float64Array" );

			} else if ( array instanceof Uint16Array ) {

				type = gl.UNSIGNED_SHORT;

			} else if ( array instanceof Int16Array ) {

				type = gl.SHORT;

			} else if ( array instanceof Uint32Array ) {

				type = gl.UNSIGNED_INT;

			} else if ( array instanceof Int32Array ) {

				type = gl.INT;

			} else if ( array instanceof Int8Array ) {

				type = gl.BYTE;

			} else if ( array instanceof Uint8Array ) {

				type = gl.UNSIGNED_BYTE;

			}

			attributeProperties.bytesPerElement = array.BYTES_PER_ELEMENT;
			attributeProperties.type = type;
			attributeProperties.version = data.version;

			data.onUploadCallback();

		}

		function updateBuffer( attributeProperties, data, bufferType ) {

			gl.bindBuffer( bufferType, attributeProperties.__webglBuffer );

			if ( data.dynamic === false ) {

				gl.bufferData( bufferType, data.array, gl.STATIC_DRAW );

			} else if ( data.updateRange.count === - 1 ) {

				// Not using update ranges

				gl.bufferSubData( bufferType, 0, data.array );

			} else if ( data.updateRange.count === 0 ) {

				console.error( 'THREE.WebGLObjects.updateBuffer: dynamic THREE.BufferAttribute marked as needsUpdate but updateRange.count is 0, ensure you are using set methods or updating manually.' );

			} else {

				gl.bufferSubData( bufferType, data.updateRange.offset * data.array.BYTES_PER_ELEMENT,
								  data.array.subarray( data.updateRange.offset, data.updateRange.offset + data.updateRange.count ) );

				data.updateRange.count = 0; // reset range

			}

			attributeProperties.version = data.version;

		}

		function getAttributeBuffer( attribute ) {

			if ( attribute.isInterleavedBufferAttribute ) {

				return properties.get( attribute.data ).__webglBuffer;

			}

			return properties.get( attribute ).__webglBuffer;

		}

		function getAttributeProperties( attribute ) {

			if ( attribute.isInterleavedBufferAttribute ) {

				return properties.get( attribute.data );

			}

			return properties.get( attribute );

		}

		function getWireframeAttribute( geometry ) {

			var property = properties.get( geometry );

			if ( property.wireframe !== undefined ) {

				return property.wireframe;

			}

			var indices = [];

			var index = geometry.index;
			var attributes = geometry.attributes;

			// console.time( 'wireframe' );

			if ( index !== null ) {

				var array = index.array;

				for ( var i = 0, l = array.length; i < l; i += 3 ) {

					var a = array[ i + 0 ];
					var b = array[ i + 1 ];
					var c = array[ i + 2 ];

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

				}

			} else {

				var array = attributes.position.array;

				for ( var i = 0, l = ( array.length / 3 ) - 1; i < l; i += 3 ) {

					var a = i + 0;
					var b = i + 1;
					var c = i + 2;

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

				}

			}

			// console.timeEnd( 'wireframe' );

			var attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );

			updateAttribute( attribute, gl.ELEMENT_ARRAY_BUFFER );

			property.wireframe = attribute;

			return attribute;

		}

		return {

			getAttributeBuffer: getAttributeBuffer,
			getAttributeProperties: getAttributeProperties,
			getWireframeAttribute: getWireframeAttribute,

			update: update

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, info ) {

		var _infoMemory = info.memory;
		var _isWebGL2 = ( typeof WebGL2RenderingContext !== 'undefined' && _gl instanceof WebGL2RenderingContext );

		//

		function clampToMaxSize( image, maxSize ) {

			if ( image.width > maxSize || image.height > maxSize ) {

				// Warning: Scaling through the canvas will only work with images that use
				// premultiplied alpha.

				var scale = maxSize / Math.max( image.width, image.height );

				var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
				canvas.width = Math.floor( image.width * scale );
				canvas.height = Math.floor( image.height * scale );

				var context = canvas.getContext( '2d' );
				context.drawImage( image, 0, 0, image.width, image.height, 0, 0, canvas.width, canvas.height );

				console.warn( 'THREE.WebGLRenderer: image is too big (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );

				return canvas;

			}

			return image;

		}

		function isPowerOfTwo( image ) {

			return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );

		}

		function makePowerOfTwo( image ) {

			if ( image instanceof HTMLImageElement || image instanceof HTMLCanvasElement ) {

				var canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
				canvas.width = _Math.nearestPowerOfTwo( image.width );
				canvas.height = _Math.nearestPowerOfTwo( image.height );

				var context = canvas.getContext( '2d' );
				context.drawImage( image, 0, 0, canvas.width, canvas.height );

				console.warn( 'THREE.WebGLRenderer: image is not power of two (' + image.width + 'x' + image.height + '). Resized to ' + canvas.width + 'x' + canvas.height, image );

				return canvas;

			}

			return image;

		}

		function textureNeedsPowerOfTwo( texture ) {

			return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
				( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );

		}

		// Fallback filters for non-power-of-2 textures

		function filterFallback( f ) {

			if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {

				return _gl.NEAREST;

			}

			return _gl.LINEAR;

		}

		//

		function onTextureDispose( event ) {

			var texture = event.target;

			texture.removeEventListener( 'dispose', onTextureDispose );

			deallocateTexture( texture );

			_infoMemory.textures --;


		}

		function onRenderTargetDispose( event ) {

			var renderTarget = event.target;

			renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );

			deallocateRenderTarget( renderTarget );

			_infoMemory.textures --;

		}

		//

		function deallocateTexture( texture ) {

			var textureProperties = properties.get( texture );

			if ( texture.image && textureProperties.__image__webglTextureCube ) {

				// cube texture

				_gl.deleteTexture( textureProperties.__image__webglTextureCube );

			} else {

				// 2D texture

				if ( textureProperties.__webglInit === undefined ) return;

				_gl.deleteTexture( textureProperties.__webglTexture );

			}

			// remove all webgl properties
			properties.delete( texture );

		}

		function deallocateRenderTarget( renderTarget ) {

			var renderTargetProperties = properties.get( renderTarget );
			var textureProperties = properties.get( renderTarget.texture );

			if ( ! renderTarget ) return;

			if ( textureProperties.__webglTexture !== undefined ) {

				_gl.deleteTexture( textureProperties.__webglTexture );

			}

			if ( renderTarget.depthTexture ) {

				renderTarget.depthTexture.dispose();

			}

			if ( renderTarget.isWebGLRenderTargetCube ) {

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

					_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
					if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );

				}

			} else {

				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );

			}

			properties.delete( renderTarget.texture );
			properties.delete( renderTarget );

		}

		//



		function setTexture2D( texture, slot ) {

			var textureProperties = properties.get( texture );

			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

				var image = texture.image;

				if ( image === undefined ) {

					console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined', texture );

				} else if ( image.complete === false ) {

					console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete', texture );

				} else {

					uploadTexture( textureProperties, texture, slot );
					return;

				}

			}

			state.activeTexture( _gl.TEXTURE0 + slot );
			state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );

		}

		function setTextureCube( texture, slot ) {

			var textureProperties = properties.get( texture );

			if ( texture.image.length === 6 ) {

				if ( texture.version > 0 && textureProperties.__version !== texture.version ) {

					if ( ! textureProperties.__image__webglTextureCube ) {

						texture.addEventListener( 'dispose', onTextureDispose );

						textureProperties.__image__webglTextureCube = _gl.createTexture();

						_infoMemory.textures ++;

					}

					state.activeTexture( _gl.TEXTURE0 + slot );
					state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );

					_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );

					var isCompressed = ( texture && texture.isCompressedTexture );
					var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );

					var cubeImage = [];

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

						if ( ! isCompressed && ! isDataTexture ) {

							cubeImage[ i ] = clampToMaxSize( texture.image[ i ], capabilities.maxCubemapSize );

						} else {

							cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];

						}

					}

					var image = cubeImage[ 0 ],
					isPowerOfTwoImage = isPowerOfTwo( image ),
					glFormat = paramThreeToGL( texture.format ),
					glType = paramThreeToGL( texture.type );

					setTextureParameters( _gl.TEXTURE_CUBE_MAP, texture, isPowerOfTwoImage );

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

						if ( ! isCompressed ) {

							if ( isDataTexture ) {

								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );

							} else {

								state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, 0, glFormat, glFormat, glType, cubeImage[ i ] );

							}

						} else {

							var mipmap, mipmaps = cubeImage[ i ].mipmaps;

							for ( var j = 0, jl = mipmaps.length; j < jl; j ++ ) {

								mipmap = mipmaps[ j ];

								if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

									if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {

										state.compressedTexImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

									} else {

										console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()" );

									}

								} else {

									state.texImage2D( _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i, j, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

								}

							}

						}

					}

					if ( texture.generateMipmaps && isPowerOfTwoImage ) {

						_gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );

					}

					textureProperties.__version = texture.version;

					if ( texture.onUpdate ) texture.onUpdate( texture );

				} else {

					state.activeTexture( _gl.TEXTURE0 + slot );
					state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__image__webglTextureCube );

				}

			}

		}

		function setTextureCubeDynamic( texture, slot ) {

			state.activeTexture( _gl.TEXTURE0 + slot );
			state.bindTexture( _gl.TEXTURE_CUBE_MAP, properties.get( texture ).__webglTexture );

		}

		function setTextureParameters( textureType, texture, isPowerOfTwoImage ) {

			var extension;

			if ( isPowerOfTwoImage ) {

				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, paramThreeToGL( texture.wrapS ) );
				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, paramThreeToGL( texture.wrapT ) );

				_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, paramThreeToGL( texture.magFilter ) );
				_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, paramThreeToGL( texture.minFilter ) );

			} else {

				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_S, _gl.CLAMP_TO_EDGE );
				_gl.texParameteri( textureType, _gl.TEXTURE_WRAP_T, _gl.CLAMP_TO_EDGE );

				if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {

					console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.', texture );

				}

				_gl.texParameteri( textureType, _gl.TEXTURE_MAG_FILTER, filterFallback( texture.magFilter ) );
				_gl.texParameteri( textureType, _gl.TEXTURE_MIN_FILTER, filterFallback( texture.minFilter ) );

				if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {

					console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.', texture );

				}

			}

			extension = extensions.get( 'EXT_texture_filter_anisotropic' );

			if ( extension ) {

				if ( texture.type === FloatType && extensions.get( 'OES_texture_float_linear' ) === null ) return;
				if ( texture.type === HalfFloatType && extensions.get( 'OES_texture_half_float_linear' ) === null ) return;

				if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {

					_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
					properties.get( texture ).__currentAnisotropy = texture.anisotropy;

				}

			}

		}

		function uploadTexture( textureProperties, texture, slot ) {

			if ( textureProperties.__webglInit === undefined ) {

				textureProperties.__webglInit = true;

				texture.addEventListener( 'dispose', onTextureDispose );

				textureProperties.__webglTexture = _gl.createTexture();

				_infoMemory.textures ++;

			}

			state.activeTexture( _gl.TEXTURE0 + slot );
			state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );

			_gl.pixelStorei( _gl.UNPACK_FLIP_Y_WEBGL, texture.flipY );
			_gl.pixelStorei( _gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, texture.premultiplyAlpha );
			_gl.pixelStorei( _gl.UNPACK_ALIGNMENT, texture.unpackAlignment );

			var image = clampToMaxSize( texture.image, capabilities.maxTextureSize );

			if ( textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( image ) === false ) {

				image = makePowerOfTwo( image );

			}

			var isPowerOfTwoImage = isPowerOfTwo( image ),
			glFormat = paramThreeToGL( texture.format ),
			glType = paramThreeToGL( texture.type );

			setTextureParameters( _gl.TEXTURE_2D, texture, isPowerOfTwoImage );

			var mipmap, mipmaps = texture.mipmaps;

			if ( texture.isDepthTexture ) {

				// populate depth texture with dummy data

				var internalFormat = _gl.DEPTH_COMPONENT;

				if ( texture.type === FloatType ) {

					if ( !_isWebGL2 ) throw new Error('Float Depth Texture only supported in WebGL2.0');
					internalFormat = _gl.DEPTH_COMPONENT32F;

				} else if ( _isWebGL2 ) {

					// WebGL 2.0 requires signed internalformat for glTexImage2D
					internalFormat = _gl.DEPTH_COMPONENT16;

				}

				if ( texture.format === DepthFormat && internalFormat === _gl.DEPTH_COMPONENT ) {

					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
					// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
					if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {

					        console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );

						texture.type = UnsignedShortType;
						glType = paramThreeToGL( texture.type );

					}

				}

				// Depth stencil textures need the DEPTH_STENCIL internal format
				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
				if ( texture.format === DepthStencilFormat ) {

					internalFormat = _gl.DEPTH_STENCIL;

					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
					// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
					if ( texture.type !== UnsignedInt248Type ) {

					        console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );

						texture.type = UnsignedInt248Type;
						glType = paramThreeToGL( texture.type );

					}

				}

				state.texImage2D( _gl.TEXTURE_2D, 0, internalFormat, image.width, image.height, 0, glFormat, glType, null );

			} else if ( texture.isDataTexture ) {

				// use manually created mipmaps if available
				// if there are no manual mipmaps
				// set 0 level mipmap and then use GL to generate other mipmap levels

				if ( mipmaps.length > 0 && isPowerOfTwoImage ) {

					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

						mipmap = mipmaps[ i ];
						state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

					}

					texture.generateMipmaps = false;

				} else {

					state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, image.width, image.height, 0, glFormat, glType, image.data );

				}

			} else if ( texture.isCompressedTexture ) {

				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

					mipmap = mipmaps[ i ];

					if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {

						if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {

							state.compressedTexImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, mipmap.data );

						} else {

							console.warn( "THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()" );

						}

					} else {

						state.texImage2D( _gl.TEXTURE_2D, i, glFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );

					}

				}

			} else {

				// regular Texture (image, video, canvas)

				// use manually created mipmaps if available
				// if there are no manual mipmaps
				// set 0 level mipmap and then use GL to generate other mipmap levels

				if ( mipmaps.length > 0 && isPowerOfTwoImage ) {

					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {

						mipmap = mipmaps[ i ];
						state.texImage2D( _gl.TEXTURE_2D, i, glFormat, glFormat, glType, mipmap );

					}

					texture.generateMipmaps = false;

				} else {

					state.texImage2D( _gl.TEXTURE_2D, 0, glFormat, glFormat, glType, image );

				}

			}

			if ( texture.generateMipmaps && isPowerOfTwoImage ) _gl.generateMipmap( _gl.TEXTURE_2D );

			textureProperties.__version = texture.version;

			if ( texture.onUpdate ) texture.onUpdate( texture );

		}

		// Render targets

		// Setup storage for target texture and bind it to correct framebuffer
		function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {

			var glFormat = paramThreeToGL( renderTarget.texture.format );
			var glType = paramThreeToGL( renderTarget.texture.type );
			state.texImage2D( textureTarget, 0, glFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
			_gl.framebufferTexture2D( _gl.FRAMEBUFFER, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

		}

		// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
		function setupRenderBufferStorage( renderbuffer, renderTarget ) {

			_gl.bindRenderbuffer( _gl.RENDERBUFFER, renderbuffer );

			if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {

				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_COMPONENT16, renderTarget.width, renderTarget.height );
				_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

			} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {

				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.DEPTH_STENCIL, renderTarget.width, renderTarget.height );
				_gl.framebufferRenderbuffer( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.RENDERBUFFER, renderbuffer );

			} else {

				// FIXME: We don't support !depth !stencil
				_gl.renderbufferStorage( _gl.RENDERBUFFER, _gl.RGBA4, renderTarget.width, renderTarget.height );

			}

			_gl.bindRenderbuffer( _gl.RENDERBUFFER, null );

		}

		// Setup resources for a Depth Texture for a FBO (needs an extension)
		function setupDepthTexture( framebuffer, renderTarget ) {

			var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
			if ( isCube ) throw new Error('Depth Texture with cube render targets is not supported!');

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

			if ( !( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {

				throw new Error('renderTarget.depthTexture must be an instance of THREE.DepthTexture');

			}

			// upload an empty depth texture with framebuffer size
			if ( !properties.get( renderTarget.depthTexture ).__webglTexture ||
					renderTarget.depthTexture.image.width !== renderTarget.width ||
					renderTarget.depthTexture.image.height !== renderTarget.height ) {
				renderTarget.depthTexture.image.width = renderTarget.width;
				renderTarget.depthTexture.image.height = renderTarget.height;
				renderTarget.depthTexture.needsUpdate = true;
			}

			setTexture2D( renderTarget.depthTexture, 0 );

			var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;

			if ( renderTarget.depthTexture.format === DepthFormat ) {

				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );

			} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {

				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.DEPTH_STENCIL_ATTACHMENT, _gl.TEXTURE_2D, webglDepthTexture, 0 );

			} else {

				throw new Error('Unknown depthTexture format')

			}

		}

		// Setup GL resources for a non-texture depth buffer
		function setupDepthRenderbuffer( renderTarget ) {

			var renderTargetProperties = properties.get( renderTarget );

			var isCube = ( renderTarget.isWebGLRenderTargetCube === true );

			if ( renderTarget.depthTexture ) {

				if ( isCube ) throw new Error('target.depthTexture not supported in Cube render targets');

				setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );

			} else {

				if ( isCube ) {

					renderTargetProperties.__webglDepthbuffer = [];

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

						_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer[ i ] );
						renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
						setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );

					}

				} else {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, renderTargetProperties.__webglFramebuffer );
					renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );

				}

			}

			_gl.bindFramebuffer( _gl.FRAMEBUFFER, null );

		}

		// Set up GL resources for the render target
		function setupRenderTarget( renderTarget ) {

			var renderTargetProperties = properties.get( renderTarget );
			var textureProperties = properties.get( renderTarget.texture );

			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );

			textureProperties.__webglTexture = _gl.createTexture();

			_infoMemory.textures ++;

			var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
			var isTargetPowerOfTwo = isPowerOfTwo( renderTarget );

			// Setup framebuffer

			if ( isCube ) {

				renderTargetProperties.__webglFramebuffer = [];

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

					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();

				}

			} else {

				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();

			}

			// Setup color buffer

			if ( isCube ) {

				state.bindTexture( _gl.TEXTURE_CUBE_MAP, textureProperties.__webglTexture );
				setTextureParameters( _gl.TEXTURE_CUBE_MAP, renderTarget.texture, isTargetPowerOfTwo );

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

					setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + i );

				}

				if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_CUBE_MAP );
				state.bindTexture( _gl.TEXTURE_CUBE_MAP, null );

			} else {

				state.bindTexture( _gl.TEXTURE_2D, textureProperties.__webglTexture );
				setTextureParameters( _gl.TEXTURE_2D, renderTarget.texture, isTargetPowerOfTwo );
				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_2D );

				if ( renderTarget.texture.generateMipmaps && isTargetPowerOfTwo ) _gl.generateMipmap( _gl.TEXTURE_2D );
				state.bindTexture( _gl.TEXTURE_2D, null );

			}

			// Setup depth and stencil buffers

			if ( renderTarget.depthBuffer ) {

				setupDepthRenderbuffer( renderTarget );

			}

		}

		function updateRenderTargetMipmap( renderTarget ) {

			var texture = renderTarget.texture;

			if ( texture.generateMipmaps && isPowerOfTwo( renderTarget ) &&
					texture.minFilter !== NearestFilter &&
					texture.minFilter !== LinearFilter ) {

				var target = (renderTarget && renderTarget.isWebGLRenderTargetCube) ? _gl.TEXTURE_CUBE_MAP : _gl.TEXTURE_2D;
				var webglTexture = properties.get( texture ).__webglTexture;

				state.bindTexture( target, webglTexture );
				_gl.generateMipmap( target );
				state.bindTexture( target, null );

			}

		}

		this.setTexture2D = setTexture2D;
		this.setTextureCube = setTextureCube;
		this.setTextureCubeDynamic = setTextureCubeDynamic;
		this.setupRenderTarget = setupRenderTarget;
		this.updateRenderTargetMipmap = updateRenderTargetMipmap;

	}

	/**
	 * @author fordacious / fordacious.github.io
	 */

	function WebGLProperties() {

		var properties = {};

		return {

			get: function ( object ) {

				var uuid = object.uuid;
				var map = properties[ uuid ];

				if ( map === undefined ) {

					map = {};
					properties[ uuid ] = map;

				}

				return map;

			},

			delete: function ( object ) {

				delete properties[ object.uuid ];

			},

			clear: function () {

				properties = {};

			}

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLState( gl, extensions, paramThreeToGL ) {

		function ColorBuffer() {

			var locked = false;

			var color = new Vector4();
			var currentColorMask = null;
			var currentColorClear = new Vector4();

			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( 0, 0, 0, 1 );

				}

			};

		}

		function DepthBuffer() {

			var locked = false;

			var currentDepthMask = null;
			var currentDepthFunc = null;
			var currentDepthClear = null;

			return {

				setTest: function ( depthTest ) {

					if ( depthTest ) {

						enable( gl.DEPTH_TEST );

					} else {

						disable( gl.DEPTH_TEST );

					}

				},

				setMask: function ( depthMask ) {

					if ( currentDepthMask !== depthMask && ! locked ) {

						gl.depthMask( depthMask );
						currentDepthMask = depthMask;

					}

				},

				setFunc: function ( depthFunc ) {

					if ( currentDepthFunc !== depthFunc ) {

						if ( depthFunc ) {

							switch ( depthFunc ) {

								case NeverDepth:

									gl.depthFunc( gl.NEVER );
									break;

								case AlwaysDepth:

									gl.depthFunc( gl.ALWAYS );
									break;

								case LessDepth:

									gl.depthFunc( gl.LESS );
									break;

								case LessEqualDepth:

									gl.depthFunc( gl.LEQUAL );
									break;

								case EqualDepth:

									gl.depthFunc( gl.EQUAL );
									break;

								case GreaterEqualDepth:

									gl.depthFunc( gl.GEQUAL );
									break;

								case GreaterDepth:

									gl.depthFunc( gl.GREATER );
									break;

								case NotEqualDepth:

									gl.depthFunc( gl.NOTEQUAL );
									break;

								default:

									gl.depthFunc( gl.LEQUAL );

							}

						} else {

							gl.depthFunc( gl.LEQUAL );

						}

						currentDepthFunc = depthFunc;

					}

				},

				setLocked: function ( lock ) {

					locked = lock;

				},

				setClear: function ( depth ) {

					if ( currentDepthClear !== depth ) {

						gl.clearDepth( depth );
						currentDepthClear = depth;

					}

				},

				reset: function () {

					locked = false;

					currentDepthMask = null;
					currentDepthFunc = null;
					currentDepthClear = null;

				}

			};

		}

		function StencilBuffer() {

			var locked = false;

			var currentStencilMask = null;
			var currentStencilFunc = null;
			var currentStencilRef = null;
			var currentStencilFuncMask = null;
			var currentStencilFail = null;
			var currentStencilZFail = null;
			var currentStencilZPass = null;
			var currentStencilClear = null;

			return {

				setTest: function ( stencilTest ) {

					if ( stencilTest ) {

						enable( gl.STENCIL_TEST );

					} else {

						disable( gl.STENCIL_TEST );

					}

				},

				setMask: function ( stencilMask ) {

					if ( currentStencilMask !== stencilMask && ! locked ) {

						gl.stencilMask( stencilMask );
						currentStencilMask = stencilMask;

					}

				},

				setFunc: function ( stencilFunc, stencilRef, stencilMask ) {

					if ( currentStencilFunc !== stencilFunc ||
					     currentStencilRef 	!== stencilRef 	||
					     currentStencilFuncMask !== stencilMask ) {

						gl.stencilFunc( stencilFunc, stencilRef, stencilMask );

						currentStencilFunc = stencilFunc;
						currentStencilRef = stencilRef;
						currentStencilFuncMask = stencilMask;

					}

				},

				setOp: function ( stencilFail, stencilZFail, stencilZPass ) {

					if ( currentStencilFail	 !== stencilFail 	||
					     currentStencilZFail !== stencilZFail ||
					     currentStencilZPass !== stencilZPass ) {

						gl.stencilOp( stencilFail, stencilZFail, stencilZPass );

						currentStencilFail = stencilFail;
						currentStencilZFail = stencilZFail;
						currentStencilZPass = stencilZPass;

					}

				},

				setLocked: function ( lock ) {

					locked = lock;

				},

				setClear: function ( stencil ) {

					if ( currentStencilClear !== stencil ) {

						gl.clearStencil( stencil );
						currentStencilClear = stencil;

					}

				},

				reset: function () {

					locked = false;

					currentStencilMask = null;
					currentStencilFunc = null;
					currentStencilRef = null;
					currentStencilFuncMask = null;
					currentStencilFail = null;
					currentStencilZFail = null;
					currentStencilZPass = null;
					currentStencilClear = null;

				}

			};

		}

		//

		var colorBuffer = new ColorBuffer();
		var depthBuffer = new DepthBuffer();
		var stencilBuffer = new StencilBuffer();

		var maxVertexAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
		var newAttributes = new Uint8Array( maxVertexAttributes );
		var enabledAttributes = new Uint8Array( maxVertexAttributes );
		var attributeDivisors = new Uint8Array( maxVertexAttributes );

		var capabilities = {};

		var compressedTextureFormats = null;

		var currentBlending = null;
		var currentBlendEquation = null;
		var currentBlendSrc = null;
		var currentBlendDst = null;
		var currentBlendEquationAlpha = null;
		var currentBlendSrcAlpha = null;
		var currentBlendDstAlpha = null;
		var currentPremultipledAlpha = false;

		var currentFlipSided = null;
		var currentCullFace = null;

		var currentLineWidth = null;

		var currentPolygonOffsetFactor = null;
		var currentPolygonOffsetUnits = null;

		var currentScissorTest = null;

		var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );

		var version = parseFloat( /^WebGL\ ([0-9])/.exec( gl.getParameter( gl.VERSION ) )[ 1 ] );
		var lineWidthAvailable = parseFloat( version ) >= 1.0;

		var currentTextureSlot = null;
		var currentBoundTextures = {};

		var currentScissor = new Vector4();
		var currentViewport = new Vector4();

		function createTexture( type, target, count ) {

			var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
			var texture = gl.createTexture();

			gl.bindTexture( type, texture );
			gl.texParameteri( type, gl.TEXTURE_MIN_FILTER, gl.NEAREST );
			gl.texParameteri( type, gl.TEXTURE_MAG_FILTER, gl.NEAREST );

			for ( var i = 0; i < count; i ++ ) {

				gl.texImage2D( target + i, 0, gl.RGBA, 1, 1, 0, gl.RGBA, gl.UNSIGNED_BYTE, data );

			}

			return texture;

		}

		var emptyTextures = {};
		emptyTextures[ gl.TEXTURE_2D ] = createTexture( gl.TEXTURE_2D, gl.TEXTURE_2D, 1 );
		emptyTextures[ gl.TEXTURE_CUBE_MAP ] = createTexture( gl.TEXTURE_CUBE_MAP, gl.TEXTURE_CUBE_MAP_POSITIVE_X, 6 );

		//

		function init() {

			colorBuffer.setClear( 0, 0, 0, 1 );
			depthBuffer.setClear( 1 );
			stencilBuffer.setClear( 0 );

			enable( gl.DEPTH_TEST );
			setDepthFunc( LessEqualDepth );

			setFlipSided( false );
			setCullFace( CullFaceBack );
			enable( gl.CULL_FACE );

			enable( gl.BLEND );
			setBlending( NormalBlending );

		}

		function initAttributes() {

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

				newAttributes[ i ] = 0;

			}

		}

		function enableAttribute( attribute ) {

			newAttributes[ attribute ] = 1;

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

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

			}

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

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

				extension.vertexAttribDivisorANGLE( attribute, 0 );
				attributeDivisors[ attribute ] = 0;

			}

		}

		function enableAttributeAndDivisor( attribute, meshPerAttribute, extension ) {

			newAttributes[ attribute ] = 1;

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

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

			}

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

				extension.vertexAttribDivisorANGLE( attribute, meshPerAttribute );
				attributeDivisors[ attribute ] = meshPerAttribute;

			}

		}

		function disableUnusedAttributes() {

			for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {

				if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {

					gl.disableVertexAttribArray( i );
					enabledAttributes[ i ] = 0;

				}

			}

		}

		function enable( id ) {

			if ( capabilities[ id ] !== true ) {

				gl.enable( id );
				capabilities[ id ] = true;

			}

		}

		function disable( id ) {

			if ( capabilities[ id ] !== false ) {

				gl.disable( id );
				capabilities[ id ] = false;

			}

		}

		function getCompressedTextureFormats() {

			if ( compressedTextureFormats === null ) {

				compressedTextureFormats = [];

				if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
				     extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
				     extensions.get( 'WEBGL_compressed_texture_etc1' ) ) {

					var formats = gl.getParameter( gl.COMPRESSED_TEXTURE_FORMATS );

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

						compressedTextureFormats.push( formats[ i ] );

					}

				}

			}

			return compressedTextureFormats;

		}

		function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {

			if ( blending !== NoBlending ) {

				enable( gl.BLEND );

			} else {

				disable( gl.BLEND );

			}

			if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {

				if ( blending === AdditiveBlending ) {

					if ( premultipliedAlpha ) {

						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
						gl.blendFuncSeparate( gl.ONE, gl.ONE, gl.ONE, gl.ONE );

					} else {

						gl.blendEquation( gl.FUNC_ADD );
						gl.blendFunc( gl.SRC_ALPHA, gl.ONE );

					}

				} else if ( blending === SubtractiveBlending ) {

					if ( premultipliedAlpha ) {

						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
						gl.blendFuncSeparate( gl.ZERO, gl.ZERO, gl.ONE_MINUS_SRC_COLOR, gl.ONE_MINUS_SRC_ALPHA );

					} else {

						gl.blendEquation( gl.FUNC_ADD );
						gl.blendFunc( gl.ZERO, gl.ONE_MINUS_SRC_COLOR );

					}

				} else if ( blending === MultiplyBlending ) {

					if ( premultipliedAlpha ) {

						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
						gl.blendFuncSeparate( gl.ZERO, gl.SRC_COLOR, gl.ZERO, gl.SRC_ALPHA );

					} else {

						gl.blendEquation( gl.FUNC_ADD );
						gl.blendFunc( gl.ZERO, gl.SRC_COLOR );

					}

				} else {

					if ( premultipliedAlpha ) {

						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
						gl.blendFuncSeparate( gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );

					} else {

						gl.blendEquationSeparate( gl.FUNC_ADD, gl.FUNC_ADD );
						gl.blendFuncSeparate( gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA );

					}

				}

				currentBlending = blending;
				currentPremultipledAlpha = premultipliedAlpha;

			}

			if ( blending === CustomBlending ) {

				blendEquationAlpha = blendEquationAlpha || blendEquation;
				blendSrcAlpha = blendSrcAlpha || blendSrc;
				blendDstAlpha = blendDstAlpha || blendDst;

				if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {

					gl.blendEquationSeparate( paramThreeToGL( blendEquation ), paramThreeToGL( blendEquationAlpha ) );

					currentBlendEquation = blendEquation;
					currentBlendEquationAlpha = blendEquationAlpha;

				}

				if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {

					gl.blendFuncSeparate( paramThreeToGL( blendSrc ), paramThreeToGL( blendDst ), paramThreeToGL( blendSrcAlpha ), paramThreeToGL( blendDstAlpha ) );

					currentBlendSrc = blendSrc;
					currentBlendDst = blendDst;
					currentBlendSrcAlpha = blendSrcAlpha;
					currentBlendDstAlpha = blendDstAlpha;

				}

			} else {

				currentBlendEquation = null;
				currentBlendSrc = null;
				currentBlendDst = null;
				currentBlendEquationAlpha = null;
				currentBlendSrcAlpha = null;
				currentBlendDstAlpha = null;

			}

		}

		// TODO Deprecate

		function setColorWrite( colorWrite ) {

			colorBuffer.setMask( colorWrite );

		}

		function setDepthTest( depthTest ) {

			depthBuffer.setTest( depthTest );

		}

		function setDepthWrite( depthWrite ) {

			depthBuffer.setMask( depthWrite );

		}

		function setDepthFunc( depthFunc ) {

			depthBuffer.setFunc( depthFunc );

		}

		function setStencilTest( stencilTest ) {

			stencilBuffer.setTest( stencilTest );

		}

		function setStencilWrite( stencilWrite ) {

			stencilBuffer.setMask( stencilWrite );

		}

		function setStencilFunc( stencilFunc, stencilRef, stencilMask ) {

			stencilBuffer.setFunc( stencilFunc, stencilRef, stencilMask );

		}

		function setStencilOp( stencilFail, stencilZFail, stencilZPass ) {

			stencilBuffer.setOp( stencilFail, stencilZFail, stencilZPass );

		}

		//

		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 getScissorTest() {

			return currentScissorTest;

		}

		function setScissorTest( scissorTest ) {

			currentScissorTest = scissorTest;

			if ( scissorTest ) {

				enable( gl.SCISSOR_TEST );

			} else {

				disable( gl.SCISSOR_TEST );

			}

		}

		// texture

		function activeTexture( webglSlot ) {

			if ( webglSlot === undefined ) webglSlot = gl.TEXTURE0 + maxTextures - 1;

			if ( currentTextureSlot !== webglSlot ) {

				gl.activeTexture( webglSlot );
				currentTextureSlot = webglSlot;

			}

		}

		function bindTexture( webglType, webglTexture ) {

			if ( currentTextureSlot === null ) {

				activeTexture();

			}

			var boundTexture = currentBoundTextures[ currentTextureSlot ];

			if ( boundTexture === undefined ) {

				boundTexture = { type: undefined, texture: undefined };
				currentBoundTextures[ currentTextureSlot ] = boundTexture;

			}

			if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {

				gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );

				boundTexture.type = webglType;
				boundTexture.texture = webglTexture;

			}

		}

		function compressedTexImage2D() {

			try {

				gl.compressedTexImage2D.apply( gl, arguments );

			} catch ( error ) {

				console.error( error );

			}

		}

		function texImage2D() {

			try {

				gl.texImage2D.apply( gl, arguments );

			} catch ( error ) {

				console.error( error );

			}

		}

		//

		function scissor( scissor ) {

			if ( currentScissor.equals( scissor ) === false ) {

				gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
				currentScissor.copy( scissor );

			}

		}

		function viewport( viewport ) {

			if ( currentViewport.equals( viewport ) === false ) {

				gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
				currentViewport.copy( viewport );

			}

		}

		//

		function reset() {

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

				if ( enabledAttributes[ i ] === 1 ) {

					gl.disableVertexAttribArray( i );
					enabledAttributes[ i ] = 0;

				}

			}

			capabilities = {};

			compressedTextureFormats = null;

			currentTextureSlot = null;
			currentBoundTextures = {};

			currentBlending = null;

			currentFlipSided = null;
			currentCullFace = null;

			colorBuffer.reset();
			depthBuffer.reset();
			stencilBuffer.reset();

		}

		return {

			buffers: {
				color: colorBuffer,
				depth: depthBuffer,
				stencil: stencilBuffer
			},

			init: init,
			initAttributes: initAttributes,
			enableAttribute: enableAttribute,
			enableAttributeAndDivisor: enableAttributeAndDivisor,
			disableUnusedAttributes: disableUnusedAttributes,
			enable: enable,
			disable: disable,
			getCompressedTextureFormats: getCompressedTextureFormats,

			setBlending: setBlending,

			setColorWrite: setColorWrite,
			setDepthTest: setDepthTest,
			setDepthWrite: setDepthWrite,
			setDepthFunc: setDepthFunc,
			setStencilTest: setStencilTest,
			setStencilWrite: setStencilWrite,
			setStencilFunc: setStencilFunc,
			setStencilOp: setStencilOp,

			setFlipSided: setFlipSided,
			setCullFace: setCullFace,

			setLineWidth: setLineWidth,
			setPolygonOffset: setPolygonOffset,

			getScissorTest: getScissorTest,
			setScissorTest: setScissorTest,

			activeTexture: activeTexture,
			bindTexture: bindTexture,
			compressedTexImage2D: compressedTexImage2D,
			texImage2D: texImage2D,

			scissor: scissor,
			viewport: viewport,

			reset: reset

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLCapabilities( gl, extensions, parameters ) {

		var maxAnisotropy;

		function getMaxAnisotropy() {

			if ( maxAnisotropy !== undefined ) return maxAnisotropy;

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

			if ( extension !== null ) {

				maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );

			} else {

				maxAnisotropy = 0;

			}

			return maxAnisotropy;

		}

		function getMaxPrecision( precision ) {

			if ( precision === 'highp' ) {

				if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.HIGH_FLOAT ).precision > 0 &&
				     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.HIGH_FLOAT ).precision > 0 ) {

					return 'highp';

				}

				precision = 'mediump';

			}

			if ( precision === 'mediump' ) {

				if ( gl.getShaderPrecisionFormat( gl.VERTEX_SHADER, gl.MEDIUM_FLOAT ).precision > 0 &&
				     gl.getShaderPrecisionFormat( gl.FRAGMENT_SHADER, gl.MEDIUM_FLOAT ).precision > 0 ) {

					return 'mediump';

				}

			}

			return 'lowp';

		}

		var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
		var maxPrecision = getMaxPrecision( precision );

		if ( maxPrecision !== precision ) {

			console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
			precision = maxPrecision;

		}

		var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true && !! extensions.get( 'EXT_frag_depth' );

		var maxTextures = gl.getParameter( gl.MAX_TEXTURE_IMAGE_UNITS );
		var maxVertexTextures = gl.getParameter( gl.MAX_VERTEX_TEXTURE_IMAGE_UNITS );
		var maxTextureSize = gl.getParameter( gl.MAX_TEXTURE_SIZE );
		var maxCubemapSize = gl.getParameter( gl.MAX_CUBE_MAP_TEXTURE_SIZE );

		var maxAttributes = gl.getParameter( gl.MAX_VERTEX_ATTRIBS );
		var maxVertexUniforms = gl.getParameter( gl.MAX_VERTEX_UNIFORM_VECTORS );
		var maxVaryings = gl.getParameter( gl.MAX_VARYING_VECTORS );
		var maxFragmentUniforms = gl.getParameter( gl.MAX_FRAGMENT_UNIFORM_VECTORS );

		var vertexTextures = maxVertexTextures > 0;
		var floatFragmentTextures = !! extensions.get( 'OES_texture_float' );
		var floatVertexTextures = vertexTextures && floatFragmentTextures;

		return {

			getMaxAnisotropy: getMaxAnisotropy,
			getMaxPrecision: getMaxPrecision,

			precision: precision,
			logarithmicDepthBuffer: logarithmicDepthBuffer,

			maxTextures: maxTextures,
			maxVertexTextures: maxVertexTextures,
			maxTextureSize: maxTextureSize,
			maxCubemapSize: maxCubemapSize,

			maxAttributes: maxAttributes,
			maxVertexUniforms: maxVertexUniforms,
			maxVaryings: maxVaryings,
			maxFragmentUniforms: maxFragmentUniforms,

			vertexTextures: vertexTextures,
			floatFragmentTextures: floatFragmentTextures,
			floatVertexTextures: floatVertexTextures

		};

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function WebGLExtensions( gl ) {

		var extensions = {};

		return {

			get: function ( name ) {

				if ( extensions[ name ] !== undefined ) {

					return extensions[ name ];

				}

				var extension;

				switch ( name ) {

					case 'WEBGL_depth_texture':
						extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
						break;

					case 'EXT_texture_filter_anisotropic':
						extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
						break;

					case 'WEBGL_compressed_texture_s3tc':
						extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
						break;

					case 'WEBGL_compressed_texture_pvrtc':
						extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
						break;

					case 'WEBGL_compressed_texture_etc1':
						extension = gl.getExtension( 'WEBGL_compressed_texture_etc1' );
						break;

					default:
						extension = gl.getExtension( name );

				}

				if ( extension === null ) {

					console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );

				}

				extensions[ name ] = extension;

				return extension;

			}

		};

	}

	/**
	 * @author tschw
	 */

	function WebGLClipping() {

		var scope = this,

			globalState = null,
			numGlobalPlanes = 0,
			localClippingEnabled = false,
			renderingShadows = false,

			plane = new Plane(),
			viewNormalMatrix = new Matrix3(),

			uniform = { value: null, needsUpdate: false };

		this.uniform = uniform;
		this.numPlanes = 0;
		this.numIntersection = 0;

		this.init = function( planes, enableLocalClipping, camera ) {

			var enabled =
				planes.length !== 0 ||
				enableLocalClipping ||
				// enable state of previous frame - the clipping code has to
				// run another frame in order to reset the state:
				numGlobalPlanes !== 0 ||
				localClippingEnabled;

			localClippingEnabled = enableLocalClipping;

			globalState = projectPlanes( planes, camera, 0 );
			numGlobalPlanes = planes.length;

			return enabled;

		};

		this.beginShadows = function() {

			renderingShadows = true;
			projectPlanes( null );

		};

		this.endShadows = function() {

			renderingShadows = false;
			resetGlobalState();

		};

		this.setState = function( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {

			if ( ! localClippingEnabled ||
					planes === null || planes.length === 0 ||
					renderingShadows && ! clipShadows ) {
				// there's no local clipping

				if ( renderingShadows ) {
					// there's no global clipping

					projectPlanes( null );

				} else {

					resetGlobalState();
				}

			} else {

				var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
					lGlobal = nGlobal * 4,

					dstArray = cache.clippingState || null;

				uniform.value = dstArray; // ensure unique state

				dstArray = projectPlanes( planes, camera, lGlobal, fromCache );

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

					dstArray[ i ] = globalState[ i ];

				}

				cache.clippingState = dstArray;
				this.numIntersection = clipIntersection ? this.numPlanes : 0;
				this.numPlanes += nGlobal;

			}


		};

		function resetGlobalState() {

			if ( uniform.value !== globalState ) {

				uniform.value = globalState;
				uniform.needsUpdate = numGlobalPlanes > 0;

			}

			scope.numPlanes = numGlobalPlanes;
			scope.numIntersection = 0;

		}

		function projectPlanes( planes, camera, dstOffset, skipTransform ) {

			var nPlanes = planes !== null ? planes.length : 0,
				dstArray = null;

			if ( nPlanes !== 0 ) {

				dstArray = uniform.value;

				if ( skipTransform !== true || dstArray === null ) {

					var flatSize = dstOffset + nPlanes * 4,
						viewMatrix = camera.matrixWorldInverse;

					viewNormalMatrix.getNormalMatrix( viewMatrix );

					if ( dstArray === null || dstArray.length < flatSize ) {

						dstArray = new Float32Array( flatSize );

					}

					for ( var i = 0, i4 = dstOffset;
										i !== nPlanes; ++ i, i4 += 4 ) {

						plane.copy( planes[ i ] ).
								applyMatrix4( viewMatrix, viewNormalMatrix );

						plane.normal.toArray( dstArray, i4 );
						dstArray[ i4 + 3 ] = plane.constant;

					}

				}

				uniform.value = dstArray;
				uniform.needsUpdate = true;

			}

			scope.numPlanes = nPlanes;
			
			return dstArray;

		}

	}

	/**
	 * @author supereggbert / http://www.paulbrunt.co.uk/
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 * @author szimek / https://github.com/szimek/
	 * @author tschw
	 */

	function WebGLRenderer( parameters ) {

		console.log( 'THREE.WebGLRenderer', REVISION );

		parameters = parameters || {};

		var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
			_context = parameters.context !== undefined ? parameters.context : null,

			_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
			_depth = parameters.depth !== undefined ? parameters.depth : true,
			_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
			_antialias = parameters.antialias !== undefined ? parameters.antialias : false,
			_premultipliedAlpha = parameters.premultipliedAlpha !== undefined ? parameters.premultipliedAlpha : true,
			_preserveDrawingBuffer = parameters.preserveDrawingBuffer !== undefined ? parameters.preserveDrawingBuffer : false;

		var lights = [];

		var opaqueObjects = [];
		var opaqueObjectsLastIndex = - 1;
		var transparentObjects = [];
		var transparentObjectsLastIndex = - 1;

		var morphInfluences = new Float32Array( 8 );

		var sprites = [];
		var lensFlares = [];

		// public properties

		this.domElement = _canvas;
		this.context = null;

		// clearing

		this.autoClear = true;
		this.autoClearColor = true;
		this.autoClearDepth = true;
		this.autoClearStencil = true;

		// scene graph

		this.sortObjects = true;

		// user-defined clipping

		this.clippingPlanes = [];
		this.localClippingEnabled = false;

		// physically based shading

		this.gammaFactor = 2.0;	// for backwards compatibility
		this.gammaInput = false;
		this.gammaOutput = false;

		// physical lights

		this.physicallyCorrectLights = false;

		// tone mapping

		this.toneMapping = LinearToneMapping;
		this.toneMappingExposure = 1.0;
		this.toneMappingWhitePoint = 1.0;

		// morphs

		this.maxMorphTargets = 8;
		this.maxMorphNormals = 4;

		// internal properties

		var _this = this,

			// internal state cache

			_currentProgram = null,
			_currentRenderTarget = null,
			_currentFramebuffer = null,
			_currentMaterialId = - 1,
			_currentGeometryProgram = '',
			_currentCamera = null,

			_currentScissor = new Vector4(),
			_currentScissorTest = null,

			_currentViewport = new Vector4(),

			//

			_usedTextureUnits = 0,

			//

			_clearColor = new Color( 0x000000 ),
			_clearAlpha = 0,

			_width = _canvas.width,
			_height = _canvas.height,

			_pixelRatio = 1,

			_scissor = new Vector4( 0, 0, _width, _height ),
			_scissorTest = false,

			_viewport = new Vector4( 0, 0, _width, _height ),

			// frustum

			_frustum = new Frustum(),

			// clipping

			_clipping = new WebGLClipping(),
			_clippingEnabled = false,
			_localClippingEnabled = false,

			_sphere = new Sphere(),

			// camera matrices cache

			_projScreenMatrix = new Matrix4(),

			_vector3 = new Vector3(),
			_matrix4 = new Matrix4(),
			_matrix42 = new Matrix4(),

			// light arrays cache

			_lights = {

				hash: '',

			ambient: [ 0, 0, 0 ],
			directional: [],
			directionalShadowMap: [],
			directionalShadowMatrix: [],
			spot: [],
			spotShadowMap: [],
			spotShadowMatrix: [],
			rectArea: [],
			point: [],
			pointShadowMap: [],
			pointShadowMatrix: [],
			hemi: [],

				shadows: []

			},

			// info

			_infoRender = {

				calls: 0,
				vertices: 0,
				faces: 0,
				points: 0

			};

		this.info = {

			render: _infoRender,
			memory: {

				geometries: 0,
				textures: 0

			},
			programs: null

		};


		// initialize

		var _gl;

		try {

			var attributes = {
				alpha: _alpha,
				depth: _depth,
				stencil: _stencil,
				antialias: _antialias,
				premultipliedAlpha: _premultipliedAlpha,
				preserveDrawingBuffer: _preserveDrawingBuffer
			};

			_gl = _context || _canvas.getContext( 'webgl', attributes ) || _canvas.getContext( 'experimental-webgl', attributes );

			if ( _gl === null ) {

				if ( _canvas.getContext( 'webgl' ) !== null ) {

					throw 'Error creating WebGL context with your selected attributes.';

				} else {

					throw 'Error creating WebGL context.';

				}

			}

			// Some experimental-webgl implementations do not have getShaderPrecisionFormat

			if ( _gl.getShaderPrecisionFormat === undefined ) {

				_gl.getShaderPrecisionFormat = function () {

					return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };

				};

			}

			_canvas.addEventListener( 'webglcontextlost', onContextLost, false );

		} catch ( error ) {

			console.error( 'THREE.WebGLRenderer: ' + error );

		}

		var extensions = new WebGLExtensions( _gl );

		extensions.get( 'WEBGL_depth_texture' );
		extensions.get( 'OES_texture_float' );
		extensions.get( 'OES_texture_float_linear' );
		extensions.get( 'OES_texture_half_float' );
		extensions.get( 'OES_texture_half_float_linear' );
		extensions.get( 'OES_standard_derivatives' );
		extensions.get( 'ANGLE_instanced_arrays' );

		if ( extensions.get( 'OES_element_index_uint' ) ) {

			BufferGeometry.MaxIndex = 4294967296;

		}

		var capabilities = new WebGLCapabilities( _gl, extensions, parameters );

		var state = new WebGLState( _gl, extensions, paramThreeToGL );
		var properties = new WebGLProperties();
		var textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, paramThreeToGL, this.info );
		var objects = new WebGLObjects( _gl, properties, this.info );
		var programCache = new WebGLPrograms( this, capabilities );
		var lightCache = new WebGLLights();

		this.info.programs = programCache.programs;

		var bufferRenderer = new WebGLBufferRenderer( _gl, extensions, _infoRender );
		var indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, _infoRender );

		//

		var backgroundPlaneCamera, backgroundPlaneMesh;
		var backgroundBoxCamera, backgroundBoxMesh;

		//

		function getTargetPixelRatio() {

			return _currentRenderTarget === null ? _pixelRatio : 1;

		}

		function setDefaultGLState() {

			state.init();

			state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
			state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );

			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );

		}

		function resetGLState() {

			_currentProgram = null;
			_currentCamera = null;

			_currentGeometryProgram = '';
			_currentMaterialId = - 1;

			state.reset();

		}

		setDefaultGLState();

		this.context = _gl;
		this.capabilities = capabilities;
		this.extensions = extensions;
		this.properties = properties;
		this.state = state;

		// shadow map

		var shadowMap = new WebGLShadowMap( this, _lights, objects, capabilities );

		this.shadowMap = shadowMap;


		// Plugins

		var spritePlugin = new SpritePlugin( this, sprites );
		var lensFlarePlugin = new LensFlarePlugin( this, lensFlares );

		// API

		this.getContext = function () {

			return _gl;

		};

		this.getContextAttributes = function () {

			return _gl.getContextAttributes();

		};

		this.forceContextLoss = function () {

			extensions.get( 'WEBGL_lose_context' ).loseContext();

		};

		this.getMaxAnisotropy = function () {

			return capabilities.getMaxAnisotropy();

		};

		this.getPrecision = function () {

			return capabilities.precision;

		};

		this.getPixelRatio = function () {

			return _pixelRatio;

		};

		this.setPixelRatio = function ( value ) {

			if ( value === undefined ) return;

			_pixelRatio = value;

			this.setSize( _viewport.z, _viewport.w, false );

		};

		this.getSize = function () {

			return {
				width: _width,
				height: _height
			};

		};

		this.setSize = function ( width, height, updateStyle ) {

			_width = width;
			_height = height;

			_canvas.width = width * _pixelRatio;
			_canvas.height = height * _pixelRatio;

			if ( updateStyle !== false ) {

				_canvas.style.width = width + 'px';
				_canvas.style.height = height + 'px';

			}

			this.setViewport( 0, 0, width, height );

		};

		this.setViewport = function ( x, y, width, height ) {

			state.viewport( _viewport.set( x, y, width, height ) );

		};

		this.setScissor = function ( x, y, width, height ) {

			state.scissor( _scissor.set( x, y, width, height ) );

		};

		this.setScissorTest = function ( boolean ) {

			state.setScissorTest( _scissorTest = boolean );

		};

		// Clearing

		this.getClearColor = function () {

			return _clearColor;

		};

		this.setClearColor = function ( color, alpha ) {

			_clearColor.set( color );

			_clearAlpha = alpha !== undefined ? alpha : 1;

			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );

		};

		this.getClearAlpha = function () {

			return _clearAlpha;

		};

		this.setClearAlpha = function ( alpha ) {

			_clearAlpha = alpha;

			state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );

		};

		this.clear = function ( color, depth, stencil ) {

			var bits = 0;

			if ( color === undefined || color ) bits |= _gl.COLOR_BUFFER_BIT;
			if ( depth === undefined || depth ) bits |= _gl.DEPTH_BUFFER_BIT;
			if ( stencil === undefined || stencil ) bits |= _gl.STENCIL_BUFFER_BIT;

			_gl.clear( bits );

		};

		this.clearColor = function () {

			this.clear( true, false, false );

		};

		this.clearDepth = function () {

			this.clear( false, true, false );

		};

		this.clearStencil = function () {

			this.clear( false, false, true );

		};

		this.clearTarget = function ( renderTarget, color, depth, stencil ) {

			this.setRenderTarget( renderTarget );
			this.clear( color, depth, stencil );

		};

		// Reset

		this.resetGLState = resetGLState;

		this.dispose = function() {

			transparentObjects = [];
			transparentObjectsLastIndex = -1;
			opaqueObjects = [];
			opaqueObjectsLastIndex = -1;

			_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );

		};

		// Events

		function onContextLost( event ) {

			event.preventDefault();

			resetGLState();
			setDefaultGLState();

			properties.clear();

		}

		function onMaterialDispose( event ) {

			var material = event.target;

			material.removeEventListener( 'dispose', onMaterialDispose );

			deallocateMaterial( material );

		}

		// Buffer deallocation

		function deallocateMaterial( material ) {

			releaseMaterialProgramReference( material );

			properties.delete( material );

		}


		function releaseMaterialProgramReference( material ) {

			var programInfo = properties.get( material ).program;

			material.program = undefined;

			if ( programInfo !== undefined ) {

				programCache.releaseProgram( programInfo );

			}

		}

		// Buffer rendering

		this.renderBufferImmediate = function ( object, program, material ) {

			state.initAttributes();

			var buffers = properties.get( object );

			if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
			if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
			if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
			if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();

			var attributes = program.getAttributes();

			if ( object.hasPositions ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.position );
				_gl.bufferData( _gl.ARRAY_BUFFER, object.positionArray, _gl.DYNAMIC_DRAW );

				state.enableAttribute( attributes.position );
				_gl.vertexAttribPointer( attributes.position, 3, _gl.FLOAT, false, 0, 0 );

			}

			if ( object.hasNormals ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.normal );

				if ( ! material.isMeshPhongMaterial &&
					! material.isMeshStandardMaterial &&
					! material.isMeshNormalMaterial &&
					material.shading === FlatShading ) {

					for ( var i = 0, l = object.count * 3; i < l; i += 9 ) {

						var array = object.normalArray;

						var nx = ( array[ i + 0 ] + array[ i + 3 ] + array[ i + 6 ] ) / 3;
						var ny = ( array[ i + 1 ] + array[ i + 4 ] + array[ i + 7 ] ) / 3;
						var nz = ( array[ i + 2 ] + array[ i + 5 ] + array[ i + 8 ] ) / 3;

						array[ i + 0 ] = nx;
						array[ i + 1 ] = ny;
						array[ i + 2 ] = nz;

						array[ i + 3 ] = nx;
						array[ i + 4 ] = ny;
						array[ i + 5 ] = nz;

						array[ i + 6 ] = nx;
						array[ i + 7 ] = ny;
						array[ i + 8 ] = nz;

					}

				}

				_gl.bufferData( _gl.ARRAY_BUFFER, object.normalArray, _gl.DYNAMIC_DRAW );

				state.enableAttribute( attributes.normal );

				_gl.vertexAttribPointer( attributes.normal, 3, _gl.FLOAT, false, 0, 0 );

			}

			if ( object.hasUvs && material.map ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.uv );
				_gl.bufferData( _gl.ARRAY_BUFFER, object.uvArray, _gl.DYNAMIC_DRAW );

				state.enableAttribute( attributes.uv );

				_gl.vertexAttribPointer( attributes.uv, 2, _gl.FLOAT, false, 0, 0 );

			}

			if ( object.hasColors && material.vertexColors !== NoColors ) {

				_gl.bindBuffer( _gl.ARRAY_BUFFER, buffers.color );
				_gl.bufferData( _gl.ARRAY_BUFFER, object.colorArray, _gl.DYNAMIC_DRAW );

				state.enableAttribute( attributes.color );

				_gl.vertexAttribPointer( attributes.color, 3, _gl.FLOAT, false, 0, 0 );

			}

			state.disableUnusedAttributes();

			_gl.drawArrays( _gl.TRIANGLES, 0, object.count );

			object.count = 0;

		};

		this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {

			setMaterial( material );

			var program = setProgram( camera, fog, material, object );

			var updateBuffers = false;
			var geometryProgram = geometry.id + '_' + program.id + '_' + material.wireframe;

			if ( geometryProgram !== _currentGeometryProgram ) {

				_currentGeometryProgram = geometryProgram;
				updateBuffers = true;

			}

			// morph targets

			var morphTargetInfluences = object.morphTargetInfluences;

			if ( morphTargetInfluences !== undefined ) {

				var activeInfluences = [];

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

					var influence = morphTargetInfluences[ i ];
					activeInfluences.push( [ influence, i ] );

				}

				activeInfluences.sort( absNumericalSort );

				if ( activeInfluences.length > 8 ) {

					activeInfluences.length = 8;

				}

				var morphAttributes = geometry.morphAttributes;

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

					var influence = activeInfluences[ i ];
					morphInfluences[ i ] = influence[ 0 ];

					if ( influence[ 0 ] !== 0 ) {

						var index = influence[ 1 ];

						if ( material.morphTargets === true && morphAttributes.position ) geometry.addAttribute( 'morphTarget' + i, morphAttributes.position[ index ] );
						if ( material.morphNormals === true && morphAttributes.normal ) geometry.addAttribute( 'morphNormal' + i, morphAttributes.normal[ index ] );

					} else {

						if ( material.morphTargets === true ) geometry.removeAttribute( 'morphTarget' + i );
						if ( material.morphNormals === true ) geometry.removeAttribute( 'morphNormal' + i );

					}

				}

				for ( var i = activeInfluences.length, il = morphInfluences.length; i < il; i ++ ) {

					morphInfluences[ i ] = 0.0;

				}

				program.getUniforms().setValue(
					_gl, 'morphTargetInfluences', morphInfluences );

				updateBuffers = true;

			}

			//

			var index = geometry.index;
			var position = geometry.attributes.position;
			var rangeFactor = 1;

			if ( material.wireframe === true ) {

				index = objects.getWireframeAttribute( geometry );
				rangeFactor = 2;

			}

			var renderer;

			if ( index !== null ) {

				renderer = indexedBufferRenderer;
				renderer.setIndex( index );

			} else {

				renderer = bufferRenderer;

			}

			if ( updateBuffers ) {

				setupVertexAttributes( material, program, geometry );

				if ( index !== null ) {

					_gl.bindBuffer( _gl.ELEMENT_ARRAY_BUFFER, objects.getAttributeBuffer( index ) );

				}

			}

			//

			var dataCount = 0;

			if ( index !== null ) {

				dataCount = index.count;

			} else if ( position !== undefined ) {

				dataCount = position.count;

			}

			var rangeStart = geometry.drawRange.start * rangeFactor;
			var rangeCount = geometry.drawRange.count * rangeFactor;

			var groupStart = group !== null ? group.start * rangeFactor : 0;
			var groupCount = group !== null ? group.count * rangeFactor : Infinity;

			var drawStart = Math.max( rangeStart, groupStart );
			var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;

			var drawCount = Math.max( 0, drawEnd - drawStart + 1 );

			if ( drawCount === 0 ) return;

			//

			if ( object.isMesh ) {

				if ( material.wireframe === true ) {

					state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
					renderer.setMode( _gl.LINES );

				} else {

					switch ( object.drawMode ) {

						case TrianglesDrawMode:
							renderer.setMode( _gl.TRIANGLES );
							break;

						case TriangleStripDrawMode:
							renderer.setMode( _gl.TRIANGLE_STRIP );
							break;

						case TriangleFanDrawMode:
							renderer.setMode( _gl.TRIANGLE_FAN );
							break;

					}

				}


			} else if ( object.isLine ) {

				var lineWidth = material.linewidth;

				if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material

				state.setLineWidth( lineWidth * getTargetPixelRatio() );

				if ( object.isLineSegments ) {

					renderer.setMode( _gl.LINES );

				} else {

					renderer.setMode( _gl.LINE_STRIP );

				}

			} else if ( object.isPoints ) {

				renderer.setMode( _gl.POINTS );

			}

			if ( geometry && geometry.isInstancedBufferGeometry ) {

				if ( geometry.maxInstancedCount > 0 ) {

					renderer.renderInstances( geometry, drawStart, drawCount );

				}

			} else {

				renderer.render( drawStart, drawCount );

			}

		};

		function setupVertexAttributes( material, program, geometry, startIndex ) {

			var extension;

			if ( geometry && geometry.isInstancedBufferGeometry ) {

				extension = extensions.get( 'ANGLE_instanced_arrays' );

				if ( extension === null ) {

					console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
					return;

				}

			}

			if ( startIndex === undefined ) startIndex = 0;

			state.initAttributes();

			var geometryAttributes = geometry.attributes;

			var programAttributes = program.getAttributes();

			var materialDefaultAttributeValues = material.defaultAttributeValues;

			for ( var name in programAttributes ) {

				var programAttribute = programAttributes[ name ];

				if ( programAttribute >= 0 ) {

					var geometryAttribute = geometryAttributes[ name ];

					if ( geometryAttribute !== undefined ) {

						var normalized = geometryAttribute.normalized;
						var size = geometryAttribute.itemSize;

						var attributeProperties = objects.getAttributeProperties( geometryAttribute );

						var buffer = attributeProperties.__webglBuffer;
						var type = attributeProperties.type;
						var bytesPerElement = attributeProperties.bytesPerElement;

						if ( geometryAttribute.isInterleavedBufferAttribute ) {

							var data = geometryAttribute.data;
							var stride = data.stride;
							var offset = geometryAttribute.offset;

							if ( data && data.isInstancedInterleavedBuffer ) {

								state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute, extension );

								if ( geometry.maxInstancedCount === undefined ) {

									geometry.maxInstancedCount = data.meshPerAttribute * data.count;

								}

							} else {

								state.enableAttribute( programAttribute );

							}

							_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
							_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, ( startIndex * stride + offset ) * bytesPerElement );

						} else {

							if ( geometryAttribute.isInstancedBufferAttribute ) {

								state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute, extension );

								if ( geometry.maxInstancedCount === undefined ) {

									geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;

								}

							} else {

								state.enableAttribute( programAttribute );

							}

							_gl.bindBuffer( _gl.ARRAY_BUFFER, buffer );
							_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, startIndex * size * bytesPerElement );

						}

					} else if ( materialDefaultAttributeValues !== undefined ) {

						var value = materialDefaultAttributeValues[ name ];

						if ( value !== undefined ) {

							switch ( value.length ) {

								case 2:
									_gl.vertexAttrib2fv( programAttribute, value );
									break;

								case 3:
									_gl.vertexAttrib3fv( programAttribute, value );
									break;

								case 4:
									_gl.vertexAttrib4fv( programAttribute, value );
									break;

								default:
									_gl.vertexAttrib1fv( programAttribute, value );

							}

						}

					}

				}

			}

			state.disableUnusedAttributes();

		}

		// Sorting

		function absNumericalSort( a, b ) {

			return Math.abs( b[ 0 ] ) - Math.abs( a[ 0 ] );

		}

		function painterSortStable( a, b ) {

			if ( a.object.renderOrder !== b.object.renderOrder ) {

				return a.object.renderOrder - b.object.renderOrder;

			} else if ( a.material.program && b.material.program && a.material.program !== b.material.program ) {

				return a.material.program.id - b.material.program.id;

			} else if ( a.material.id !== b.material.id ) {

				return a.material.id - b.material.id;

			} else if ( a.z !== b.z ) {

				return a.z - b.z;

			} else {

				return a.id - b.id;

			}

		}

		function reversePainterSortStable( a, b ) {

			if ( a.object.renderOrder !== b.object.renderOrder ) {

				return a.object.renderOrder - b.object.renderOrder;

			} if ( a.z !== b.z ) {

				return b.z - a.z;

			} else {

				return a.id - b.id;

			}

		}

		// Rendering

		this.render = function ( scene, camera, renderTarget, forceClear ) {

			if ( camera !== undefined && camera.isCamera !== true ) {

				console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
				return;

			}

			// reset caching for this frame

			_currentGeometryProgram = '';
			_currentMaterialId = - 1;
			_currentCamera = null;

			// update scene graph

			if ( scene.autoUpdate === true ) scene.updateMatrixWorld();

			// update camera matrices and frustum

			if ( camera.parent === null ) camera.updateMatrixWorld();

			camera.matrixWorldInverse.getInverse( camera.matrixWorld );

			_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
			_frustum.setFromMatrix( _projScreenMatrix );

			lights.length = 0;

			opaqueObjectsLastIndex = - 1;
			transparentObjectsLastIndex = - 1;

			sprites.length = 0;
			lensFlares.length = 0;

			_localClippingEnabled = this.localClippingEnabled;
			_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );

			projectObject( scene, camera );

			opaqueObjects.length = opaqueObjectsLastIndex + 1;
			transparentObjects.length = transparentObjectsLastIndex + 1;

			if ( _this.sortObjects === true ) {

				opaqueObjects.sort( painterSortStable );
				transparentObjects.sort( reversePainterSortStable );

			}

			//

			if ( _clippingEnabled ) _clipping.beginShadows();

			setupShadows( lights );

			shadowMap.render( scene, camera );

			setupLights( lights, camera );

			if ( _clippingEnabled ) _clipping.endShadows();

			//

			_infoRender.calls = 0;
			_infoRender.vertices = 0;
			_infoRender.faces = 0;
			_infoRender.points = 0;

			if ( renderTarget === undefined ) {

				renderTarget = null;

			}

			this.setRenderTarget( renderTarget );

			//

			var background = scene.background;

			if ( background === null ) {

				state.buffers.color.setClear( _clearColor.r, _clearColor.g, _clearColor.b, _clearAlpha, _premultipliedAlpha );

			} else if ( background && background.isColor ) {

				state.buffers.color.setClear( background.r, background.g, background.b, 1, _premultipliedAlpha );
				forceClear = true;

			}

			if ( this.autoClear || forceClear ) {

				this.clear( this.autoClearColor, this.autoClearDepth, this.autoClearStencil );

			}

			if ( background && background.isCubeTexture ) {

				if ( backgroundBoxCamera === undefined ) {

					backgroundBoxCamera = new PerspectiveCamera();

					backgroundBoxMesh = new Mesh(
						new BoxBufferGeometry( 5, 5, 5 ),
						new ShaderMaterial( {
							uniforms: ShaderLib.cube.uniforms,
							vertexShader: ShaderLib.cube.vertexShader,
							fragmentShader: ShaderLib.cube.fragmentShader,
							side: BackSide,
							depthTest: false,
							depthWrite: false,
							fog: false
						} )
					);

				}

				backgroundBoxCamera.projectionMatrix.copy( camera.projectionMatrix );

				backgroundBoxCamera.matrixWorld.extractRotation( camera.matrixWorld );
				backgroundBoxCamera.matrixWorldInverse.getInverse( backgroundBoxCamera.matrixWorld );


				backgroundBoxMesh.material.uniforms[ "tCube" ].value = background;
				backgroundBoxMesh.modelViewMatrix.multiplyMatrices( backgroundBoxCamera.matrixWorldInverse, backgroundBoxMesh.matrixWorld );

				objects.update( backgroundBoxMesh );

				_this.renderBufferDirect( backgroundBoxCamera, null, backgroundBoxMesh.geometry, backgroundBoxMesh.material, backgroundBoxMesh, null );

			} else if ( background && background.isTexture ) {

				if ( backgroundPlaneCamera === undefined ) {

					backgroundPlaneCamera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );

					backgroundPlaneMesh = new Mesh(
						new PlaneBufferGeometry( 2, 2 ),
						new MeshBasicMaterial( { depthTest: false, depthWrite: false, fog: false } )
					);

				}

				backgroundPlaneMesh.material.map = background;

				objects.update( backgroundPlaneMesh );

				_this.renderBufferDirect( backgroundPlaneCamera, null, backgroundPlaneMesh.geometry, backgroundPlaneMesh.material, backgroundPlaneMesh, null );

			}

			//

			if ( scene.overrideMaterial ) {

				var overrideMaterial = scene.overrideMaterial;

				renderObjects( opaqueObjects, scene, camera, overrideMaterial );
				renderObjects( transparentObjects, scene, camera, overrideMaterial );

			} else {

				// opaque pass (front-to-back order)

				state.setBlending( NoBlending );
				renderObjects( opaqueObjects, scene, camera );

				// transparent pass (back-to-front order)

				renderObjects( transparentObjects, scene, camera );

			}

			// custom render plugins (post pass)

			spritePlugin.render( scene, camera );
			lensFlarePlugin.render( scene, camera, _currentViewport );

			// Generate mipmap if we're using any kind of mipmap filtering

			if ( renderTarget ) {

				textures.updateRenderTargetMipmap( renderTarget );

			}

			// Ensure depth buffer writing is enabled so it can be cleared on next render

			state.setDepthTest( true );
			state.setDepthWrite( true );
			state.setColorWrite( true );

			// _gl.finish();

		};

		function pushRenderItem( object, geometry, material, z, group ) {

			var array, index;

			// allocate the next position in the appropriate array

			if ( material.transparent ) {

				array = transparentObjects;
				index = ++ transparentObjectsLastIndex;

			} else {

				array = opaqueObjects;
				index = ++ opaqueObjectsLastIndex;

			}

			// recycle existing render item or grow the array

			var renderItem = array[ index ];

			if ( renderItem !== undefined ) {

				renderItem.id = object.id;
				renderItem.object = object;
				renderItem.geometry = geometry;
				renderItem.material = material;
				renderItem.z = _vector3.z;
				renderItem.group = group;

			} else {

				renderItem = {
					id: object.id,
					object: object,
					geometry: geometry,
					material: material,
					z: _vector3.z,
					group: group
				};

				// assert( index === array.length );
				array.push( renderItem );

			}

		}

		// TODO Duplicated code (Frustum)

		function isObjectViewable( object ) {

			var geometry = object.geometry;

			if ( geometry.boundingSphere === null )
				geometry.computeBoundingSphere();

			_sphere.copy( geometry.boundingSphere ).
			applyMatrix4( object.matrixWorld );

			return isSphereViewable( _sphere );

		}

		function isSpriteViewable( sprite ) {

			_sphere.center.set( 0, 0, 0 );
			_sphere.radius = 0.7071067811865476;
			_sphere.applyMatrix4( sprite.matrixWorld );

			return isSphereViewable( _sphere );

		}

		function isSphereViewable( sphere ) {

			if ( ! _frustum.intersectsSphere( sphere ) ) return false;

			var numPlanes = _clipping.numPlanes;

			if ( numPlanes === 0 ) return true;

			var planes = _this.clippingPlanes,

				center = sphere.center,
				negRad = - sphere.radius,
				i = 0;

			do {

				// out when deeper than radius in the negative halfspace
				if ( planes[ i ].distanceToPoint( center ) < negRad ) return false;

			} while ( ++ i !== numPlanes );

			return true;

		}

		function projectObject( object, camera ) {

			if ( object.visible === false ) return;

			var visible = ( object.layers.mask & camera.layers.mask ) !== 0;

			if ( visible ) {

				if ( object.isLight ) {

					lights.push( object );

				} else if ( object.isSprite ) {

					if ( object.frustumCulled === false || isSpriteViewable( object ) === true ) {

						sprites.push( object );

					}

				} else if ( object.isLensFlare ) {

					lensFlares.push( object );

				} else if ( object.isImmediateRenderObject ) {

					if ( _this.sortObjects === true ) {

						_vector3.setFromMatrixPosition( object.matrixWorld );
						_vector3.applyMatrix4( _projScreenMatrix );

					}

					pushRenderItem( object, null, object.material, _vector3.z, null );

				} else if ( object.isMesh || object.isLine || object.isPoints ) {

					if ( object.isSkinnedMesh ) {

						object.skeleton.update();

					}

					if ( object.frustumCulled === false || isObjectViewable( object ) === true ) {

						var material = object.material;

						if ( material.visible === true ) {

							if ( _this.sortObjects === true ) {

								_vector3.setFromMatrixPosition( object.matrixWorld );
								_vector3.applyMatrix4( _projScreenMatrix );

							}

							var geometry = objects.update( object );

							if ( material.isMultiMaterial ) {

								var groups = geometry.groups;
								var materials = material.materials;

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

									var group = groups[ i ];
									var groupMaterial = materials[ group.materialIndex ];

									if ( groupMaterial.visible === true ) {

										pushRenderItem( object, geometry, groupMaterial, _vector3.z, group );

									}

								}

							} else {

								pushRenderItem( object, geometry, material, _vector3.z, null );

							}

						}

					}

				}

			}

			var children = object.children;

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

				projectObject( children[ i ], camera );

			}

		}

		function renderObjects( renderList, scene, camera, overrideMaterial ) {

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

				var renderItem = renderList[ i ];

				var object = renderItem.object;
				var geometry = renderItem.geometry;
				var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
				var group = renderItem.group;

				object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
				object.normalMatrix.getNormalMatrix( object.modelViewMatrix );

				object.onBeforeRender( _this, scene, camera, geometry, material, group );

				if ( object.isImmediateRenderObject ) {

					setMaterial( material );

					var program = setProgram( camera, scene.fog, material, object );

					_currentGeometryProgram = '';

					object.render( function ( object ) {

						_this.renderBufferImmediate( object, program, material );

					} );

				} else {

					_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );

				}

				object.onAfterRender( _this, scene, camera, geometry, material, group );


			}

		}

		function initMaterial( material, fog, object ) {

			var materialProperties = properties.get( material );

			var parameters = programCache.getParameters(
				material, _lights, fog, _clipping.numPlanes, _clipping.numIntersection, object );

			var code = programCache.getProgramCode( material, parameters );

			var program = materialProperties.program;
			var programChange = true;

			if ( program === undefined ) {

				// new material
				material.addEventListener( 'dispose', onMaterialDispose );

			} else if ( program.code !== code ) {

				// changed glsl or parameters
				releaseMaterialProgramReference( material );

			} else if ( parameters.shaderID !== undefined ) {

				// same glsl and uniform list
				return;

			} else {

				// only rebuild uniform list
				programChange = false;

			}

			if ( programChange ) {

				if ( parameters.shaderID ) {

					var shader = ShaderLib[ parameters.shaderID ];

					materialProperties.__webglShader = {
						name: material.type,
						uniforms: UniformsUtils.clone( shader.uniforms ),
						vertexShader: shader.vertexShader,
						fragmentShader: shader.fragmentShader
					};

				} else {

					materialProperties.__webglShader = {
						name: material.type,
						uniforms: material.uniforms,
						vertexShader: material.vertexShader,
						fragmentShader: material.fragmentShader
					};

				}

				material.__webglShader = materialProperties.__webglShader;

				program = programCache.acquireProgram( material, parameters, code );

				materialProperties.program = program;
				material.program = program;

			}

			var attributes = program.getAttributes();

			if ( material.morphTargets ) {

				material.numSupportedMorphTargets = 0;

				for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {

					if ( attributes[ 'morphTarget' + i ] >= 0 ) {

						material.numSupportedMorphTargets ++;

					}

				}

			}

			if ( material.morphNormals ) {

				material.numSupportedMorphNormals = 0;

				for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {

					if ( attributes[ 'morphNormal' + i ] >= 0 ) {

						material.numSupportedMorphNormals ++;

					}

				}

			}

			var uniforms = materialProperties.__webglShader.uniforms;

			if ( ! material.isShaderMaterial &&
				! material.isRawShaderMaterial ||
				material.clipping === true ) {

				materialProperties.numClippingPlanes = _clipping.numPlanes;
				materialProperties.numIntersection = _clipping.numIntersection;
				uniforms.clippingPlanes = _clipping.uniform;

			}

			materialProperties.fog = fog;

			// store the light setup it was created for

			materialProperties.lightsHash = _lights.hash;

			if ( material.lights ) {

				// wire up the material to this renderer's lighting state

				uniforms.ambientLightColor.value = _lights.ambient;
				uniforms.directionalLights.value = _lights.directional;
				uniforms.spotLights.value = _lights.spot;
				uniforms.rectAreaLights.value = _lights.rectArea;
				uniforms.pointLights.value = _lights.point;
				uniforms.hemisphereLights.value = _lights.hemi;

				uniforms.directionalShadowMap.value = _lights.directionalShadowMap;
				uniforms.directionalShadowMatrix.value = _lights.directionalShadowMatrix;
				uniforms.spotShadowMap.value = _lights.spotShadowMap;
				uniforms.spotShadowMatrix.value = _lights.spotShadowMatrix;
				uniforms.pointShadowMap.value = _lights.pointShadowMap;
				uniforms.pointShadowMatrix.value = _lights.pointShadowMatrix;
				// TODO (abelnation): add area lights shadow info to uniforms

			}

			var progUniforms = materialProperties.program.getUniforms(),
				uniformsList =
					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );

			materialProperties.uniformsList = uniformsList;

		}

		function setMaterial( material ) {

			material.side === DoubleSide
				? state.disable( _gl.CULL_FACE )
				: state.enable( _gl.CULL_FACE );

			state.setFlipSided( material.side === BackSide );

			material.transparent === true
				? state.setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha )
				: state.setBlending( NoBlending );

			state.setDepthFunc( material.depthFunc );
			state.setDepthTest( material.depthTest );
			state.setDepthWrite( material.depthWrite );
			state.setColorWrite( material.colorWrite );
			state.setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );

		}

		function setProgram( camera, fog, material, object ) {

			_usedTextureUnits = 0;

			var materialProperties = properties.get( material );

			if ( _clippingEnabled ) {

				if ( _localClippingEnabled || camera !== _currentCamera ) {

					var useCache =
						camera === _currentCamera &&
						material.id === _currentMaterialId;

					// we might want to call this function with some ClippingGroup
					// object instead of the material, once it becomes feasible
					// (#8465, #8379)
					_clipping.setState(
						material.clippingPlanes, material.clipIntersection, material.clipShadows,
						camera, materialProperties, useCache );

				}

			}

			if ( material.needsUpdate === false ) {

				if ( materialProperties.program === undefined ) {

					material.needsUpdate = true;

				} else if ( material.fog && materialProperties.fog !== fog ) {

					material.needsUpdate = true;

				} else if ( material.lights && materialProperties.lightsHash !== _lights.hash ) {

					material.needsUpdate = true;

				} else if ( materialProperties.numClippingPlanes !== undefined &&
					( materialProperties.numClippingPlanes !== _clipping.numPlanes ||
					materialProperties.numIntersection  !== _clipping.numIntersection ) ) {

					material.needsUpdate = true;

				}

			}

			if ( material.needsUpdate ) {

				initMaterial( material, fog, object );
				material.needsUpdate = false;

			}

			var refreshProgram = false;
			var refreshMaterial = false;
			var refreshLights = false;

			var program = materialProperties.program,
				p_uniforms = program.getUniforms(),
				m_uniforms = materialProperties.__webglShader.uniforms;

			if ( program.id !== _currentProgram ) {

				_gl.useProgram( program.program );
				_currentProgram = program.id;

				refreshProgram = true;
				refreshMaterial = true;
				refreshLights = true;

			}

			if ( material.id !== _currentMaterialId ) {

				_currentMaterialId = material.id;

				refreshMaterial = true;

			}

			if ( refreshProgram || camera !== _currentCamera ) {

				p_uniforms.set( _gl, camera, 'projectionMatrix' );

				if ( capabilities.logarithmicDepthBuffer ) {

					p_uniforms.setValue( _gl, 'logDepthBufFC',
						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );

				}


				if ( camera !== _currentCamera ) {

					_currentCamera = camera;

					// lighting uniforms depend on the camera so enforce an update
					// now, in case this material supports lights - or later, when
					// the next material that does gets activated:

					refreshMaterial = true;		// set to true on material change
					refreshLights = true;		// remains set until update done

				}

				// load material specific uniforms
				// (shader material also gets them for the sake of genericity)

				if ( material.isShaderMaterial ||
					material.isMeshPhongMaterial ||
					material.isMeshStandardMaterial ||
					material.envMap ) {

					var uCamPos = p_uniforms.map.cameraPosition;

					if ( uCamPos !== undefined ) {

						uCamPos.setValue( _gl,
							_vector3.setFromMatrixPosition( camera.matrixWorld ) );

					}

				}

				if ( material.isMeshPhongMaterial ||
					material.isMeshLambertMaterial ||
					material.isMeshBasicMaterial ||
					material.isMeshStandardMaterial ||
					material.isShaderMaterial ||
					material.skinning ) {

					p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );

				}

				p_uniforms.set( _gl, _this, 'toneMappingExposure' );
				p_uniforms.set( _gl, _this, 'toneMappingWhitePoint' );

			}

			// skinning uniforms must be set even if material didn't change
			// auto-setting of texture unit for bone texture must go before other textures
			// not sure why, but otherwise weird things happen

			if ( material.skinning ) {

				p_uniforms.setOptional( _gl, object, 'bindMatrix' );
				p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );

				var skeleton = object.skeleton;

				if ( skeleton ) {

					if ( capabilities.floatVertexTextures && skeleton.useVertexTexture ) {

						p_uniforms.set( _gl, skeleton, 'boneTexture' );
						p_uniforms.set( _gl, skeleton, 'boneTextureWidth' );
						p_uniforms.set( _gl, skeleton, 'boneTextureHeight' );

					} else {

						p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );

					}

				}

			}

			if ( refreshMaterial ) {

				if ( material.lights ) {

					// the current material requires lighting info

					// note: all lighting uniforms are always set correctly
					// they simply reference the renderer's state for their
					// values
					//
					// use the current material's .needsUpdate flags to set
					// the GL state when required

					markUniformsLightsNeedsUpdate( m_uniforms, refreshLights );

				}

				// refresh uniforms common to several materials

				if ( fog && material.fog ) {

					refreshUniformsFog( m_uniforms, fog );

				}

				if ( material.isMeshBasicMaterial ||
					material.isMeshLambertMaterial ||
					material.isMeshPhongMaterial ||
					material.isMeshStandardMaterial ||
					material.isMeshNormalMaterial ||
					material.isMeshDepthMaterial ) {

					refreshUniformsCommon( m_uniforms, material );

				}

				// refresh single material specific uniforms

				if ( material.isLineBasicMaterial ) {

					refreshUniformsLine( m_uniforms, material );

				} else if ( material.isLineDashedMaterial ) {

					refreshUniformsLine( m_uniforms, material );
					refreshUniformsDash( m_uniforms, material );

				} else if ( material.isPointsMaterial ) {

					refreshUniformsPoints( m_uniforms, material );

				} else if ( material.isMeshLambertMaterial ) {

					refreshUniformsLambert( m_uniforms, material );

				} else if ( material.isMeshToonMaterial ) {

					refreshUniformsToon( m_uniforms, material );

				} else if ( material.isMeshPhongMaterial ) {

					refreshUniformsPhong( m_uniforms, material );

				} else if ( material.isMeshPhysicalMaterial ) {

					refreshUniformsPhysical( m_uniforms, material );

				} else if ( material.isMeshStandardMaterial ) {

					refreshUniformsStandard( m_uniforms, material );

				} else if ( material.isMeshDepthMaterial ) {

					if ( material.displacementMap ) {

						m_uniforms.displacementMap.value = material.displacementMap;
						m_uniforms.displacementScale.value = material.displacementScale;
						m_uniforms.displacementBias.value = material.displacementBias;

					}

				} else if ( material.isMeshNormalMaterial ) {

					refreshUniformsNormal( m_uniforms, material );

				}

				// RectAreaLight Texture
				// TODO (mrdoob): Find a nicer implementation

				if ( m_uniforms.ltcMat !== undefined ) m_uniforms.ltcMat.value = THREE.UniformsLib.LTC_MAT_TEXTURE;
				if ( m_uniforms.ltcMag !== undefined ) m_uniforms.ltcMag.value = THREE.UniformsLib.LTC_MAG_TEXTURE;

				WebGLUniforms.upload(
					_gl, materialProperties.uniformsList, m_uniforms, _this );

			}


			// common matrices

			p_uniforms.set( _gl, object, 'modelViewMatrix' );
			p_uniforms.set( _gl, object, 'normalMatrix' );
			p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );

			return program;

		}

		// Uniforms (refresh uniforms objects)

		function refreshUniformsCommon( uniforms, material ) {

			uniforms.opacity.value = material.opacity;

			uniforms.diffuse.value = material.color;

			if ( material.emissive ) {

				uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );

			}

			uniforms.map.value = material.map;
			uniforms.specularMap.value = material.specularMap;
			uniforms.alphaMap.value = material.alphaMap;

			if ( material.lightMap ) {

				uniforms.lightMap.value = material.lightMap;
				uniforms.lightMapIntensity.value = material.lightMapIntensity;

			}

			if ( material.aoMap ) {

				uniforms.aoMap.value = material.aoMap;
				uniforms.aoMapIntensity.value = material.aoMapIntensity;

			}

			// uv repeat and offset setting priorities
			// 1. color map
			// 2. specular map
			// 3. normal map
			// 4. bump map
			// 5. alpha map
			// 6. emissive map

			var uvScaleMap;

			if ( material.map ) {

				uvScaleMap = material.map;

			} else if ( material.specularMap ) {

				uvScaleMap = material.specularMap;

			} else if ( material.displacementMap ) {

				uvScaleMap = material.displacementMap;

			} else if ( material.normalMap ) {

				uvScaleMap = material.normalMap;

			} else if ( material.bumpMap ) {

				uvScaleMap = material.bumpMap;

			} else if ( material.roughnessMap ) {

				uvScaleMap = material.roughnessMap;

			} else if ( material.metalnessMap ) {

				uvScaleMap = material.metalnessMap;

			} else if ( material.alphaMap ) {

				uvScaleMap = material.alphaMap;

			} else if ( material.emissiveMap ) {

				uvScaleMap = material.emissiveMap;

			}

			if ( uvScaleMap !== undefined ) {

				// backwards compatibility
				if ( uvScaleMap.isWebGLRenderTarget ) {

					uvScaleMap = uvScaleMap.texture;

				}

				var offset = uvScaleMap.offset;
				var repeat = uvScaleMap.repeat;

				uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

			}

			uniforms.envMap.value = material.envMap;

			// don't flip CubeTexture envMaps, flip everything else:
			//  WebGLRenderTargetCube will be flipped for backwards compatibility
			//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
			// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
			uniforms.flipEnvMap.value = ( ! ( material.envMap && material.envMap.isCubeTexture ) ) ? 1 : - 1;

			uniforms.reflectivity.value = material.reflectivity;
			uniforms.refractionRatio.value = material.refractionRatio;

		}

		function refreshUniformsLine( uniforms, material ) {

			uniforms.diffuse.value = material.color;
			uniforms.opacity.value = material.opacity;

		}

		function refreshUniformsDash( uniforms, material ) {

			uniforms.dashSize.value = material.dashSize;
			uniforms.totalSize.value = material.dashSize + material.gapSize;
			uniforms.scale.value = material.scale;

		}

		function refreshUniformsPoints( uniforms, material ) {

			uniforms.diffuse.value = material.color;
			uniforms.opacity.value = material.opacity;
			uniforms.size.value = material.size * _pixelRatio;
			uniforms.scale.value = _height * 0.5;

			uniforms.map.value = material.map;

			if ( material.map !== null ) {

				var offset = material.map.offset;
				var repeat = material.map.repeat;

				uniforms.offsetRepeat.value.set( offset.x, offset.y, repeat.x, repeat.y );

			}

		}

		function refreshUniformsFog( uniforms, fog ) {

			uniforms.fogColor.value = fog.color;

			if ( fog.isFog ) {

				uniforms.fogNear.value = fog.near;
				uniforms.fogFar.value = fog.far;

			} else if ( fog.isFogExp2 ) {

				uniforms.fogDensity.value = fog.density;

			}

		}

		function refreshUniformsLambert( uniforms, material ) {

			if ( material.emissiveMap ) {

				uniforms.emissiveMap.value = material.emissiveMap;

			}

		}

		function refreshUniformsPhong( uniforms, material ) {

			uniforms.specular.value = material.specular;
			uniforms.shininess.value = Math.max( material.shininess, 1e-4 ); // to prevent pow( 0.0, 0.0 )

			if ( material.emissiveMap ) {

				uniforms.emissiveMap.value = material.emissiveMap;

			}

			if ( material.bumpMap ) {

				uniforms.bumpMap.value = material.bumpMap;
				uniforms.bumpScale.value = material.bumpScale;

			}

			if ( material.normalMap ) {

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

			}

			if ( material.displacementMap ) {

				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;

			}

		}

		function refreshUniformsToon( uniforms, material ) {

			refreshUniformsPhong( uniforms, material );

			if ( material.gradientMap ) {

				uniforms.gradientMap.value = material.gradientMap;

			}

		}

		function refreshUniformsStandard( uniforms, material ) {

			uniforms.roughness.value = material.roughness;
			uniforms.metalness.value = material.metalness;

			if ( material.roughnessMap ) {

				uniforms.roughnessMap.value = material.roughnessMap;

			}

			if ( material.metalnessMap ) {

				uniforms.metalnessMap.value = material.metalnessMap;

			}

			if ( material.emissiveMap ) {

				uniforms.emissiveMap.value = material.emissiveMap;

			}

			if ( material.bumpMap ) {

				uniforms.bumpMap.value = material.bumpMap;
				uniforms.bumpScale.value = material.bumpScale;

			}

			if ( material.normalMap ) {

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

			}

			if ( material.displacementMap ) {

				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;

			}

			if ( material.envMap ) {

				//uniforms.envMap.value = material.envMap; // part of uniforms common
				uniforms.envMapIntensity.value = material.envMapIntensity;

			}

		}

		function refreshUniformsPhysical( uniforms, material ) {

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

			refreshUniformsStandard( uniforms, material );

		}

		function refreshUniformsNormal( uniforms, material ) {

			if ( material.bumpMap ) {

				uniforms.bumpMap.value = material.bumpMap;
				uniforms.bumpScale.value = material.bumpScale;

			}

			if ( material.normalMap ) {

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

			}

			if ( material.displacementMap ) {

				uniforms.displacementMap.value = material.displacementMap;
				uniforms.displacementScale.value = material.displacementScale;
				uniforms.displacementBias.value = material.displacementBias;

			}

		}

		// If uniforms are marked as clean, they don't need to be loaded to the GPU.

		function markUniformsLightsNeedsUpdate( uniforms, value ) {

			uniforms.ambientLightColor.needsUpdate = value;

			uniforms.directionalLights.needsUpdate = value;
			uniforms.pointLights.needsUpdate = value;
			uniforms.spotLights.needsUpdate = value;
			uniforms.rectAreaLights.needsUpdate = value;
			uniforms.hemisphereLights.needsUpdate = value;

		}

		// Lighting

		function setupShadows( lights ) {

			var lightShadowsLength = 0;

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

				var light = lights[ i ];

				if ( light.castShadow ) {

					_lights.shadows[ lightShadowsLength ++ ] = light;

				}

			}

			_lights.shadows.length = lightShadowsLength;

		}

		function setupLights( lights, camera ) {

			var l, ll, light,
				r = 0, g = 0, b = 0,
				color,
				intensity,
				distance,
				shadowMap,

				viewMatrix = camera.matrixWorldInverse,

			directionalLength = 0,
			pointLength = 0,
			spotLength = 0,
			rectAreaLength = 0,
			hemiLength = 0;

			for ( l = 0, ll = lights.length; l < ll; l ++ ) {

				light = lights[ l ];

				color = light.color;
				intensity = light.intensity;
				distance = light.distance;

				shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;

				if ( light.isAmbientLight ) {

					r += color.r * intensity;
					g += color.g * intensity;
					b += color.b * intensity;

				} else if ( light.isDirectionalLight ) {

					var uniforms = lightCache.get( light );

					uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
					_vector3.setFromMatrixPosition( light.target.matrixWorld );
					uniforms.direction.sub( _vector3 );
					uniforms.direction.transformDirection( viewMatrix );

					uniforms.shadow = light.castShadow;

					if ( light.castShadow ) {

						uniforms.shadowBias = light.shadow.bias;
						uniforms.shadowRadius = light.shadow.radius;
						uniforms.shadowMapSize = light.shadow.mapSize;

					}

					_lights.directionalShadowMap[ directionalLength ] = shadowMap;
					_lights.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
					_lights.directional[ directionalLength ++ ] = uniforms;

				} else if ( light.isSpotLight ) {

					var uniforms = lightCache.get( light );

					uniforms.position.setFromMatrixPosition( light.matrixWorld );
					uniforms.position.applyMatrix4( viewMatrix );

					uniforms.color.copy( color ).multiplyScalar( intensity );
					uniforms.distance = distance;

					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
					_vector3.setFromMatrixPosition( light.target.matrixWorld );
					uniforms.direction.sub( _vector3 );
					uniforms.direction.transformDirection( viewMatrix );

					uniforms.coneCos = Math.cos( light.angle );
					uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
					uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

					uniforms.shadow = light.castShadow;

					if ( light.castShadow ) {

						uniforms.shadowBias = light.shadow.bias;
						uniforms.shadowRadius = light.shadow.radius;
						uniforms.shadowMapSize = light.shadow.mapSize;

					}

					_lights.spotShadowMap[ spotLength ] = shadowMap;
					_lights.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
					_lights.spot[ spotLength ++ ] = uniforms;

				} else if ( light.isRectAreaLight ) {

					var uniforms = lightCache.get( light );

					// (a) intensity controls irradiance of entire light
					uniforms.color
						.copy( color )
						.multiplyScalar( intensity / ( light.width * light.height ) );

					// (b) intensity controls the radiance per light area
					// uniforms.color.copy( color ).multiplyScalar( intensity );

					uniforms.position.setFromMatrixPosition( light.matrixWorld );
					uniforms.position.applyMatrix4( viewMatrix );

					// extract local rotation of light to derive width/height half vectors
					_matrix42.identity();
					_matrix4.copy( light.matrixWorld );
					_matrix4.premultiply( viewMatrix );
					_matrix42.extractRotation( _matrix4 );

					uniforms.halfWidth.set( light.width * 0.5,                0.0, 0.0 );
					uniforms.halfHeight.set(              0.0, light.height * 0.5, 0.0 );

					uniforms.halfWidth.applyMatrix4( _matrix42 );
					uniforms.halfHeight.applyMatrix4( _matrix42 );

					// TODO (abelnation): RectAreaLight distance?
					// uniforms.distance = distance;

					_lights.rectArea[ rectAreaLength ++ ] = uniforms;

				} else if ( light.isPointLight ) {

					var uniforms = lightCache.get( light );

					uniforms.position.setFromMatrixPosition( light.matrixWorld );
					uniforms.position.applyMatrix4( viewMatrix );

					uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
					uniforms.distance = light.distance;
					uniforms.decay = ( light.distance === 0 ) ? 0.0 : light.decay;

					uniforms.shadow = light.castShadow;

					if ( light.castShadow ) {

						uniforms.shadowBias = light.shadow.bias;
						uniforms.shadowRadius = light.shadow.radius;
						uniforms.shadowMapSize = light.shadow.mapSize;

					}

					_lights.pointShadowMap[ pointLength ] = shadowMap;

					if ( _lights.pointShadowMatrix[ pointLength ] === undefined ) {

						_lights.pointShadowMatrix[ pointLength ] = new Matrix4();

					}

					// for point lights we set the shadow matrix to be a translation-only matrix
					// equal to inverse of the light's position
					_vector3.setFromMatrixPosition( light.matrixWorld ).negate();
					_lights.pointShadowMatrix[ pointLength ].identity().setPosition( _vector3 );

					_lights.point[ pointLength ++ ] = uniforms;

				} else if ( light.isHemisphereLight ) {

					var uniforms = lightCache.get( light );

					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
					uniforms.direction.transformDirection( viewMatrix );
					uniforms.direction.normalize();

					uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
					uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );

					_lights.hemi[ hemiLength ++ ] = uniforms;

				}

			}

			_lights.ambient[ 0 ] = r;
			_lights.ambient[ 1 ] = g;
			_lights.ambient[ 2 ] = b;

			_lights.directional.length = directionalLength;
			_lights.spot.length = spotLength;
			_lights.rectArea.length = rectAreaLength;
			_lights.point.length = pointLength;
			_lights.hemi.length = hemiLength;

			// TODO (sam-g-steel) why aren't we using join
			_lights.hash = directionalLength + ',' + pointLength + ',' + spotLength + ',' + rectAreaLength + ',' + hemiLength + ',' + _lights.shadows.length;

		}

		// GL state setting

		this.setFaceCulling = function ( cullFace, frontFaceDirection ) {

			state.setCullFace( cullFace );
			state.setFlipSided( frontFaceDirection === FrontFaceDirectionCW );

		};

		// Textures

		function allocTextureUnit() {

			var textureUnit = _usedTextureUnits;

			if ( textureUnit >= capabilities.maxTextures ) {

				console.warn( 'WebGLRenderer: trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );

			}

			_usedTextureUnits += 1;

			return textureUnit;

		}

		this.allocTextureUnit = allocTextureUnit;

		// this.setTexture2D = setTexture2D;
		this.setTexture2D = ( function() {

			var warned = false;

			// backwards compatibility: peel texture.texture
			return function setTexture2D( texture, slot ) {

				if ( texture && texture.isWebGLRenderTarget ) {

					if ( ! warned ) {

						console.warn( "THREE.WebGLRenderer.setTexture2D: don't use render targets as textures. Use their .texture property instead." );
						warned = true;

					}

					texture = texture.texture;

				}

				textures.setTexture2D( texture, slot );

			};

		}() );

		this.setTexture = ( function() {

			var warned = false;

			return function setTexture( texture, slot ) {

				if ( ! warned ) {

					console.warn( "THREE.WebGLRenderer: .setTexture is deprecated, use setTexture2D instead." );
					warned = true;

				}

				textures.setTexture2D( texture, slot );

			};

		}() );

		this.setTextureCube = ( function() {

			var warned = false;

			return function setTextureCube( texture, slot ) {

				// backwards compatibility: peel texture.texture
				if ( texture && texture.isWebGLRenderTargetCube ) {

					if ( ! warned ) {

						console.warn( "THREE.WebGLRenderer.setTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
						warned = true;

					}

					texture = texture.texture;

				}

				// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
				// TODO: unify these code paths
				if ( ( texture && texture.isCubeTexture ) ||
					( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {

					// CompressedTexture can have Array in image :/

					// this function alone should take care of cube textures
					textures.setTextureCube( texture, slot );

				} else {

					// assumed: texture property of THREE.WebGLRenderTargetCube

					textures.setTextureCubeDynamic( texture, slot );

				}

			};

		}() );

		this.getCurrentRenderTarget = function() {

			return _currentRenderTarget;

		};

		this.setRenderTarget = function ( renderTarget ) {

			_currentRenderTarget = renderTarget;

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

				textures.setupRenderTarget( renderTarget );

			}

			var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
			var framebuffer;

			if ( renderTarget ) {

				var renderTargetProperties = properties.get( renderTarget );

				if ( isCube ) {

					framebuffer = renderTargetProperties.__webglFramebuffer[ renderTarget.activeCubeFace ];

				} else {

					framebuffer = renderTargetProperties.__webglFramebuffer;

				}

				_currentScissor.copy( renderTarget.scissor );
				_currentScissorTest = renderTarget.scissorTest;

				_currentViewport.copy( renderTarget.viewport );

			} else {

				framebuffer = null;

				_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
				_currentScissorTest = _scissorTest;

				_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );

			}

			if ( _currentFramebuffer !== framebuffer ) {

				_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );
				_currentFramebuffer = framebuffer;

			}

			state.scissor( _currentScissor );
			state.setScissorTest( _currentScissorTest );

			state.viewport( _currentViewport );

			if ( isCube ) {

				var textureProperties = properties.get( renderTarget.texture );
				_gl.framebufferTexture2D( _gl.FRAMEBUFFER, _gl.COLOR_ATTACHMENT0, _gl.TEXTURE_CUBE_MAP_POSITIVE_X + renderTarget.activeCubeFace, textureProperties.__webglTexture, renderTarget.activeMipMapLevel );

			}

		};

		this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {

			if ( ( renderTarget && renderTarget.isWebGLRenderTarget ) === false ) {

				console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not THREE.WebGLRenderTarget.' );
				return;

			}

			var framebuffer = properties.get( renderTarget ).__webglFramebuffer;

			if ( framebuffer ) {

				var restore = false;

				if ( framebuffer !== _currentFramebuffer ) {

					_gl.bindFramebuffer( _gl.FRAMEBUFFER, framebuffer );

					restore = true;

				}

				try {

					var texture = renderTarget.texture;
					var textureFormat = texture.format;
					var textureType = texture.type;

					if ( textureFormat !== RGBAFormat && paramThreeToGL( textureFormat ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_FORMAT ) ) {

						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
						return;

					}

					if ( textureType !== UnsignedByteType && paramThreeToGL( textureType ) !== _gl.getParameter( _gl.IMPLEMENTATION_COLOR_READ_TYPE ) && // IE11, Edge and Chrome Mac < 52 (#9513)
						! ( textureType === FloatType && ( extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
						! ( textureType === HalfFloatType && extensions.get( 'EXT_color_buffer_half_float' ) ) ) {

						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
						return;

					}

					if ( _gl.checkFramebufferStatus( _gl.FRAMEBUFFER ) === _gl.FRAMEBUFFER_COMPLETE ) {

						// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)

						if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {

							_gl.readPixels( x, y, width, height, paramThreeToGL( textureFormat ), paramThreeToGL( textureType ), buffer );

						}

					} else {

						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );

					}

				} finally {

					if ( restore ) {

						_gl.bindFramebuffer( _gl.FRAMEBUFFER, _currentFramebuffer );

					}

				}

			}

		};

		// Map three.js constants to WebGL constants

		function paramThreeToGL( p ) {

			var extension;

			if ( p === RepeatWrapping ) return _gl.REPEAT;
			if ( p === ClampToEdgeWrapping ) return _gl.CLAMP_TO_EDGE;
			if ( p === MirroredRepeatWrapping ) return _gl.MIRRORED_REPEAT;

			if ( p === NearestFilter ) return _gl.NEAREST;
			if ( p === NearestMipMapNearestFilter ) return _gl.NEAREST_MIPMAP_NEAREST;
			if ( p === NearestMipMapLinearFilter ) return _gl.NEAREST_MIPMAP_LINEAR;

			if ( p === LinearFilter ) return _gl.LINEAR;
			if ( p === LinearMipMapNearestFilter ) return _gl.LINEAR_MIPMAP_NEAREST;
			if ( p === LinearMipMapLinearFilter ) return _gl.LINEAR_MIPMAP_LINEAR;

			if ( p === UnsignedByteType ) return _gl.UNSIGNED_BYTE;
			if ( p === UnsignedShort4444Type ) return _gl.UNSIGNED_SHORT_4_4_4_4;
			if ( p === UnsignedShort5551Type ) return _gl.UNSIGNED_SHORT_5_5_5_1;
			if ( p === UnsignedShort565Type ) return _gl.UNSIGNED_SHORT_5_6_5;

			if ( p === ByteType ) return _gl.BYTE;
			if ( p === ShortType ) return _gl.SHORT;
			if ( p === UnsignedShortType ) return _gl.UNSIGNED_SHORT;
			if ( p === IntType ) return _gl.INT;
			if ( p === UnsignedIntType ) return _gl.UNSIGNED_INT;
			if ( p === FloatType ) return _gl.FLOAT;

			if ( p === HalfFloatType ) {

				extension = extensions.get( 'OES_texture_half_float' );

				if ( extension !== null ) return extension.HALF_FLOAT_OES;

			}

			if ( p === AlphaFormat ) return _gl.ALPHA;
			if ( p === RGBFormat ) return _gl.RGB;
			if ( p === RGBAFormat ) return _gl.RGBA;
			if ( p === LuminanceFormat ) return _gl.LUMINANCE;
			if ( p === LuminanceAlphaFormat ) return _gl.LUMINANCE_ALPHA;
			if ( p === DepthFormat ) return _gl.DEPTH_COMPONENT;
			if ( p === DepthStencilFormat ) return _gl.DEPTH_STENCIL;

			if ( p === AddEquation ) return _gl.FUNC_ADD;
			if ( p === SubtractEquation ) return _gl.FUNC_SUBTRACT;
			if ( p === ReverseSubtractEquation ) return _gl.FUNC_REVERSE_SUBTRACT;

			if ( p === ZeroFactor ) return _gl.ZERO;
			if ( p === OneFactor ) return _gl.ONE;
			if ( p === SrcColorFactor ) return _gl.SRC_COLOR;
			if ( p === OneMinusSrcColorFactor ) return _gl.ONE_MINUS_SRC_COLOR;
			if ( p === SrcAlphaFactor ) return _gl.SRC_ALPHA;
			if ( p === OneMinusSrcAlphaFactor ) return _gl.ONE_MINUS_SRC_ALPHA;
			if ( p === DstAlphaFactor ) return _gl.DST_ALPHA;
			if ( p === OneMinusDstAlphaFactor ) return _gl.ONE_MINUS_DST_ALPHA;

			if ( p === DstColorFactor ) return _gl.DST_COLOR;
			if ( p === OneMinusDstColorFactor ) return _gl.ONE_MINUS_DST_COLOR;
			if ( p === SrcAlphaSaturateFactor ) return _gl.SRC_ALPHA_SATURATE;

			if ( p === RGB_S3TC_DXT1_Format || p === RGBA_S3TC_DXT1_Format ||
				p === RGBA_S3TC_DXT3_Format || p === RGBA_S3TC_DXT5_Format ) {

				extension = extensions.get( 'WEBGL_compressed_texture_s3tc' );

				if ( extension !== null ) {

					if ( p === RGB_S3TC_DXT1_Format ) return extension.COMPRESSED_RGB_S3TC_DXT1_EXT;
					if ( p === RGBA_S3TC_DXT1_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT1_EXT;
					if ( p === RGBA_S3TC_DXT3_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT3_EXT;
					if ( p === RGBA_S3TC_DXT5_Format ) return extension.COMPRESSED_RGBA_S3TC_DXT5_EXT;

				}

			}

			if ( p === RGB_PVRTC_4BPPV1_Format || p === RGB_PVRTC_2BPPV1_Format ||
				p === RGBA_PVRTC_4BPPV1_Format || p === RGBA_PVRTC_2BPPV1_Format ) {

				extension = extensions.get( 'WEBGL_compressed_texture_pvrtc' );

				if ( extension !== null ) {

					if ( p === RGB_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_4BPPV1_IMG;
					if ( p === RGB_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGB_PVRTC_2BPPV1_IMG;
					if ( p === RGBA_PVRTC_4BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_4BPPV1_IMG;
					if ( p === RGBA_PVRTC_2BPPV1_Format ) return extension.COMPRESSED_RGBA_PVRTC_2BPPV1_IMG;

				}

			}

			if ( p === RGB_ETC1_Format ) {

				extension = extensions.get( 'WEBGL_compressed_texture_etc1' );

				if ( extension !== null ) return extension.COMPRESSED_RGB_ETC1_WEBGL;

			}

			if ( p === MinEquation || p === MaxEquation ) {

				extension = extensions.get( 'EXT_blend_minmax' );

				if ( extension !== null ) {

					if ( p === MinEquation ) return extension.MIN_EXT;
					if ( p === MaxEquation ) return extension.MAX_EXT;

				}

			}

			if ( p === UnsignedInt248Type ) {

				extension = extensions.get( 'WEBGL_depth_texture' );

				if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;

			}

			return 0;

		}

	}

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function FogExp2 ( color, density ) {

		this.name = '';

		this.color = new Color( color );
		this.density = ( density !== undefined ) ? density : 0.00025;

	}

	FogExp2.prototype.isFogExp2 = true;

	FogExp2.prototype.clone = function () {

		return new FogExp2( this.color.getHex(), this.density );

	};

	FogExp2.prototype.toJSON = function ( meta ) {

		return {
			type: 'FogExp2',
			color: this.color.getHex(),
			density: this.density
		};

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Fog ( color, near, far ) {

		this.name = '';

		this.color = new Color( color );

		this.near = ( near !== undefined ) ? near : 1;
		this.far = ( far !== undefined ) ? far : 1000;

	}

	Fog.prototype.isFog = true;

	Fog.prototype.clone = function () {

		return new Fog( this.color.getHex(), this.near, this.far );

	};

	Fog.prototype.toJSON = function ( meta ) {

		return {
			type: 'Fog',
			color: this.color.getHex(),
			near: this.near,
			far: this.far
		};

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Scene () {

		Object3D.call( this );

		this.type = 'Scene';

		this.background = null;
		this.fog = null;
		this.overrideMaterial = null;

		this.autoUpdate = true; // checked by the renderer

	}

	Scene.prototype = Object.create( Object3D.prototype );

	Scene.prototype.constructor = Scene;

	Scene.prototype.copy = function ( source, recursive ) {

		Object3D.prototype.copy.call( this, source, recursive );

		if ( source.background !== null ) this.background = source.background.clone();
		if ( source.fog !== null ) this.fog = source.fog.clone();
		if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();

		this.autoUpdate = source.autoUpdate;
		this.matrixAutoUpdate = source.matrixAutoUpdate;

		return this;

	};

	Scene.prototype.toJSON = function ( meta ) {

		var data = Object3D.prototype.toJSON.call( this, meta );

		if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
		if ( this.fog !== null ) data.object.fog = this.fog.toJSON();

		return data;

	};

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function LensFlare( texture, size, distance, blending, color ) {

		Object3D.call( this );

		this.lensFlares = [];

		this.positionScreen = new Vector3();
		this.customUpdateCallback = undefined;

		if ( texture !== undefined ) {

			this.add( texture, size, distance, blending, color );

		}

	}

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

		constructor: LensFlare,

		isLensFlare: true,

		copy: function ( source ) {

			Object3D.prototype.copy.call( this, source );

			this.positionScreen.copy( source.positionScreen );
			this.customUpdateCallback = source.customUpdateCallback;

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

				this.lensFlares.push( source.lensFlares[ i ] );

			}

			return this;

		},

		add: function ( texture, size, distance, blending, color, opacity ) {

			if ( size === undefined ) size = - 1;
			if ( distance === undefined ) distance = 0;
			if ( opacity === undefined ) opacity = 1;
			if ( color === undefined ) color = new Color( 0xffffff );
			if ( blending === undefined ) blending = NormalBlending;

			distance = Math.min( distance, Math.max( 0, distance ) );

			this.lensFlares.push( {
				texture: texture,	// THREE.Texture
				size: size, 		// size in pixels (-1 = use texture.width)
				distance: distance, 	// distance (0-1) from light source (0=at light source)
				x: 0, y: 0, z: 0,	// screen position (-1 => 1) z = 0 is in front z = 1 is back
				scale: 1, 		// scale
				rotation: 0, 		// rotation
				opacity: opacity,	// opacity
				color: color,		// color
				blending: blending	// blending
			} );

		},

		/*
		 * Update lens flares update positions on all flares based on the screen position
		 * Set myLensFlare.customUpdateCallback to alter the flares in your project specific way.
		 */

		updateLensFlares: function () {

			var f, fl = this.lensFlares.length;
			var flare;
			var vecX = - this.positionScreen.x * 2;
			var vecY = - this.positionScreen.y * 2;

			for ( f = 0; f < fl; f ++ ) {

				flare = this.lensFlares[ f ];

				flare.x = this.positionScreen.x + vecX * flare.distance;
				flare.y = this.positionScreen.y + vecY * flare.distance;

				flare.wantedRotation = flare.x * Math.PI * 0.25;
				flare.rotation += ( flare.wantedRotation - flare.rotation ) * 0.25;

			}

		}

	} );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  opacity: <float>,
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *	uvOffset: new THREE.Vector2(),
	 *	uvScale: new THREE.Vector2()
	 * }
	 */

	function SpriteMaterial( parameters ) {

		Material.call( this );

		this.type = 'SpriteMaterial';

		this.color = new Color( 0xffffff );
		this.map = null;

		this.rotation = 0;

		this.fog = false;
		this.lights = false;

		this.setValues( parameters );

	}

	SpriteMaterial.prototype = Object.create( Material.prototype );
	SpriteMaterial.prototype.constructor = SpriteMaterial;

	SpriteMaterial.prototype.copy = function ( source ) {

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

		this.color.copy( source.color );
		this.map = source.map;

		this.rotation = source.rotation;

		return this;

	};

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Sprite( material ) {

		Object3D.call( this );

		this.type = 'Sprite';

		this.material = ( material !== undefined ) ? material : new SpriteMaterial();

	}

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

		constructor: Sprite,

		isSprite: true,

		raycast: ( function () {

			var matrixPosition = new Vector3();

			return function raycast( raycaster, intersects ) {

				matrixPosition.setFromMatrixPosition( this.matrixWorld );

				var distanceSq = raycaster.ray.distanceSqToPoint( matrixPosition );
				var guessSizeSq = this.scale.x * this.scale.y / 4;

				if ( distanceSq > guessSizeSq ) {

					return;

				}

				intersects.push( {

					distance: Math.sqrt( distanceSq ),
					point: this.position,
					face: null,
					object: this

				} );

			};

		}() ),

		clone: function () {

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

		}

	} );

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 */

	function LOD() {

		Object3D.call( this );

		this.type = 'LOD';

		Object.defineProperties( this, {
			levels: {
				enumerable: true,
				value: []
			}
		} );

	}


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

		constructor: LOD,

		copy: function ( source ) {

			Object3D.prototype.copy.call( this, source, false );

			var levels = source.levels;

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

				var level = levels[ i ];

				this.addLevel( level.object.clone(), level.distance );

			}

			return this;

		},

		addLevel: function ( object, distance ) {

			if ( distance === undefined ) distance = 0;

			distance = Math.abs( distance );

			var levels = this.levels;

			for ( var l = 0; l < levels.length; l ++ ) {

				if ( distance < levels[ l ].distance ) {

					break;

				}

			}

			levels.splice( l, 0, { distance: distance, object: object } );

			this.add( object );

		},

		getObjectForDistance: function ( distance ) {

			var levels = this.levels;

			for ( var i = 1, l = levels.length; i < l; i ++ ) {

				if ( distance < levels[ i ].distance ) {

					break;

				}

			}

			return levels[ i - 1 ].object;

		},

		raycast: ( function () {

			var matrixPosition = new Vector3();

			return function raycast( raycaster, intersects ) {

				matrixPosition.setFromMatrixPosition( this.matrixWorld );

				var distance = raycaster.ray.origin.distanceTo( matrixPosition );

				this.getObjectForDistance( distance ).raycast( raycaster, intersects );

			};

		}() ),

		update: function () {

			var v1 = new Vector3();
			var v2 = new Vector3();

			return function update( camera ) {

				var levels = this.levels;

				if ( levels.length > 1 ) {

					v1.setFromMatrixPosition( camera.matrixWorld );
					v2.setFromMatrixPosition( this.matrixWorld );

					var distance = v1.distanceTo( v2 );

					levels[ 0 ].object.visible = true;

					for ( var i = 1, l = levels.length; i < l; i ++ ) {

						if ( distance >= levels[ i ].distance ) {

							levels[ i - 1 ].object.visible = false;
							levels[ i ].object.visible = true;

						} else {

							break;

						}

					}

					for ( ; i < l; i ++ ) {

						levels[ i ].object.visible = false;

					}

				}

			};

		}(),

		toJSON: function ( meta ) {

			var data = Object3D.prototype.toJSON.call( this, meta );

			data.object.levels = [];

			var levels = this.levels;

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

				var level = levels[ i ];

				data.object.levels.push( {
					object: level.object.uuid,
					distance: level.distance
				} );

			}

			return data;

		}

	} );

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author michael guerrero / http://realitymeltdown.com
	 * @author ikerr / http://verold.com
	 */

	function Skeleton( bones, boneInverses, useVertexTexture ) {

		this.useVertexTexture = useVertexTexture !== undefined ? useVertexTexture : true;

		this.identityMatrix = new Matrix4();

		// copy the bone array

		bones = bones || [];

		this.bones = bones.slice( 0 );

		// create a bone texture or an array of floats

		if ( this.useVertexTexture ) {

			// layout (1 matrix = 4 pixels)
			//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
			//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
			//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
			//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
			//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)


			var size = Math.sqrt( this.bones.length * 4 ); // 4 pixels needed for 1 matrix
			size = _Math.nextPowerOfTwo( Math.ceil( size ) );
			size = Math.max( size, 4 );

			this.boneTextureWidth = size;
			this.boneTextureHeight = size;

			this.boneMatrices = new Float32Array( this.boneTextureWidth * this.boneTextureHeight * 4 ); // 4 floats per RGBA pixel
			this.boneTexture = new DataTexture( this.boneMatrices, this.boneTextureWidth, this.boneTextureHeight, RGBAFormat, FloatType );

		} else {

			this.boneMatrices = new Float32Array( 16 * this.bones.length );

		}

		// use the supplied bone inverses or calculate the inverses

		if ( boneInverses === undefined ) {

			this.calculateInverses();

		} else {

			if ( this.bones.length === boneInverses.length ) {

				this.boneInverses = boneInverses.slice( 0 );

			} else {

				console.warn( 'THREE.Skeleton bonInverses is the wrong length.' );

				this.boneInverses = [];

				for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

					this.boneInverses.push( new Matrix4() );

				}

			}

		}

	}

	Object.assign( Skeleton.prototype, {

		calculateInverses: function () {

			this.boneInverses = [];

			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

				var inverse = new Matrix4();

				if ( this.bones[ b ] ) {

					inverse.getInverse( this.bones[ b ].matrixWorld );

				}

				this.boneInverses.push( inverse );

			}

		},

		pose: function () {

			var bone;

			// recover the bind-time world matrices

			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

				bone = this.bones[ b ];

				if ( bone ) {

					bone.matrixWorld.getInverse( this.boneInverses[ b ] );

				}

			}

			// compute the local matrices, positions, rotations and scales

			for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

				bone = this.bones[ b ];

				if ( bone ) {

					if ( bone.parent && bone.parent.isBone ) {

						bone.matrix.getInverse( bone.parent.matrixWorld );
						bone.matrix.multiply( bone.matrixWorld );

					} else {

						bone.matrix.copy( bone.matrixWorld );

					}

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

				}

			}

		},

		update: ( function () {

			var offsetMatrix = new Matrix4();

			return function update() {

				// flatten bone matrices to array

				for ( var b = 0, bl = this.bones.length; b < bl; b ++ ) {

					// compute the offset between the current and the original transform

					var matrix = this.bones[ b ] ? this.bones[ b ].matrixWorld : this.identityMatrix;

					offsetMatrix.multiplyMatrices( matrix, this.boneInverses[ b ] );
					offsetMatrix.toArray( this.boneMatrices, b * 16 );

				}

				if ( this.useVertexTexture ) {

					this.boneTexture.needsUpdate = true;

				}

			};

		} )(),

		clone: function () {

			return new Skeleton( this.bones, this.boneInverses, this.useVertexTexture );

		}

	} );

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author ikerr / http://verold.com
	 */

	function Bone() {

		Object3D.call( this );

		this.type = 'Bone';

	}

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

		constructor: Bone,

		isBone: true

	} );

	/**
	 * @author mikael emtinger / http://gomo.se/
	 * @author alteredq / http://alteredqualia.com/
	 * @author ikerr / http://verold.com
	 */

	function SkinnedMesh( geometry, material, useVertexTexture ) {

		Mesh.call( this, geometry, material );

		this.type = 'SkinnedMesh';

		this.bindMode = "attached";
		this.bindMatrix = new Matrix4();
		this.bindMatrixInverse = new Matrix4();

		// init bones

		// TODO: remove bone creation as there is no reason (other than
		// convenience) for THREE.SkinnedMesh to do this.

		var bones = [];

		if ( this.geometry && this.geometry.bones !== undefined ) {

			var bone, gbone;

			for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {

				gbone = this.geometry.bones[ b ];

				bone = new Bone();
				bones.push( bone );

				bone.name = gbone.name;
				bone.position.fromArray( gbone.pos );
				bone.quaternion.fromArray( gbone.rotq );
				if ( gbone.scl !== undefined ) bone.scale.fromArray( gbone.scl );

			}

			for ( var b = 0, bl = this.geometry.bones.length; b < bl; ++ b ) {

				gbone = this.geometry.bones[ b ];

				if ( gbone.parent !== - 1 && gbone.parent !== null &&
						bones[ gbone.parent ] !== undefined ) {

					bones[ gbone.parent ].add( bones[ b ] );

				} else {

					this.add( bones[ b ] );

				}

			}

		}

		this.normalizeSkinWeights();

		this.updateMatrixWorld( true );
		this.bind( new Skeleton( bones, undefined, useVertexTexture ), this.matrixWorld );

	}


	SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {

		constructor: SkinnedMesh,

		isSkinnedMesh: true,

		bind: function( skeleton, bindMatrix ) {

			this.skeleton = skeleton;

			if ( bindMatrix === undefined ) {

				this.updateMatrixWorld( true );

				this.skeleton.calculateInverses();

				bindMatrix = this.matrixWorld;

			}

			this.bindMatrix.copy( bindMatrix );
			this.bindMatrixInverse.getInverse( bindMatrix );

		},

		pose: function () {

			this.skeleton.pose();

		},

		normalizeSkinWeights: function () {

			if ( this.geometry && this.geometry.isGeometry ) {

				for ( var i = 0; i < this.geometry.skinWeights.length; i ++ ) {

					var sw = this.geometry.skinWeights[ i ];

					var scale = 1.0 / sw.lengthManhattan();

					if ( scale !== Infinity ) {

						sw.multiplyScalar( scale );

					} else {

						sw.set( 1, 0, 0, 0 ); // do something reasonable

					}

				}

			} else if ( this.geometry && this.geometry.isBufferGeometry ) {

				var vec = new Vector4();

				var skinWeight = this.geometry.attributes.skinWeight;

				for ( var i = 0; i < skinWeight.count; i ++ ) {

					vec.x = skinWeight.getX( i );
					vec.y = skinWeight.getY( i );
					vec.z = skinWeight.getZ( i );
					vec.w = skinWeight.getW( i );

					var scale = 1.0 / vec.lengthManhattan();

					if ( scale !== Infinity ) {

						vec.multiplyScalar( scale );

					} else {

						vec.set( 1, 0, 0, 0 ); // do something reasonable

					}

					skinWeight.setXYZW( i, vec.x, vec.y, vec.z, vec.w );

				}

			}

		},

		updateMatrixWorld: function( force ) {

			Mesh.prototype.updateMatrixWorld.call( this, true );

			if ( this.bindMode === "attached" ) {

				this.bindMatrixInverse.getInverse( this.matrixWorld );

			} else if ( this.bindMode === "detached" ) {

				this.bindMatrixInverse.getInverse( this.bindMatrix );

			} else {

				console.warn( 'THREE.SkinnedMesh unrecognized bindMode: ' + this.bindMode );

			}

		},

		clone: function() {

			return new this.constructor( this.geometry, this.material, this.skeleton.useVertexTexture ).copy( this );

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  opacity: <float>,
	 *
	 *  linewidth: <float>,
	 *  linecap: "round",
	 *  linejoin: "round"
	 * }
	 */

	function LineBasicMaterial( parameters ) {

		Material.call( this );

		this.type = 'LineBasicMaterial';

		this.color = new Color( 0xffffff );

		this.linewidth = 1;
		this.linecap = 'round';
		this.linejoin = 'round';

		this.lights = false;

		this.setValues( parameters );

	}

	LineBasicMaterial.prototype = Object.create( Material.prototype );
	LineBasicMaterial.prototype.constructor = LineBasicMaterial;

	LineBasicMaterial.prototype.isLineBasicMaterial = true;

	LineBasicMaterial.prototype.copy = function ( source ) {

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

		this.color.copy( source.color );

		this.linewidth = source.linewidth;
		this.linecap = source.linecap;
		this.linejoin = source.linejoin;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Line( geometry, material, mode ) {

		if ( mode === 1 ) {

			console.warn( 'THREE.Line: parameter THREE.LinePieces no longer supported. Created THREE.LineSegments instead.' );
			return new LineSegments( geometry, material );

		}

		Object3D.call( this );

		this.type = 'Line';

		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
		this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );

	}

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

		constructor: Line,

		isLine: true,

		raycast: ( function () {

			var inverseMatrix = new Matrix4();
			var ray = new Ray();
			var sphere = new Sphere();

			return function raycast( raycaster, intersects ) {

				var precision = raycaster.linePrecision;
				var precisionSq = precision * precision;

				var geometry = this.geometry;
				var matrixWorld = this.matrixWorld;

				// Checking boundingSphere distance to ray

				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

				sphere.copy( geometry.boundingSphere );
				sphere.applyMatrix4( matrixWorld );

				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;

				//

				inverseMatrix.getInverse( matrixWorld );
				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

				var vStart = new Vector3();
				var vEnd = new Vector3();
				var interSegment = new Vector3();
				var interRay = new Vector3();
				var step = (this && this.isLineSegments) ? 2 : 1;

				if ( geometry.isBufferGeometry ) {

					var index = geometry.index;
					var attributes = geometry.attributes;
					var positions = attributes.position.array;

					if ( index !== null ) {

						var indices = index.array;

						for ( var i = 0, l = indices.length - 1; i < l; i += step ) {

							var a = indices[ i ];
							var b = indices[ i + 1 ];

							vStart.fromArray( positions, a * 3 );
							vEnd.fromArray( positions, b * 3 );

							var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

							if ( distSq > precisionSq ) continue;

							interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

							var distance = raycaster.ray.origin.distanceTo( interRay );

							if ( distance < raycaster.near || distance > raycaster.far ) continue;

							intersects.push( {

								distance: distance,
								// What do we want? intersection point on the ray or on the segment??
								// point: raycaster.ray.at( distance ),
								point: interSegment.clone().applyMatrix4( this.matrixWorld ),
								index: i,
								face: null,
								faceIndex: null,
								object: this

							} );

						}

					} else {

						for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {

							vStart.fromArray( positions, 3 * i );
							vEnd.fromArray( positions, 3 * i + 3 );

							var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );

							if ( distSq > precisionSq ) continue;

							interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

							var distance = raycaster.ray.origin.distanceTo( interRay );

							if ( distance < raycaster.near || distance > raycaster.far ) continue;

							intersects.push( {

								distance: distance,
								// What do we want? intersection point on the ray or on the segment??
								// point: raycaster.ray.at( distance ),
								point: interSegment.clone().applyMatrix4( this.matrixWorld ),
								index: i,
								face: null,
								faceIndex: null,
								object: this

							} );

						}

					}

				} else if ( geometry.isGeometry ) {

					var vertices = geometry.vertices;
					var nbVertices = vertices.length;

					for ( var i = 0; i < nbVertices - 1; i += step ) {

						var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );

						if ( distSq > precisionSq ) continue;

						interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation

						var distance = raycaster.ray.origin.distanceTo( interRay );

						if ( distance < raycaster.near || distance > raycaster.far ) continue;

						intersects.push( {

							distance: distance,
							// What do we want? intersection point on the ray or on the segment??
							// point: raycaster.ray.at( distance ),
							point: interSegment.clone().applyMatrix4( this.matrixWorld ),
							index: i,
							face: null,
							faceIndex: null,
							object: this

						} );

					}

				}

			};

		}() ),

		clone: function () {

			return new this.constructor( this.geometry, this.material ).copy( this );

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function LineSegments( geometry, material ) {

		Line.call( this, geometry, material );

		this.type = 'LineSegments';

	}

	LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {

		constructor: LineSegments,

		isLineSegments: true

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  opacity: <float>,
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *  size: <float>,
	 *  sizeAttenuation: <bool>
	 * }
	 */

	function PointsMaterial( parameters ) {

		Material.call( this );

		this.type = 'PointsMaterial';

		this.color = new Color( 0xffffff );

		this.map = null;

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

		this.lights = false;

		this.setValues( parameters );

	}

	PointsMaterial.prototype = Object.create( Material.prototype );
	PointsMaterial.prototype.constructor = PointsMaterial;

	PointsMaterial.prototype.isPointsMaterial = true;

	PointsMaterial.prototype.copy = function ( source ) {

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

		this.color.copy( source.color );

		this.map = source.map;

		this.size = source.size;
		this.sizeAttenuation = source.sizeAttenuation;

		return this;

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Points( geometry, material ) {

		Object3D.call( this );

		this.type = 'Points';

		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
		this.material = material !== undefined ? material : new PointsMaterial( { color: Math.random() * 0xffffff } );

	}

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

		constructor: Points,

		isPoints: true,

		raycast: ( function () {

			var inverseMatrix = new Matrix4();
			var ray = new Ray();
			var sphere = new Sphere();

			return function raycast( raycaster, intersects ) {

				var object = this;
				var geometry = this.geometry;
				var matrixWorld = this.matrixWorld;
				var threshold = raycaster.params.Points.threshold;

				// Checking boundingSphere distance to ray

				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();

				sphere.copy( geometry.boundingSphere );
				sphere.applyMatrix4( matrixWorld );

				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;

				//

				inverseMatrix.getInverse( matrixWorld );
				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );

				var localThreshold = threshold / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
				var localThresholdSq = localThreshold * localThreshold;
				var position = new Vector3();

				function testPoint( point, index ) {

					var rayPointDistanceSq = ray.distanceSqToPoint( point );

					if ( rayPointDistanceSq < localThresholdSq ) {

						var intersectPoint = ray.closestPointToPoint( point );
						intersectPoint.applyMatrix4( matrixWorld );

						var distance = raycaster.ray.origin.distanceTo( intersectPoint );

						if ( distance < raycaster.near || distance > raycaster.far ) return;

						intersects.push( {

							distance: distance,
							distanceToRay: Math.sqrt( rayPointDistanceSq ),
							point: intersectPoint.clone(),
							index: index,
							face: null,
							object: object

						} );

					}

				}

				if ( geometry.isBufferGeometry ) {

					var index = geometry.index;
					var attributes = geometry.attributes;
					var positions = attributes.position.array;

					if ( index !== null ) {

						var indices = index.array;

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

							var a = indices[ i ];

							position.fromArray( positions, a * 3 );

							testPoint( position, a );

						}

					} else {

						for ( var i = 0, l = positions.length / 3; i < l; i ++ ) {

							position.fromArray( positions, i * 3 );

							testPoint( position, i );

						}

					}

				} else {

					var vertices = geometry.vertices;

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

						testPoint( vertices[ i ], i );

					}

				}

			};

		}() ),

		clone: function () {

			return new this.constructor( this.geometry, this.material ).copy( this );

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Group() {

		Object3D.call( this );

		this.type = 'Group';

	}

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

		constructor: Group

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

		Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		this.generateMipmaps = false;

		var scope = this;

		function update() {

			requestAnimationFrame( update );

			if ( video.readyState >= video.HAVE_CURRENT_DATA ) {

				scope.needsUpdate = true;

			}

		}

		update();

	}

	VideoTexture.prototype = Object.create( Texture.prototype );
	VideoTexture.prototype.constructor = VideoTexture;

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {

		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );

		this.image = { width: width, height: height };
		this.mipmaps = mipmaps;

		// no flipping for cube textures
		// (also flipping doesn't work for compressed textures )

		this.flipY = false;

		// can't generate mipmaps for compressed textures
		// mips must be embedded in DDS files

		this.generateMipmaps = false;

	}

	CompressedTexture.prototype = Object.create( Texture.prototype );
	CompressedTexture.prototype.constructor = CompressedTexture;

	CompressedTexture.prototype.isCompressedTexture = true;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {

		Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		this.needsUpdate = true;

	}

	CanvasTexture.prototype = Object.create( Texture.prototype );
	CanvasTexture.prototype.constructor = CanvasTexture;

	/**
	 * @author Matt DesLauriers / @mattdesl
	 * @author atix / arthursilber.de
	 */

	function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {

		format = format !== undefined ? format : DepthFormat;

		if ( format !== DepthFormat && format !== DepthStencilFormat ) {

			throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' )

		}

		if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
		if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;

		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );

		this.image = { width: width, height: height };

		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;

		this.flipY = false;
		this.generateMipmaps	= false;

	}

	DepthTexture.prototype = Object.create( Texture.prototype );
	DepthTexture.prototype.constructor = DepthTexture;
	DepthTexture.prototype.isDepthTexture = true;

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

	function WireframeGeometry( geometry ) {

		BufferGeometry.call( this );

		this.type = 'WireframeGeometry';

		// buffer

		var vertices = [];

		// helper variables

		var i, j, l, o, ol;
		var edge = [ 0, 0 ], edges = {}, e;
		var key, keys = [ 'a', 'b', 'c' ];
		var vertex;

		// different logic for Geometry and BufferGeometry

		if ( geometry && geometry.isGeometry ) {

			// create a data structure that contains all edges without duplicates

			var faces = geometry.faces;

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

				var face = faces[ i ];

				for ( j = 0; j < 3; j ++ ) {

					edge[ 0 ] = face[ keys[ j ] ];
					edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
					edge.sort( sortFunction ); // sorting prevents duplicates

					key = edge.toString();

					if ( edges[ key ] === undefined ) {

						edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

					}

				}

			}

			// generate vertices

			for ( key in edges ) {

				e = edges[ key ];

				vertex = geometry.vertices[ e.index1 ];
				vertices.push( vertex.x, vertex.y, vertex.z );

				vertex = geometry.vertices[ e.index2 ];
				vertices.push( vertex.x, vertex.y, vertex.z );

			}

		} else if ( geometry && geometry.isBufferGeometry ) {

			var position, indices, groups;
			var group, start, count;
			var index1, index2;

			vertex = new Vector3();

			if ( geometry.index !== null ) {

				// indexed BufferGeometry

				position = geometry.attributes.position;
				indices = geometry.index;
				groups = geometry.groups;

				if ( groups.length === 0 ) {

					geometry.addGroup( 0, indices.count );

				}

				// create a data structure that contains all eges without duplicates

				for ( o = 0, ol = groups.length; o < ol; ++ o ) {

					group = groups[ o ];

					start = group.start;
					count = group.count;

					for ( i = start, l = ( start + count ); i < l; i += 3 ) {

						for ( j = 0; j < 3; j ++ ) {

							edge[ 0 ] = indices.getX( i + j );
							edge[ 1 ] = indices.getX( i + ( j + 1 ) % 3 );
							edge.sort( sortFunction ); // sorting prevents duplicates

							key = edge.toString();

							if ( edges[ key ] === undefined ) {

								edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };

							}

						}

					}

				}

				// generate vertices

				for ( key in edges ) {

					e = edges[ key ];

					vertex.fromBufferAttribute( position, e.index1 );
					vertices.push( vertex.x, vertex.y, vertex.z );

					vertex.fromBufferAttribute( position, e.index2 );
					vertices.push( vertex.x, vertex.y, vertex.z );

				}

			} else {

				// non-indexed BufferGeometry

				position = geometry.attributes.position;

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

					for ( j = 0; j < 3; j ++ ) {

						// three edges per triangle, an edge is represented as (index1, index2)
						// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)

						index1 = 3 * i + j;
						vertex.fromBufferAttribute( position, index1 );
						vertices.push( vertex.x, vertex.y, vertex.z );

						index2 = 3 * i + ( ( j + 1 ) % 3 );
						vertex.fromBufferAttribute( position, index2 );
						vertices.push( vertex.x, vertex.y, vertex.z );

					}

				}

			}

		}

		// build geometry

		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

		// custom array sort function

		function sortFunction( a, b ) {

			return a - b;

		}

	}

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

	/**
	 * @author zz85 / https://github.com/zz85
	 *
	 * Parametric Surfaces Geometry
	 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
	 */

	function ParametricGeometry( func, slices, stacks ) {

		Geometry.call( this );

		this.type = 'ParametricGeometry';

		this.parameters = {
			func: func,
			slices: slices,
			stacks: stacks
		};

		this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
		this.mergeVertices();

	}

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

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 * Parametric Surfaces Geometry
	 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
	 */

	function ParametricBufferGeometry( func, slices, stacks ) {

		BufferGeometry.call( this );

		this.type = 'ParametricBufferGeometry';

		this.parameters = {
			func: func,
			slices: slices,
			stacks: stacks
		};

		// buffers

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

		var i, j;

		// generate vertices and uvs

		var sliceCount = slices + 1;

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

			var v = i / stacks;

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

				var u = j / slices;

				var p = func( u, v );
				vertices.push( p.x, p.y, p.z );

				uvs.push( u, v );

			}

		}

		// generate indices

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

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

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

				// faces one and two

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

			}

		}

		// build geometry

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

		// generate normals

		this.computeVertexNormals();

	}

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

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

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

		Geometry.call( this );

		this.type = 'PolyhedronGeometry';

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

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

	}

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

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

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

		BufferGeometry.call( this );

		this.type = 'PolyhedronBufferGeometry';

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

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

		// default buffer data

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

		// the subdivision creates the vertex buffer data

		subdivide( detail );

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

		appplyRadius( radius );

		// finally, create the uv data

		generateUVs();

		// build non-indexed geometry

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

		// helper functions

		function subdivide( detail ) {

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

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

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

				// get the vertices of the face

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

				// perform subdivision

				subdivideFace( a, b, c, detail );

			}

		}

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

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

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

			var v = [];

			var i, j;

			// construct all of the vertices for this subdivision

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

				v[ i ] = [];

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

				var rows = cols - i;

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

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

						v[ i ][ j ] = aj;

					} else {

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

					}

				}

			}

			// construct all of the faces

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

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

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

					if ( j % 2 === 0 ) {

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

					} else {

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

					}

				}

			}

		}

		function appplyRadius( radius ) {

			var vertex = new Vector3();

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

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

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

				vertex.normalize().multiplyScalar( radius );

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

			}

		}

		function generateUVs() {

			var vertex = new Vector3();

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

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

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

			}

			correctUVs();

			correctSeam();

		}

		function correctSeam() {

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

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

				// uv data of a single face

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

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

				// 0.9 is somewhat arbitrary

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

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

				}

			}

		}

		function pushVertex( vertex ) {

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

		}

		function getVertexByIndex( index, vertex ) {

			var stride = index * 3;

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

		}

		function correctUVs() {

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

			var centroid = new Vector3();

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

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

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

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

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

				var azi = azimuth( centroid );

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

			}

		}

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

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

				uvBuffer[ stride ] = uv.x - 1;

			}

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

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

			}

		}

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

		function azimuth( vector ) {

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

		}


		// Angle above the XZ plane.

		function inclination( vector ) {

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

		}

	}

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

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

	function TetrahedronGeometry( radius, detail ) {

		Geometry.call( this );

		this.type = 'TetrahedronGeometry';

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

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

	}

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

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

	function TetrahedronBufferGeometry( radius, detail ) {

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

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

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

		this.type = 'TetrahedronBufferGeometry';

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

	}

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

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

	function OctahedronGeometry( radius, detail ) {

		Geometry.call( this );

		this.type = 'OctahedronGeometry';

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

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

	}

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

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

	function OctahedronBufferGeometry( radius, detail ) {

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

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

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

		this.type = 'OctahedronBufferGeometry';

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

	}

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

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

	function IcosahedronGeometry( radius, detail ) {

	 	Geometry.call( this );

		this.type = 'IcosahedronGeometry';

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

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

	}

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

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

	function IcosahedronBufferGeometry( radius, detail ) {

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

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

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

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

		this.type = 'IcosahedronBufferGeometry';

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

	}

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

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

	function DodecahedronGeometry( radius, detail ) {

		Geometry.call( this );

		this.type = 'DodecahedronGeometry';

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

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

	}

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

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

	function DodecahedronBufferGeometry( radius, detail ) {

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

		var vertices = [

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

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

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

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

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

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

		this.type = 'DodecahedronBufferGeometry';

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

	}

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

	/**
	 * @author oosmoxiecode / https://github.com/oosmoxiecode
	 * @author WestLangley / https://github.com/WestLangley
	 * @author zz85 / https://github.com/zz85
	 * @author miningold / https://github.com/miningold
	 * @author jonobr1 / https://github.com/jonobr1
	 *
	 * Creates a tube which extrudes along a 3d spline.
	 */

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

		Geometry.call( this );

		this.type = 'TubeGeometry';

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

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

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

		// expose internals

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

		// create geometry

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

	}

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

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

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

		BufferGeometry.call( this );

		this.type = 'TubeBufferGeometry';

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

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

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

		// expose internals

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

		// helper variables

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

		var i, j;

		// buffer

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

		// create buffer data

		generateBufferData();

		// build geometry

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

		// functions

		function generateBufferData() {

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

				generateSegment( i );

			}

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

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

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

			generateUVs();

			// finally create faces

			generateIndices();

		}

		function generateSegment( i ) {

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

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

			// retrieve corresponding normal and binormal

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

			// generate normals and vertices for the current segment

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

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

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

				// normal

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

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

				// vertex

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

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

			}

		}

		function generateIndices() {

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

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

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

					// faces

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

				}

			}

		}

		function generateUVs() {

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

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

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

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

				}

			}

		}

	}

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

	/**
	 * @author oosmoxiecode
	 */

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

		Geometry.call( this );

		this.type = 'TorusKnotGeometry';

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

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

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

	}

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

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 * see: http://www.blackpawn.com/texts/pqtorus/
	 */

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

		BufferGeometry.call( this );

		this.type = 'TorusKnotBufferGeometry';

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

		radius = radius || 100;
		tube = tube || 40;
		tubularSegments = Math.floor( tubularSegments ) || 64;
		radialSegments = Math.floor( radialSegments ) || 8;
		p = p || 2;
		q = q || 3;

		// buffers

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

		// helper variables

		var i, j;

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

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

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

		// generate vertices, normals and uvs

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

			// the radian "u" is used to calculate the position on the torus curve of the current tubular segement

			var u = i / tubularSegments * p * Math.PI * 2;

			// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
			// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions

			calculatePositionOnCurve( u, p, q, radius, P1 );
			calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );

			// calculate orthonormal basis

			T.subVectors( P2, P1 );
			N.addVectors( P2, P1 );
			B.crossVectors( T, N );
			N.crossVectors( B, T );

			// normalize B, N. T can be ignored, we don't use it

			B.normalize();
			N.normalize();

			for ( j = 0; j <= radialSegments; ++ j ) {

				// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
				// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.

				var v = j / radialSegments * Math.PI * 2;
				var cx = - tube * Math.cos( v );
				var cy = tube * Math.sin( v );

				// now calculate the final vertex position.
				// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve

				vertex.x = P1.x + ( cx * N.x + cy * B.x );
				vertex.y = P1.y + ( cx * N.y + cy * B.y );
				vertex.z = P1.z + ( cx * N.z + cy * B.z );

				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)

				normal.subVectors( vertex, P1 ).normalize();

				normals.push( normal.x, normal.y, normal.z );

				// uv

				uvs.push( i / tubularSegments );
				uvs.push( j / radialSegments );

			}

		}

		// generate indices

		for ( j = 1; j <= tubularSegments; j ++ ) {

			for ( i = 1; i <= radialSegments; i ++ ) {

				// indices

				var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
				var b = ( radialSegments + 1 ) * j + ( i - 1 );
				var c = ( radialSegments + 1 ) * j + i;
				var d = ( radialSegments + 1 ) * ( j - 1 ) + i;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		// this function calculates the current position on the torus curve

		function calculatePositionOnCurve( u, p, q, radius, position ) {

			var cu = Math.cos( u );
			var su = Math.sin( u );
			var quOverP = q / p * u;
			var cs = Math.cos( quOverP );

			position.x = radius * ( 2 + cs ) * 0.5 * cu;
			position.y = radius * ( 2 + cs ) * su * 0.5;
			position.z = radius * Math.sin( quOverP ) * 0.5;

		}

	}

	TorusKnotBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	TorusKnotBufferGeometry.prototype.constructor = TorusKnotBufferGeometry;

	/**
	 * @author oosmoxiecode
	 * @author mrdoob / http://mrdoob.com/
	 * based on http://code.google.com/p/away3d/source/browse/trunk/fp10/Away3DLite/src/away3dlite/primitives/Torus.as?r=2888
	 */

	function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

		Geometry.call( this );

		this.type = 'TorusGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			radialSegments: radialSegments,
			tubularSegments: tubularSegments,
			arc: arc
		};

		this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );

	}

	TorusGeometry.prototype = Object.create( Geometry.prototype );
	TorusGeometry.prototype.constructor = TorusGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {

		BufferGeometry.call( this );

		this.type = 'TorusBufferGeometry';

		this.parameters = {
			radius: radius,
			tube: tube,
			radialSegments: radialSegments,
			tubularSegments: tubularSegments,
			arc: arc
		};

		radius = radius || 100;
		tube = tube || 40;
		radialSegments = Math.floor( radialSegments ) || 8;
		tubularSegments = Math.floor( tubularSegments ) || 6;
		arc = arc || Math.PI * 2;

		// buffers

		var indices = [];
		var vertices = [];
		var normals = [];
		var uvs = [];

		// helper variables

		var center = new Vector3();
		var vertex = new Vector3();
		var normal = new Vector3();

		var j, i;

		// generate vertices, normals and uvs

		for ( j = 0; j <= radialSegments; j ++ ) {

			for ( i = 0; i <= tubularSegments; i ++ ) {

				var u = i / tubularSegments * arc;
				var v = j / radialSegments * Math.PI * 2;

				// vertex

				vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
				vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
				vertex.z = tube * Math.sin( v );

				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal

				center.x = radius * Math.cos( u );
				center.y = radius * Math.sin( u );
				normal.subVectors( vertex, center ).normalize();

				normals.push( normal.x, normal.y, normal.z );

				// uv

				uvs.push( i / tubularSegments );
				uvs.push( j / radialSegments );

			}

		}

		// generate indices

		for ( j = 1; j <= radialSegments; j ++ ) {

			for ( i = 1; i <= tubularSegments; i ++ ) {

				// indices

				var a = ( tubularSegments + 1 ) * j + i - 1;
				var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
				var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
				var d = ( tubularSegments + 1 ) * j + i;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

	TorusBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	TorusBufferGeometry.prototype.constructor = TorusBufferGeometry;

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 */

	var ShapeUtils = {

		// calculate area of the contour polygon

		area: function ( contour ) {

			var n = contour.length;
			var a = 0.0;

			for ( var p = n - 1, q = 0; q < n; p = q ++ ) {

				a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;

			}

			return a * 0.5;

		},

		triangulate: ( function () {

			/**
			 * This code is a quick port of code written in C++ which was submitted to
			 * flipcode.com by John W. Ratcliff  // July 22, 2000
			 * See original code and more information here:
			 * http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
			 *
			 * ported to actionscript by Zevan Rosser
			 * www.actionsnippet.com
			 *
			 * ported to javascript by Joshua Koo
			 * http://www.lab4games.net/zz85/blog
			 *
			 */

			function snip( contour, u, v, w, n, verts ) {

				var p;
				var ax, ay, bx, by;
				var cx, cy, px, py;

				ax = contour[ verts[ u ] ].x;
				ay = contour[ verts[ u ] ].y;

				bx = contour[ verts[ v ] ].x;
				by = contour[ verts[ v ] ].y;

				cx = contour[ verts[ w ] ].x;
				cy = contour[ verts[ w ] ].y;

				if ( ( bx - ax ) * ( cy - ay ) - ( by - ay ) * ( cx - ax ) <= 0 ) return false;

				var aX, aY, bX, bY, cX, cY;
				var apx, apy, bpx, bpy, cpx, cpy;
				var cCROSSap, bCROSScp, aCROSSbp;

				aX = cx - bx;  aY = cy - by;
				bX = ax - cx;  bY = ay - cy;
				cX = bx - ax;  cY = by - ay;

				for ( p = 0; p < n; p ++ ) {

					px = contour[ verts[ p ] ].x;
					py = contour[ verts[ p ] ].y;

					if ( ( ( px === ax ) && ( py === ay ) ) ||
						 ( ( px === bx ) && ( py === by ) ) ||
						 ( ( px === cx ) && ( py === cy ) ) )	continue;

					apx = px - ax;  apy = py - ay;
					bpx = px - bx;  bpy = py - by;
					cpx = px - cx;  cpy = py - cy;

					// see if p is inside triangle abc

					aCROSSbp = aX * bpy - aY * bpx;
					cCROSSap = cX * apy - cY * apx;
					bCROSScp = bX * cpy - bY * cpx;

					if ( ( aCROSSbp >= - Number.EPSILON ) && ( bCROSScp >= - Number.EPSILON ) && ( cCROSSap >= - Number.EPSILON ) ) return false;

				}

				return true;

			}

			// takes in an contour array and returns

			return function triangulate( contour, indices ) {

				var n = contour.length;

				if ( n < 3 ) return null;

				var result = [],
					verts = [],
					vertIndices = [];

				/* we want a counter-clockwise polygon in verts */

				var u, v, w;

				if ( ShapeUtils.area( contour ) > 0.0 ) {

					for ( v = 0; v < n; v ++ ) verts[ v ] = v;

				} else {

					for ( v = 0; v < n; v ++ ) verts[ v ] = ( n - 1 ) - v;

				}

				var nv = n;

				/*  remove nv - 2 vertices, creating 1 triangle every time */

				var count = 2 * nv;   /* error detection */

				for ( v = nv - 1; nv > 2; ) {

					/* if we loop, it is probably a non-simple polygon */

					if ( ( count -- ) <= 0 ) {

						//** Triangulate: ERROR - probable bad polygon!

						//throw ( "Warning, unable to triangulate polygon!" );
						//return null;
						// Sometimes warning is fine, especially polygons are triangulated in reverse.
						console.warn( 'THREE.ShapeUtils: Unable to triangulate polygon! in triangulate()' );

						if ( indices ) return vertIndices;
						return result;

					}

					/* three consecutive vertices in current polygon, <u,v,w> */

					u = v; 	 	if ( nv <= u ) u = 0;     /* previous */
					v = u + 1;  if ( nv <= v ) v = 0;     /* new v    */
					w = v + 1;  if ( nv <= w ) w = 0;     /* next     */

					if ( snip( contour, u, v, w, nv, verts ) ) {

						var a, b, c, s, t;

						/* true names of the vertices */

						a = verts[ u ];
						b = verts[ v ];
						c = verts[ w ];

						/* output Triangle */

						result.push( [ contour[ a ],
							contour[ b ],
							contour[ c ] ] );


						vertIndices.push( [ verts[ u ], verts[ v ], verts[ w ] ] );

						/* remove v from the remaining polygon */

						for ( s = v, t = v + 1; t < nv; s ++, t ++ ) {

							verts[ s ] = verts[ t ];

						}

						nv --;

						/* reset error detection counter */

						count = 2 * nv;

					}

				}

				if ( indices ) return vertIndices;
				return result;

			}

		} )(),

		triangulateShape: function ( contour, holes ) {

			function removeDupEndPts(points) {

				var l = points.length;

				if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {

					points.pop();

				}

			}

			removeDupEndPts( contour );
			holes.forEach( removeDupEndPts );

			function point_in_segment_2D_colin( inSegPt1, inSegPt2, inOtherPt ) {

				// inOtherPt needs to be collinear to the inSegment
				if ( inSegPt1.x !== inSegPt2.x ) {

					if ( inSegPt1.x < inSegPt2.x ) {

						return	( ( inSegPt1.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt2.x ) );

					} else {

						return	( ( inSegPt2.x <= inOtherPt.x ) && ( inOtherPt.x <= inSegPt1.x ) );

					}

				} else {

					if ( inSegPt1.y < inSegPt2.y ) {

						return	( ( inSegPt1.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt2.y ) );

					} else {

						return	( ( inSegPt2.y <= inOtherPt.y ) && ( inOtherPt.y <= inSegPt1.y ) );

					}

				}

			}

			function intersect_segments_2D( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1, inSeg2Pt2, inExcludeAdjacentSegs ) {

				var seg1dx = inSeg1Pt2.x - inSeg1Pt1.x,   seg1dy = inSeg1Pt2.y - inSeg1Pt1.y;
				var seg2dx = inSeg2Pt2.x - inSeg2Pt1.x,   seg2dy = inSeg2Pt2.y - inSeg2Pt1.y;

				var seg1seg2dx = inSeg1Pt1.x - inSeg2Pt1.x;
				var seg1seg2dy = inSeg1Pt1.y - inSeg2Pt1.y;

				var limit		= seg1dy * seg2dx - seg1dx * seg2dy;
				var perpSeg1	= seg1dy * seg1seg2dx - seg1dx * seg1seg2dy;

				if ( Math.abs( limit ) > Number.EPSILON ) {

					// not parallel

					var perpSeg2;
					if ( limit > 0 ) {

						if ( ( perpSeg1 < 0 ) || ( perpSeg1 > limit ) ) 		return [];
						perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
						if ( ( perpSeg2 < 0 ) || ( perpSeg2 > limit ) ) 		return [];

					} else {

						if ( ( perpSeg1 > 0 ) || ( perpSeg1 < limit ) ) 		return [];
						perpSeg2 = seg2dy * seg1seg2dx - seg2dx * seg1seg2dy;
						if ( ( perpSeg2 > 0 ) || ( perpSeg2 < limit ) ) 		return [];

					}

					// i.e. to reduce rounding errors
					// intersection at endpoint of segment#1?
					if ( perpSeg2 === 0 ) {

						if ( ( inExcludeAdjacentSegs ) &&
							 ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )		return [];
						return [ inSeg1Pt1 ];

					}
					if ( perpSeg2 === limit ) {

						if ( ( inExcludeAdjacentSegs ) &&
							 ( ( perpSeg1 === 0 ) || ( perpSeg1 === limit ) ) )		return [];
						return [ inSeg1Pt2 ];

					}
					// intersection at endpoint of segment#2?
					if ( perpSeg1 === 0 )		return [ inSeg2Pt1 ];
					if ( perpSeg1 === limit )	return [ inSeg2Pt2 ];

					// return real intersection point
					var factorSeg1 = perpSeg2 / limit;
					return	[ { x: inSeg1Pt1.x + factorSeg1 * seg1dx,
								y: inSeg1Pt1.y + factorSeg1 * seg1dy } ];

				} else {

					// parallel or collinear
					if ( ( perpSeg1 !== 0 ) ||
						 ( seg2dy * seg1seg2dx !== seg2dx * seg1seg2dy ) ) 			return [];

					// they are collinear or degenerate
					var seg1Pt = ( ( seg1dx === 0 ) && ( seg1dy === 0 ) );	// segment1 is just a point?
					var seg2Pt = ( ( seg2dx === 0 ) && ( seg2dy === 0 ) );	// segment2 is just a point?
					// both segments are points
					if ( seg1Pt && seg2Pt ) {

						if ( ( inSeg1Pt1.x !== inSeg2Pt1.x ) ||
							 ( inSeg1Pt1.y !== inSeg2Pt1.y ) )		return [];	// they are distinct  points
						return [ inSeg1Pt1 ];                 						// they are the same point

					}
					// segment#1  is a single point
					if ( seg1Pt ) {

						if ( ! point_in_segment_2D_colin( inSeg2Pt1, inSeg2Pt2, inSeg1Pt1 ) )		return [];		// but not in segment#2
						return [ inSeg1Pt1 ];

					}
					// segment#2  is a single point
					if ( seg2Pt ) {

						if ( ! point_in_segment_2D_colin( inSeg1Pt1, inSeg1Pt2, inSeg2Pt1 ) )		return [];		// but not in segment#1
						return [ inSeg2Pt1 ];

					}

					// they are collinear segments, which might overlap
					var seg1min, seg1max, seg1minVal, seg1maxVal;
					var seg2min, seg2max, seg2minVal, seg2maxVal;
					if ( seg1dx !== 0 ) {

						// the segments are NOT on a vertical line
						if ( inSeg1Pt1.x < inSeg1Pt2.x ) {

							seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.x;
							seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.x;

						} else {

							seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.x;
							seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.x;

						}
						if ( inSeg2Pt1.x < inSeg2Pt2.x ) {

							seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.x;
							seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.x;

						} else {

							seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.x;
							seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.x;

						}

					} else {

						// the segments are on a vertical line
						if ( inSeg1Pt1.y < inSeg1Pt2.y ) {

							seg1min = inSeg1Pt1; seg1minVal = inSeg1Pt1.y;
							seg1max = inSeg1Pt2; seg1maxVal = inSeg1Pt2.y;

						} else {

							seg1min = inSeg1Pt2; seg1minVal = inSeg1Pt2.y;
							seg1max = inSeg1Pt1; seg1maxVal = inSeg1Pt1.y;

						}
						if ( inSeg2Pt1.y < inSeg2Pt2.y ) {

							seg2min = inSeg2Pt1; seg2minVal = inSeg2Pt1.y;
							seg2max = inSeg2Pt2; seg2maxVal = inSeg2Pt2.y;

						} else {

							seg2min = inSeg2Pt2; seg2minVal = inSeg2Pt2.y;
							seg2max = inSeg2Pt1; seg2maxVal = inSeg2Pt1.y;

						}

					}
					if ( seg1minVal <= seg2minVal ) {

						if ( seg1maxVal <  seg2minVal )	return [];
						if ( seg1maxVal === seg2minVal )	{

							if ( inExcludeAdjacentSegs )		return [];
							return [ seg2min ];

						}
						if ( seg1maxVal <= seg2maxVal )	return [ seg2min, seg1max ];
						return	[ seg2min, seg2max ];

					} else {

						if ( seg1minVal >  seg2maxVal )	return [];
						if ( seg1minVal === seg2maxVal )	{

							if ( inExcludeAdjacentSegs )		return [];
							return [ seg1min ];

						}
						if ( seg1maxVal <= seg2maxVal )	return [ seg1min, seg1max ];
						return	[ seg1min, seg2max ];

					}

				}

			}

			function isPointInsideAngle( inVertex, inLegFromPt, inLegToPt, inOtherPt ) {

				// The order of legs is important

				// translation of all points, so that Vertex is at (0,0)
				var legFromPtX	= inLegFromPt.x - inVertex.x,  legFromPtY	= inLegFromPt.y - inVertex.y;
				var legToPtX	= inLegToPt.x	- inVertex.x,  legToPtY		= inLegToPt.y	- inVertex.y;
				var otherPtX	= inOtherPt.x	- inVertex.x,  otherPtY		= inOtherPt.y	- inVertex.y;

				// main angle >0: < 180 deg.; 0: 180 deg.; <0: > 180 deg.
				var from2toAngle	= legFromPtX * legToPtY - legFromPtY * legToPtX;
				var from2otherAngle	= legFromPtX * otherPtY - legFromPtY * otherPtX;

				if ( Math.abs( from2toAngle ) > Number.EPSILON ) {

					// angle != 180 deg.

					var other2toAngle		= otherPtX * legToPtY - otherPtY * legToPtX;
					// console.log( "from2to: " + from2toAngle + ", from2other: " + from2otherAngle + ", other2to: " + other2toAngle );

					if ( from2toAngle > 0 ) {

						// main angle < 180 deg.
						return	( ( from2otherAngle >= 0 ) && ( other2toAngle >= 0 ) );

					} else {

						// main angle > 180 deg.
						return	( ( from2otherAngle >= 0 ) || ( other2toAngle >= 0 ) );

					}

				} else {

					// angle == 180 deg.
					// console.log( "from2to: 180 deg., from2other: " + from2otherAngle  );
					return	( from2otherAngle > 0 );

				}

			}


			function removeHoles( contour, holes ) {

				var shape = contour.concat(); // work on this shape
				var hole;

				function isCutLineInsideAngles( inShapeIdx, inHoleIdx ) {

					// Check if hole point lies within angle around shape point
					var lastShapeIdx = shape.length - 1;

					var prevShapeIdx = inShapeIdx - 1;
					if ( prevShapeIdx < 0 )			prevShapeIdx = lastShapeIdx;

					var nextShapeIdx = inShapeIdx + 1;
					if ( nextShapeIdx > lastShapeIdx )	nextShapeIdx = 0;

					var insideAngle = isPointInsideAngle( shape[ inShapeIdx ], shape[ prevShapeIdx ], shape[ nextShapeIdx ], hole[ inHoleIdx ] );
					if ( ! insideAngle ) {

						// console.log( "Vertex (Shape): " + inShapeIdx + ", Point: " + hole[inHoleIdx].x + "/" + hole[inHoleIdx].y );
						return	false;

					}

					// Check if shape point lies within angle around hole point
					var lastHoleIdx = hole.length - 1;

					var prevHoleIdx = inHoleIdx - 1;
					if ( prevHoleIdx < 0 )			prevHoleIdx = lastHoleIdx;

					var nextHoleIdx = inHoleIdx + 1;
					if ( nextHoleIdx > lastHoleIdx )	nextHoleIdx = 0;

					insideAngle = isPointInsideAngle( hole[ inHoleIdx ], hole[ prevHoleIdx ], hole[ nextHoleIdx ], shape[ inShapeIdx ] );
					if ( ! insideAngle ) {

						// console.log( "Vertex (Hole): " + inHoleIdx + ", Point: " + shape[inShapeIdx].x + "/" + shape[inShapeIdx].y );
						return	false;

					}

					return	true;

				}

				function intersectsShapeEdge( inShapePt, inHolePt ) {

					// checks for intersections with shape edges
					var sIdx, nextIdx, intersection;
					for ( sIdx = 0; sIdx < shape.length; sIdx ++ ) {

						nextIdx = sIdx + 1; nextIdx %= shape.length;
						intersection = intersect_segments_2D( inShapePt, inHolePt, shape[ sIdx ], shape[ nextIdx ], true );
						if ( intersection.length > 0 )		return	true;

					}

					return	false;

				}

				var indepHoles = [];

				function intersectsHoleEdge( inShapePt, inHolePt ) {

					// checks for intersections with hole edges
					var ihIdx, chkHole,
						hIdx, nextIdx, intersection;
					for ( ihIdx = 0; ihIdx < indepHoles.length; ihIdx ++ ) {

						chkHole = holes[ indepHoles[ ihIdx ]];
						for ( hIdx = 0; hIdx < chkHole.length; hIdx ++ ) {

							nextIdx = hIdx + 1; nextIdx %= chkHole.length;
							intersection = intersect_segments_2D( inShapePt, inHolePt, chkHole[ hIdx ], chkHole[ nextIdx ], true );
							if ( intersection.length > 0 )		return	true;

						}

					}
					return	false;

				}

				var holeIndex, shapeIndex,
					shapePt, holePt,
					holeIdx, cutKey, failedCuts = [],
					tmpShape1, tmpShape2,
					tmpHole1, tmpHole2;

				for ( var h = 0, hl = holes.length; h < hl; h ++ ) {

					indepHoles.push( h );

				}

				var minShapeIndex = 0;
				var counter = indepHoles.length * 2;
				while ( indepHoles.length > 0 ) {

					counter --;
					if ( counter < 0 ) {

						console.log( "Infinite Loop! Holes left:" + indepHoles.length + ", Probably Hole outside Shape!" );
						break;

					}

					// search for shape-vertex and hole-vertex,
					// which can be connected without intersections
					for ( shapeIndex = minShapeIndex; shapeIndex < shape.length; shapeIndex ++ ) {

						shapePt = shape[ shapeIndex ];
						holeIndex	= - 1;

						// search for hole which can be reached without intersections
						for ( var h = 0; h < indepHoles.length; h ++ ) {

							holeIdx = indepHoles[ h ];

							// prevent multiple checks
							cutKey = shapePt.x + ":" + shapePt.y + ":" + holeIdx;
							if ( failedCuts[ cutKey ] !== undefined )			continue;

							hole = holes[ holeIdx ];
							for ( var h2 = 0; h2 < hole.length; h2 ++ ) {

								holePt = hole[ h2 ];
								if ( ! isCutLineInsideAngles( shapeIndex, h2 ) )		continue;
								if ( intersectsShapeEdge( shapePt, holePt ) )		continue;
								if ( intersectsHoleEdge( shapePt, holePt ) )		continue;

								holeIndex = h2;
								indepHoles.splice( h, 1 );

								tmpShape1 = shape.slice( 0, shapeIndex + 1 );
								tmpShape2 = shape.slice( shapeIndex );
								tmpHole1 = hole.slice( holeIndex );
								tmpHole2 = hole.slice( 0, holeIndex + 1 );

								shape = tmpShape1.concat( tmpHole1 ).concat( tmpHole2 ).concat( tmpShape2 );

								minShapeIndex = shapeIndex;

								// Debug only, to show the selected cuts
								// glob_CutLines.push( [ shapePt, holePt ] );

								break;

							}
							if ( holeIndex >= 0 )	break;		// hole-vertex found

							failedCuts[ cutKey ] = true;			// remember failure

						}
						if ( holeIndex >= 0 )	break;		// hole-vertex found

					}

				}

				return shape; 			/* shape with no holes */

			}


			var i, il, f, face,
				key, index,
				allPointsMap = {};

			// To maintain reference to old shape, one must match coordinates, or offset the indices from original arrays. It's probably easier to do the first.

			var allpoints = contour.concat();

			for ( var h = 0, hl = holes.length; h < hl; h ++ ) {

				Array.prototype.push.apply( allpoints, holes[ h ] );

			}

			//console.log( "allpoints",allpoints, allpoints.length );

			// prepare all points map

			for ( i = 0, il = allpoints.length; i < il; i ++ ) {

				key = allpoints[ i ].x + ":" + allpoints[ i ].y;

				if ( allPointsMap[ key ] !== undefined ) {

					console.warn( "THREE.ShapeUtils: Duplicate point", key, i );

				}

				allPointsMap[ key ] = i;

			}

			// remove holes by cutting paths to holes and adding them to the shape
			var shapeWithoutHoles = removeHoles( contour, holes );

			var triangles = ShapeUtils.triangulate( shapeWithoutHoles, false ); // True returns indices for points of spooled shape
			//console.log( "triangles",triangles, triangles.length );

			// check all face vertices against all points map

			for ( i = 0, il = triangles.length; i < il; i ++ ) {

				face = triangles[ i ];

				for ( f = 0; f < 3; f ++ ) {

					key = face[ f ].x + ":" + face[ f ].y;

					index = allPointsMap[ key ];

					if ( index !== undefined ) {

						face[ f ] = index;

					}

				}

			}

			return triangles.concat();

		},

		isClockWise: function ( pts ) {

			return ShapeUtils.area( pts ) < 0;

		}

	};

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 *
	 * Creates extruded geometry from a path shape.
	 *
	 * parameters = {
	 *
	 *  curveSegments: <int>, // number of points on the curves
	 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
	 *  amount: <int>, // Depth to extrude the shape
	 *
	 *  bevelEnabled: <bool>, // turn on bevel
	 *  bevelThickness: <float>, // how deep into the original shape bevel goes
	 *  bevelSize: <float>, // how far from shape outline is bevel
	 *  bevelSegments: <int>, // number of bevel layers
	 *
	 *  extrudePath: <THREE.Curve> // curve to extrude shape along
	 *  frames: <Object> // containing arrays of tangents, normals, binormals
	 *
	 *  uvGenerator: <Object> // object that provides UV generator functions
	 *
	 * }
	 **/

	function ExtrudeGeometry( shapes, options ) {

		if ( typeof( shapes ) === "undefined" ) {

			shapes = [];
			return;

		}

		Geometry.call( this );

		this.type = 'ExtrudeGeometry';

		shapes = Array.isArray( shapes ) ? shapes : [ shapes ];

		this.addShapeList( shapes, options );

		this.computeFaceNormals();

		// can't really use automatic vertex normals
		// as then front and back sides get smoothed too
		// should do separate smoothing just for sides

		//this.computeVertexNormals();

		//console.log( "took", ( Date.now() - startTime ) );

	}

	ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
	ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;

	ExtrudeGeometry.prototype.addShapeList = function ( shapes, options ) {

		var sl = shapes.length;

		for ( var s = 0; s < sl; s ++ ) {

			var shape = shapes[ s ];
			this.addShape( shape, options );

		}

	};

	ExtrudeGeometry.prototype.addShape = function ( shape, options ) {

		var amount = options.amount !== undefined ? options.amount : 100;

		var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6; // 10
		var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2; // 8
		var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;

		var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true; // false

		var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;

		var steps = options.steps !== undefined ? options.steps : 1;

		var extrudePath = options.extrudePath;
		var extrudePts, extrudeByPath = false;

		// Use default WorldUVGenerator if no UV generators are specified.
		var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : ExtrudeGeometry.WorldUVGenerator;

		var splineTube, binormal, normal, position2;
		if ( extrudePath ) {

			extrudePts = extrudePath.getSpacedPoints( steps );

			extrudeByPath = true;
			bevelEnabled = false; // bevels not supported for path extrusion

			// SETUP TNB variables

			// TODO1 - have a .isClosed in spline?

			splineTube = options.frames !== undefined ? options.frames : extrudePath.computeFrenetFrames( steps, false );

			// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);

			binormal = new Vector3();
			normal = new Vector3();
			position2 = new Vector3();

		}

		// Safeguards if bevels are not enabled

		if ( ! bevelEnabled ) {

			bevelSegments = 0;
			bevelThickness = 0;
			bevelSize = 0;

		}

		// Variables initialization

		var ahole, h, hl; // looping of holes
		var scope = this;

		var shapesOffset = this.vertices.length;

		var shapePoints = shape.extractPoints( curveSegments );

		var vertices = shapePoints.shape;
		var holes = shapePoints.holes;

		var reverse = ! ShapeUtils.isClockWise( vertices );

		if ( reverse ) {

			vertices = vertices.reverse();

			// Maybe we should also check if holes are in the opposite direction, just to be safe ...

			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

				ahole = holes[ h ];

				if ( ShapeUtils.isClockWise( ahole ) ) {

					holes[ h ] = ahole.reverse();

				}

			}

			reverse = false; // If vertices are in order now, we shouldn't need to worry about them again (hopefully)!

		}


		var faces = ShapeUtils.triangulateShape( vertices, holes );

		/* Vertices */

		var contour = vertices; // vertices has all points but contour has only points of circumference

		for ( h = 0, hl = holes.length; h < hl; h ++ ) {

			ahole = holes[ h ];

			vertices = vertices.concat( ahole );

		}


		function scalePt2( pt, vec, size ) {

			if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );

			return vec.clone().multiplyScalar( size ).add( pt );

		}

		var b, bs, t, z,
			vert, vlen = vertices.length,
			face, flen = faces.length;


		// Find directions for point movement


		function getBevelVec( inPt, inPrev, inNext ) {

			// computes for inPt the corresponding point inPt' on a new contour
			//   shifted by 1 unit (length of normalized vector) to the left
			// if we walk along contour clockwise, this new contour is outside the old one
			//
			// inPt' is the intersection of the two lines parallel to the two
			//  adjacent edges of inPt at a distance of 1 unit on the left side.

			var v_trans_x, v_trans_y, shrink_by = 1;		// resulting translation vector for inPt

			// good reading for geometry algorithms (here: line-line intersection)
			// http://geomalgorithms.com/a05-_intersect-1.html

			var v_prev_x = inPt.x - inPrev.x, v_prev_y = inPt.y - inPrev.y;
			var v_next_x = inNext.x - inPt.x, v_next_y = inNext.y - inPt.y;

			var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );

			// check for collinear edges
			var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );

			if ( Math.abs( collinear0 ) > Number.EPSILON ) {

				// not collinear

				// length of vectors for normalizing

				var v_prev_len = Math.sqrt( v_prev_lensq );
				var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );

				// shift adjacent points by unit vectors to the left

				var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
				var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );

				var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
				var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );

				// scaling factor for v_prev to intersection point

				var sf = (  ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
							( ptNextShift_y - ptPrevShift_y ) * v_next_x    ) /
						  ( v_prev_x * v_next_y - v_prev_y * v_next_x );

				// vector from inPt to intersection point

				v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
				v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );

				// Don't normalize!, otherwise sharp corners become ugly
				//  but prevent crazy spikes
				var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
				if ( v_trans_lensq <= 2 ) {

					return	new Vector2( v_trans_x, v_trans_y );

				} else {

					shrink_by = Math.sqrt( v_trans_lensq / 2 );

				}

			} else {

				// handle special case of collinear edges

				var direction_eq = false;		// assumes: opposite
				if ( v_prev_x > Number.EPSILON ) {

					if ( v_next_x > Number.EPSILON ) {

						direction_eq = true;

					}

				} else {

					if ( v_prev_x < - Number.EPSILON ) {

						if ( v_next_x < - Number.EPSILON ) {

							direction_eq = true;

						}

					} else {

						if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {

							direction_eq = true;

						}

					}

				}

				if ( direction_eq ) {

					// console.log("Warning: lines are a straight sequence");
					v_trans_x = - v_prev_y;
					v_trans_y =  v_prev_x;
					shrink_by = Math.sqrt( v_prev_lensq );

				} else {

					// console.log("Warning: lines are a straight spike");
					v_trans_x = v_prev_x;
					v_trans_y = v_prev_y;
					shrink_by = Math.sqrt( v_prev_lensq / 2 );

				}

			}

			return	new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );

		}


		var contourMovements = [];

		for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

			if ( j === il ) j = 0;
			if ( k === il ) k = 0;

			//  (j)---(i)---(k)
			// console.log('i,j,k', i, j , k)

			contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );

		}

		var holesMovements = [], oneHoleMovements, verticesMovements = contourMovements.concat();

		for ( h = 0, hl = holes.length; h < hl; h ++ ) {

			ahole = holes[ h ];

			oneHoleMovements = [];

			for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {

				if ( j === il ) j = 0;
				if ( k === il ) k = 0;

				//  (j)---(i)---(k)
				oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );

			}

			holesMovements.push( oneHoleMovements );
			verticesMovements = verticesMovements.concat( oneHoleMovements );

		}


		// Loop bevelSegments, 1 for the front, 1 for the back

		for ( b = 0; b < bevelSegments; b ++ ) {

			//for ( b = bevelSegments; b > 0; b -- ) {

			t = b / bevelSegments;
			z = bevelThickness * Math.cos( t * Math.PI / 2 );
			bs = bevelSize * Math.sin( t * Math.PI / 2 );

			// contract shape

			for ( i = 0, il = contour.length; i < il; i ++ ) {

				vert = scalePt2( contour[ i ], contourMovements[ i ], bs );

				v( vert.x, vert.y,  - z );

			}

			// expand holes

			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

				ahole = holes[ h ];
				oneHoleMovements = holesMovements[ h ];

				for ( i = 0, il = ahole.length; i < il; i ++ ) {

					vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

					v( vert.x, vert.y,  - z );

				}

			}

		}

		bs = bevelSize;

		// Back facing vertices

		for ( i = 0; i < vlen; i ++ ) {

			vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

			if ( ! extrudeByPath ) {

				v( vert.x, vert.y, 0 );

			} else {

				// v( vert.x, vert.y + extrudePts[ 0 ].y, extrudePts[ 0 ].x );

				normal.copy( splineTube.normals[ 0 ] ).multiplyScalar( vert.x );
				binormal.copy( splineTube.binormals[ 0 ] ).multiplyScalar( vert.y );

				position2.copy( extrudePts[ 0 ] ).add( normal ).add( binormal );

				v( position2.x, position2.y, position2.z );

			}

		}

		// Add stepped vertices...
		// Including front facing vertices

		var s;

		for ( s = 1; s <= steps; s ++ ) {

			for ( i = 0; i < vlen; i ++ ) {

				vert = bevelEnabled ? scalePt2( vertices[ i ], verticesMovements[ i ], bs ) : vertices[ i ];

				if ( ! extrudeByPath ) {

					v( vert.x, vert.y, amount / steps * s );

				} else {

					// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );

					normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
					binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );

					position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );

					v( position2.x, position2.y, position2.z );

				}

			}

		}


		// Add bevel segments planes

		//for ( b = 1; b <= bevelSegments; b ++ ) {
		for ( b = bevelSegments - 1; b >= 0; b -- ) {

			t = b / bevelSegments;
			z = bevelThickness * Math.cos ( t * Math.PI / 2 );
			bs = bevelSize * Math.sin( t * Math.PI / 2 );

			// contract shape

			for ( i = 0, il = contour.length; i < il; i ++ ) {

				vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
				v( vert.x, vert.y,  amount + z );

			}

			// expand holes

			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

				ahole = holes[ h ];
				oneHoleMovements = holesMovements[ h ];

				for ( i = 0, il = ahole.length; i < il; i ++ ) {

					vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );

					if ( ! extrudeByPath ) {

						v( vert.x, vert.y,  amount + z );

					} else {

						v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );

					}

				}

			}

		}

		/* Faces */

		// Top and bottom faces

		buildLidFaces();

		// Sides faces

		buildSideFaces();


		/////  Internal functions

		function buildLidFaces() {

			if ( bevelEnabled ) {

				var layer = 0; // steps + 1
				var offset = vlen * layer;

				// Bottom faces

				for ( i = 0; i < flen; i ++ ) {

					face = faces[ i ];
					f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );

				}

				layer = steps + bevelSegments * 2;
				offset = vlen * layer;

				// Top faces

				for ( i = 0; i < flen; i ++ ) {

					face = faces[ i ];
					f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );

				}

			} else {

				// Bottom faces

				for ( i = 0; i < flen; i ++ ) {

					face = faces[ i ];
					f3( face[ 2 ], face[ 1 ], face[ 0 ] );

				}

				// Top faces

				for ( i = 0; i < flen; i ++ ) {

					face = faces[ i ];
					f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );

				}

			}

		}

		// Create faces for the z-sides of the shape

		function buildSideFaces() {

			var layeroffset = 0;
			sidewalls( contour, layeroffset );
			layeroffset += contour.length;

			for ( h = 0, hl = holes.length; h < hl; h ++ ) {

				ahole = holes[ h ];
				sidewalls( ahole, layeroffset );

				//, true
				layeroffset += ahole.length;

			}

		}

		function sidewalls( contour, layeroffset ) {

			var j, k;
			i = contour.length;

			while ( -- i >= 0 ) {

				j = i;
				k = i - 1;
				if ( k < 0 ) k = contour.length - 1;

				//console.log('b', i,j, i-1, k,vertices.length);

				var s = 0, sl = steps  + bevelSegments * 2;

				for ( s = 0; s < sl; s ++ ) {

					var slen1 = vlen * s;
					var slen2 = vlen * ( s + 1 );

					var a = layeroffset + j + slen1,
						b = layeroffset + k + slen1,
						c = layeroffset + k + slen2,
						d = layeroffset + j + slen2;

					f4( a, b, c, d, contour, s, sl, j, k );

				}

			}

		}


		function v( x, y, z ) {

			scope.vertices.push( new Vector3( x, y, z ) );

		}

		function f3( a, b, c ) {

			a += shapesOffset;
			b += shapesOffset;
			c += shapesOffset;

			scope.faces.push( new Face3( a, b, c, null, null, 0 ) );

			var uvs = uvgen.generateTopUV( scope, a, b, c );

			scope.faceVertexUvs[ 0 ].push( uvs );

		}

		function f4( a, b, c, d, wallContour, stepIndex, stepsLength, contourIndex1, contourIndex2 ) {

			a += shapesOffset;
			b += shapesOffset;
			c += shapesOffset;
			d += shapesOffset;

			scope.faces.push( new Face3( a, b, d, null, null, 1 ) );
			scope.faces.push( new Face3( b, c, d, null, null, 1 ) );

			var uvs = uvgen.generateSideWallUV( scope, a, b, c, d );

			scope.faceVertexUvs[ 0 ].push( [ uvs[ 0 ], uvs[ 1 ], uvs[ 3 ] ] );
			scope.faceVertexUvs[ 0 ].push( [ uvs[ 1 ], uvs[ 2 ], uvs[ 3 ] ] );

		}

	};

	ExtrudeGeometry.WorldUVGenerator = {

		generateTopUV: function ( geometry, indexA, indexB, indexC ) {

			var vertices = geometry.vertices;

			var a = vertices[ indexA ];
			var b = vertices[ indexB ];
			var c = vertices[ indexC ];

			return [
				new Vector2( a.x, a.y ),
				new Vector2( b.x, b.y ),
				new Vector2( c.x, c.y )
			];

		},

		generateSideWallUV: function ( geometry, indexA, indexB, indexC, indexD ) {

			var vertices = geometry.vertices;

			var a = vertices[ indexA ];
			var b = vertices[ indexB ];
			var c = vertices[ indexC ];
			var d = vertices[ indexD ];

			if ( Math.abs( a.y - b.y ) < 0.01 ) {

				return [
					new Vector2( a.x, 1 - a.z ),
					new Vector2( b.x, 1 - b.z ),
					new Vector2( c.x, 1 - c.z ),
					new Vector2( d.x, 1 - d.z )
				];

			} else {

				return [
					new Vector2( a.y, 1 - a.z ),
					new Vector2( b.y, 1 - b.z ),
					new Vector2( c.y, 1 - c.z ),
					new Vector2( d.y, 1 - d.z )
				];

			}

		}
	};

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * Text = 3D Text
	 *
	 * parameters = {
	 *  font: <THREE.Font>, // font
	 *
	 *  size: <float>, // size of the text
	 *  height: <float>, // thickness to extrude text
	 *  curveSegments: <int>, // number of points on the curves
	 *
	 *  bevelEnabled: <bool>, // turn on bevel
	 *  bevelThickness: <float>, // how deep into text bevel goes
	 *  bevelSize: <float> // how far from text outline is bevel
	 * }
	 */

	function TextGeometry( text, parameters ) {

		parameters = parameters || {};

		var font = parameters.font;

		if ( ( font && font.isFont ) === false ) {

			console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
			return new Geometry();

		}

		var shapes = font.generateShapes( text, parameters.size, parameters.curveSegments );

		// translate parameters to ExtrudeGeometry API

		parameters.amount = parameters.height !== undefined ? parameters.height : 50;

		// defaults

		if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
		if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
		if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;

		ExtrudeGeometry.call( this, shapes, parameters );

		this.type = 'TextGeometry';

	}

	TextGeometry.prototype = Object.create( ExtrudeGeometry.prototype );
	TextGeometry.prototype.constructor = TextGeometry;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

		Geometry.call( this );

		this.type = 'SphereGeometry';

		this.parameters = {
			radius: radius,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			phiStart: phiStart,
			phiLength: phiLength,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );

	}

	SphereGeometry.prototype = Object.create( Geometry.prototype );
	SphereGeometry.prototype.constructor = SphereGeometry;

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {

		BufferGeometry.call( this );

		this.type = 'SphereBufferGeometry';

		this.parameters = {
			radius: radius,
			widthSegments: widthSegments,
			heightSegments: heightSegments,
			phiStart: phiStart,
			phiLength: phiLength,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		radius = radius || 50;

		widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
		heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );

		phiStart = phiStart !== undefined ? phiStart : 0;
		phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;

		thetaStart = thetaStart !== undefined ? thetaStart : 0;
		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;

		var thetaEnd = thetaStart + thetaLength;

		var ix, iy;

		var index = 0;
		var grid = [];

		var vertex = new Vector3();
		var normal = new Vector3();

		// buffers

		var indices = [];
		var vertices = [];
		var normals = [];
		var uvs = [];

		// generate vertices, normals and uvs

		for ( iy = 0; iy <= heightSegments; iy ++ ) {

			var verticesRow = [];

			var v = iy / heightSegments;

			for ( ix = 0; ix <= widthSegments; ix ++ ) {

				var u = ix / widthSegments;

				// vertex

				vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
				vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
				vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );

				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal

				normal.set( vertex.x, vertex.y, vertex.z ).normalize();
				normals.push( normal.x, normal.y, normal.z );

				// uv

				uvs.push( u, 1 - v );

				verticesRow.push( index ++ );

			}

			grid.push( verticesRow );

		}

		// indices

		for ( iy = 0; iy < heightSegments; iy ++ ) {

			for ( ix = 0; ix < widthSegments; ix ++ ) {

				var a = grid[ iy ][ ix + 1 ];
				var b = grid[ iy ][ ix ];
				var c = grid[ iy + 1 ][ ix ];
				var d = grid[ iy + 1 ][ ix + 1 ];

				if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
				if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

	SphereBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	SphereBufferGeometry.prototype.constructor = SphereBufferGeometry;

	/**
	 * @author Kaleb Murphy
	 */

	function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

		Geometry.call( this );

		this.type = 'RingGeometry';

		this.parameters = {
			innerRadius: innerRadius,
			outerRadius: outerRadius,
			thetaSegments: thetaSegments,
			phiSegments: phiSegments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );

	}

	RingGeometry.prototype = Object.create( Geometry.prototype );
	RingGeometry.prototype.constructor = RingGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {

		BufferGeometry.call( this );

		this.type = 'RingBufferGeometry';

		this.parameters = {
			innerRadius: innerRadius,
			outerRadius: outerRadius,
			thetaSegments: thetaSegments,
			phiSegments: phiSegments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		innerRadius = innerRadius || 20;
		outerRadius = outerRadius || 50;

		thetaStart = thetaStart !== undefined ? thetaStart : 0;
		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

		thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
		phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;

		// buffers

		var indices = [];
		var vertices = [];
		var normals = [];
		var uvs = [];

		// some helper variables

		var segment;
		var radius = innerRadius;
		var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
		var vertex = new Vector3();
		var uv = new Vector2();
		var j, i;

		// generate vertices, normals and uvs

		for ( j = 0; j <= phiSegments; j ++ ) {

			for ( i = 0; i <= thetaSegments; i ++ ) {

				// values are generate from the inside of the ring to the outside

				segment = thetaStart + i / thetaSegments * thetaLength;

				// vertex

				vertex.x = radius * Math.cos( segment );
				vertex.y = radius * Math.sin( segment );

				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal

				normals.push( 0, 0, 1 );

				// uv

				uv.x = ( vertex.x / outerRadius + 1 ) / 2;
				uv.y = ( vertex.y / outerRadius + 1 ) / 2;

				uvs.push( uv.x, uv.y );

			}

			// increase the radius for next row of vertices

			radius += radiusStep;

		}

		// indices

		for ( j = 0; j < phiSegments; j ++ ) {

			var thetaSegmentLevel = j * ( thetaSegments + 1 );

			for ( i = 0; i < thetaSegments; i ++ ) {

				segment = i + thetaSegmentLevel;

				var a = segment;
				var b = segment + thetaSegments + 1;
				var c = segment + thetaSegments + 2;
				var d = segment + 1;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

	RingBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	RingBufferGeometry.prototype.constructor = RingBufferGeometry;

	/**
	 * @author astrodud / http://astrodud.isgreat.org/
	 * @author zz85 / https://github.com/zz85
	 * @author bhouston / http://clara.io
	 */

	// points - to create a closed torus, one must use a set of points
	//    like so: [ a, b, c, d, a ], see first is the same as last.
	// segments - the number of circumference segments to create
	// phiStart - the starting radian
	// phiLength - the radian (0 to 2PI) range of the lathed section
	//    2PI is a closed lathe, less than 2PI is a portion.

	function LatheGeometry( points, segments, phiStart, phiLength ) {

		Geometry.call( this );

		this.type = 'LatheGeometry';

		this.parameters = {
			points: points,
			segments: segments,
			phiStart: phiStart,
			phiLength: phiLength
		};

		this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
		this.mergeVertices();

	}

	LatheGeometry.prototype = Object.create( Geometry.prototype );
	LatheGeometry.prototype.constructor = LatheGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function LatheBufferGeometry( points, segments, phiStart, phiLength ) {

		BufferGeometry.call( this );

		this.type = 'LatheBufferGeometry';

		this.parameters = {
			points: points,
			segments: segments,
			phiStart: phiStart,
			phiLength: phiLength
		};

		segments = Math.floor( segments ) || 12;
		phiStart = phiStart || 0;
		phiLength = phiLength || Math.PI * 2;

		// clamp phiLength so it's in range of [ 0, 2PI ]

		phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );


		// buffers

		var indices = [];
		var vertices = [];
		var uvs = [];

		// helper variables

		var base;
		var inverseSegments = 1.0 / segments;
		var vertex = new Vector3();
		var uv = new Vector2();
		var i, j;

		// generate vertices and uvs

		for ( i = 0; i <= segments; i ++ ) {

			var phi = phiStart + i * inverseSegments * phiLength;

			var sin = Math.sin( phi );
			var cos = Math.cos( phi );

			for ( j = 0; j <= ( points.length - 1 ); j ++ ) {

				// vertex

				vertex.x = points[ j ].x * sin;
				vertex.y = points[ j ].y;
				vertex.z = points[ j ].x * cos;

				vertices.push( vertex.x, vertex.y, vertex.z );

				// uv

				uv.x = i / segments;
				uv.y = j / ( points.length - 1 );

				uvs.push( uv.x, uv.y );


			}

		}

		// indices

		for ( i = 0; i < segments; i ++ ) {

			for ( j = 0; j < ( points.length - 1 ); j ++ ) {

				base = j + i * points.length;

				var a = base;
				var b = base + points.length;
				var c = base + points.length + 1;
				var d = base + 1;

				// faces

				indices.push( a, b, d );
				indices.push( b, c, d );

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		// generate normals

		this.computeVertexNormals();

		// if the geometry is closed, we need to average the normals along the seam.
		// because the corresponding vertices are identical (but still have different UVs).

		if ( phiLength === Math.PI * 2 ) {

			var normals = this.attributes.normal.array;
			var n1 = new Vector3();
			var n2 = new Vector3();
			var n = new Vector3();

			// this is the buffer offset for the last line of vertices

			base = segments * points.length * 3;

			for ( i = 0, j = 0; i < points.length; i ++, j += 3 ) {

				// select the normal of the vertex in the first line

				n1.x = normals[ j + 0 ];
				n1.y = normals[ j + 1 ];
				n1.z = normals[ j + 2 ];

				// select the normal of the vertex in the last line

				n2.x = normals[ base + j + 0 ];
				n2.y = normals[ base + j + 1 ];
				n2.z = normals[ base + j + 2 ];

				// average normals

				n.addVectors( n1, n2 ).normalize();

				// assign the new values to both normals

				normals[ j + 0 ] = normals[ base + j + 0 ] = n.x;
				normals[ j + 1 ] = normals[ base + j + 1 ] = n.y;
				normals[ j + 2 ] = normals[ base + j + 2 ] = n.z;

			}

		}

	}

	LatheBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	LatheBufferGeometry.prototype.constructor = LatheBufferGeometry;

	/**
	 * @author jonobr1 / http://jonobr1.com
	 */

	function ShapeGeometry( shapes, curveSegments ) {

		Geometry.call( this );

		this.type = 'ShapeGeometry';

		if ( typeof curveSegments === 'object' ) {

			console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );

			curveSegments = curveSegments.curveSegments;

		}

		this.parameters = {
			shapes: shapes,
			curveSegments: curveSegments
		};

		this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
		this.mergeVertices();

	}

	ShapeGeometry.prototype = Object.create( Geometry.prototype );
	ShapeGeometry.prototype.constructor = ShapeGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function ShapeBufferGeometry( shapes, curveSegments ) {

		BufferGeometry.call( this );

		this.type = 'ShapeBufferGeometry';

		this.parameters = {
			shapes: shapes,
			curveSegments: curveSegments
		};

		curveSegments = curveSegments || 12;

		// buffers

		var indices = [];
		var vertices = [];
		var normals = [];
		var uvs = [];

		// helper variables

		var groupStart = 0;
		var groupCount = 0;

		// allow single and array values for "shapes" parameter

		if ( Array.isArray( shapes ) === false ) {

			addShape( shapes );

		} else {

			for ( var i = 0; i < shapes.length; i ++ ) {

				addShape( shapes[ i ] );

				this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support

				groupStart += groupCount;
				groupCount = 0;

			}

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );


		// helper functions

		function addShape( shape ) {

			var i, l, shapeHole;

			var indexOffset = vertices.length / 3;
			var points = shape.extractPoints( curveSegments );

			var shapeVertices = points.shape;
			var shapeHoles = points.holes;

			// check direction of vertices

			if ( ShapeUtils.isClockWise( shapeVertices ) === false ) {

				shapeVertices = shapeVertices.reverse();

				// also check if holes are in the opposite direction

				for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {

					shapeHole = shapeHoles[ i ];

					if ( ShapeUtils.isClockWise( shapeHole ) === true ) {

						shapeHoles[ i ] = shapeHole.reverse();

					}

				}

			}

			var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );

			// join vertices of inner and outer paths to a single array

			for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {

				shapeHole = shapeHoles[ i ];
				shapeVertices = shapeVertices.concat( shapeHole );

			}

			// vertices, normals, uvs

			for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {

				var vertex = shapeVertices[ i ];

				vertices.push( vertex.x, vertex.y, 0 );
				normals.push( 0, 0, 1 );
				uvs.push( vertex.x, vertex.y ); // world uvs

			}

			// incides

			for ( i = 0, l = faces.length; i < l; i ++ ) {

				var face = faces[ i ];

				var a = face[ 0 ] + indexOffset;
				var b = face[ 1 ] + indexOffset;
				var c = face[ 2 ] + indexOffset;

				indices.push( a, b, c );
				groupCount += 3;

			}

		}

	}

	ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;

	/**
	 * @author WestLangley / http://github.com/WestLangley
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function EdgesGeometry( geometry, thresholdAngle ) {

		BufferGeometry.call( this );

		this.type = 'EdgesGeometry';

		this.parameters = {
			thresholdAngle: thresholdAngle
		};

		thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;

		// buffer

		var vertices = [];

		// helper variables

		var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
		var edge = [ 0, 0 ], edges = {};
		var key, keys = [ 'a', 'b', 'c' ];

		// prepare source geometry

		var geometry2;

		if ( geometry.isBufferGeometry ) {

			geometry2 = new Geometry();
			geometry2.fromBufferGeometry( geometry );

		} else {

			geometry2 = geometry.clone();

		}

		geometry2.mergeVertices();
		geometry2.computeFaceNormals();

		var sourceVertices = geometry2.vertices;
		var faces = geometry2.faces;

		// now create a data structure where each entry represents an edge with its adjoining faces

		for ( var i = 0, l = faces.length; i < l; i ++ ) {

			var face = faces[ i ];

			for ( var j = 0; j < 3; j ++ ) {

				edge[ 0 ] = face[ keys[ j ] ];
				edge[ 1 ] = face[ keys[ ( j + 1 ) % 3 ] ];
				edge.sort( sortFunction );

				key = edge.toString();

				if ( edges[ key ] === undefined ) {

					edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };

				} else {

					edges[ key ].face2 = i;

				}

			}

		}

		// generate vertices

		for ( key in edges ) {

			var e = edges[ key ];

			// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.

			if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {

				var vertex = sourceVertices[ e.index1 ];
				vertices.push( vertex.x, vertex.y, vertex.z );

				vertex = sourceVertices[ e.index2 ];
				vertices.push( vertex.x, vertex.y, vertex.z );

			}

		}

		// build geometry

		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );

		// custom array sort function

		function sortFunction( a, b ) {

			return a - b;

		}

	}

	EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
	EdgesGeometry.prototype.constructor = EdgesGeometry;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

		Geometry.call( this );

		this.type = 'CylinderGeometry';

		this.parameters = {
			radiusTop: radiusTop,
			radiusBottom: radiusBottom,
			height: height,
			radialSegments: radialSegments,
			heightSegments: heightSegments,
			openEnded: openEnded,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
		this.mergeVertices();

	}

	CylinderGeometry.prototype = Object.create( Geometry.prototype );
	CylinderGeometry.prototype.constructor = CylinderGeometry;

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

		BufferGeometry.call( this );

		this.type = 'CylinderBufferGeometry';

		this.parameters = {
			radiusTop: radiusTop,
			radiusBottom: radiusBottom,
			height: height,
			radialSegments: radialSegments,
			heightSegments: heightSegments,
			openEnded: openEnded,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		var scope = this;

		radiusTop = radiusTop !== undefined ? radiusTop : 20;
		radiusBottom = radiusBottom !== undefined ? radiusBottom : 20;
		height = height !== undefined ? height : 100;

		radialSegments = Math.floor( radialSegments ) || 8;
		heightSegments = Math.floor( heightSegments ) || 1;

		openEnded = openEnded !== undefined ? openEnded : false;
		thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
		thetaLength = thetaLength !== undefined ? thetaLength : 2.0 * Math.PI;

		// buffers

		var indices = [];
		var vertices = [];
		var normals = [];
		var uvs = [];

		// helper variables

		var index = 0;
		var indexOffset = 0;
		var indexArray = [];
		var halfHeight = height / 2;
		var groupStart = 0;

		// generate geometry

		generateTorso();

		if ( openEnded === false ) {

			if ( radiusTop > 0 ) generateCap( true );
			if ( radiusBottom > 0 ) generateCap( false );

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

		function generateTorso() {

			var x, y;
			var normal = new Vector3();
			var vertex = new Vector3();

			var groupCount = 0;

			// this will be used to calculate the normal
			var slope = ( radiusBottom - radiusTop ) / height;

			// generate vertices, normals and uvs

			for ( y = 0; y <= heightSegments; y ++ ) {

				var indexRow = [];

				var v = y / heightSegments;

				// calculate the radius of the current row

				var radius = v * ( radiusBottom - radiusTop ) + radiusTop;

				for ( x = 0; x <= radialSegments; x ++ ) {

					var u = x / radialSegments;

					var theta = u * thetaLength + thetaStart;

					var sinTheta = Math.sin( theta );
					var cosTheta = Math.cos( theta );

					// vertex

					vertex.x = radius * sinTheta;
					vertex.y = - v * height + halfHeight;
					vertex.z = radius * cosTheta;
					vertices.push( vertex.x, vertex.y, vertex.z );

					// normal

					normal.set( sinTheta, slope, cosTheta ).normalize();
					normals.push( normal.x, normal.y, normal.z );

					// uv

					uvs.push( u, 1 - v );

					// save index of vertex in respective row

					indexRow.push( index ++ );

				}

				// now save vertices of the row in our index array

				indexArray.push( indexRow );

			}

			// generate indices

			for ( x = 0; x < radialSegments; x ++ ) {

				for ( y = 0; y < heightSegments; y ++ ) {

					// we use the index array to access the correct indices

					var a = indexArray[ y ][ x ];
					var b = indexArray[ y + 1 ][ x ];
					var c = indexArray[ y + 1 ][ x + 1 ];
					var d = indexArray[ y ][ x + 1 ];

					// faces

					indices.push( a, b, d );
					indices.push( b, c, d );

					// update group counter

					groupCount += 6;

				}

			}

			// add a group to the geometry. this will ensure multi material support

			scope.addGroup( groupStart, groupCount, 0 );

			// calculate new start value for groups

			groupStart += groupCount;

		}

		function generateCap( top ) {

			var x, centerIndexStart, centerIndexEnd;

			var uv = new Vector2();
			var vertex = new Vector3();

			var groupCount = 0;

			var radius = ( top === true ) ? radiusTop : radiusBottom;
			var sign = ( top === true ) ? 1 : - 1;

			// save the index of the first center vertex
			centerIndexStart = index;

			// first we generate the center vertex data of the cap.
			// because the geometry needs one set of uvs per face,
			// we must generate a center vertex per face/segment

			for ( x = 1; x <= radialSegments; x ++ ) {

				// vertex

				vertices.push( 0, halfHeight * sign, 0 );

				// normal

				normals.push( 0, sign, 0 );

				// uv

				uvs.push( 0.5, 0.5 );

				// increase index

				index ++;

			}

			// save the index of the last center vertex

			centerIndexEnd = index;

			// now we generate the surrounding vertices, normals and uvs

			for ( x = 0; x <= radialSegments; x ++ ) {

				var u = x / radialSegments;
				var theta = u * thetaLength + thetaStart;

				var cosTheta = Math.cos( theta );
				var sinTheta = Math.sin( theta );

				// vertex

				vertex.x = radius * sinTheta;
				vertex.y = halfHeight * sign;
				vertex.z = radius * cosTheta;
				vertices.push( vertex.x, vertex.y, vertex.z );

				// normal

				normals.push( 0, sign, 0 );

				// uv

				uv.x = ( cosTheta * 0.5 ) + 0.5;
				uv.y = ( sinTheta * 0.5 * sign ) + 0.5;
				uvs.push( uv.x, uv.y );

				// increase index

				index ++;

			}

			// generate indices

			for ( x = 0; x < radialSegments; x ++ ) {

				var c = centerIndexStart + x;
				var i = centerIndexEnd + x;

				if ( top === true ) {

					// face top

					indices.push( i, i + 1, c );

				} else {

					// face bottom

					indices.push( i + 1, i, c );

				}

				groupCount += 3;

			}

			// add a group to the geometry. this will ensure multi material support

			scope.addGroup( groupStart, groupCount, top === true ? 1 : 2 );

			// calculate new start value for groups

			groupStart += groupCount;

		}

	}

	CylinderBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	CylinderBufferGeometry.prototype.constructor = CylinderBufferGeometry;

	/**
	 * @author abelnation / http://github.com/abelnation
	 */

	function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

		CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

		this.type = 'ConeGeometry';

		this.parameters = {
			radius: radius,
			height: height,
			radialSegments: radialSegments,
			heightSegments: heightSegments,
			openEnded: openEnded,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

	}

	ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
	ConeGeometry.prototype.constructor = ConeGeometry;

	/**
	 * @author: abelnation / http://github.com/abelnation
	 */

	function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {

		CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );

		this.type = 'ConeBufferGeometry';

		this.parameters = {
			radius: radius,
			height: height,
			radialSegments: radialSegments,
			heightSegments: heightSegments,
			openEnded: openEnded,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

	}

	ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
	ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;

	/**
	 * @author hughes
	 */

	function CircleGeometry( radius, segments, thetaStart, thetaLength ) {

		Geometry.call( this );

		this.type = 'CircleGeometry';

		this.parameters = {
			radius: radius,
			segments: segments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );

	}

	CircleGeometry.prototype = Object.create( Geometry.prototype );
	CircleGeometry.prototype.constructor = CircleGeometry;

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {

		BufferGeometry.call( this );

		this.type = 'CircleBufferGeometry';

		this.parameters = {
			radius: radius,
			segments: segments,
			thetaStart: thetaStart,
			thetaLength: thetaLength
		};

		radius = radius || 50;
		segments = segments !== undefined ? Math.max( 3, segments ) : 8;

		thetaStart = thetaStart !== undefined ? thetaStart : 0;
		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;

		// buffers

		var indices = [];
		var vertices = [];
		var normals = [];
		var uvs = [];

		// helper variables

		var i, s;
		var vertex = new Vector3();
		var uv = new Vector2();

		// center point

		vertices.push( 0, 0, 0 );
		normals.push( 0, 0, 1 );
		uvs.push( 0.5, 0.5 );

		for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {

			var segment = thetaStart + s / segments * thetaLength;

			// vertex

			vertex.x = radius * Math.cos( segment );
			vertex.y = radius * Math.sin( segment );

			vertices.push( vertex.x, vertex.y, vertex.z );

			// normal

			normals.push( 0, 0, 1 );

			// uvs

			uv.x = ( vertices[ i ] / radius + 1 ) / 2;
			uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;

			uvs.push( uv.x, uv.y );

		}

		// indices

		for ( i = 1; i <= segments; i ++ ) {

			indices.push( i, i + 1, 0 );

		}

		// build geometry

		this.setIndex( indices );
		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );

	}

	CircleBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	CircleBufferGeometry.prototype.constructor = CircleBufferGeometry;



	var Geometries = Object.freeze({
		WireframeGeometry: WireframeGeometry,
		ParametricGeometry: ParametricGeometry,
		ParametricBufferGeometry: ParametricBufferGeometry,
		TetrahedronGeometry: TetrahedronGeometry,
		TetrahedronBufferGeometry: TetrahedronBufferGeometry,
		OctahedronGeometry: OctahedronGeometry,
		OctahedronBufferGeometry: OctahedronBufferGeometry,
		IcosahedronGeometry: IcosahedronGeometry,
		IcosahedronBufferGeometry: IcosahedronBufferGeometry,
		DodecahedronGeometry: DodecahedronGeometry,
		DodecahedronBufferGeometry: DodecahedronBufferGeometry,
		PolyhedronGeometry: PolyhedronGeometry,
		PolyhedronBufferGeometry: PolyhedronBufferGeometry,
		TubeGeometry: TubeGeometry,
		TubeBufferGeometry: TubeBufferGeometry,
		TorusKnotGeometry: TorusKnotGeometry,
		TorusKnotBufferGeometry: TorusKnotBufferGeometry,
		TorusGeometry: TorusGeometry,
		TorusBufferGeometry: TorusBufferGeometry,
		TextGeometry: TextGeometry,
		SphereGeometry: SphereGeometry,
		SphereBufferGeometry: SphereBufferGeometry,
		RingGeometry: RingGeometry,
		RingBufferGeometry: RingBufferGeometry,
		PlaneGeometry: PlaneGeometry,
		PlaneBufferGeometry: PlaneBufferGeometry,
		LatheGeometry: LatheGeometry,
		LatheBufferGeometry: LatheBufferGeometry,
		ShapeGeometry: ShapeGeometry,
		ShapeBufferGeometry: ShapeBufferGeometry,
		ExtrudeGeometry: ExtrudeGeometry,
		EdgesGeometry: EdgesGeometry,
		ConeGeometry: ConeGeometry,
		ConeBufferGeometry: ConeBufferGeometry,
		CylinderGeometry: CylinderGeometry,
		CylinderBufferGeometry: CylinderBufferGeometry,
		CircleGeometry: CircleGeometry,
		CircleBufferGeometry: CircleBufferGeometry,
		BoxGeometry: BoxGeometry,
		BoxBufferGeometry: BoxBufferGeometry
	});

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function ShadowMaterial() {

		ShaderMaterial.call( this, {
			uniforms: UniformsUtils.merge( [
				UniformsLib.lights,
				{
					opacity: { value: 1.0 }
				}
			] ),
			vertexShader: ShaderChunk[ 'shadow_vert' ],
			fragmentShader: ShaderChunk[ 'shadow_frag' ]
		} );

		this.lights = true;
		this.transparent = true;

		Object.defineProperties( this, {
			opacity: {
				enumerable: true,
				get: function () {
					return this.uniforms.opacity.value;
				},
				set: function ( value ) {
					this.uniforms.opacity.value = value;
				}
			}
		} );

	}

	ShadowMaterial.prototype = Object.create( ShaderMaterial.prototype );
	ShadowMaterial.prototype.constructor = ShadowMaterial;

	ShadowMaterial.prototype.isShadowMaterial = true;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function RawShaderMaterial( parameters ) {

		ShaderMaterial.call( this, parameters );

		this.type = 'RawShaderMaterial';

	}

	RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
	RawShaderMaterial.prototype.constructor = RawShaderMaterial;

	RawShaderMaterial.prototype.isRawShaderMaterial = true;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function MultiMaterial( materials ) {

		this.uuid = _Math.generateUUID();

		this.type = 'MultiMaterial';

		this.materials = Array.isArray( materials ) ? materials : [];

		this.visible = true;

	}

	MultiMaterial.prototype = {

		constructor: MultiMaterial,

		isMultiMaterial: true,

		toJSON: function ( meta ) {

			var output = {
				metadata: {
					version: 4.2,
					type: 'material',
					generator: 'MaterialExporter'
				},
				uuid: this.uuid,
				type: this.type,
				materials: []
			};

			var materials = this.materials;

			for ( var i = 0, l = materials.length; i < l; i ++ ) {

				var material = materials[ i ].toJSON( meta );
				delete material.metadata;

				output.materials.push( material );

			}

			output.visible = this.visible;

			return output;

		},

		clone: function () {

			var material = new this.constructor();

			for ( var i = 0; i < this.materials.length; i ++ ) {

				material.materials.push( this.materials[ i ].clone() );

			}

			material.visible = this.visible;

			return material;

		}

	};

	/**
	 * @author WestLangley / http://github.com/WestLangley
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  roughness: <float>,
	 *  metalness: <float>,
	 *  opacity: <float>,
	 *
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *  lightMap: new THREE.Texture( <Image> ),
	 *  lightMapIntensity: <float>
	 *
	 *  aoMap: new THREE.Texture( <Image> ),
	 *  aoMapIntensity: <float>
	 *
	 *  emissive: <hex>,
	 *  emissiveIntensity: <float>
	 *  emissiveMap: new THREE.Texture( <Image> ),
	 *
	 *  bumpMap: new THREE.Texture( <Image> ),
	 *  bumpScale: <float>,
	 *
	 *  normalMap: new THREE.Texture( <Image> ),
	 *  normalScale: <Vector2>,
	 *
	 *  displacementMap: new THREE.Texture( <Image> ),
	 *  displacementScale: <float>,
	 *  displacementBias: <float>,
	 *
	 *  roughnessMap: new THREE.Texture( <Image> ),
	 *
	 *  metalnessMap: new THREE.Texture( <Image> ),
	 *
	 *  alphaMap: new THREE.Texture( <Image> ),
	 *
	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
	 *  envMapIntensity: <float>
	 *
	 *  refractionRatio: <float>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>,
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>,
	 *  morphNormals: <bool>
	 * }
	 */

	function MeshStandardMaterial( parameters ) {

		Material.call( this );

		this.defines = { 'STANDARD': '' };

		this.type = 'MeshStandardMaterial';

		this.color = new Color( 0xffffff ); // diffuse
		this.roughness = 0.5;
		this.metalness = 0.5;

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.emissive = new Color( 0x000000 );
		this.emissiveIntensity = 1.0;
		this.emissiveMap = null;

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.roughnessMap = null;

		this.metalnessMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.envMapIntensity = 1.0;

		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.setValues( parameters );

	}

	MeshStandardMaterial.prototype = Object.create( Material.prototype );
	MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;

	MeshStandardMaterial.prototype.isMeshStandardMaterial = true;

	MeshStandardMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.defines = { 'STANDARD': '' };

		this.color.copy( source.color );
		this.roughness = source.roughness;
		this.metalness = source.metalness;

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.roughnessMap = source.roughnessMap;

		this.metalnessMap = source.metalnessMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.envMapIntensity = source.envMapIntensity;

		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		return this;

	};

	/**
	 * @author WestLangley / http://github.com/WestLangley
	 *
	 * parameters = {
	 *  reflectivity: <float>
	 * }
	 */

	function MeshPhysicalMaterial( parameters ) {

		MeshStandardMaterial.call( this );

		this.defines = { 'PHYSICAL': '' };

		this.type = 'MeshPhysicalMaterial';

		this.reflectivity = 0.5; // maps to F0 = 0.04

		this.clearCoat = 0.0;
		this.clearCoatRoughness = 0.0;

		this.setValues( parameters );

	}

	MeshPhysicalMaterial.prototype = Object.create( MeshStandardMaterial.prototype );
	MeshPhysicalMaterial.prototype.constructor = MeshPhysicalMaterial;

	MeshPhysicalMaterial.prototype.isMeshPhysicalMaterial = true;

	MeshPhysicalMaterial.prototype.copy = function ( source ) {

		MeshStandardMaterial.prototype.copy.call( this, source );

		this.defines = { 'PHYSICAL': '' };

		this.reflectivity = source.reflectivity;

		this.clearCoat = source.clearCoat;
		this.clearCoatRoughness = source.clearCoatRoughness;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  specular: <hex>,
	 *  shininess: <float>,
	 *  opacity: <float>,
	 *
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *  lightMap: new THREE.Texture( <Image> ),
	 *  lightMapIntensity: <float>
	 *
	 *  aoMap: new THREE.Texture( <Image> ),
	 *  aoMapIntensity: <float>
	 *
	 *  emissive: <hex>,
	 *  emissiveIntensity: <float>
	 *  emissiveMap: new THREE.Texture( <Image> ),
	 *
	 *  bumpMap: new THREE.Texture( <Image> ),
	 *  bumpScale: <float>,
	 *
	 *  normalMap: new THREE.Texture( <Image> ),
	 *  normalScale: <Vector2>,
	 *
	 *  displacementMap: new THREE.Texture( <Image> ),
	 *  displacementScale: <float>,
	 *  displacementBias: <float>,
	 *
	 *  specularMap: new THREE.Texture( <Image> ),
	 *
	 *  alphaMap: new THREE.Texture( <Image> ),
	 *
	 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
	 *  combine: THREE.Multiply,
	 *  reflectivity: <float>,
	 *  refractionRatio: <float>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>,
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>,
	 *  morphNormals: <bool>
	 * }
	 */

	function MeshPhongMaterial( parameters ) {

		Material.call( this );

		this.type = 'MeshPhongMaterial';

		this.color = new Color( 0xffffff ); // diffuse
		this.specular = new Color( 0x111111 );
		this.shininess = 30;

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.emissive = new Color( 0x000000 );
		this.emissiveIntensity = 1.0;
		this.emissiveMap = null;

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.specularMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.combine = MultiplyOperation;
		this.reflectivity = 1;
		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.setValues( parameters );

	}

	MeshPhongMaterial.prototype = Object.create( Material.prototype );
	MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;

	MeshPhongMaterial.prototype.isMeshPhongMaterial = true;

	MeshPhongMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.color.copy( source.color );
		this.specular.copy( source.specular );
		this.shininess = source.shininess;

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		return this;

	};

	/**
	 * @author takahirox / http://github.com/takahirox
	 *
	 * parameters = {
	 *  gradientMap: new THREE.Texture( <Image> )
	 * }
	 */

	function MeshToonMaterial( parameters ) {

		MeshPhongMaterial.call( this );

		this.defines = { 'TOON': '' };

		this.type = 'MeshToonMaterial';

		this.gradientMap = null;

		this.setValues( parameters );

	}

	MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
	MeshToonMaterial.prototype.constructor = MeshToonMaterial;

	MeshToonMaterial.prototype.isMeshToonMaterial = true;

	MeshToonMaterial.prototype.copy = function ( source ) {

		MeshPhongMaterial.prototype.copy.call( this, source );

		this.gradientMap = source.gradientMap;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	 *
	 * parameters = {
	 *  opacity: <float>,
	 *
	 *  bumpMap: new THREE.Texture( <Image> ),
	 *  bumpScale: <float>,
	 *
	 *  normalMap: new THREE.Texture( <Image> ),
	 *  normalScale: <Vector2>,
	 *
	 *  displacementMap: new THREE.Texture( <Image> ),
	 *  displacementScale: <float>,
	 *  displacementBias: <float>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>,
	 *  morphNormals: <bool>
	 * }
	 */

	function MeshNormalMaterial( parameters ) {

		Material.call( this, parameters );

		this.type = 'MeshNormalMaterial';

		this.bumpMap = null;
		this.bumpScale = 1;

		this.normalMap = null;
		this.normalScale = new Vector2( 1, 1 );

		this.displacementMap = null;
		this.displacementScale = 1;
		this.displacementBias = 0;

		this.wireframe = false;
		this.wireframeLinewidth = 1;

		this.fog = false;
		this.lights = false;

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.setValues( parameters );

	}

	MeshNormalMaterial.prototype = Object.create( Material.prototype );
	MeshNormalMaterial.prototype.constructor = MeshNormalMaterial;

	MeshNormalMaterial.prototype.isMeshNormalMaterial = true;

	MeshNormalMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.bumpMap = source.bumpMap;
		this.bumpScale = source.bumpScale;

		this.normalMap = source.normalMap;
		this.normalScale.copy( source.normalScale );

		this.displacementMap = source.displacementMap;
		this.displacementScale = source.displacementScale;
		this.displacementBias = source.displacementBias;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  opacity: <float>,
	 *
	 *  map: new THREE.Texture( <Image> ),
	 *
	 *  lightMap: new THREE.Texture( <Image> ),
	 *  lightMapIntensity: <float>
	 *
	 *  aoMap: new THREE.Texture( <Image> ),
	 *  aoMapIntensity: <float>
	 *
	 *  emissive: <hex>,
	 *  emissiveIntensity: <float>
	 *  emissiveMap: new THREE.Texture( <Image> ),
	 *
	 *  specularMap: new THREE.Texture( <Image> ),
	 *
	 *  alphaMap: new THREE.Texture( <Image> ),
	 *
	 *  envMap: new THREE.TextureCube( [posx, negx, posy, negy, posz, negz] ),
	 *  combine: THREE.Multiply,
	 *  reflectivity: <float>,
	 *  refractionRatio: <float>,
	 *
	 *  wireframe: <boolean>,
	 *  wireframeLinewidth: <float>,
	 *
	 *  skinning: <bool>,
	 *  morphTargets: <bool>,
	 *  morphNormals: <bool>
	 * }
	 */

	function MeshLambertMaterial( parameters ) {

		Material.call( this );

		this.type = 'MeshLambertMaterial';

		this.color = new Color( 0xffffff ); // diffuse

		this.map = null;

		this.lightMap = null;
		this.lightMapIntensity = 1.0;

		this.aoMap = null;
		this.aoMapIntensity = 1.0;

		this.emissive = new Color( 0x000000 );
		this.emissiveIntensity = 1.0;
		this.emissiveMap = null;

		this.specularMap = null;

		this.alphaMap = null;

		this.envMap = null;
		this.combine = MultiplyOperation;
		this.reflectivity = 1;
		this.refractionRatio = 0.98;

		this.wireframe = false;
		this.wireframeLinewidth = 1;
		this.wireframeLinecap = 'round';
		this.wireframeLinejoin = 'round';

		this.skinning = false;
		this.morphTargets = false;
		this.morphNormals = false;

		this.setValues( parameters );

	}

	MeshLambertMaterial.prototype = Object.create( Material.prototype );
	MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;

	MeshLambertMaterial.prototype.isMeshLambertMaterial = true;

	MeshLambertMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.color.copy( source.color );

		this.map = source.map;

		this.lightMap = source.lightMap;
		this.lightMapIntensity = source.lightMapIntensity;

		this.aoMap = source.aoMap;
		this.aoMapIntensity = source.aoMapIntensity;

		this.emissive.copy( source.emissive );
		this.emissiveMap = source.emissiveMap;
		this.emissiveIntensity = source.emissiveIntensity;

		this.specularMap = source.specularMap;

		this.alphaMap = source.alphaMap;

		this.envMap = source.envMap;
		this.combine = source.combine;
		this.reflectivity = source.reflectivity;
		this.refractionRatio = source.refractionRatio;

		this.wireframe = source.wireframe;
		this.wireframeLinewidth = source.wireframeLinewidth;
		this.wireframeLinecap = source.wireframeLinecap;
		this.wireframeLinejoin = source.wireframeLinejoin;

		this.skinning = source.skinning;
		this.morphTargets = source.morphTargets;
		this.morphNormals = source.morphNormals;

		return this;

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 *
	 * parameters = {
	 *  color: <hex>,
	 *  opacity: <float>,
	 *
	 *  linewidth: <float>,
	 *
	 *  scale: <float>,
	 *  dashSize: <float>,
	 *  gapSize: <float>
	 * }
	 */

	function LineDashedMaterial( parameters ) {

		Material.call( this );

		this.type = 'LineDashedMaterial';

		this.color = new Color( 0xffffff );

		this.linewidth = 1;

		this.scale = 1;
		this.dashSize = 3;
		this.gapSize = 1;

		this.lights = false;

		this.setValues( parameters );

	}

	LineDashedMaterial.prototype = Object.create( Material.prototype );
	LineDashedMaterial.prototype.constructor = LineDashedMaterial;

	LineDashedMaterial.prototype.isLineDashedMaterial = true;

	LineDashedMaterial.prototype.copy = function ( source ) {

		Material.prototype.copy.call( this, source );

		this.color.copy( source.color );

		this.linewidth = source.linewidth;

		this.scale = source.scale;
		this.dashSize = source.dashSize;
		this.gapSize = source.gapSize;

		return this;

	};



	var Materials = Object.freeze({
		ShadowMaterial: ShadowMaterial,
		SpriteMaterial: SpriteMaterial,
		RawShaderMaterial: RawShaderMaterial,
		ShaderMaterial: ShaderMaterial,
		PointsMaterial: PointsMaterial,
		MultiMaterial: MultiMaterial,
		MeshPhysicalMaterial: MeshPhysicalMaterial,
		MeshStandardMaterial: MeshStandardMaterial,
		MeshPhongMaterial: MeshPhongMaterial,
		MeshToonMaterial: MeshToonMaterial,
		MeshNormalMaterial: MeshNormalMaterial,
		MeshLambertMaterial: MeshLambertMaterial,
		MeshDepthMaterial: MeshDepthMaterial,
		MeshBasicMaterial: MeshBasicMaterial,
		LineDashedMaterial: LineDashedMaterial,
		LineBasicMaterial: LineBasicMaterial,
		Material: Material
	});

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	var Cache = {

		enabled: false,

		files: {},

		add: function ( key, file ) {

			if ( this.enabled === false ) return;

			// console.log( 'THREE.Cache', 'Adding key:', key );

			this.files[ key ] = file;

		},

		get: function ( key ) {

			if ( this.enabled === false ) return;

			// console.log( 'THREE.Cache', 'Checking key:', key );

			return this.files[ key ];

		},

		remove: function ( key ) {

			delete this.files[ key ];

		},

		clear: function () {

			this.files = {};

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function LoadingManager( onLoad, onProgress, onError ) {

		var scope = this;

		var isLoading = false, itemsLoaded = 0, itemsTotal = 0;

		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 );

			}

		};

	}

	var DefaultLoadingManager = new LoadingManager();

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function FileLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( FileLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			if ( url === undefined ) url = '';

			if ( this.path !== undefined ) url = this.path + url;

			var scope = this;

			var cached = Cache.get( url );

			if ( cached !== undefined ) {

				scope.manager.itemStart( url );

				setTimeout( function () {

					if ( onLoad ) onLoad( cached );

					scope.manager.itemEnd( url );

				}, 0 );

				return cached;

			}

			// Check for data: URI
			var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
			var dataUriRegexResult = url.match( dataUriRegex );

			// Safari can not handle Data URIs through XMLHttpRequest so process manually
			if ( dataUriRegexResult ) {

				var mimeType = dataUriRegexResult[ 1 ];
				var isBase64 = !! dataUriRegexResult[ 2 ];
				var data = dataUriRegexResult[ 3 ];

				data = window.decodeURIComponent( data );

				if ( isBase64 ) data = window.atob( data );

				try {

					var response;
					var responseType = ( this.responseType || '' ).toLowerCase();

					switch ( responseType ) {

						case 'arraybuffer':
						case 'blob':

						 	response = new ArrayBuffer( data.length );

							var view = new Uint8Array( response );

							for ( var i = 0; i < data.length; i ++ ) {

								view[ i ] = data.charCodeAt( i );

							}

							if ( responseType === 'blob' ) {

								response = new Blob( [ response ], { type: mimeType } );

							}

							break;

						case 'document':

							var parser = new DOMParser();
							response = parser.parseFromString( data, mimeType );

							break;

						case 'json':

							response = JSON.parse( data );

							break;

						default: // 'text' or other

							response = data;

							break;

					}

					// Wait for next browser tick
					window.setTimeout( function () {

						if ( onLoad ) onLoad( response );

						scope.manager.itemEnd( url );

					}, 0 );

				} catch ( error ) {

					// Wait for next browser tick
					window.setTimeout( function () {

						if ( onError ) onError( error );

						scope.manager.itemError( url );

					}, 0 );

				}

			} else {

				var request = new XMLHttpRequest();
				request.open( 'GET', url, true );

				request.addEventListener( 'load', function ( event ) {

					var response = event.target.response;

					Cache.add( url, response );

					if ( this.status === 200 ) {

						if ( onLoad ) onLoad( response );

						scope.manager.itemEnd( url );

					} else if ( this.status === 0 ) {

						// Some browsers return HTTP Status 0 when using non-http protocol
						// e.g. 'file://' or 'data://'. Handle as success.

						console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );

						if ( onLoad ) onLoad( response );

						scope.manager.itemEnd( url );

					} else {

						if ( onError ) onError( event );

						scope.manager.itemError( url );

					}

				}, false );

				if ( onProgress !== undefined ) {

					request.addEventListener( 'progress', function ( event ) {

						onProgress( event );

					}, false );

				}

				request.addEventListener( 'error', function ( event ) {

					if ( onError ) onError( event );

					scope.manager.itemError( url );

				}, false );

				if ( this.responseType !== undefined ) request.responseType = this.responseType;
				if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;

				if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );

				request.send( null );

			}

			scope.manager.itemStart( url );

			return request;

		},

		setPath: function ( value ) {

			this.path = value;
			return this;

		},

		setResponseType: function ( value ) {

			this.responseType = value;
			return this;

		},

		setWithCredentials: function ( value ) {

			this.withCredentials = value;
			return this;

		},

		setMimeType: function ( value ) {

			this.mimeType = value;
			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 *
	 * Abstract Base class to block based textures loader (dds, pvr, ...)
	 */

	function CompressedTextureLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

		// override in sub classes
		this._parser = null;

	}

	Object.assign( CompressedTextureLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var images = [];

			var texture = new CompressedTexture();
			texture.image = images;

			var loader = new FileLoader( this.manager );
			loader.setPath( this.path );
			loader.setResponseType( 'arraybuffer' );

			function loadTexture( i ) {

				loader.load( url[ i ], function ( buffer ) {

					var texDatas = scope._parser( buffer, true );

					images[ i ] = {
						width: texDatas.width,
						height: texDatas.height,
						format: texDatas.format,
						mipmaps: texDatas.mipmaps
					};

					loaded += 1;

					if ( loaded === 6 ) {

						if ( texDatas.mipmapCount === 1 )
							texture.minFilter = LinearFilter;

						texture.format = texDatas.format;
						texture.needsUpdate = true;

						if ( onLoad ) onLoad( texture );

					}

				}, onProgress, onError );

			}

			if ( Array.isArray( url ) ) {

				var loaded = 0;

				for ( var i = 0, il = url.length; i < il; ++ i ) {

					loadTexture( i );

				}

			} else {

				// compressed cubemap texture stored in a single DDS file

				loader.load( url, function ( buffer ) {

					var texDatas = scope._parser( buffer, true );

					if ( texDatas.isCubemap ) {

						var faces = texDatas.mipmaps.length / texDatas.mipmapCount;

						for ( var f = 0; f < faces; f ++ ) {

							images[ f ] = { mipmaps : [] };

							for ( var i = 0; i < texDatas.mipmapCount; i ++ ) {

								images[ f ].mipmaps.push( texDatas.mipmaps[ f * texDatas.mipmapCount + i ] );
								images[ f ].format = texDatas.format;
								images[ f ].width = texDatas.width;
								images[ f ].height = texDatas.height;

							}

						}

					} else {

						texture.image.width = texDatas.width;
						texture.image.height = texDatas.height;
						texture.mipmaps = texDatas.mipmaps;

					}

					if ( texDatas.mipmapCount === 1 ) {

						texture.minFilter = LinearFilter;

					}

					texture.format = texDatas.format;
					texture.needsUpdate = true;

					if ( onLoad ) onLoad( texture );

				}, onProgress, onError );

			}

			return texture;

		},

		setPath: function ( value ) {

			this.path = value;
			return this;

		}

	} );

	/**
	 * @author Nikos M. / https://github.com/foo123/
	 *
	 * Abstract Base class to load generic binary textures formats (rgbe, hdr, ...)
	 */

	function DataTextureLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

		// override in sub classes
		this._parser = null;

	}

	Object.assign( DataTextureLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var texture = new DataTexture();

			var loader = new FileLoader( this.manager );
			loader.setResponseType( 'arraybuffer' );

			loader.load( url, function ( buffer ) {

				var texData = scope._parser( buffer );

				if ( ! texData ) return;

				if ( undefined !== texData.image ) {

					texture.image = texData.image;

				} else if ( undefined !== texData.data ) {

					texture.image.width = texData.width;
					texture.image.height = texData.height;
					texture.image.data = texData.data;

				}

				texture.wrapS = undefined !== texData.wrapS ? texData.wrapS : ClampToEdgeWrapping;
				texture.wrapT = undefined !== texData.wrapT ? texData.wrapT : ClampToEdgeWrapping;

				texture.magFilter = undefined !== texData.magFilter ? texData.magFilter : LinearFilter;
				texture.minFilter = undefined !== texData.minFilter ? texData.minFilter : LinearMipMapLinearFilter;

				texture.anisotropy = undefined !== texData.anisotropy ? texData.anisotropy : 1;

				if ( undefined !== texData.format ) {

					texture.format = texData.format;

				}
				if ( undefined !== texData.type ) {

					texture.type = texData.type;

				}

				if ( undefined !== texData.mipmaps ) {

					texture.mipmaps = texData.mipmaps;

				}

				if ( 1 === texData.mipmapCount ) {

					texture.minFilter = LinearFilter;

				}

				texture.needsUpdate = true;

				if ( onLoad ) onLoad( texture, texData );

			}, onProgress, onError );


			return texture;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function ImageLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( ImageLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			if ( url === undefined ) url = '';

			if ( this.path !== undefined ) url = this.path + url;

			var scope = this;

			var cached = Cache.get( url );

			if ( cached !== undefined ) {

				scope.manager.itemStart( url );

				setTimeout( function () {

					if ( onLoad ) onLoad( cached );

					scope.manager.itemEnd( url );

				}, 0 );

				return cached;

			}

			var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );

			image.addEventListener( 'load', function () {

				Cache.add( url, this );

				if ( onLoad ) onLoad( this );

				scope.manager.itemEnd( url );

			}, false );

			/*
			image.addEventListener( 'progress', function ( event ) {

				if ( onProgress ) onProgress( event );

			}, false );
			*/

			image.addEventListener( 'error', function ( event ) {

				if ( onError ) onError( event );

				scope.manager.itemError( url );

			}, false );

			if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;

			scope.manager.itemStart( url );

			image.src = url;

			return image;

		},

		setCrossOrigin: function ( value ) {

			this.crossOrigin = value;
			return this;

		},

		setPath: function ( value ) {

			this.path = value;
			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function CubeTextureLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( CubeTextureLoader.prototype, {

		load: function ( urls, onLoad, onProgress, onError ) {

			var texture = new CubeTexture();

			var loader = new ImageLoader( this.manager );
			loader.setCrossOrigin( this.crossOrigin );
			loader.setPath( this.path );

			var loaded = 0;

			function loadTexture( i ) {

				loader.load( urls[ i ], function ( image ) {

					texture.images[ i ] = image;

					loaded ++;

					if ( loaded === 6 ) {

						texture.needsUpdate = true;

						if ( onLoad ) onLoad( texture );

					}

				}, undefined, onError );

			}

			for ( var i = 0; i < urls.length; ++ i ) {

				loadTexture( i );

			}

			return texture;

		},

		setCrossOrigin: function ( value ) {

			this.crossOrigin = value;
			return this;

		},

		setPath: function ( value ) {

			this.path = value;
			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function TextureLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( TextureLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var texture = new Texture();

			var loader = new ImageLoader( this.manager );
			loader.setCrossOrigin( this.crossOrigin );
			loader.setPath( this.path );
			loader.load( url, function ( image ) {

				// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
				var isJPEG = url.search( /\.(jpg|jpeg)$/ ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;

				texture.format = isJPEG ? RGBFormat : RGBAFormat;
				texture.image = image;
				texture.needsUpdate = true;

				if ( onLoad !== undefined ) {

					onLoad( texture );

				}

			}, onProgress, onError );

			return texture;

		},

		setCrossOrigin: function ( value ) {

			this.crossOrigin = value;
			return this;

		},

		setPath: function ( value ) {

			this.path = value;
			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Light( color, intensity ) {

		Object3D.call( this );

		this.type = 'Light';

		this.color = new Color( color );
		this.intensity = intensity !== undefined ? intensity : 1;

		this.receiveShadow = undefined;

	}

	Light.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Light,

		isLight: true,

		copy: function ( source ) {

			Object3D.prototype.copy.call( this, source );

			this.color.copy( source.color );
			this.intensity = source.intensity;

			return this;

		},

		toJSON: function ( meta ) {

			var data = Object3D.prototype.toJSON.call( this, meta );

			data.object.color = this.color.getHex();
			data.object.intensity = this.intensity;

			if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();

			if ( this.distance !== undefined ) data.object.distance = this.distance;
			if ( this.angle !== undefined ) data.object.angle = this.angle;
			if ( this.decay !== undefined ) data.object.decay = this.decay;
			if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;

			if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();

			return data;

		}

	} );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function HemisphereLight( skyColor, groundColor, intensity ) {

		Light.call( this, skyColor, intensity );

		this.type = 'HemisphereLight';

		this.castShadow = undefined;

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.groundColor = new Color( groundColor );

	}

	HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: HemisphereLight,

		isHemisphereLight: true,

		copy: function ( source ) {

			Light.prototype.copy.call( this, source );

			this.groundColor.copy( source.groundColor );

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function LightShadow( camera ) {

		this.camera = camera;

		this.bias = 0;
		this.radius = 1;

		this.mapSize = new Vector2( 512, 512 );

		this.map = null;
		this.matrix = new Matrix4();

	}

	Object.assign( LightShadow.prototype, {

		copy: function ( source ) {

			this.camera = source.camera.clone();

			this.bias = source.bias;
			this.radius = source.radius;

			this.mapSize.copy( source.mapSize );

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		toJSON: function () {

			var object = {};

			if ( this.bias !== 0 ) object.bias = this.bias;
			if ( this.radius !== 1 ) object.radius = this.radius;
			if ( this.mapSize.x !== 512 || this.mapSize.y !== 512 ) object.mapSize = this.mapSize.toArray();

			object.camera = this.camera.toJSON( false ).object;
			delete object.camera.matrix;

			return object;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function SpotLightShadow() {

		LightShadow.call( this, new PerspectiveCamera( 50, 1, 0.5, 500 ) );

	}

	SpotLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

		constructor: SpotLightShadow,

		isSpotLightShadow: true,

		update: function ( light ) {

			var fov = _Math.RAD2DEG * 2 * light.angle;
			var aspect = this.mapSize.width / this.mapSize.height;
			var far = light.distance || 500;

			var camera = this.camera;

			if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {

				camera.fov = fov;
				camera.aspect = aspect;
				camera.far = far;
				camera.updateProjectionMatrix();

			}

		}

	} );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function SpotLight( color, intensity, distance, angle, penumbra, decay ) {

		Light.call( this, color, intensity );

		this.type = 'SpotLight';

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.target = new Object3D();

		Object.defineProperty( this, 'power', {
			get: function () {
				// intensity = power per solid angle.
				// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
				return this.intensity * Math.PI;
			},
			set: function ( power ) {
				// intensity = power per solid angle.
				// ref: equation (17) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
				this.intensity = power / Math.PI;
			}
		} );

		this.distance = ( distance !== undefined ) ? distance : 0;
		this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
		this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
		this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.

		this.shadow = new SpotLightShadow();

	}

	SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: SpotLight,

		isSpotLight: true,

		copy: function ( source ) {

			Light.prototype.copy.call( this, source );

			this.distance = source.distance;
			this.angle = source.angle;
			this.penumbra = source.penumbra;
			this.decay = source.decay;

			this.target = source.target.clone();

			this.shadow = source.shadow.clone();

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */


	function PointLight( color, intensity, distance, decay ) {

		Light.call( this, color, intensity );

		this.type = 'PointLight';

		Object.defineProperty( this, 'power', {
			get: function () {
				// intensity = power per solid angle.
				// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
				return this.intensity * 4 * Math.PI;

			},
			set: function ( power ) {
				// intensity = power per solid angle.
				// ref: equation (15) from http://www.frostbite.com/wp-content/uploads/2014/11/course_notes_moving_frostbite_to_pbr.pdf
				this.intensity = power / ( 4 * Math.PI );
			}
		} );

		this.distance = ( distance !== undefined ) ? distance : 0;
		this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.

		this.shadow = new LightShadow( new PerspectiveCamera( 90, 1, 0.5, 500 ) );

	}

	PointLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: PointLight,

		isPointLight: true,

		copy: function ( source ) {

			Light.prototype.copy.call( this, source );

			this.distance = source.distance;
			this.decay = source.decay;

			this.shadow = source.shadow.clone();

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function DirectionalLightShadow( ) {

		LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );

	}

	DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {

		constructor: DirectionalLightShadow

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function DirectionalLight( color, intensity ) {

		Light.call( this, color, intensity );

		this.type = 'DirectionalLight';

		this.position.copy( Object3D.DefaultUp );
		this.updateMatrix();

		this.target = new Object3D();

		this.shadow = new DirectionalLightShadow();

	}

	DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: DirectionalLight,

		isDirectionalLight: true,

		copy: function ( source ) {

			Light.prototype.copy.call( this, source );

			this.target = source.target.clone();

			this.shadow = source.shadow.clone();

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function AmbientLight( color, intensity ) {

		Light.call( this, color, intensity );

		this.type = 'AmbientLight';

		this.castShadow = undefined;

	}

	AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: AmbientLight,

		isAmbientLight: true

	} );

	/**
	 * @author tschw
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 */

	var AnimationUtils = {

		// same as Array.prototype.slice, but also works on typed arrays
		arraySlice: function( array, from, to ) {

			if ( AnimationUtils.isTypedArray( array ) ) {

				return new array.constructor( array.subarray( from, to ) );

			}

			return array.slice( from, to );

		},

		// converts an array to a specific type
		convertArray: function( array, type, forceClone ) {

			if ( ! array || // let 'undefined' and 'null' pass
					! forceClone && array.constructor === type ) return array;

			if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {

				return new type( array ); // create typed array

			}

			return Array.prototype.slice.call( array ); // create Array

		},

		isTypedArray: function( object ) {

			return ArrayBuffer.isView( object ) &&
					! ( object instanceof DataView );

		},

		// returns an array by which times and values can be sorted
		getKeyframeOrder: function( times ) {

			function compareTime( i, j ) {

				return times[ i ] - times[ j ];

			}

			var n = times.length;
			var result = new Array( n );
			for ( var i = 0; i !== n; ++ i ) result[ i ] = i;

			result.sort( compareTime );

			return result;

		},

		// uses the array previously returned by 'getKeyframeOrder' to sort data
		sortedArray: function( values, stride, order ) {

			var nValues = values.length;
			var result = new values.constructor( nValues );

			for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {

				var srcOffset = order[ i ] * stride;

				for ( var j = 0; j !== stride; ++ j ) {

					result[ dstOffset ++ ] = values[ srcOffset + j ];

				}

			}

			return result;

		},

		// function for parsing AOS keyframe formats
		flattenJSON: function( jsonKeys, times, values, valuePropertyName ) {

			var i = 1, key = jsonKeys[ 0 ];

			while ( key !== undefined && key[ valuePropertyName ] === undefined ) {

				key = jsonKeys[ i ++ ];

			}

			if ( key === undefined ) return; // no data

			var value = key[ valuePropertyName ];
			if ( value === undefined ) return; // no data

			if ( Array.isArray( value ) ) {

				do {

					value = key[ valuePropertyName ];

					if ( value !== undefined ) {

						times.push( key.time );
						values.push.apply( values, value ); // push all elements

					}

					key = jsonKeys[ i ++ ];

				} while ( key !== undefined );

			} else if ( value.toArray !== undefined ) {
				// ...assume THREE.Math-ish

				do {

					value = key[ valuePropertyName ];

					if ( value !== undefined ) {

						times.push( key.time );
						value.toArray( values, values.length );

					}

					key = jsonKeys[ i ++ ];

				} while ( key !== undefined );

			} else {
				// otherwise push as-is

				do {

					value = key[ valuePropertyName ];

					if ( value !== undefined ) {

						times.push( key.time );
						values.push( value );

					}

					key = jsonKeys[ i ++ ];

				} while ( key !== undefined );

			}

		}

	};

	/**
	 * Abstract base class of interpolants over parametric samples.
	 *
	 * The parameter domain is one dimensional, typically the time or a path
	 * along a curve defined by the data.
	 *
	 * The sample values can have any dimensionality and derived classes may
	 * apply special interpretations to the data.
	 *
	 * This class provides the interval seek in a Template Method, deferring
	 * the actual interpolation to derived classes.
	 *
	 * Time complexity is O(1) for linear access crossing at most two points
	 * and O(log N) for random access, where N is the number of positions.
	 *
	 * References:
	 *
	 * 		http://www.oodesign.com/template-method-pattern.html
	 *
	 * @author tschw
	 */

	function Interpolant(
			parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		this.parameterPositions = parameterPositions;
		this._cachedIndex = 0;

		this.resultBuffer = resultBuffer !== undefined ?
				resultBuffer : new sampleValues.constructor( sampleSize );
		this.sampleValues = sampleValues;
		this.valueSize = sampleSize;

	}

	Interpolant.prototype = {

		constructor: Interpolant,

		evaluate: function( t ) {

			var pp = this.parameterPositions,
				i1 = this._cachedIndex,

				t1 = pp[   i1   ],
				t0 = pp[ i1 - 1 ];

			validate_interval: {

				seek: {

					var right;

					linear_scan: {
	//- See http://jsperf.com/comparison-to-undefined/3
	//- slower code:
	//-
	//- 				if ( t >= t1 || t1 === undefined ) {
						forward_scan: if ( ! ( t < t1 ) ) {

							for ( var giveUpAt = i1 + 2; ;) {

								if ( t1 === undefined ) {

									if ( t < t0 ) break forward_scan;

									// after end

									i1 = pp.length;
									this._cachedIndex = i1;
									return this.afterEnd_( i1 - 1, t, t0 );

								}

								if ( i1 === giveUpAt ) break; // this loop

								t0 = t1;
								t1 = pp[ ++ i1 ];

								if ( t < t1 ) {

									// we have arrived at the sought interval
									break seek;

								}

							}

							// prepare binary search on the right side of the index
							right = pp.length;
							break linear_scan;

						}

	//- slower code:
	//-					if ( t < t0 || t0 === undefined ) {
						if ( ! ( t >= t0 ) ) {

							// looping?

							var t1global = pp[ 1 ];

							if ( t < t1global ) {

								i1 = 2; // + 1, using the scan for the details
								t0 = t1global;

							}

							// linear reverse scan

							for ( var giveUpAt = i1 - 2; ;) {

								if ( t0 === undefined ) {

									// before start

									this._cachedIndex = 0;
									return this.beforeStart_( 0, t, t1 );

								}

								if ( i1 === giveUpAt ) break; // this loop

								t1 = t0;
								t0 = pp[ -- i1 - 1 ];

								if ( t >= t0 ) {

									// we have arrived at the sought interval
									break seek;

								}

							}

							// prepare binary search on the left side of the index
							right = i1;
							i1 = 0;
							break linear_scan;

						}

						// the interval is valid

						break validate_interval;

					} // linear scan

					// binary search

					while ( i1 < right ) {

						var mid = ( i1 + right ) >>> 1;

						if ( t < pp[ mid ] ) {

							right = mid;

						} else {

							i1 = mid + 1;

						}

					}

					t1 = pp[   i1   ];
					t0 = pp[ i1 - 1 ];

					// check boundary cases, again

					if ( t0 === undefined ) {

						this._cachedIndex = 0;
						return this.beforeStart_( 0, t, t1 );

					}

					if ( t1 === undefined ) {

						i1 = pp.length;
						this._cachedIndex = i1;
						return this.afterEnd_( i1 - 1, t0, t );

					}

				} // seek

				this._cachedIndex = i1;

				this.intervalChanged_( i1, t0, t1 );

			} // validate_interval

			return this.interpolate_( i1, t0, t, t1 );

		},

		settings: null, // optional, subclass-specific settings structure
		// Note: The indirection allows central control of many interpolants.

		// --- Protected interface

		DefaultSettings_: {},

		getSettings_: function() {

			return this.settings || this.DefaultSettings_;

		},

		copySampleValue_: function( index ) {

			// copies a sample value to the result buffer

			var result = this.resultBuffer,
				values = this.sampleValues,
				stride = this.valueSize,
				offset = index * stride;

			for ( var i = 0; i !== stride; ++ i ) {

				result[ i ] = values[ offset + i ];

			}

			return result;

		},

		// Template methods for derived classes:

		interpolate_: function( i1, t0, t, t1 ) {

			throw new Error( "call to abstract method" );
			// implementations shall return this.resultBuffer

		},

		intervalChanged_: function( i1, t0, t1 ) {

			// empty

		}

	};

	Object.assign( Interpolant.prototype, {

		beforeStart_: //( 0, t, t0 ), returns this.resultBuffer
			Interpolant.prototype.copySampleValue_,

		afterEnd_: //( N-1, tN-1, t ), returns this.resultBuffer
			Interpolant.prototype.copySampleValue_

	} );

	/**
	 * Fast and simple cubic spline interpolant.
	 *
	 * It was derived from a Hermitian construction setting the first derivative
	 * at each sample position to the linear slope between neighboring positions
	 * over their parameter interval.
	 *
	 * @author tschw
	 */

	function CubicInterpolant(
			parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		Interpolant.call(
				this, parameterPositions, sampleValues, sampleSize, resultBuffer );

		this._weightPrev = -0;
		this._offsetPrev = -0;
		this._weightNext = -0;
		this._offsetNext = -0;

	}

	CubicInterpolant.prototype =
			Object.assign( Object.create( Interpolant.prototype ), {

		constructor: CubicInterpolant,

		DefaultSettings_: {

			endingStart: 	ZeroCurvatureEnding,
			endingEnd:		ZeroCurvatureEnding

		},

		intervalChanged_: function( i1, t0, t1 ) {

			var pp = this.parameterPositions,
				iPrev = i1 - 2,
				iNext = i1 + 1,

				tPrev = pp[ iPrev ],
				tNext = pp[ iNext ];

			if ( tPrev === undefined ) {

				switch ( this.getSettings_().endingStart ) {

					case ZeroSlopeEnding:

						// f'(t0) = 0
						iPrev = i1;
						tPrev = 2 * t0 - t1;

						break;

					case WrapAroundEnding:

						// use the other end of the curve
						iPrev = pp.length - 2;
						tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];

						break;

					default: // ZeroCurvatureEnding

						// f''(t0) = 0 a.k.a. Natural Spline
						iPrev = i1;
						tPrev = t1;

				}

			}

			if ( tNext === undefined ) {

				switch ( this.getSettings_().endingEnd ) {

					case ZeroSlopeEnding:

						// f'(tN) = 0
						iNext = i1;
						tNext = 2 * t1 - t0;

						break;

					case WrapAroundEnding:

						// use the other end of the curve
						iNext = 1;
						tNext = t1 + pp[ 1 ] - pp[ 0 ];

						break;

					default: // ZeroCurvatureEnding

						// f''(tN) = 0, a.k.a. Natural Spline
						iNext = i1 - 1;
						tNext = t0;

				}

			}

			var halfDt = ( t1 - t0 ) * 0.5,
				stride = this.valueSize;

			this._weightPrev = halfDt / ( t0 - tPrev );
			this._weightNext = halfDt / ( tNext - t1 );
			this._offsetPrev = iPrev * stride;
			this._offsetNext = iNext * stride;

		},

		interpolate_: function( i1, t0, t, t1 ) {

			var result = this.resultBuffer,
				values = this.sampleValues,
				stride = this.valueSize,

				o1 = i1 * stride,		o0 = o1 - stride,
				oP = this._offsetPrev, 	oN = this._offsetNext,
				wP = this._weightPrev,	wN = this._weightNext,

				p = ( t - t0 ) / ( t1 - t0 ),
				pp = p * p,
				ppp = pp * p;

			// evaluate polynomials

			var sP =     - wP   * ppp   +         2 * wP    * pp    -          wP   * p;
			var s0 = ( 1 + wP ) * ppp   + (-1.5 - 2 * wP )  * pp    + ( -0.5 + wP ) * p     + 1;
			var s1 = (-1 - wN ) * ppp   + ( 1.5 +   wN   )  * pp    +    0.5        * p;
			var sN =       wN   * ppp   -           wN      * pp;

			// combine data linearly

			for ( var i = 0; i !== stride; ++ i ) {

				result[ i ] =
						sP * values[ oP + i ] +
						s0 * values[ o0 + i ] +
						s1 * values[ o1 + i ] +
						sN * values[ oN + i ];

			}

			return result;

		}

	} );

	/**
	 * @author tschw
	 */

	function LinearInterpolant(
			parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		Interpolant.call(
				this, parameterPositions, sampleValues, sampleSize, resultBuffer );

	}

	LinearInterpolant.prototype =
			Object.assign( Object.create( Interpolant.prototype ), {

		constructor: LinearInterpolant,

		interpolate_: function( i1, t0, t, t1 ) {

			var result = this.resultBuffer,
				values = this.sampleValues,
				stride = this.valueSize,

				offset1 = i1 * stride,
				offset0 = offset1 - stride,

				weight1 = ( t - t0 ) / ( t1 - t0 ),
				weight0 = 1 - weight1;

			for ( var i = 0; i !== stride; ++ i ) {

				result[ i ] =
						values[ offset0 + i ] * weight0 +
						values[ offset1 + i ] * weight1;

			}

			return result;

		}

	} );

	/**
	 *
	 * Interpolant that evaluates to the sample value at the position preceeding
	 * the parameter.
	 *
	 * @author tschw
	 */

	function DiscreteInterpolant(
			parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		Interpolant.call(
				this, parameterPositions, sampleValues, sampleSize, resultBuffer );

	}

	DiscreteInterpolant.prototype =
			Object.assign( Object.create( Interpolant.prototype ), {

		constructor: DiscreteInterpolant,

		interpolate_: function( i1, t0, t, t1 ) {

			return this.copySampleValue_( i1 - 1 );

		}

	} );

	var KeyframeTrackPrototype;

	KeyframeTrackPrototype = {

		TimeBufferType: Float32Array,
		ValueBufferType: Float32Array,

		DefaultInterpolation: InterpolateLinear,

		InterpolantFactoryMethodDiscrete: function ( result ) {

			return new DiscreteInterpolant(
					this.times, this.values, this.getValueSize(), result );

		},

		InterpolantFactoryMethodLinear: function ( result ) {

			return new LinearInterpolant(
					this.times, this.values, this.getValueSize(), result );

		},

		InterpolantFactoryMethodSmooth: function ( result ) {

			return new CubicInterpolant(
					this.times, this.values, this.getValueSize(), result );

		},

		setInterpolation: function ( interpolation ) {

			var factoryMethod;

			switch ( interpolation ) {

				case InterpolateDiscrete:

					factoryMethod = this.InterpolantFactoryMethodDiscrete;

					break;

				case InterpolateLinear:

					factoryMethod = this.InterpolantFactoryMethodLinear;

					break;

				case InterpolateSmooth:

					factoryMethod = this.InterpolantFactoryMethodSmooth;

					break;

			}

			if ( factoryMethod === undefined ) {

				var message = "unsupported interpolation for " +
						this.ValueTypeName + " keyframe track named " + this.name;

				if ( this.createInterpolant === undefined ) {

					// fall back to default, unless the default itself is messed up
					if ( interpolation !== this.DefaultInterpolation ) {

						this.setInterpolation( this.DefaultInterpolation );

					} else {

						throw new Error( message ); // fatal, in this case

					}

				}

				console.warn( message );
				return;

			}

			this.createInterpolant = factoryMethod;

		},

		getInterpolation: function () {

			switch ( this.createInterpolant ) {

				case this.InterpolantFactoryMethodDiscrete:

					return InterpolateDiscrete;

				case this.InterpolantFactoryMethodLinear:

					return InterpolateLinear;

				case this.InterpolantFactoryMethodSmooth:

					return InterpolateSmooth;

			}

		},

		getValueSize: function () {

			return this.values.length / this.times.length;

		},

		// move all keyframes either forwards or backwards in time
		shift: function ( timeOffset ) {

			if ( timeOffset !== 0.0 ) {

				var times = this.times;

				for ( var i = 0, n = times.length; i !== n; ++ i ) {

					times[ i ] += timeOffset;

				}

			}

			return this;

		},

		// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
		scale: function ( timeScale ) {

			if ( timeScale !== 1.0 ) {

				var times = this.times;

				for ( var i = 0, n = times.length; i !== n; ++ i ) {

					times[ i ] *= timeScale;

				}

			}

			return this;

		},

		// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
		// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
		trim: function ( startTime, endTime ) {

			var times = this.times,
				nKeys = times.length,
				from = 0,
				to = nKeys - 1;

			while ( from !== nKeys && times[ from ] < startTime ) ++ from;
			while ( to !== - 1 && times[ to ] > endTime ) -- to;

			++ to; // inclusive -> exclusive bound

			if ( from !== 0 || to !== nKeys ) {

				// empty tracks are forbidden, so keep at least one keyframe
				if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;

				var stride = this.getValueSize();
				this.times = AnimationUtils.arraySlice( times, from, to );
				this.values = AnimationUtils.
						arraySlice( this.values, from * stride, to * stride );

			}

			return this;

		},

		// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
		validate: function () {

			var valid = true;

			var valueSize = this.getValueSize();
			if ( valueSize - Math.floor( valueSize ) !== 0 ) {

				console.error( "invalid value size in track", this );
				valid = false;

			}

			var times = this.times,
				values = this.values,

				nKeys = times.length;

			if ( nKeys === 0 ) {

				console.error( "track is empty", this );
				valid = false;

			}

			var prevTime = null;

			for ( var i = 0; i !== nKeys; i ++ ) {

				var currTime = times[ i ];

				if ( typeof currTime === 'number' && isNaN( currTime ) ) {

					console.error( "time is not a valid number", this, i, currTime );
					valid = false;
					break;

				}

				if ( prevTime !== null && prevTime > currTime ) {

					console.error( "out of order keys", this, i, currTime, prevTime );
					valid = false;
					break;

				}

				prevTime = currTime;

			}

			if ( values !== undefined ) {

				if ( AnimationUtils.isTypedArray( values ) ) {

					for ( var i = 0, n = values.length; i !== n; ++ i ) {

						var value = values[ i ];

						if ( isNaN( value ) ) {

							console.error( "value is not a valid number", this, i, value );
							valid = false;
							break;

						}

					}

				}

			}

			return valid;

		},

		// removes equivalent sequential keys as common in morph target sequences
		// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
		optimize: function () {

			var times = this.times,
				values = this.values,
				stride = this.getValueSize(),

				smoothInterpolation = this.getInterpolation() === InterpolateSmooth,

				writeIndex = 1,
				lastIndex = times.length - 1;

			for ( var i = 1; i < lastIndex; ++ i ) {

				var keep = false;

				var time = times[ i ];
				var timeNext = times[ i + 1 ];

				// remove adjacent keyframes scheduled at the same time

				if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {

					if ( ! smoothInterpolation ) {

						// remove unnecessary keyframes same as their neighbors

						var offset = i * stride,
							offsetP = offset - stride,
							offsetN = offset + stride;

						for ( var j = 0; j !== stride; ++ j ) {

							var value = values[ offset + j ];

							if ( value !== values[ offsetP + j ] ||
									value !== values[ offsetN + j ] ) {

								keep = true;
								break;

							}

						}

					} else keep = true;

				}

				// in-place compaction

				if ( keep ) {

					if ( i !== writeIndex ) {

						times[ writeIndex ] = times[ i ];

						var readOffset = i * stride,
							writeOffset = writeIndex * stride;

						for ( var j = 0; j !== stride; ++ j )

							values[ writeOffset + j ] = values[ readOffset + j ];

					}

					++ writeIndex;

				}

			}

			// flush last keyframe (compaction looks ahead)

			if ( lastIndex > 0 ) {

				times[ writeIndex ] = times[ lastIndex ];

				for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j )

					values[ writeOffset + j ] = values[ readOffset + j ];

				++ writeIndex;

			}

			if ( writeIndex !== times.length ) {

				this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
				this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );

			}

			return this;

		}

	};

	function KeyframeTrackConstructor( name, times, values, interpolation ) {

		if( name === undefined ) throw new Error( "track name is undefined" );

		if( times === undefined || times.length === 0 ) {

			throw new Error( "no keyframes in track named " + name );

		}

		this.name = name;

		this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
		this.values = AnimationUtils.convertArray( values, this.ValueBufferType );

		this.setInterpolation( interpolation || this.DefaultInterpolation );

		this.validate();
		this.optimize();

	}

	/**
	 *
	 * A Track of vectored keyframe values.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function VectorKeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.call( this, name, times, values, interpolation );

	}

	VectorKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: VectorKeyframeTrack,

		ValueTypeName: 'vector'

		// ValueBufferType is inherited

		// DefaultInterpolation is inherited

	} );

	/**
	 * Spherical linear unit quaternion interpolant.
	 *
	 * @author tschw
	 */

	function QuaternionLinearInterpolant(
			parameterPositions, sampleValues, sampleSize, resultBuffer ) {

		Interpolant.call(
				this, parameterPositions, sampleValues, sampleSize, resultBuffer );

	}

	QuaternionLinearInterpolant.prototype =
			Object.assign( Object.create( Interpolant.prototype ), {

		constructor: QuaternionLinearInterpolant,

		interpolate_: function( i1, t0, t, t1 ) {

			var result = this.resultBuffer,
				values = this.sampleValues,
				stride = this.valueSize,

				offset = i1 * stride,

				alpha = ( t - t0 ) / ( t1 - t0 );

			for ( var end = offset + stride; offset !== end; offset += 4 ) {

				Quaternion.slerpFlat( result, 0,
						values, offset - stride, values, offset, alpha );

			}

			return result;

		}

	} );

	/**
	 *
	 * A Track of quaternion keyframe values.
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function QuaternionKeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.call( this, name, times, values, interpolation );

	}

	QuaternionKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: QuaternionKeyframeTrack,

		ValueTypeName: 'quaternion',

		// ValueBufferType is inherited

		DefaultInterpolation: InterpolateLinear,

		InterpolantFactoryMethodLinear: function( result ) {

			return new QuaternionLinearInterpolant(
					this.times, this.values, this.getValueSize(), result );

		},

		InterpolantFactoryMethodSmooth: undefined // not yet implemented

	} );

	/**
	 *
	 * A Track of numeric keyframe values.
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function NumberKeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.call( this, name, times, values, interpolation );

	}

	NumberKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: NumberKeyframeTrack,

		ValueTypeName: 'number'

		// ValueBufferType is inherited

		// DefaultInterpolation is inherited

	} );

	/**
	 *
	 * A Track that interpolates Strings
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function StringKeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.call( this, name, times, values, interpolation );

	}

	StringKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: StringKeyframeTrack,

		ValueTypeName: 'string',
		ValueBufferType: Array,

		DefaultInterpolation: InterpolateDiscrete,

		InterpolantFactoryMethodLinear: undefined,

		InterpolantFactoryMethodSmooth: undefined

	} );

	/**
	 *
	 * A Track of Boolean keyframe values.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function BooleanKeyframeTrack( name, times, values ) {

		KeyframeTrackConstructor.call( this, name, times, values );

	}

	BooleanKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: BooleanKeyframeTrack,

		ValueTypeName: 'bool',
		ValueBufferType: Array,

		DefaultInterpolation: InterpolateDiscrete,

		InterpolantFactoryMethodLinear: undefined,
		InterpolantFactoryMethodSmooth: undefined

		// Note: Actually this track could have a optimized / compressed
		// representation of a single value and a custom interpolant that
		// computes "firstValue ^ isOdd( index )".

	} );

	/**
	 *
	 * A Track of keyframe values that represent color.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function ColorKeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.call( this, name, times, values, interpolation );

	}

	ColorKeyframeTrack.prototype =
			Object.assign( Object.create( KeyframeTrackPrototype ), {

		constructor: ColorKeyframeTrack,

		ValueTypeName: 'color'

		// ValueBufferType is inherited

		// DefaultInterpolation is inherited


		// Note: Very basic implementation and nothing special yet.
		// However, this is the place for color space parameterization.

	} );

	/**
	 *
	 * A timed sequence of keyframes for a specific property.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function KeyframeTrack( name, times, values, interpolation ) {

		KeyframeTrackConstructor.apply( this, arguments );

	}

	KeyframeTrack.prototype = KeyframeTrackPrototype;
	KeyframeTrackPrototype.constructor = KeyframeTrack;

	// Static methods:

	Object.assign( KeyframeTrack, {

		// Serialization (in static context, because of constructor invocation
		// and automatic invocation of .toJSON):

		parse: function( json ) {

			if( json.type === undefined ) {

				throw new Error( "track type undefined, can not parse" );

			}

			var trackType = KeyframeTrack._getTrackTypeForValueTypeName( json.type );

			if ( json.times === undefined ) {

				var times = [], values = [];

				AnimationUtils.flattenJSON( json.keys, times, values, 'value' );

				json.times = times;
				json.values = values;

			}

			// derived classes can define a static parse method
			if ( trackType.parse !== undefined ) {

				return trackType.parse( json );

			} else {

				// by default, we asssume a constructor compatible with the base
				return new trackType(
						json.name, json.times, json.values, json.interpolation );

			}

		},

		toJSON: function( track ) {

			var trackType = track.constructor;

			var json;

			// derived classes can define a static toJSON method
			if ( trackType.toJSON !== undefined ) {

				json = trackType.toJSON( track );

			} else {

				// by default, we assume the data can be serialized as-is
				json = {

					'name': track.name,
					'times': AnimationUtils.convertArray( track.times, Array ),
					'values': AnimationUtils.convertArray( track.values, Array )

				};

				var interpolation = track.getInterpolation();

				if ( interpolation !== track.DefaultInterpolation ) {

					json.interpolation = interpolation;

				}

			}

			json.type = track.ValueTypeName; // mandatory

			return json;

		},

		_getTrackTypeForValueTypeName: function( typeName ) {

			switch( typeName.toLowerCase() ) {

				case "scalar":
				case "double":
				case "float":
				case "number":
				case "integer":

					return NumberKeyframeTrack;

				case "vector":
				case "vector2":
				case "vector3":
				case "vector4":

					return VectorKeyframeTrack;

				case "color":

					return ColorKeyframeTrack;

				case "quaternion":

					return QuaternionKeyframeTrack;

				case "bool":
				case "boolean":

					return BooleanKeyframeTrack;

				case "string":

					return StringKeyframeTrack;

			}

			throw new Error( "Unsupported typeName: " + typeName );

		}

	} );

	/**
	 *
	 * Reusable set of Tracks that represent an animation.
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 */

	function AnimationClip( name, duration, tracks ) {

		this.name = name;
		this.tracks = tracks;
		this.duration = ( duration !== undefined ) ? duration : -1;

		this.uuid = _Math.generateUUID();

		// this means it should figure out its duration by scanning the tracks
		if ( this.duration < 0 ) {

			this.resetDuration();

		}

		this.optimize();

	}

	AnimationClip.prototype = {

		constructor: AnimationClip,

		resetDuration: function() {

			var tracks = this.tracks,
				duration = 0;

			for ( var i = 0, n = tracks.length; i !== n; ++ i ) {

				var track = this.tracks[ i ];

				duration = Math.max( duration, track.times[ track.times.length - 1 ] );

			}

			this.duration = duration;

		},

		trim: function() {

			for ( var i = 0; i < this.tracks.length; i ++ ) {

				this.tracks[ i ].trim( 0, this.duration );

			}

			return this;

		},

		optimize: function() {

			for ( var i = 0; i < this.tracks.length; i ++ ) {

				this.tracks[ i ].optimize();

			}

			return this;

		}

	};

	// Static methods:

	Object.assign( AnimationClip, {

		parse: function( json ) {

			var tracks = [],
				jsonTracks = json.tracks,
				frameTime = 1.0 / ( json.fps || 1.0 );

			for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {

				tracks.push( KeyframeTrack.parse( jsonTracks[ i ] ).scale( frameTime ) );

			}

			return new AnimationClip( json.name, json.duration, tracks );

		},


		toJSON: function( clip ) {

			var tracks = [],
				clipTracks = clip.tracks;

			var json = {

				'name': clip.name,
				'duration': clip.duration,
				'tracks': tracks

			};

			for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {

				tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );

			}

			return json;

		},


		CreateFromMorphTargetSequence: function( name, morphTargetSequence, fps, noLoop ) {

			var numMorphTargets = morphTargetSequence.length;
			var tracks = [];

			for ( var i = 0; i < numMorphTargets; i ++ ) {

				var times = [];
				var values = [];

				times.push(
						( i + numMorphTargets - 1 ) % numMorphTargets,
						i,
						( i + 1 ) % numMorphTargets );

				values.push( 0, 1, 0 );

				var order = AnimationUtils.getKeyframeOrder( times );
				times = AnimationUtils.sortedArray( times, 1, order );
				values = AnimationUtils.sortedArray( values, 1, order );

				// if there is a key at the first frame, duplicate it as the
				// last frame as well for perfect loop.
				if ( ! noLoop && times[ 0 ] === 0 ) {

					times.push( numMorphTargets );
					values.push( values[ 0 ] );

				}

				tracks.push(
						new NumberKeyframeTrack(
							'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
							times, values
						).scale( 1.0 / fps ) );
			}

			return new AnimationClip( name, -1, tracks );

		},

		findByName: function( objectOrClipArray, name ) {

			var clipArray = objectOrClipArray;

			if ( ! Array.isArray( objectOrClipArray ) ) {

				var o = objectOrClipArray;
				clipArray = o.geometry && o.geometry.animations || o.animations;

			}

			for ( var i = 0; i < clipArray.length; i ++ ) {

				if ( clipArray[ i ].name === name ) {

					return clipArray[ i ];

				}
			}

			return null;

		},

		CreateClipsFromMorphTargetSequences: function( morphTargets, fps, noLoop ) {

			var animationToMorphTargets = {};

			// tested with https://regex101.com/ on trick sequences
			// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
			var pattern = /^([\w-]*?)([\d]+)$/;

			// sort morph target names into animation groups based
			// patterns like Walk_001, Walk_002, Run_001, Run_002
			for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {

				var morphTarget = morphTargets[ i ];
				var parts = morphTarget.name.match( pattern );

				if ( parts && parts.length > 1 ) {

					var name = parts[ 1 ];

					var animationMorphTargets = animationToMorphTargets[ name ];
					if ( ! animationMorphTargets ) {

						animationToMorphTargets[ name ] = animationMorphTargets = [];

					}

					animationMorphTargets.push( morphTarget );

				}

			}

			var clips = [];

			for ( var name in animationToMorphTargets ) {

				clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );

			}

			return clips;

		},

		// parse the animation.hierarchy format
		parseAnimation: function( animation, bones ) {

			if ( ! animation ) {

				console.error( "  no animation in JSONLoader data" );
				return null;

			}

			var addNonemptyTrack = function(
					trackType, trackName, animationKeys, propertyName, destTracks ) {

				// only return track if there are actually keys.
				if ( animationKeys.length !== 0 ) {

					var times = [];
					var values = [];

					AnimationUtils.flattenJSON(
							animationKeys, times, values, propertyName );

					// empty keys are filtered out, so check again
					if ( times.length !== 0 ) {

						destTracks.push( new trackType( trackName, times, values ) );

					}

				}

			};

			var tracks = [];

			var clipName = animation.name || 'default';
			// automatic length determination in AnimationClip.
			var duration = animation.length || -1;
			var fps = animation.fps || 30;

			var hierarchyTracks = animation.hierarchy || [];

			for ( var h = 0; h < hierarchyTracks.length; h ++ ) {

				var animationKeys = hierarchyTracks[ h ].keys;

				// skip empty tracks
				if ( ! animationKeys || animationKeys.length === 0 ) continue;

				// process morph targets in a way exactly compatible
				// with AnimationHandler.init( animation )
				if ( animationKeys[0].morphTargets ) {

					// figure out all morph targets used in this track
					var morphTargetNames = {};
					for ( var k = 0; k < animationKeys.length; k ++ ) {

						if ( animationKeys[k].morphTargets ) {

							for ( var m = 0; m < animationKeys[k].morphTargets.length; m ++ ) {

								morphTargetNames[ animationKeys[k].morphTargets[m] ] = -1;
							}

						}

					}

					// create a track for each morph target with all zero
					// morphTargetInfluences except for the keys in which
					// the morphTarget is named.
					for ( var morphTargetName in morphTargetNames ) {

						var times = [];
						var values = [];

						for ( var m = 0; m !== animationKeys[k].morphTargets.length; ++ m ) {

							var animationKey = animationKeys[k];

							times.push( animationKey.time );
							values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );

						}

						tracks.push( new NumberKeyframeTrack('.morphTargetInfluence[' + morphTargetName + ']', times, values ) );

					}

					duration = morphTargetNames.length * ( fps || 1.0 );

				} else {
					// ...assume skeletal animation

					var boneName = '.bones[' + bones[ h ].name + ']';

					addNonemptyTrack(
							VectorKeyframeTrack, boneName + '.position',
							animationKeys, 'pos', tracks );

					addNonemptyTrack(
							QuaternionKeyframeTrack, boneName + '.quaternion',
							animationKeys, 'rot', tracks );

					addNonemptyTrack(
							VectorKeyframeTrack, boneName + '.scale',
							animationKeys, 'scl', tracks );

				}

			}

			if ( tracks.length === 0 ) {

				return null;

			}

			var clip = new AnimationClip( clipName, duration, tracks );

			return clip;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function MaterialLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
		this.textures = {};

	}

	Object.assign( MaterialLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var loader = new FileLoader( scope.manager );
			loader.load( url, function ( text ) {

				onLoad( scope.parse( JSON.parse( text ) ) );

			}, onProgress, onError );

		},

		setTextures: function ( value ) {

			this.textures = value;

		},

		parse: function ( json ) {

			var textures = this.textures;

			function getTexture( name ) {

				if ( textures[ name ] === undefined ) {

					console.warn( 'THREE.MaterialLoader: Undefined texture', name );

				}

				return textures[ name ];

			}

			var material = new Materials[ json.type ]();

			if ( json.uuid !== undefined ) material.uuid = json.uuid;
			if ( json.name !== undefined ) material.name = json.name;
			if ( json.color !== undefined ) material.color.setHex( json.color );
			if ( json.roughness !== undefined ) material.roughness = json.roughness;
			if ( json.metalness !== undefined ) material.metalness = json.metalness;
			if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
			if ( json.specular !== undefined ) material.specular.setHex( json.specular );
			if ( json.shininess !== undefined ) material.shininess = json.shininess;
			if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
			if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
			if ( json.uniforms !== undefined ) material.uniforms = json.uniforms;
			if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
			if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
			if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
			if ( json.fog !== undefined ) material.fog = json.fog;
			if ( json.shading !== undefined ) material.shading = json.shading;
			if ( json.blending !== undefined ) material.blending = json.blending;
			if ( json.side !== undefined ) material.side = json.side;
			if ( json.opacity !== undefined ) material.opacity = json.opacity;
			if ( json.transparent !== undefined ) material.transparent = json.transparent;
			if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
			if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
			if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
			if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
			if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
			if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
			if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
			if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
			if ( json.skinning !== undefined ) material.skinning = json.skinning;
			if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;

			// for PointsMaterial

			if ( json.size !== undefined ) material.size = json.size;
			if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;

			// maps

			if ( json.map !== undefined ) material.map = getTexture( json.map );

			if ( json.alphaMap !== undefined ) {

				material.alphaMap = getTexture( json.alphaMap );
				material.transparent = true;

			}

			if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
			if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;

			if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
			if ( json.normalScale !== undefined ) {

				var normalScale = json.normalScale;

				if ( Array.isArray( normalScale ) === false ) {

					// Blender exporter used to export a scalar. See #7459

					normalScale = [ normalScale, normalScale ];

				}

				material.normalScale = new Vector2().fromArray( normalScale );

			}

			if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
			if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
			if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;

			if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
			if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );

			if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
			if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;

			if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );

			if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );

			if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;

			if ( json.lightMap !== undefined ) material.lightMap = getTexture( json.lightMap );
			if ( json.lightMapIntensity !== undefined ) material.lightMapIntensity = json.lightMapIntensity;

			if ( json.aoMap !== undefined ) material.aoMap = getTexture( json.aoMap );
			if ( json.aoMapIntensity !== undefined ) material.aoMapIntensity = json.aoMapIntensity;

			if ( json.gradientMap !== undefined ) material.gradientMap = getTexture( json.gradientMap );

			// MultiMaterial

			if ( json.materials !== undefined ) {

				for ( var i = 0, l = json.materials.length; i < l; i ++ ) {

					material.materials.push( this.parse( json.materials[ i ] ) );

				}

			}

			return material;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function BufferGeometryLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( BufferGeometryLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var loader = new FileLoader( scope.manager );
			loader.load( url, function ( text ) {

				onLoad( scope.parse( JSON.parse( text ) ) );

			}, onProgress, onError );

		},

		parse: function ( json ) {

			var geometry = new BufferGeometry();

			var index = json.data.index;

			var TYPED_ARRAYS = {
				'Int8Array': Int8Array,
				'Uint8Array': Uint8Array,
				'Uint8ClampedArray': Uint8ClampedArray,
				'Int16Array': Int16Array,
				'Uint16Array': Uint16Array,
				'Int32Array': Int32Array,
				'Uint32Array': Uint32Array,
				'Float32Array': Float32Array,
				'Float64Array': Float64Array
			};

			if ( index !== undefined ) {

				var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
				geometry.setIndex( new BufferAttribute( typedArray, 1 ) );

			}

			var attributes = json.data.attributes;

			for ( var key in attributes ) {

				var attribute = attributes[ key ];
				var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );

				geometry.addAttribute( key, new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized ) );

			}

			var groups = json.data.groups || json.data.drawcalls || json.data.offsets;

			if ( groups !== undefined ) {

				for ( var i = 0, n = groups.length; i !== n; ++ i ) {

					var group = groups[ i ];

					geometry.addGroup( group.start, group.count, group.materialIndex );

				}

			}

			var boundingSphere = json.data.boundingSphere;

			if ( boundingSphere !== undefined ) {

				var center = new Vector3();

				if ( boundingSphere.center !== undefined ) {

					center.fromArray( boundingSphere.center );

				}

				geometry.boundingSphere = new Sphere( center, boundingSphere.radius );

			}

			return geometry;

		}

	} );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Loader() {

		this.onLoadStart = function () {};
		this.onLoadProgress = function () {};
		this.onLoadComplete = function () {};

	}

	Loader.prototype = {

		constructor: Loader,

		crossOrigin: undefined,

		extractUrlBase: function ( url ) {

			var parts = url.split( '/' );

			if ( parts.length === 1 ) return './';

			parts.pop();

			return parts.join( '/' ) + '/';

		},

		initMaterials: function ( materials, texturePath, crossOrigin ) {

			var array = [];

			for ( var i = 0; i < materials.length; ++ i ) {

				array[ i ] = this.createMaterial( materials[ i ], texturePath, crossOrigin );

			}

			return array;

		},

		createMaterial: ( function () {

			var BlendingMode = {
				NoBlending: NoBlending,
				NormalBlending: NormalBlending,
				AdditiveBlending: AdditiveBlending,
				SubtractiveBlending: SubtractiveBlending,
				MultiplyBlending: MultiplyBlending,
				CustomBlending: CustomBlending
			};

			var color, textureLoader, materialLoader;

			return function createMaterial( m, texturePath, crossOrigin ) {

				if ( color === undefined ) color = new Color();
				if ( textureLoader === undefined ) textureLoader = new TextureLoader();
				if ( materialLoader === undefined ) materialLoader = new MaterialLoader();

				// convert from old material format

				var textures = {};

				function loadTexture( path, repeat, offset, wrap, anisotropy ) {

					var fullPath = texturePath + path;
					var loader = Loader.Handlers.get( fullPath );

					var texture;

					if ( loader !== null ) {

						texture = loader.load( fullPath );

					} else {

						textureLoader.setCrossOrigin( crossOrigin );
						texture = textureLoader.load( fullPath );

					}

					if ( repeat !== undefined ) {

						texture.repeat.fromArray( repeat );

						if ( repeat[ 0 ] !== 1 ) texture.wrapS = RepeatWrapping;
						if ( repeat[ 1 ] !== 1 ) texture.wrapT = RepeatWrapping;

					}

					if ( offset !== undefined ) {

						texture.offset.fromArray( offset );

					}

					if ( wrap !== undefined ) {

						if ( wrap[ 0 ] === 'repeat' ) texture.wrapS = RepeatWrapping;
						if ( wrap[ 0 ] === 'mirror' ) texture.wrapS = MirroredRepeatWrapping;

						if ( wrap[ 1 ] === 'repeat' ) texture.wrapT = RepeatWrapping;
						if ( wrap[ 1 ] === 'mirror' ) texture.wrapT = MirroredRepeatWrapping;

					}

					if ( anisotropy !== undefined ) {

						texture.anisotropy = anisotropy;

					}

					var uuid = _Math.generateUUID();

					textures[ uuid ] = texture;

					return uuid;

				}

				//

				var json = {
					uuid: _Math.generateUUID(),
					type: 'MeshLambertMaterial'
				};

				for ( var name in m ) {

					var value = m[ name ];

					switch ( name ) {

						case 'DbgColor':
						case 'DbgIndex':
						case 'opticalDensity':
						case 'illumination':
							break;
						case 'DbgName':
							json.name = value;
							break;
						case 'blending':
							json.blending = BlendingMode[ value ];
							break;
						case 'colorAmbient':
						case 'mapAmbient':
							console.warn( 'THREE.Loader.createMaterial:', name, 'is no longer supported.' );
							break;
						case 'colorDiffuse':
							json.color = color.fromArray( value ).getHex();
							break;
						case 'colorSpecular':
							json.specular = color.fromArray( value ).getHex();
							break;
						case 'colorEmissive':
							json.emissive = color.fromArray( value ).getHex();
							break;
						case 'specularCoef':
							json.shininess = value;
							break;
						case 'shading':
							if ( value.toLowerCase() === 'basic' ) json.type = 'MeshBasicMaterial';
							if ( value.toLowerCase() === 'phong' ) json.type = 'MeshPhongMaterial';
							if ( value.toLowerCase() === 'standard' ) json.type = 'MeshStandardMaterial';
							break;
						case 'mapDiffuse':
							json.map = loadTexture( value, m.mapDiffuseRepeat, m.mapDiffuseOffset, m.mapDiffuseWrap, m.mapDiffuseAnisotropy );
							break;
						case 'mapDiffuseRepeat':
						case 'mapDiffuseOffset':
						case 'mapDiffuseWrap':
						case 'mapDiffuseAnisotropy':
							break;
						case 'mapEmissive':
							json.emissiveMap = loadTexture( value, m.mapEmissiveRepeat, m.mapEmissiveOffset, m.mapEmissiveWrap, m.mapEmissiveAnisotropy );
							break;
						case 'mapEmissiveRepeat':
						case 'mapEmissiveOffset':
						case 'mapEmissiveWrap':
						case 'mapEmissiveAnisotropy':
							break;
						case 'mapLight':
							json.lightMap = loadTexture( value, m.mapLightRepeat, m.mapLightOffset, m.mapLightWrap, m.mapLightAnisotropy );
							break;
						case 'mapLightRepeat':
						case 'mapLightOffset':
						case 'mapLightWrap':
						case 'mapLightAnisotropy':
							break;
						case 'mapAO':
							json.aoMap = loadTexture( value, m.mapAORepeat, m.mapAOOffset, m.mapAOWrap, m.mapAOAnisotropy );
							break;
						case 'mapAORepeat':
						case 'mapAOOffset':
						case 'mapAOWrap':
						case 'mapAOAnisotropy':
							break;
						case 'mapBump':
							json.bumpMap = loadTexture( value, m.mapBumpRepeat, m.mapBumpOffset, m.mapBumpWrap, m.mapBumpAnisotropy );
							break;
						case 'mapBumpScale':
							json.bumpScale = value;
							break;
						case 'mapBumpRepeat':
						case 'mapBumpOffset':
						case 'mapBumpWrap':
						case 'mapBumpAnisotropy':
							break;
						case 'mapNormal':
							json.normalMap = loadTexture( value, m.mapNormalRepeat, m.mapNormalOffset, m.mapNormalWrap, m.mapNormalAnisotropy );
							break;
						case 'mapNormalFactor':
							json.normalScale = [ value, value ];
							break;
						case 'mapNormalRepeat':
						case 'mapNormalOffset':
						case 'mapNormalWrap':
						case 'mapNormalAnisotropy':
							break;
						case 'mapSpecular':
							json.specularMap = loadTexture( value, m.mapSpecularRepeat, m.mapSpecularOffset, m.mapSpecularWrap, m.mapSpecularAnisotropy );
							break;
						case 'mapSpecularRepeat':
						case 'mapSpecularOffset':
						case 'mapSpecularWrap':
						case 'mapSpecularAnisotropy':
							break;
						case 'mapMetalness':
							json.metalnessMap = loadTexture( value, m.mapMetalnessRepeat, m.mapMetalnessOffset, m.mapMetalnessWrap, m.mapMetalnessAnisotropy );
							break;
						case 'mapMetalnessRepeat':
						case 'mapMetalnessOffset':
						case 'mapMetalnessWrap':
						case 'mapMetalnessAnisotropy':
							break;
						case 'mapRoughness':
							json.roughnessMap = loadTexture( value, m.mapRoughnessRepeat, m.mapRoughnessOffset, m.mapRoughnessWrap, m.mapRoughnessAnisotropy );
							break;
						case 'mapRoughnessRepeat':
						case 'mapRoughnessOffset':
						case 'mapRoughnessWrap':
						case 'mapRoughnessAnisotropy':
							break;
						case 'mapAlpha':
							json.alphaMap = loadTexture( value, m.mapAlphaRepeat, m.mapAlphaOffset, m.mapAlphaWrap, m.mapAlphaAnisotropy );
							break;
						case 'mapAlphaRepeat':
						case 'mapAlphaOffset':
						case 'mapAlphaWrap':
						case 'mapAlphaAnisotropy':
							break;
						case 'flipSided':
							json.side = BackSide;
							break;
						case 'doubleSided':
							json.side = DoubleSide;
							break;
						case 'transparency':
							console.warn( 'THREE.Loader.createMaterial: transparency has been renamed to opacity' );
							json.opacity = value;
							break;
						case 'depthTest':
						case 'depthWrite':
						case 'colorWrite':
						case 'opacity':
						case 'reflectivity':
						case 'transparent':
						case 'visible':
						case 'wireframe':
							json[ name ] = value;
							break;
						case 'vertexColors':
							if ( value === true ) json.vertexColors = VertexColors;
							if ( value === 'face' ) json.vertexColors = FaceColors;
							break;
						default:
							console.error( 'THREE.Loader.createMaterial: Unsupported', name, value );
							break;

					}

				}

				if ( json.type === 'MeshBasicMaterial' ) delete json.emissive;
				if ( json.type !== 'MeshPhongMaterial' ) delete json.specular;

				if ( json.opacity < 1 ) json.transparent = true;

				materialLoader.setTextures( textures );

				return materialLoader.parse( json );

			};

		} )()

	};

	Loader.Handlers = {

		handlers: [],

		add: function ( regex, loader ) {

			this.handlers.push( regex, loader );

		},

		get: function ( file ) {

			var handlers = this.handlers;

			for ( var i = 0, l = handlers.length; i < l; i += 2 ) {

				var regex = handlers[ i ];
				var loader = handlers[ i + 1 ];

				if ( regex.test( file ) ) {

					return loader;

				}

			}

			return null;

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author alteredq / http://alteredqualia.com/
	 */

	function JSONLoader( manager ) {

		if ( typeof manager === 'boolean' ) {

			console.warn( 'THREE.JSONLoader: showStatus parameter has been removed from constructor.' );
			manager = undefined;

		}

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

		this.withCredentials = false;

	}

	Object.assign( JSONLoader.prototype, {

		load: function( url, onLoad, onProgress, onError ) {

			var scope = this;

			var texturePath = this.texturePath && ( typeof this.texturePath === "string" ) ? this.texturePath : Loader.prototype.extractUrlBase( url );

			var loader = new FileLoader( this.manager );
			loader.setWithCredentials( this.withCredentials );
			loader.load( url, function ( text ) {

				var json = JSON.parse( text );
				var metadata = json.metadata;

				if ( metadata !== undefined ) {

					var type = metadata.type;

					if ( type !== undefined ) {

						if ( type.toLowerCase() === 'object' ) {

							console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.ObjectLoader instead.' );
							return;

						}

						if ( type.toLowerCase() === 'scene' ) {

							console.error( 'THREE.JSONLoader: ' + url + ' should be loaded with THREE.SceneLoader instead.' );
							return;

						}

					}

				}

				var object = scope.parse( json, texturePath );
				onLoad( object.geometry, object.materials );

			}, onProgress, onError );

		},

		setTexturePath: function ( value ) {

			this.texturePath = value;

		},

		parse: function ( json, texturePath ) {

			var geometry = new Geometry(),
			scale = ( json.scale !== undefined ) ? 1.0 / json.scale : 1.0;

			parseModel( scale );

			parseSkin();
			parseMorphing( scale );
			parseAnimations();

			geometry.computeFaceNormals();
			geometry.computeBoundingSphere();

			function parseModel( scale ) {

				function isBitSet( value, position ) {

					return value & ( 1 << position );

				}

				var i, j, fi,

				offset, zLength,

			colorIndex, normalIndex, uvIndex, materialIndex,

				type,
				isQuad,
				hasMaterial,
				hasFaceVertexUv,
				hasFaceNormal, hasFaceVertexNormal,
				hasFaceColor, hasFaceVertexColor,

			vertex, face, faceA, faceB, hex, normal,

				uvLayer, uv, u, v,

				faces = json.faces,
				vertices = json.vertices,
				normals = json.normals,
				colors = json.colors,

				nUvLayers = 0;

				if ( json.uvs !== undefined ) {

					// disregard empty arrays

					for ( i = 0; i < json.uvs.length; i ++ ) {

						if ( json.uvs[ i ].length ) nUvLayers ++;

					}

					for ( i = 0; i < nUvLayers; i ++ ) {

						geometry.faceVertexUvs[ i ] = [];

					}

				}

				offset = 0;
				zLength = vertices.length;

				while ( offset < zLength ) {

					vertex = new Vector3();

					vertex.x = vertices[ offset ++ ] * scale;
					vertex.y = vertices[ offset ++ ] * scale;
					vertex.z = vertices[ offset ++ ] * scale;

					geometry.vertices.push( vertex );

				}

				offset = 0;
				zLength = faces.length;

				while ( offset < zLength ) {

					type = faces[ offset ++ ];


					isQuad              = isBitSet( type, 0 );
					hasMaterial         = isBitSet( type, 1 );
					hasFaceVertexUv     = isBitSet( type, 3 );
					hasFaceNormal       = isBitSet( type, 4 );
					hasFaceVertexNormal = isBitSet( type, 5 );
					hasFaceColor	     = isBitSet( type, 6 );
					hasFaceVertexColor  = isBitSet( type, 7 );

					// console.log("type", type, "bits", isQuad, hasMaterial, hasFaceVertexUv, hasFaceNormal, hasFaceVertexNormal, hasFaceColor, hasFaceVertexColor);

					if ( isQuad ) {

						faceA = new Face3();
						faceA.a = faces[ offset ];
						faceA.b = faces[ offset + 1 ];
						faceA.c = faces[ offset + 3 ];

						faceB = new Face3();
						faceB.a = faces[ offset + 1 ];
						faceB.b = faces[ offset + 2 ];
						faceB.c = faces[ offset + 3 ];

						offset += 4;

						if ( hasMaterial ) {

							materialIndex = faces[ offset ++ ];
							faceA.materialIndex = materialIndex;
							faceB.materialIndex = materialIndex;

						}

						// to get face <=> uv index correspondence

						fi = geometry.faces.length;

						if ( hasFaceVertexUv ) {

							for ( i = 0; i < nUvLayers; i ++ ) {

								uvLayer = json.uvs[ i ];

								geometry.faceVertexUvs[ i ][ fi ] = [];
								geometry.faceVertexUvs[ i ][ fi + 1 ] = [];

								for ( j = 0; j < 4; j ++ ) {

									uvIndex = faces[ offset ++ ];

									u = uvLayer[ uvIndex * 2 ];
									v = uvLayer[ uvIndex * 2 + 1 ];

									uv = new Vector2( u, v );

									if ( j !== 2 ) geometry.faceVertexUvs[ i ][ fi ].push( uv );
									if ( j !== 0 ) geometry.faceVertexUvs[ i ][ fi + 1 ].push( uv );

								}

							}

						}

						if ( hasFaceNormal ) {

							normalIndex = faces[ offset ++ ] * 3;

							faceA.normal.set(
								normals[ normalIndex ++ ],
								normals[ normalIndex ++ ],
								normals[ normalIndex ]
							);

							faceB.normal.copy( faceA.normal );

						}

						if ( hasFaceVertexNormal ) {

							for ( i = 0; i < 4; i ++ ) {

								normalIndex = faces[ offset ++ ] * 3;

								normal = new Vector3(
									normals[ normalIndex ++ ],
									normals[ normalIndex ++ ],
									normals[ normalIndex ]
								);


								if ( i !== 2 ) faceA.vertexNormals.push( normal );
								if ( i !== 0 ) faceB.vertexNormals.push( normal );

							}

						}


						if ( hasFaceColor ) {

							colorIndex = faces[ offset ++ ];
							hex = colors[ colorIndex ];

							faceA.color.setHex( hex );
							faceB.color.setHex( hex );

						}


						if ( hasFaceVertexColor ) {

							for ( i = 0; i < 4; i ++ ) {

								colorIndex = faces[ offset ++ ];
								hex = colors[ colorIndex ];

								if ( i !== 2 ) faceA.vertexColors.push( new Color( hex ) );
								if ( i !== 0 ) faceB.vertexColors.push( new Color( hex ) );

							}

						}

						geometry.faces.push( faceA );
						geometry.faces.push( faceB );

					} else {

						face = new Face3();
						face.a = faces[ offset ++ ];
						face.b = faces[ offset ++ ];
						face.c = faces[ offset ++ ];

						if ( hasMaterial ) {

							materialIndex = faces[ offset ++ ];
							face.materialIndex = materialIndex;

						}

						// to get face <=> uv index correspondence

						fi = geometry.faces.length;

						if ( hasFaceVertexUv ) {

							for ( i = 0; i < nUvLayers; i ++ ) {

								uvLayer = json.uvs[ i ];

								geometry.faceVertexUvs[ i ][ fi ] = [];

								for ( j = 0; j < 3; j ++ ) {

									uvIndex = faces[ offset ++ ];

									u = uvLayer[ uvIndex * 2 ];
									v = uvLayer[ uvIndex * 2 + 1 ];

									uv = new Vector2( u, v );

									geometry.faceVertexUvs[ i ][ fi ].push( uv );

								}

							}

						}

						if ( hasFaceNormal ) {

							normalIndex = faces[ offset ++ ] * 3;

							face.normal.set(
								normals[ normalIndex ++ ],
								normals[ normalIndex ++ ],
								normals[ normalIndex ]
							);

						}

						if ( hasFaceVertexNormal ) {

							for ( i = 0; i < 3; i ++ ) {

								normalIndex = faces[ offset ++ ] * 3;

								normal = new Vector3(
									normals[ normalIndex ++ ],
									normals[ normalIndex ++ ],
									normals[ normalIndex ]
								);

								face.vertexNormals.push( normal );

							}

						}


						if ( hasFaceColor ) {

							colorIndex = faces[ offset ++ ];
							face.color.setHex( colors[ colorIndex ] );

						}


						if ( hasFaceVertexColor ) {

							for ( i = 0; i < 3; i ++ ) {

								colorIndex = faces[ offset ++ ];
								face.vertexColors.push( new Color( colors[ colorIndex ] ) );

							}

						}

						geometry.faces.push( face );

					}

				}

			}

			function parseSkin() {

				var influencesPerVertex = ( json.influencesPerVertex !== undefined ) ? json.influencesPerVertex : 2;

				if ( json.skinWeights ) {

					for ( var i = 0, l = json.skinWeights.length; i < l; i += influencesPerVertex ) {

						var x =                               json.skinWeights[ i ];
						var y = ( influencesPerVertex > 1 ) ? json.skinWeights[ i + 1 ] : 0;
						var z = ( influencesPerVertex > 2 ) ? json.skinWeights[ i + 2 ] : 0;
						var w = ( influencesPerVertex > 3 ) ? json.skinWeights[ i + 3 ] : 0;

						geometry.skinWeights.push( new Vector4( x, y, z, w ) );

					}

				}

				if ( json.skinIndices ) {

					for ( var i = 0, l = json.skinIndices.length; i < l; i += influencesPerVertex ) {

						var a =                               json.skinIndices[ i ];
						var b = ( influencesPerVertex > 1 ) ? json.skinIndices[ i + 1 ] : 0;
						var c = ( influencesPerVertex > 2 ) ? json.skinIndices[ i + 2 ] : 0;
						var d = ( influencesPerVertex > 3 ) ? json.skinIndices[ i + 3 ] : 0;

						geometry.skinIndices.push( new Vector4( a, b, c, d ) );

					}

				}

				geometry.bones = json.bones;

				if ( geometry.bones && geometry.bones.length > 0 && ( geometry.skinWeights.length !== geometry.skinIndices.length || geometry.skinIndices.length !== geometry.vertices.length ) ) {

					console.warn( 'When skinning, number of vertices (' + geometry.vertices.length + '), skinIndices (' +
						geometry.skinIndices.length + '), and skinWeights (' + geometry.skinWeights.length + ') should match.' );

				}

			}

			function parseMorphing( scale ) {

				if ( json.morphTargets !== undefined ) {

					for ( var i = 0, l = json.morphTargets.length; i < l; i ++ ) {

						geometry.morphTargets[ i ] = {};
						geometry.morphTargets[ i ].name = json.morphTargets[ i ].name;
						geometry.morphTargets[ i ].vertices = [];

						var dstVertices = geometry.morphTargets[ i ].vertices;
						var srcVertices = json.morphTargets[ i ].vertices;

						for ( var v = 0, vl = srcVertices.length; v < vl; v += 3 ) {

							var vertex = new Vector3();
							vertex.x = srcVertices[ v ] * scale;
							vertex.y = srcVertices[ v + 1 ] * scale;
							vertex.z = srcVertices[ v + 2 ] * scale;

							dstVertices.push( vertex );

						}

					}

				}

				if ( json.morphColors !== undefined && json.morphColors.length > 0 ) {

					console.warn( 'THREE.JSONLoader: "morphColors" no longer supported. Using them as face colors.' );

					var faces = geometry.faces;
					var morphColors = json.morphColors[ 0 ].colors;

					for ( var i = 0, l = faces.length; i < l; i ++ ) {

						faces[ i ].color.fromArray( morphColors, i * 3 );

					}

				}

			}

			function parseAnimations() {

				var outputAnimations = [];

				// parse old style Bone/Hierarchy animations
				var animations = [];

				if ( json.animation !== undefined ) {

					animations.push( json.animation );

				}

				if ( json.animations !== undefined ) {

					if ( json.animations.length ) {

						animations = animations.concat( json.animations );

					} else {

						animations.push( json.animations );

					}

				}

				for ( var i = 0; i < animations.length; i ++ ) {

					var clip = AnimationClip.parseAnimation( animations[ i ], geometry.bones );
					if ( clip ) outputAnimations.push( clip );

				}

				// parse implicit morph animations
				if ( geometry.morphTargets ) {

					// TODO: Figure out what an appropraite FPS is for morph target animations -- defaulting to 10, but really it is completely arbitrary.
					var morphAnimationClips = AnimationClip.CreateClipsFromMorphTargetSequences( geometry.morphTargets, 10 );
					outputAnimations = outputAnimations.concat( morphAnimationClips );

				}

				if ( outputAnimations.length > 0 ) geometry.animations = outputAnimations;

			}

			if ( json.materials === undefined || json.materials.length === 0 ) {

				return { geometry: geometry };

			} else {

				var materials = Loader.prototype.initMaterials( json.materials, texturePath, this.crossOrigin );

				return { geometry: geometry, materials: materials };

			}

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function ObjectLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
		this.texturePath = '';

	}

	Object.assign( ObjectLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			if ( this.texturePath === '' ) {

				this.texturePath = url.substring( 0, url.lastIndexOf( '/' ) + 1 );

			}

			var scope = this;

			var loader = new FileLoader( scope.manager );
			loader.load( url, function ( text ) {

				var json = null;

				try {

					json = JSON.parse( text );

				} catch ( error ) {

					if ( onError !== undefined ) onError( error );

					console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );

					return;

				}

				var metadata = json.metadata;

				if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {

					console.error( 'THREE.ObjectLoader: Can\'t load ' + url + '. Use THREE.JSONLoader instead.' );
					return;

				}

				scope.parse( json, onLoad );

			}, onProgress, onError );

		},

		setTexturePath: function ( value ) {

			this.texturePath = value;

		},

		setCrossOrigin: function ( value ) {

			this.crossOrigin = value;

		},

		parse: function ( json, onLoad ) {

			var geometries = this.parseGeometries( json.geometries );

			var images = this.parseImages( json.images, function () {

				if ( onLoad !== undefined ) onLoad( object );

			} );

			var textures = this.parseTextures( json.textures, images );
			var materials = this.parseMaterials( json.materials, textures );

			var object = this.parseObject( json.object, geometries, materials );

			if ( json.animations ) {

				object.animations = this.parseAnimations( json.animations );

			}

			if ( json.images === undefined || json.images.length === 0 ) {

				if ( onLoad !== undefined ) onLoad( object );

			}

			return object;

		},

		parseGeometries: function ( json ) {

			var geometries = {};

			if ( json !== undefined ) {

				var geometryLoader = new JSONLoader();
				var bufferGeometryLoader = new BufferGeometryLoader();

				for ( var i = 0, l = json.length; i < l; i ++ ) {

					var geometry;
					var data = json[ i ];

					switch ( data.type ) {

						case 'PlaneGeometry':
						case 'PlaneBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.width,
								data.height,
								data.widthSegments,
								data.heightSegments
							);

							break;

						case 'BoxGeometry':
						case 'BoxBufferGeometry':
						case 'CubeGeometry': // backwards compatible

							geometry = new Geometries[ data.type ](
								data.width,
								data.height,
								data.depth,
								data.widthSegments,
								data.heightSegments,
								data.depthSegments
							);

							break;

						case 'CircleGeometry':
						case 'CircleBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.segments,
								data.thetaStart,
								data.thetaLength
							);

							break;

						case 'CylinderGeometry':
						case 'CylinderBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radiusTop,
								data.radiusBottom,
								data.height,
								data.radialSegments,
								data.heightSegments,
								data.openEnded,
								data.thetaStart,
								data.thetaLength
							);

							break;

						case 'ConeGeometry':
						case 'ConeBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.height,
								data.radialSegments,
								data.heightSegments,
								data.openEnded,
								data.thetaStart,
								data.thetaLength
							);

							break;

						case 'SphereGeometry':
						case 'SphereBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.widthSegments,
								data.heightSegments,
								data.phiStart,
								data.phiLength,
								data.thetaStart,
								data.thetaLength
							);

							break;

						case 'DodecahedronGeometry':
						case 'IcosahedronGeometry':
						case 'OctahedronGeometry':
						case 'TetrahedronGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.detail
							);

							break;

						case 'RingGeometry':
						case 'RingBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.innerRadius,
								data.outerRadius,
								data.thetaSegments,
								data.phiSegments,
								data.thetaStart,
								data.thetaLength
							);

							break;

						case 'TorusGeometry':
						case 'TorusBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.tube,
								data.radialSegments,
								data.tubularSegments,
								data.arc
							);

							break;

						case 'TorusKnotGeometry':
						case 'TorusKnotBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.radius,
								data.tube,
								data.tubularSegments,
								data.radialSegments,
								data.p,
								data.q
							);

							break;

						case 'LatheGeometry':
						case 'LatheBufferGeometry':

							geometry = new Geometries[ data.type ](
								data.points,
								data.segments,
								data.phiStart,
								data.phiLength
							);

							break;

						case 'BufferGeometry':

							geometry = bufferGeometryLoader.parse( data );

							break;

						case 'Geometry':

							geometry = geometryLoader.parse( data.data, this.texturePath ).geometry;

							break;

						default:

							console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );

							continue;

					}

					geometry.uuid = data.uuid;

					if ( data.name !== undefined ) geometry.name = data.name;

					geometries[ data.uuid ] = geometry;

				}

			}

			return geometries;

		},

		parseMaterials: function ( json, textures ) {

			var materials = {};

			if ( json !== undefined ) {

				var loader = new MaterialLoader();
				loader.setTextures( textures );

				for ( var i = 0, l = json.length; i < l; i ++ ) {

					var material = loader.parse( json[ i ] );
					materials[ material.uuid ] = material;

				}

			}

			return materials;

		},

		parseAnimations: function ( json ) {

			var animations = [];

			for ( var i = 0; i < json.length; i ++ ) {

				var clip = AnimationClip.parse( json[ i ] );

				animations.push( clip );

			}

			return animations;

		},

		parseImages: function ( json, onLoad ) {

			var scope = this;
			var images = {};

			function loadImage( url ) {

				scope.manager.itemStart( url );

				return loader.load( url, function () {

					scope.manager.itemEnd( url );

				}, undefined, function () {

					scope.manager.itemError( url );

				} );

			}

			if ( json !== undefined && json.length > 0 ) {

				var manager = new LoadingManager( onLoad );

				var loader = new ImageLoader( manager );
				loader.setCrossOrigin( this.crossOrigin );

				for ( var i = 0, l = json.length; i < l; i ++ ) {

					var image = json[ i ];
					var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.texturePath + image.url;

					images[ image.uuid ] = loadImage( path );

				}

			}

			return images;

		},

		parseTextures: function ( json, images ) {

			var TextureMapping = {
				UVMapping: UVMapping,
				CubeReflectionMapping: CubeReflectionMapping,
				CubeRefractionMapping: CubeRefractionMapping,
				EquirectangularReflectionMapping: EquirectangularReflectionMapping,
				EquirectangularRefractionMapping: EquirectangularRefractionMapping,
				SphericalReflectionMapping: SphericalReflectionMapping,
				CubeUVReflectionMapping: CubeUVReflectionMapping,
				CubeUVRefractionMapping: CubeUVRefractionMapping
			};

			var TextureWrapping = {
				RepeatWrapping: RepeatWrapping,
				ClampToEdgeWrapping: ClampToEdgeWrapping,
				MirroredRepeatWrapping: MirroredRepeatWrapping
			};

			var TextureFilter = {
				NearestFilter: NearestFilter,
				NearestMipMapNearestFilter: NearestMipMapNearestFilter,
				NearestMipMapLinearFilter: NearestMipMapLinearFilter,
				LinearFilter: LinearFilter,
				LinearMipMapNearestFilter: LinearMipMapNearestFilter,
				LinearMipMapLinearFilter: LinearMipMapLinearFilter
			};

			function parseConstant( value, type ) {

				if ( typeof( value ) === 'number' ) return value;

				console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );

				return type[ value ];

			}

			var textures = {};

			if ( json !== undefined ) {

				for ( var i = 0, l = json.length; i < l; i ++ ) {

					var data = json[ i ];

					if ( data.image === undefined ) {

						console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );

					}

					if ( images[ data.image ] === undefined ) {

						console.warn( 'THREE.ObjectLoader: Undefined image', data.image );

					}

					var texture = new Texture( images[ data.image ] );
					texture.needsUpdate = true;

					texture.uuid = data.uuid;

					if ( data.name !== undefined ) texture.name = data.name;

					if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TextureMapping );

					if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
					if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
					if ( data.wrap !== undefined ) {

						texture.wrapS = parseConstant( data.wrap[ 0 ], TextureWrapping );
						texture.wrapT = parseConstant( data.wrap[ 1 ], TextureWrapping );

					}

					if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TextureFilter );
					if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TextureFilter );
					if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;

					if ( data.flipY !== undefined ) texture.flipY = data.flipY;

					textures[ data.uuid ] = texture;

				}

			}

			return textures;

		},

		parseObject: function () {

			var matrix = new Matrix4();

			return function parseObject( data, geometries, materials ) {

				var object;

				function getGeometry( name ) {

					if ( geometries[ name ] === undefined ) {

						console.warn( 'THREE.ObjectLoader: Undefined geometry', name );

					}

					return geometries[ name ];

				}

				function getMaterial( name ) {

					if ( name === undefined ) return undefined;

					if ( materials[ name ] === undefined ) {

						console.warn( 'THREE.ObjectLoader: Undefined material', name );

					}

					return materials[ name ];

				}

				switch ( data.type ) {

					case 'Scene':

						object = new Scene();

						if ( data.background !== undefined ) {

							if ( Number.isInteger( data.background ) ) {

								object.background = new Color( data.background );

							}

						}

						if ( data.fog !== undefined ) {

							if ( data.fog.type === 'Fog' ) {

								object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );

							} else if ( data.fog.type === 'FogExp2' ) {

								object.fog = new FogExp2( data.fog.color, data.fog.density );

							}

						}

						break;

					case 'PerspectiveCamera':

						object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );

						if ( data.focus !== undefined ) object.focus = data.focus;
						if ( data.zoom !== undefined ) object.zoom = data.zoom;
						if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
						if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
						if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );

						break;

					case 'OrthographicCamera':

						object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );

						break;

					case 'AmbientLight':

						object = new AmbientLight( data.color, data.intensity );

						break;

					case 'DirectionalLight':

						object = new DirectionalLight( data.color, data.intensity );

						break;

					case 'PointLight':

						object = new PointLight( data.color, data.intensity, data.distance, data.decay );

						break;

					case 'SpotLight':

						object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );

						break;

					case 'HemisphereLight':

						object = new HemisphereLight( data.color, data.groundColor, data.intensity );

						break;

					case 'Mesh':

						var geometry = getGeometry( data.geometry );
						var material = getMaterial( data.material );

						if ( geometry.bones && geometry.bones.length > 0 ) {

							object = new SkinnedMesh( geometry, material );

						} else {

							object = new Mesh( geometry, material );

						}

						break;

					case 'LOD':

						object = new LOD();

						break;

					case 'Line':

						object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );

						break;

					case 'LineSegments':

						object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );

						break;

					case 'PointCloud':
					case 'Points':

						object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );

						break;

					case 'Sprite':

						object = new Sprite( getMaterial( data.material ) );

						break;

					case 'Group':

						object = new Group();

						break;

					case 'SkinnedMesh':

						console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh type. Instantiates Object3D instead.' );

					default:

						object = new Object3D();

				}

				object.uuid = data.uuid;

				if ( data.name !== undefined ) object.name = data.name;
				if ( data.matrix !== undefined ) {

					matrix.fromArray( data.matrix );
					matrix.decompose( object.position, object.quaternion, object.scale );

				} else {

					if ( data.position !== undefined ) object.position.fromArray( data.position );
					if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
					if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
					if ( data.scale !== undefined ) object.scale.fromArray( data.scale );

				}

				if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
				if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;

				if ( data.shadow ) {

					if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
					if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
					if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
					if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );

				}

				if ( data.visible !== undefined ) object.visible = data.visible;
				if ( data.userData !== undefined ) object.userData = data.userData;

				if ( data.children !== undefined ) {

					for ( var child in data.children ) {

						object.add( this.parseObject( data.children[ child ], geometries, materials ) );

					}

				}

				if ( data.type === 'LOD' ) {

					var levels = data.levels;

					for ( var l = 0; l < levels.length; l ++ ) {

						var level = levels[ l ];
						var child = object.getObjectByProperty( 'uuid', level.object );

						if ( child !== undefined ) {

							object.addLevel( child, level.distance );

						}

					}

				}

				return object;

			};

		}()

	} );

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 *
	 * Bezier Curves formulas obtained from
	 * http://en.wikipedia.org/wiki/Bézier_curve
	 */

	function CatmullRom( t, p0, p1, p2, p3 ) {

		var v0 = ( p2 - p0 ) * 0.5;
		var v1 = ( p3 - p1 ) * 0.5;
		var t2 = t * t;
		var t3 = t * t2;
		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;

	}

	//

	function QuadraticBezierP0( t, p ) {

		var k = 1 - t;
		return k * k * p;

	}

	function QuadraticBezierP1( t, p ) {

		return 2 * ( 1 - t ) * t * p;

	}

	function QuadraticBezierP2( t, p ) {

		return t * t * p;

	}

	function QuadraticBezier( t, p0, p1, p2 ) {

		return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
			QuadraticBezierP2( t, p2 );

	}

	//

	function CubicBezierP0( t, p ) {

		var k = 1 - t;
		return k * k * k * p;

	}

	function CubicBezierP1( t, p ) {

		var k = 1 - t;
		return 3 * k * k * t * p;

	}

	function CubicBezierP2( t, p ) {

		return 3 * ( 1 - t ) * t * t * p;

	}

	function CubicBezierP3( t, p ) {

		return t * t * t * p;

	}

	function CubicBezier( t, p0, p1, p2, p3 ) {

		return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
			CubicBezierP3( t, p3 );

	}

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * Extensible curve object
	 *
	 * Some common of Curve methods
	 * .getPoint(t), getTangent(t)
	 * .getPointAt(u), getTangentAt(u)
	 * .getPoints(), .getSpacedPoints()
	 * .getLength()
	 * .updateArcLengths()
	 *
	 * This following classes subclasses THREE.Curve:
	 *
	 * -- 2d classes --
	 * THREE.LineCurve
	 * THREE.QuadraticBezierCurve
	 * THREE.CubicBezierCurve
	 * THREE.SplineCurve
	 * THREE.ArcCurve
	 * THREE.EllipseCurve
	 *
	 * -- 3d classes --
	 * THREE.LineCurve3
	 * THREE.QuadraticBezierCurve3
	 * THREE.CubicBezierCurve3
	 * THREE.CatmullRomCurve3
	 *
	 * A series of curves can be represented as a THREE.CurvePath
	 *
	 **/

	/**************************************************************
	 *	Abstract Curve base class
	 **************************************************************/

	function Curve() {}

	Curve.prototype = {

		constructor: Curve,

		// Virtual base class method to overwrite and implement in subclasses
		//	- t [0 .. 1]

		getPoint: function ( t ) {

			console.warn( "THREE.Curve: Warning, getPoint() not implemented!" );
			return null;

		},

		// Get point at relative position in curve according to arc length
		// - u [0 .. 1]

		getPointAt: function ( u ) {

			var t = this.getUtoTmapping( u );
			return this.getPoint( t );

		},

		// Get sequence of points using getPoint( t )

		getPoints: function ( divisions ) {

			if ( isNaN( divisions ) ) divisions = 5;

			var points = [];

			for ( var d = 0; d <= divisions; d ++ ) {

				points.push( this.getPoint( d / divisions ) );

			}

			return points;

		},

		// Get sequence of points using getPointAt( u )

		getSpacedPoints: function ( divisions ) {

			if ( isNaN( divisions ) ) divisions = 5;

			var points = [];

			for ( var d = 0; d <= divisions; d ++ ) {

				points.push( this.getPointAt( d / divisions ) );

			}

			return points;

		},

		// Get total curve arc length

		getLength: function () {

			var lengths = this.getLengths();
			return lengths[ lengths.length - 1 ];

		},

		// Get list of cumulative segment lengths

		getLengths: function ( divisions ) {

			if ( isNaN( divisions ) ) divisions = ( this.__arcLengthDivisions ) ? ( this.__arcLengthDivisions ) : 200;

			if ( this.cacheArcLengths
				&& ( this.cacheArcLengths.length === divisions + 1 )
				&& ! this.needsUpdate ) {

				//console.log( "cached", this.cacheArcLengths );
				return this.cacheArcLengths;

			}

			this.needsUpdate = false;

			var cache = [];
			var current, last = this.getPoint( 0 );
			var p, sum = 0;

			cache.push( 0 );

			for ( p = 1; p <= divisions; p ++ ) {

				current = this.getPoint ( p / divisions );
				sum += current.distanceTo( last );
				cache.push( sum );
				last = current;

			}

			this.cacheArcLengths = cache;

			return cache; // { sums: cache, sum:sum }; Sum is in the last element.

		},

		updateArcLengths: function() {

			this.needsUpdate = true;
			this.getLengths();

		},

		// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant

		getUtoTmapping: function ( u, distance ) {

			var arcLengths = this.getLengths();

			var i = 0, il = arcLengths.length;

			var targetArcLength; // The targeted u distance value to get

			if ( distance ) {

				targetArcLength = distance;

			} else {

				targetArcLength = u * arcLengths[ il - 1 ];

			}

			//var time = Date.now();

			// binary search for the index with largest value smaller than target u distance

			var low = 0, high = il - 1, comparison;

			while ( low <= high ) {

				i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats

				comparison = arcLengths[ i ] - targetArcLength;

				if ( comparison < 0 ) {

					low = i + 1;

				} else if ( comparison > 0 ) {

					high = i - 1;

				} else {

					high = i;
					break;

					// DONE

				}

			}

			i = high;

			//console.log('b' , i, low, high, Date.now()- time);

			if ( arcLengths[ i ] === targetArcLength ) {

				var t = i / ( il - 1 );
				return t;

			}

			// we could get finer grain at lengths, or use simple interpolation between two points

			var lengthBefore = arcLengths[ i ];
			var lengthAfter = arcLengths[ i + 1 ];

			var segmentLength = lengthAfter - lengthBefore;

			// determine where we are between the 'before' and 'after' points

			var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;

			// add that fractional amount to t

			var t = ( i + segmentFraction ) / ( il - 1 );

			return t;

		},

		// Returns a unit vector tangent at t
		// In case any sub curve does not implement its tangent derivation,
		// 2 points a small delta apart will be used to find its gradient
		// which seems to give a reasonable approximation

		getTangent: function( t ) {

			var delta = 0.0001;
			var t1 = t - delta;
			var t2 = t + delta;

			// Capping in case of danger

			if ( t1 < 0 ) t1 = 0;
			if ( t2 > 1 ) t2 = 1;

			var pt1 = this.getPoint( t1 );
			var pt2 = this.getPoint( t2 );

			var vec = pt2.clone().sub( pt1 );
			return vec.normalize();

		},

		getTangentAt: function ( u ) {

			var t = this.getUtoTmapping( u );
			return this.getTangent( t );

		},

		computeFrenetFrames: function ( segments, closed ) {

			// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf

			var normal = new Vector3();

			var tangents = [];
			var normals = [];
			var binormals = [];

			var vec = new Vector3();
			var mat = new Matrix4();

			var i, u, theta;

			// compute the tangent vectors for each segment on the curve

			for ( i = 0; i <= segments; i ++ ) {

				u = i / segments;

				tangents[ i ] = this.getTangentAt( u );
				tangents[ i ].normalize();

			}

			// select an initial normal vector perpendicular to the first tangent vector,
			// and in the direction of the minimum tangent xyz component

			normals[ 0 ] = new Vector3();
			binormals[ 0 ] = new Vector3();
			var min = Number.MAX_VALUE;
			var tx = Math.abs( tangents[ 0 ].x );
			var ty = Math.abs( tangents[ 0 ].y );
			var tz = Math.abs( tangents[ 0 ].z );

			if ( tx <= min ) {

				min = tx;
				normal.set( 1, 0, 0 );

			}

			if ( ty <= min ) {

				min = ty;
				normal.set( 0, 1, 0 );

			}

			if ( tz <= min ) {

				normal.set( 0, 0, 1 );

			}

			vec.crossVectors( tangents[ 0 ], normal ).normalize();

			normals[ 0 ].crossVectors( tangents[ 0 ], vec );
			binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );


			// compute the slowly-varying normal and binormal vectors for each segment on the curve

			for ( i = 1; i <= segments; i ++ ) {

				normals[ i ] = normals[ i - 1 ].clone();

				binormals[ i ] = binormals[ i - 1 ].clone();

				vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );

				if ( vec.length() > Number.EPSILON ) {

					vec.normalize();

					theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors

					normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );

				}

				binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

			}

			// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same

			if ( closed === true ) {

				theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
				theta /= segments;

				if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {

					theta = - theta;

				}

				for ( i = 1; i <= segments; i ++ ) {

					// twist a little...
					normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
					binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );

				}

			}

			return {
				tangents: tangents,
				normals: normals,
				binormals: binormals
			};

		}

	};

	function LineCurve( v1, v2 ) {

		this.v1 = v1;
		this.v2 = v2;

	}

	LineCurve.prototype = Object.create( Curve.prototype );
	LineCurve.prototype.constructor = LineCurve;

	LineCurve.prototype.isLineCurve = true;

	LineCurve.prototype.getPoint = function ( t ) {

		if ( t === 1 ) {

			return this.v2.clone();

		}

		var point = this.v2.clone().sub( this.v1 );
		point.multiplyScalar( t ).add( this.v1 );

		return point;

	};

	// Line curve is linear, so we can overwrite default getPointAt

	LineCurve.prototype.getPointAt = function ( u ) {

		return this.getPoint( u );

	};

	LineCurve.prototype.getTangent = function ( t ) {

		var tangent = this.v2.clone().sub( this.v1 );

		return tangent.normalize();

	};

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 *
	 **/

	/**************************************************************
	 *	Curved Path - a curve path is simply a array of connected
	 *  curves, but retains the api of a curve
	 **************************************************************/

	function CurvePath() {

		this.curves = [];

		this.autoClose = false; // Automatically closes the path

	}

	CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {

		constructor: CurvePath,

		add: function ( curve ) {

			this.curves.push( curve );

		},

		closePath: function () {

			// Add a line curve if start and end of lines are not connected
			var startPoint = this.curves[ 0 ].getPoint( 0 );
			var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );

			if ( ! startPoint.equals( endPoint ) ) {

				this.curves.push( new LineCurve( endPoint, startPoint ) );

			}

		},

		// To get accurate point with reference to
		// entire path distance at time t,
		// following has to be done:

		// 1. Length of each sub path have to be known
		// 2. Locate and identify type of curve
		// 3. Get t for the curve
		// 4. Return curve.getPointAt(t')

		getPoint: function ( t ) {

			var d = t * this.getLength();
			var curveLengths = this.getCurveLengths();
			var i = 0;

			// To think about boundaries points.

			while ( i < curveLengths.length ) {

				if ( curveLengths[ i ] >= d ) {

					var diff = curveLengths[ i ] - d;
					var curve = this.curves[ i ];

					var segmentLength = curve.getLength();
					var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;

					return curve.getPointAt( u );

				}

				i ++;

			}

			return null;

			// loop where sum != 0, sum > d , sum+1 <d

		},

		// We cannot use the default THREE.Curve getPoint() with getLength() because in
		// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
		// getPoint() depends on getLength

		getLength: function () {

			var lens = this.getCurveLengths();
			return lens[ lens.length - 1 ];

		},

		// cacheLengths must be recalculated.
		updateArcLengths: function () {

			this.needsUpdate = true;
			this.cacheLengths = null;
			this.getLengths();

		},

		// Compute lengths and cache them
		// We cannot overwrite getLengths() because UtoT mapping uses it.

		getCurveLengths: function () {

			// We use cache values if curves and cache array are same length

			if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {

				return this.cacheLengths;

			}

			// Get length of sub-curve
			// Push sums into cached array

			var lengths = [], sums = 0;

			for ( var i = 0, l = this.curves.length; i < l; i ++ ) {

				sums += this.curves[ i ].getLength();
				lengths.push( sums );

			}

			this.cacheLengths = lengths;

			return lengths;

		},

		getSpacedPoints: function ( divisions ) {

			if ( isNaN( divisions ) ) divisions = 40;

			var points = [];

			for ( var i = 0; i <= divisions; i ++ ) {

				points.push( this.getPoint( i / divisions ) );

			}

			if ( this.autoClose ) {

				points.push( points[ 0 ] );

			}

			return points;

		},

		getPoints: function ( divisions ) {

			divisions = divisions || 12;

			var points = [], last;

			for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {

				var curve = curves[ i ];
				var resolution = (curve && curve.isEllipseCurve) ? divisions * 2
					: (curve && curve.isLineCurve) ? 1
					: (curve && curve.isSplineCurve) ? divisions * curve.points.length
					: divisions;

				var pts = curve.getPoints( resolution );

				for ( var j = 0; j < pts.length; j++ ) {

					var point = pts[ j ];

					if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates

					points.push( point );
					last = point;

				}

			}

			if ( this.autoClose && points.length > 1 && !points[ points.length - 1 ].equals( points[ 0 ] ) ) {

				points.push( points[ 0 ] );

			}

			return points;

		},

		/**************************************************************
		 *	Create Geometries Helpers
		 **************************************************************/

		/// Generate geometry from path points (for Line or Points objects)

		createPointsGeometry: function ( divisions ) {

			var pts = this.getPoints( divisions );
			return this.createGeometry( pts );

		},

		// Generate geometry from equidistant sampling along the path

		createSpacedPointsGeometry: function ( divisions ) {

			var pts = this.getSpacedPoints( divisions );
			return this.createGeometry( pts );

		},

		createGeometry: function ( points ) {

			var geometry = new Geometry();

			for ( var i = 0, l = points.length; i < l; i ++ ) {

				var point = points[ i ];
				geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );

			}

			return geometry;

		}

	} );

	function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

		this.aX = aX;
		this.aY = aY;

		this.xRadius = xRadius;
		this.yRadius = yRadius;

		this.aStartAngle = aStartAngle;
		this.aEndAngle = aEndAngle;

		this.aClockwise = aClockwise;

		this.aRotation = aRotation || 0;

	}

	EllipseCurve.prototype = Object.create( Curve.prototype );
	EllipseCurve.prototype.constructor = EllipseCurve;

	EllipseCurve.prototype.isEllipseCurve = true;

	EllipseCurve.prototype.getPoint = function ( t ) {

		var twoPi = Math.PI * 2;
		var deltaAngle = this.aEndAngle - this.aStartAngle;
		var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;

		// ensures that deltaAngle is 0 .. 2 PI
		while ( deltaAngle < 0 ) deltaAngle += twoPi;
		while ( deltaAngle > twoPi ) deltaAngle -= twoPi;

		if ( deltaAngle < Number.EPSILON ) {

			if ( samePoints ) {

				deltaAngle = 0;

			} else {

				deltaAngle = twoPi;

			}

		}

		if ( this.aClockwise === true && ! samePoints ) {

			if ( deltaAngle === twoPi ) {

				deltaAngle = - twoPi;

			} else {

				deltaAngle = deltaAngle - twoPi;

			}

		}

		var angle = this.aStartAngle + t * deltaAngle;
		var x = this.aX + this.xRadius * Math.cos( angle );
		var y = this.aY + this.yRadius * Math.sin( angle );

		if ( this.aRotation !== 0 ) {

			var cos = Math.cos( this.aRotation );
			var sin = Math.sin( this.aRotation );

			var tx = x - this.aX;
			var ty = y - this.aY;

			// Rotate the point about the center of the ellipse.
			x = tx * cos - ty * sin + this.aX;
			y = tx * sin + ty * cos + this.aY;

		}

		return new Vector2( x, y );

	};

	function SplineCurve( points /* array of Vector2 */ ) {

		this.points = ( points === undefined ) ? [] : points;

	}

	SplineCurve.prototype = Object.create( Curve.prototype );
	SplineCurve.prototype.constructor = SplineCurve;

	SplineCurve.prototype.isSplineCurve = true;

	SplineCurve.prototype.getPoint = function ( t ) {

		var points = this.points;
		var point = ( points.length - 1 ) * t;

		var intPoint = Math.floor( point );
		var weight = point - intPoint;

		var point0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
		var point1 = points[ intPoint ];
		var point2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
		var point3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];

		return new Vector2(
			CatmullRom( weight, point0.x, point1.x, point2.x, point3.x ),
			CatmullRom( weight, point0.y, point1.y, point2.y, point3.y )
		);

	};

	function CubicBezierCurve( v0, v1, v2, v3 ) {

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;
		this.v3 = v3;

	}

	CubicBezierCurve.prototype = Object.create( Curve.prototype );
	CubicBezierCurve.prototype.constructor = CubicBezierCurve;

	CubicBezierCurve.prototype.getPoint = function ( t ) {

		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

		return new Vector2(
			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
			CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
		);

	};

	function QuadraticBezierCurve( v0, v1, v2 ) {

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;

	}

	QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
	QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;

	QuadraticBezierCurve.prototype.getPoint = function ( t ) {

		var v0 = this.v0, v1 = this.v1, v2 = this.v2;

		return new Vector2(
			QuadraticBezier( t, v0.x, v1.x, v2.x ),
			QuadraticBezier( t, v0.y, v1.y, v2.y )
		);

	};

	var PathPrototype = Object.assign( Object.create( CurvePath.prototype ), {

		fromPoints: function ( vectors ) {

			this.moveTo( vectors[ 0 ].x, vectors[ 0 ].y );

			for ( var i = 1, l = vectors.length; i < l; i ++ ) {

				this.lineTo( vectors[ i ].x, vectors[ i ].y );

			}

		},

		moveTo: function ( x, y ) {

			this.currentPoint.set( x, y ); // TODO consider referencing vectors instead of copying?

		},

		lineTo: function ( x, y ) {

			var curve = new LineCurve( this.currentPoint.clone(), new Vector2( x, y ) );
			this.curves.push( curve );

			this.currentPoint.set( x, y );

		},

		quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

			var curve = new QuadraticBezierCurve(
				this.currentPoint.clone(),
				new Vector2( aCPx, aCPy ),
				new Vector2( aX, aY )
			);

			this.curves.push( curve );

			this.currentPoint.set( aX, aY );

		},

		bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

			var curve = new CubicBezierCurve(
				this.currentPoint.clone(),
				new Vector2( aCP1x, aCP1y ),
				new Vector2( aCP2x, aCP2y ),
				new Vector2( aX, aY )
			);

			this.curves.push( curve );

			this.currentPoint.set( aX, aY );

		},

		splineThru: function ( pts /*Array of Vector*/ ) {

			var npts = [ this.currentPoint.clone() ].concat( pts );

			var curve = new SplineCurve( npts );
			this.curves.push( curve );

			this.currentPoint.copy( pts[ pts.length - 1 ] );

		},

		arc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

			var x0 = this.currentPoint.x;
			var y0 = this.currentPoint.y;

			this.absarc( aX + x0, aY + y0, aRadius,
				aStartAngle, aEndAngle, aClockwise );

		},

		absarc: function ( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

			this.absellipse( aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

		},

		ellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

			var x0 = this.currentPoint.x;
			var y0 = this.currentPoint.y;

			this.absellipse( aX + x0, aY + y0, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

		},

		absellipse: function ( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {

			var curve = new EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation );

			if ( this.curves.length > 0 ) {

				// if a previous curve is present, attempt to join
				var firstPoint = curve.getPoint( 0 );

				if ( ! firstPoint.equals( this.currentPoint ) ) {

					this.lineTo( firstPoint.x, firstPoint.y );

				}

			}

			this.curves.push( curve );

			var lastPoint = curve.getPoint( 1 );
			this.currentPoint.copy( lastPoint );

		}

	} );

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * Creates free form 2d path using series of points, lines or curves.
	 **/

	function Path( points ) {

		CurvePath.call( this );
		this.currentPoint = new Vector2();

		if ( points ) {

			this.fromPoints( points );

		}

	}

	Path.prototype = PathPrototype;
	PathPrototype.constructor = Path;

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * Defines a 2d shape plane using paths.
	 **/

	// STEP 1 Create a path.
	// STEP 2 Turn path into shape.
	// STEP 3 ExtrudeGeometry takes in Shape/Shapes
	// STEP 3a - Extract points from each shape, turn to vertices
	// STEP 3b - Triangulate each shape, add faces.

	function Shape() {

		Path.apply( this, arguments );

		this.holes = [];

	}

	Shape.prototype = Object.assign( Object.create( PathPrototype ), {

		constructor: Shape,

		getPointsHoles: function ( divisions ) {

			var holesPts = [];

			for ( var i = 0, l = this.holes.length; i < l; i ++ ) {

				holesPts[ i ] = this.holes[ i ].getPoints( divisions );

			}

			return holesPts;

		},

		// Get points of shape and holes (keypoints based on segments parameter)

		extractAllPoints: function ( divisions ) {

			return {

				shape: this.getPoints( divisions ),
				holes: this.getPointsHoles( divisions )

			};

		},

		extractPoints: function ( divisions ) {

			return this.extractAllPoints( divisions );

		}

	} );

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
	 **/

	function ShapePath() {

		this.subPaths = [];
		this.currentPath = null;

	}

	ShapePath.prototype = {

		moveTo: function ( x, y ) {

			this.currentPath = new Path();
			this.subPaths.push( this.currentPath );
			this.currentPath.moveTo( x, y );

		},

		lineTo: function ( x, y ) {

			this.currentPath.lineTo( x, y );

		},

		quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {

			this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );

		},

		bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {

			this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );

		},

		splineThru: function ( pts ) {

			this.currentPath.splineThru( pts );

		},

		toShapes: function ( isCCW, noHoles ) {

			function toShapesNoHoles( inSubpaths ) {

				var shapes = [];

				for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {

					var tmpPath = inSubpaths[ i ];

					var tmpShape = new Shape();
					tmpShape.curves = tmpPath.curves;

					shapes.push( tmpShape );

				}

				return shapes;

			}

			function isPointInsidePolygon( inPt, inPolygon ) {

				var polyLen = inPolygon.length;

				// inPt on polygon contour => immediate success    or
				// toggling of inside/outside at every single! intersection point of an edge
				//  with the horizontal line through inPt, left of inPt
				//  not counting lowerY endpoints of edges and whole edges on that line
				var inside = false;
				for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {

					var edgeLowPt  = inPolygon[ p ];
					var edgeHighPt = inPolygon[ q ];

					var edgeDx = edgeHighPt.x - edgeLowPt.x;
					var edgeDy = edgeHighPt.y - edgeLowPt.y;

					if ( Math.abs( edgeDy ) > Number.EPSILON ) {

						// not parallel
						if ( edgeDy < 0 ) {

							edgeLowPt  = inPolygon[ q ]; edgeDx = - edgeDx;
							edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;

						}
						if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) 		continue;

						if ( inPt.y === edgeLowPt.y ) {

							if ( inPt.x === edgeLowPt.x )		return	true;		// inPt is on contour ?
							// continue;				// no intersection or edgeLowPt => doesn't count !!!

						} else {

							var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
							if ( perpEdge === 0 )				return	true;		// inPt is on contour ?
							if ( perpEdge < 0 ) 				continue;
							inside = ! inside;		// true intersection left of inPt

						}

					} else {

						// parallel or collinear
						if ( inPt.y !== edgeLowPt.y ) 		continue;			// parallel
						// edge lies on the same horizontal line as inPt
						if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
							 ( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) )		return	true;	// inPt: Point on contour !
						// continue;

					}

				}

				return	inside;

			}

			var isClockWise = ShapeUtils.isClockWise;

			var subPaths = this.subPaths;
			if ( subPaths.length === 0 ) return [];

			if ( noHoles === true )	return	toShapesNoHoles( subPaths );


			var solid, tmpPath, tmpShape, shapes = [];

			if ( subPaths.length === 1 ) {

				tmpPath = subPaths[ 0 ];
				tmpShape = new Shape();
				tmpShape.curves = tmpPath.curves;
				shapes.push( tmpShape );
				return shapes;

			}

			var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
			holesFirst = isCCW ? ! holesFirst : holesFirst;

			// console.log("Holes first", holesFirst);

			var betterShapeHoles = [];
			var newShapes = [];
			var newShapeHoles = [];
			var mainIdx = 0;
			var tmpPoints;

			newShapes[ mainIdx ] = undefined;
			newShapeHoles[ mainIdx ] = [];

			for ( var i = 0, l = subPaths.length; i < l; i ++ ) {

				tmpPath = subPaths[ i ];
				tmpPoints = tmpPath.getPoints();
				solid = isClockWise( tmpPoints );
				solid = isCCW ? ! solid : solid;

				if ( solid ) {

					if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) )	mainIdx ++;

					newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
					newShapes[ mainIdx ].s.curves = tmpPath.curves;

					if ( holesFirst )	mainIdx ++;
					newShapeHoles[ mainIdx ] = [];

					//console.log('cw', i);

				} else {

					newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );

					//console.log('ccw', i);

				}

			}

			// only Holes? -> probably all Shapes with wrong orientation
			if ( ! newShapes[ 0 ] )	return	toShapesNoHoles( subPaths );


			if ( newShapes.length > 1 ) {

				var ambiguous = false;
				var toChange = [];

				for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

					betterShapeHoles[ sIdx ] = [];

				}

				for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {

					var sho = newShapeHoles[ sIdx ];

					for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {

						var ho = sho[ hIdx ];
						var hole_unassigned = true;

						for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {

							if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {

								if ( sIdx !== s2Idx )	toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
								if ( hole_unassigned ) {

									hole_unassigned = false;
									betterShapeHoles[ s2Idx ].push( ho );

								} else {

									ambiguous = true;

								}

							}

						}
						if ( hole_unassigned ) {

							betterShapeHoles[ sIdx ].push( ho );

						}

					}

				}
				// console.log("ambiguous: ", ambiguous);
				if ( toChange.length > 0 ) {

					// console.log("to change: ", toChange);
					if ( ! ambiguous )	newShapeHoles = betterShapeHoles;

				}

			}

			var tmpHoles;

			for ( var i = 0, il = newShapes.length; i < il; i ++ ) {

				tmpShape = newShapes[ i ].s;
				shapes.push( tmpShape );
				tmpHoles = newShapeHoles[ i ];

				for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {

					tmpShape.holes.push( tmpHoles[ j ].h );

				}

			}

			//console.log("shape", shapes);

			return shapes;

		}

	};

	/**
	 * @author zz85 / http://www.lab4games.net/zz85/blog
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Font( data ) {

		this.data = data;

	}

	Object.assign( Font.prototype, {

		isFont: true,

		generateShapes: function ( text, size, divisions ) {

			function createPaths( text ) {

				var chars = String( text ).split( '' );
				var scale = size / data.resolution;
				var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;

				var offsetX = 0, offsetY = 0;

				var paths = [];

				for ( var i = 0; i < chars.length; i ++ ) {

					var char = chars[ i ];

					if ( char === '\n' ) {

						offsetX = 0;
						offsetY -= line_height;

					} else {

						var ret = createPath( char, scale, offsetX, offsetY );
						offsetX += ret.offsetX;
						paths.push( ret.path );

					}

				}

				return paths;

			}

			function createPath( c, scale, offsetX, offsetY ) {

				var glyph = data.glyphs[ c ] || data.glyphs[ '?' ];

				if ( ! glyph ) return;

				var path = new ShapePath();

				var pts = [];
				var x, y, cpx, cpy, cpx0, cpy0, cpx1, cpy1, cpx2, cpy2, laste;

				if ( glyph.o ) {

					var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );

					for ( var i = 0, l = outline.length; i < l; ) {

						var action = outline[ i ++ ];

						switch ( action ) {

							case 'm': // moveTo

								x = outline[ i ++ ] * scale + offsetX;
								y = outline[ i ++ ] * scale + offsetY;

								path.moveTo( x, y );

								break;

							case 'l': // lineTo

								x = outline[ i ++ ] * scale + offsetX;
								y = outline[ i ++ ] * scale + offsetY;

								path.lineTo( x, y );

								break;

							case 'q': // quadraticCurveTo

								cpx  = outline[ i ++ ] * scale + offsetX;
								cpy  = outline[ i ++ ] * scale + offsetY;
								cpx1 = outline[ i ++ ] * scale + offsetX;
								cpy1 = outline[ i ++ ] * scale + offsetY;

								path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );

								laste = pts[ pts.length - 1 ];

								if ( laste ) {

									cpx0 = laste.x;
									cpy0 = laste.y;

									for ( var i2 = 1; i2 <= divisions; i2 ++ ) {

										var t = i2 / divisions;
										QuadraticBezier( t, cpx0, cpx1, cpx );
										QuadraticBezier( t, cpy0, cpy1, 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 );

								laste = pts[ pts.length - 1 ];

								if ( laste ) {

									cpx0 = laste.x;
									cpy0 = laste.y;

									for ( var i2 = 1; i2 <= divisions; i2 ++ ) {

										var t = i2 / divisions;
										CubicBezier( t, cpx0, cpx1, cpx2, cpx );
										CubicBezier( t, cpy0, cpy1, cpy2, cpy );

									}

								}

								break;

						}

					}

				}

				return { offsetX: glyph.ha * scale, path: path };

			}

			//

			if ( size === undefined ) size = 100;
			if ( divisions === undefined ) divisions = 4;

			var data = this.data;

			var paths = createPaths( text );
			var shapes = [];

			for ( var p = 0, pl = paths.length; p < pl; p ++ ) {

				Array.prototype.push.apply( shapes, paths[ p ].toShapes() );

			}

			return shapes;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function FontLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( FontLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var scope = this;

			var loader = new FileLoader( this.manager );
			loader.load( url, function ( text ) {

				var json;

				try {

					json = JSON.parse( text );

				} catch ( e ) {

					console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
					json = JSON.parse( text.substring( 65, text.length - 2 ) );

				}

				var font = scope.parse( json );

				if ( onLoad ) onLoad( font );

			}, onProgress, onError );

		},

		parse: function ( json ) {

			return new Font( json );

		}

	} );

	var context;

	var AudioContext = {

		getContext: function () {

			if ( context === undefined ) {

				context = new ( window.AudioContext || window.webkitAudioContext )();

			}

			return context;

		},

		setContext: function ( value ) {

			context = value;

		}

	};

	/**
	 * @author Reece Aaron Lecrivain / http://reecenotes.com/
	 */

	function AudioLoader( manager ) {

		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;

	}

	Object.assign( AudioLoader.prototype, {

		load: function ( url, onLoad, onProgress, onError ) {

			var loader = new FileLoader( this.manager );
			loader.setResponseType( 'arraybuffer' );
			loader.load( url, function ( buffer ) {

				var context = AudioContext.getContext();

				context.decodeAudioData( buffer, function ( audioBuffer ) {

					onLoad( audioBuffer );

				} );

			}, onProgress, onError );

		}

	} );

	/**
	 * @author abelnation / http://github.com/abelnation
	 */

	function RectAreaLight ( color, intensity, width, height ) {

		Light.call( this, color, intensity );

		this.type = 'RectAreaLight';

		this.position.set( 0, 1, 0 );
		this.updateMatrix();

		this.width = ( width !== undefined ) ? width : 10;
		this.height = ( height !== undefined ) ? height : 10;

		// TODO (abelnation): distance/decay

		// TODO (abelnation): update method for RectAreaLight to update transform to lookat target

		// TODO (abelnation): shadows
		// this.shadow = new THREE.RectAreaLightShadow( new THREE.PerspectiveCamera( 90, 1, 0.5, 500 ) );

	}

	// TODO (abelnation): RectAreaLight update when light shape is changed
	RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {

		constructor: RectAreaLight,

		isRectAreaLight: true,

		copy: function ( source ) {

			Light.prototype.copy.call( this, source );

			this.width = source.width;
			this.height = source.height;

			// this.shadow = source.shadow.clone();

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function StereoCamera() {

		this.type = 'StereoCamera';

		this.aspect = 1;

		this.eyeSep = 0.064;

		this.cameraL = new PerspectiveCamera();
		this.cameraL.layers.enable( 1 );
		this.cameraL.matrixAutoUpdate = false;

		this.cameraR = new PerspectiveCamera();
		this.cameraR.layers.enable( 2 );
		this.cameraR.matrixAutoUpdate = false;

	}

	Object.assign( StereoCamera.prototype, {

		update: ( function () {

			var instance, focus, fov, aspect, near, far, zoom;

			var eyeRight = new Matrix4();
			var eyeLeft = new Matrix4();

			return function update( camera ) {

				var needsUpdate = instance !== this || focus !== camera.focus || fov !== camera.fov ||
													aspect !== camera.aspect * this.aspect || near !== camera.near ||
													far !== camera.far || zoom !== camera.zoom;

				if ( needsUpdate ) {

					instance = this;
					focus = camera.focus;
					fov = camera.fov;
					aspect = camera.aspect * this.aspect;
					near = camera.near;
					far = camera.far;
					zoom = camera.zoom;

					// Off-axis stereoscopic effect based on
					// http://paulbourke.net/stereographics/stereorender/

					var projectionMatrix = camera.projectionMatrix.clone();
					var eyeSep = this.eyeSep / 2;
					var eyeSepOnProjection = eyeSep * near / focus;
					var ymax = ( near * Math.tan( _Math.DEG2RAD * fov * 0.5 ) ) / zoom;
					var xmin, xmax;

					// translate xOffset

					eyeLeft.elements[ 12 ] = - eyeSep;
					eyeRight.elements[ 12 ] = eyeSep;

					// for left eye

					xmin = - ymax * aspect + eyeSepOnProjection;
					xmax = ymax * aspect + eyeSepOnProjection;

					projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
					projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

					this.cameraL.projectionMatrix.copy( projectionMatrix );

					// for right eye

					xmin = - ymax * aspect - eyeSepOnProjection;
					xmax = ymax * aspect - eyeSepOnProjection;

					projectionMatrix.elements[ 0 ] = 2 * near / ( xmax - xmin );
					projectionMatrix.elements[ 8 ] = ( xmax + xmin ) / ( xmax - xmin );

					this.cameraR.projectionMatrix.copy( projectionMatrix );

				}

				this.cameraL.matrixWorld.copy( camera.matrixWorld ).multiply( eyeLeft );
				this.cameraR.matrixWorld.copy( camera.matrixWorld ).multiply( eyeRight );

			};

		} )()

	} );

	/**
	 * Camera for rendering cube maps
	 *	- renders scene into axis-aligned cube
	 *
	 * @author alteredq / http://alteredqualia.com/
	 */

	function CubeCamera( near, far, cubeResolution ) {

		Object3D.call( this );

		this.type = 'CubeCamera';

		var fov = 90, aspect = 1;

		var cameraPX = new PerspectiveCamera( fov, aspect, near, far );
		cameraPX.up.set( 0, - 1, 0 );
		cameraPX.lookAt( new Vector3( 1, 0, 0 ) );
		this.add( cameraPX );

		var cameraNX = new PerspectiveCamera( fov, aspect, near, far );
		cameraNX.up.set( 0, - 1, 0 );
		cameraNX.lookAt( new Vector3( - 1, 0, 0 ) );
		this.add( cameraNX );

		var cameraPY = new PerspectiveCamera( fov, aspect, near, far );
		cameraPY.up.set( 0, 0, 1 );
		cameraPY.lookAt( new Vector3( 0, 1, 0 ) );
		this.add( cameraPY );

		var cameraNY = new PerspectiveCamera( fov, aspect, near, far );
		cameraNY.up.set( 0, 0, - 1 );
		cameraNY.lookAt( new Vector3( 0, - 1, 0 ) );
		this.add( cameraNY );

		var cameraPZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraPZ.up.set( 0, - 1, 0 );
		cameraPZ.lookAt( new Vector3( 0, 0, 1 ) );
		this.add( cameraPZ );

		var cameraNZ = new PerspectiveCamera( fov, aspect, near, far );
		cameraNZ.up.set( 0, - 1, 0 );
		cameraNZ.lookAt( new Vector3( 0, 0, - 1 ) );
		this.add( cameraNZ );

		var options = { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };

		this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );

		this.updateCubeMap = function ( renderer, scene ) {

			if ( this.parent === null ) this.updateMatrixWorld();

			var renderTarget = this.renderTarget;
			var generateMipmaps = renderTarget.texture.generateMipmaps;

			renderTarget.texture.generateMipmaps = false;

			renderTarget.activeCubeFace = 0;
			renderer.render( scene, cameraPX, renderTarget );

			renderTarget.activeCubeFace = 1;
			renderer.render( scene, cameraNX, renderTarget );

			renderTarget.activeCubeFace = 2;
			renderer.render( scene, cameraPY, renderTarget );

			renderTarget.activeCubeFace = 3;
			renderer.render( scene, cameraNY, renderTarget );

			renderTarget.activeCubeFace = 4;
			renderer.render( scene, cameraPZ, renderTarget );

			renderTarget.texture.generateMipmaps = generateMipmaps;

			renderTarget.activeCubeFace = 5;
			renderer.render( scene, cameraNZ, renderTarget );

			renderer.setRenderTarget( null );

		};

	}

	CubeCamera.prototype = Object.create( Object3D.prototype );
	CubeCamera.prototype.constructor = CubeCamera;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function AudioListener() {

		Object3D.call( this );

		this.type = 'AudioListener';

		this.context = AudioContext.getContext();

		this.gain = this.context.createGain();
		this.gain.connect( this.context.destination );

		this.filter = null;

	}

	AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: AudioListener,

		getInput: function () {

			return this.gain;

		},

		removeFilter: function ( ) {

			if ( this.filter !== null ) {

				this.gain.disconnect( this.filter );
				this.filter.disconnect( this.context.destination );
				this.gain.connect( this.context.destination );
				this.filter = null;

			}

		},

		getFilter: function () {

			return this.filter;

		},

		setFilter: function ( value ) {

			if ( this.filter !== null ) {

				this.gain.disconnect( this.filter );
				this.filter.disconnect( this.context.destination );

			} else {

				this.gain.disconnect( this.context.destination );

			}

			this.filter = value;
			this.gain.connect( this.filter );
			this.filter.connect( this.context.destination );

		},

		getMasterVolume: function () {

			return this.gain.gain.value;

		},

		setMasterVolume: function ( value ) {

			this.gain.gain.value = value;

		},

		updateMatrixWorld: ( function () {

			var position = new Vector3();
			var quaternion = new Quaternion();
			var scale = new Vector3();

			var orientation = new Vector3();

			return function updateMatrixWorld( force ) {

				Object3D.prototype.updateMatrixWorld.call( this, force );

				var listener = this.context.listener;
				var up = this.up;

				this.matrixWorld.decompose( position, quaternion, scale );

				orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );

				if ( listener.positionX ) {

					listener.positionX.setValueAtTime( position.x, this.context.currentTime );
					listener.positionY.setValueAtTime( position.y, this.context.currentTime );
					listener.positionZ.setValueAtTime( position.z, this.context.currentTime );
					listener.forwardX.setValueAtTime( orientation.x, this.context.currentTime );
					listener.forwardY.setValueAtTime( orientation.y, this.context.currentTime );
					listener.forwardZ.setValueAtTime( orientation.z, this.context.currentTime );
					listener.upX.setValueAtTime( up.x, this.context.currentTime );
					listener.upY.setValueAtTime( up.y, this.context.currentTime );
					listener.upZ.setValueAtTime( up.z, this.context.currentTime );

				} else {

					listener.setPosition( position.x, position.y, position.z );
					listener.setOrientation( orientation.x, orientation.y, orientation.z, up.x, up.y, up.z );

				}

			};

		} )()

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author Reece Aaron Lecrivain / http://reecenotes.com/
	 */

	function Audio( listener ) {

		Object3D.call( this );

		this.type = 'Audio';

		this.context = listener.context;

		this.gain = this.context.createGain();
		this.gain.connect( listener.getInput() );

		this.autoplay = false;

		this.buffer = null;
		this.loop = false;
		this.startTime = 0;
		this.playbackRate = 1;
		this.isPlaying = false;
		this.hasPlaybackControl = true;
		this.sourceType = 'empty';

		this.filters = [];

	}

	Audio.prototype = Object.assign( Object.create( Object3D.prototype ), {

		constructor: Audio,

		getOutput: function () {

			return this.gain;

		},

		setNodeSource: function ( audioNode ) {

			this.hasPlaybackControl = false;
			this.sourceType = 'audioNode';
			this.source = audioNode;
			this.connect();

			return this;

		},

		setBuffer: function ( audioBuffer ) {

			this.buffer = audioBuffer;
			this.sourceType = 'buffer';

			if ( this.autoplay ) this.play();

			return this;

		},

		play: function () {

			if ( this.isPlaying === true ) {

				console.warn( 'THREE.Audio: Audio is already playing.' );
				return;

			}

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return;

			}

			var source = this.context.createBufferSource();

			source.buffer = this.buffer;
			source.loop = this.loop;
			source.onended = this.onEnded.bind( this );
			source.playbackRate.setValueAtTime( this.playbackRate, this.startTime );
			source.start( 0, this.startTime );

			this.isPlaying = true;

			this.source = source;

			return this.connect();

		},

		pause: function () {

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return;

			}

			this.source.stop();
			this.startTime = this.context.currentTime;
			this.isPlaying = false;

			return this;

		},

		stop: function () {

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return;

			}

			this.source.stop();
			this.startTime = 0;
			this.isPlaying = false;

			return this;

		},

		connect: function () {

			if ( this.filters.length > 0 ) {

				this.source.connect( this.filters[ 0 ] );

				for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

					this.filters[ i - 1 ].connect( this.filters[ i ] );

				}

				this.filters[ this.filters.length - 1 ].connect( this.getOutput() );

			} else {

				this.source.connect( this.getOutput() );

			}

			return this;

		},

		disconnect: function () {

			if ( this.filters.length > 0 ) {

				this.source.disconnect( this.filters[ 0 ] );

				for ( var i = 1, l = this.filters.length; i < l; i ++ ) {

					this.filters[ i - 1 ].disconnect( this.filters[ i ] );

				}

				this.filters[ this.filters.length - 1 ].disconnect( this.getOutput() );

			} else {

				this.source.disconnect( this.getOutput() );

			}

			return this;

		},

		getFilters: function () {

			return this.filters;

		},

		setFilters: function ( value ) {

			if ( ! value ) value = [];

			if ( this.isPlaying === true ) {

				this.disconnect();
				this.filters = value;
				this.connect();

			} else {

				this.filters = value;

			}

			return this;

		},

		getFilter: function () {

			return this.getFilters()[ 0 ];

		},

		setFilter: function ( filter ) {

			return this.setFilters( filter ? [ filter ] : [] );

		},

		setPlaybackRate: function ( value ) {

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return;

			}

			this.playbackRate = value;

			if ( this.isPlaying === true ) {

				this.source.playbackRate.setValueAtTime( this.playbackRate, this.context.currentTime );

			}

			return this;

		},

		getPlaybackRate: function () {

			return this.playbackRate;

		},

		onEnded: function () {

			this.isPlaying = false;

		},

		getLoop: function () {

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return false;

			}

			return this.loop;

		},

		setLoop: function ( value ) {

			if ( this.hasPlaybackControl === false ) {

				console.warn( 'THREE.Audio: this Audio has no playback control.' );
				return;

			}

			this.loop = value;

			if ( this.isPlaying === true ) {

				this.source.loop = this.loop;

			}

			return this;

		},

		getVolume: function () {

			return this.gain.gain.value;

		},


		setVolume: function ( value ) {

			this.gain.gain.value = value;

			return this;

		}

	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function PositionalAudio( listener ) {

		Audio.call( this, listener );

		this.panner = this.context.createPanner();
		this.panner.connect( this.gain );

	}

	PositionalAudio.prototype = Object.assign( Object.create( Audio.prototype ), {

		constructor: PositionalAudio,

		getOutput: function () {

			return this.panner;

		},

		getRefDistance: function () {

			return this.panner.refDistance;

		},

		setRefDistance: function ( value ) {

			this.panner.refDistance = value;

		},

		getRolloffFactor: function () {

			return this.panner.rolloffFactor;

		},

		setRolloffFactor: function ( value ) {

			this.panner.rolloffFactor = value;

		},

		getDistanceModel: function () {

			return this.panner.distanceModel;

		},

		setDistanceModel: function ( value ) {

			this.panner.distanceModel = value;

		},

		getMaxDistance: function () {

			return this.panner.maxDistance;

		},

		setMaxDistance: function ( value ) {

			this.panner.maxDistance = value;

		},

		updateMatrixWorld: ( function () {

			var position = new Vector3();

			return function updateMatrixWorld( force ) {

				Object3D.prototype.updateMatrixWorld.call( this, force );

				position.setFromMatrixPosition( this.matrixWorld );

				this.panner.setPosition( position.x, position.y, position.z );

			};

		} )()


	} );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function AudioAnalyser( audio, fftSize ) {

		this.analyser = audio.context.createAnalyser();
		this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;

		this.data = new Uint8Array( this.analyser.frequencyBinCount );

		audio.getOutput().connect( this.analyser );

	}

	Object.assign( AudioAnalyser.prototype, {

		getFrequencyData: function () {

			this.analyser.getByteFrequencyData( this.data );

			return this.data;

		},

		getAverageFrequency: function () {

			var value = 0, data = this.getFrequencyData();

			for ( var i = 0; i < data.length; i ++ ) {

				value += data[ i ];

			}

			return value / data.length;

		}

	} );

	/**
	 *
	 * Buffered scene graph property that allows weighted accumulation.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function PropertyMixer( binding, typeName, valueSize ) {

		this.binding = binding;
		this.valueSize = valueSize;

		var bufferType = Float64Array,
			mixFunction;

		switch ( typeName ) {

			case 'quaternion':
				mixFunction = this._slerp;
				break;

			case 'string':
			case 'bool':
				bufferType = Array;
				mixFunction = this._select;
				break;

			default:
				mixFunction = this._lerp;

		}

		this.buffer = new bufferType( valueSize * 4 );
		// layout: [ incoming | accu0 | accu1 | orig ]
		//
		// interpolators can use .buffer as their .result
		// the data then goes to 'incoming'
		//
		// 'accu0' and 'accu1' are used frame-interleaved for
		// the cumulative result and are compared to detect
		// changes
		//
		// 'orig' stores the original state of the property

		this._mixBufferRegion = mixFunction;

		this.cumulativeWeight = 0;

		this.useCount = 0;
		this.referenceCount = 0;

	}

	PropertyMixer.prototype = {

		constructor: PropertyMixer,

		// accumulate data in the 'incoming' region into 'accu<i>'
		accumulate: function( accuIndex, weight ) {

			// note: happily accumulating nothing when weight = 0, the caller knows
			// the weight and shouldn't have made the call in the first place

			var buffer = this.buffer,
				stride = this.valueSize,
				offset = accuIndex * stride + stride,

				currentWeight = this.cumulativeWeight;

			if ( currentWeight === 0 ) {

				// accuN := incoming * weight

				for ( var i = 0; i !== stride; ++ i ) {

					buffer[ offset + i ] = buffer[ i ];

				}

				currentWeight = weight;

			} else {

				// accuN := accuN + incoming * weight

				currentWeight += weight;
				var mix = weight / currentWeight;
				this._mixBufferRegion( buffer, offset, 0, mix, stride );

			}

			this.cumulativeWeight = currentWeight;

		},

		// apply the state of 'accu<i>' to the binding when accus differ
		apply: function( accuIndex ) {

			var stride = this.valueSize,
				buffer = this.buffer,
				offset = accuIndex * stride + stride,

				weight = this.cumulativeWeight,

				binding = this.binding;

			this.cumulativeWeight = 0;

			if ( weight < 1 ) {

				// accuN := accuN + original * ( 1 - cumulativeWeight )

				var originalValueOffset = stride * 3;

				this._mixBufferRegion(
						buffer, offset, originalValueOffset, 1 - weight, stride );

			}

			for ( var i = stride, e = stride + stride; i !== e; ++ i ) {

				if ( buffer[ i ] !== buffer[ i + stride ] ) {

					// value has changed -> update scene graph

					binding.setValue( buffer, offset );
					break;

				}

			}

		},

		// remember the state of the bound property and copy it to both accus
		saveOriginalState: function() {

			var binding = this.binding;

			var buffer = this.buffer,
				stride = this.valueSize,

				originalValueOffset = stride * 3;

			binding.getValue( buffer, originalValueOffset );

			// accu[0..1] := orig -- initially detect changes against the original
			for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {

				buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];

			}

			this.cumulativeWeight = 0;

		},

		// apply the state previously taken via 'saveOriginalState' to the binding
		restoreOriginalState: function() {

			var originalValueOffset = this.valueSize * 3;
			this.binding.setValue( this.buffer, originalValueOffset );

		},


		// mix functions

		_select: function( buffer, dstOffset, srcOffset, t, stride ) {

			if ( t >= 0.5 ) {

				for ( var i = 0; i !== stride; ++ i ) {

					buffer[ dstOffset + i ] = buffer[ srcOffset + i ];

				}

			}

		},

		_slerp: function( buffer, dstOffset, srcOffset, t, stride ) {

			Quaternion.slerpFlat( buffer, dstOffset,
					buffer, dstOffset, buffer, srcOffset, t );

		},

		_lerp: function( buffer, dstOffset, srcOffset, t, stride ) {

			var s = 1 - t;

			for ( var i = 0; i !== stride; ++ i ) {

				var j = dstOffset + i;

				buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;

			}

		}

	};

	/**
	 *
	 * A reference to a real property in the scene graph.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function PropertyBinding( rootNode, path, parsedPath ) {

		this.path = path;
		this.parsedPath = parsedPath ||
				PropertyBinding.parseTrackName( path );

		this.node = PropertyBinding.findNode(
				rootNode, this.parsedPath.nodeName ) || rootNode;

		this.rootNode = rootNode;

	}

	PropertyBinding.prototype = {

		constructor: PropertyBinding,

		getValue: function getValue_unbound( targetArray, offset ) {

			this.bind();
			this.getValue( targetArray, offset );

			// Note: This class uses a State pattern on a per-method basis:
			// 'bind' sets 'this.getValue' / 'setValue' and shadows the
			// prototype version of these methods with one that represents
			// the bound state. When the property is not found, the methods
			// become no-ops.

		},

		setValue: function getValue_unbound( sourceArray, offset ) {

			this.bind();
			this.setValue( sourceArray, offset );

		},

		// create getter / setter pair for a property in the scene graph
		bind: function() {

			var targetObject = this.node,
				parsedPath = this.parsedPath,

				objectName = parsedPath.objectName,
				propertyName = parsedPath.propertyName,
				propertyIndex = parsedPath.propertyIndex;

			if ( ! targetObject ) {

				targetObject = PropertyBinding.findNode(
						this.rootNode, parsedPath.nodeName ) || this.rootNode;

				this.node = targetObject;

			}

			// set fail state so we can just 'return' on error
			this.getValue = this._getValue_unavailable;
			this.setValue = this._setValue_unavailable;

	 		// ensure there is a value node
			if ( ! targetObject ) {

				console.error( "  trying to update node for track: " + this.path + " but it wasn't found." );
				return;

			}

			if ( objectName ) {

				var objectIndex = parsedPath.objectIndex;

				// special cases were we need to reach deeper into the hierarchy to get the face materials....
				switch ( objectName ) {

					case 'materials':

						if ( ! targetObject.material ) {

							console.error( '  can not bind to material as node does not have a material', this );
							return;

						}

						if ( ! targetObject.material.materials ) {

							console.error( '  can not bind to material.materials as node.material does not have a materials array', this );
							return;

						}

						targetObject = targetObject.material.materials;

						break;

					case 'bones':

						if ( ! targetObject.skeleton ) {

							console.error( '  can not bind to bones as node does not have a skeleton', this );
							return;

						}

						// potential future optimization: skip this if propertyIndex is already an integer
						// and convert the integer string to a true integer.

						targetObject = targetObject.skeleton.bones;

						// support resolving morphTarget names into indices.
						for ( var i = 0; i < targetObject.length; i ++ ) {

							if ( targetObject[ i ].name === objectIndex ) {

								objectIndex = i;
								break;

							}

						}

						break;

					default:

						if ( targetObject[ objectName ] === undefined ) {

							console.error( '  can not bind to objectName of node, undefined', this );
							return;

						}

						targetObject = targetObject[ objectName ];

				}


				if ( objectIndex !== undefined ) {

					if ( targetObject[ objectIndex ] === undefined ) {

						console.error( "  trying to bind to objectIndex of objectName, but is undefined:", this, targetObject );
						return;

					}

					targetObject = targetObject[ objectIndex ];

				}

			}

			// resolve property
			var nodeProperty = targetObject[ propertyName ];

			if ( nodeProperty === undefined ) {

				var nodeName = parsedPath.nodeName;

				console.error( "  trying to update property for track: " + nodeName +
						'.' + propertyName + " but it wasn't found.", targetObject );
				return;

			}

			// determine versioning scheme
			var versioning = this.Versioning.None;

			if ( targetObject.needsUpdate !== undefined ) { // material

				versioning = this.Versioning.NeedsUpdate;
				this.targetObject = targetObject;

			} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform

				versioning = this.Versioning.MatrixWorldNeedsUpdate;
				this.targetObject = targetObject;

			}

			// determine how the property gets bound
			var bindingType = this.BindingType.Direct;

			if ( propertyIndex !== undefined ) {
				// access a sub element of the property array (only primitives are supported right now)

				if ( propertyName === "morphTargetInfluences" ) {
					// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.

					// support resolving morphTarget names into indices.
					if ( ! targetObject.geometry ) {

						console.error( '  can not bind to morphTargetInfluences becasuse node does not have a geometry', this );
						return;

					}

					if ( ! targetObject.geometry.morphTargets ) {

						console.error( '  can not bind to morphTargetInfluences becasuse node does not have a geometry.morphTargets', this );
						return;

					}

					for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {

						if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {

							propertyIndex = i;
							break;

						}

					}

				}

				bindingType = this.BindingType.ArrayElement;

				this.resolvedProperty = nodeProperty;
				this.propertyIndex = propertyIndex;

			} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
				// must use copy for Object3D.Euler/Quaternion

				bindingType = this.BindingType.HasFromToArray;

				this.resolvedProperty = nodeProperty;

			} else if ( nodeProperty.length !== undefined ) {

				bindingType = this.BindingType.EntireArray;

				this.resolvedProperty = nodeProperty;

			} else {

				this.propertyName = propertyName;

			}

			// select getter / setter
			this.getValue = this.GetterByBindingType[ bindingType ];
			this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];

		},

		unbind: function() {

			this.node = null;

			// back to the prototype version of getValue / setValue
			// note: avoiding to mutate the shape of 'this' via 'delete'
			this.getValue = this._getValue_unbound;
			this.setValue = this._setValue_unbound;

		}

	};

	Object.assign( PropertyBinding.prototype, { // prototype, continued

		// these are used to "bind" a nonexistent property
		_getValue_unavailable: function() {},
		_setValue_unavailable: function() {},

		// initial state of these methods that calls 'bind'
		_getValue_unbound: PropertyBinding.prototype.getValue,
		_setValue_unbound: PropertyBinding.prototype.setValue,

		BindingType: {
			Direct: 0,
			EntireArray: 1,
			ArrayElement: 2,
			HasFromToArray: 3
		},

		Versioning: {
			None: 0,
			NeedsUpdate: 1,
			MatrixWorldNeedsUpdate: 2
		},

		GetterByBindingType: [

			function getValue_direct( buffer, offset ) {

				buffer[ offset ] = this.node[ this.propertyName ];

			},

			function getValue_array( buffer, offset ) {

				var source = this.resolvedProperty;

				for ( var i = 0, n = source.length; i !== n; ++ i ) {

					buffer[ offset ++ ] = source[ i ];

				}

			},

			function getValue_arrayElement( buffer, offset ) {

				buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];

			},

			function getValue_toArray( buffer, offset ) {

				this.resolvedProperty.toArray( buffer, offset );

			}

		],

		SetterByBindingTypeAndVersioning: [

			[
				// Direct

				function setValue_direct( buffer, offset ) {

					this.node[ this.propertyName ] = buffer[ offset ];

				},

				function setValue_direct_setNeedsUpdate( buffer, offset ) {

					this.node[ this.propertyName ] = buffer[ offset ];
					this.targetObject.needsUpdate = true;

				},

				function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {

					this.node[ this.propertyName ] = buffer[ offset ];
					this.targetObject.matrixWorldNeedsUpdate = true;

				}

			], [

				// EntireArray

				function setValue_array( buffer, offset ) {

					var dest = this.resolvedProperty;

					for ( var i = 0, n = dest.length; i !== n; ++ i ) {

						dest[ i ] = buffer[ offset ++ ];

					}

				},

				function setValue_array_setNeedsUpdate( buffer, offset ) {

					var dest = this.resolvedProperty;

					for ( var i = 0, n = dest.length; i !== n; ++ i ) {

						dest[ i ] = buffer[ offset ++ ];

					}

					this.targetObject.needsUpdate = true;

				},

				function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {

					var dest = this.resolvedProperty;

					for ( var i = 0, n = dest.length; i !== n; ++ i ) {

						dest[ i ] = buffer[ offset ++ ];

					}

					this.targetObject.matrixWorldNeedsUpdate = true;

				}

			], [

				// ArrayElement

				function setValue_arrayElement( buffer, offset ) {

					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];

				},

				function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {

					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
					this.targetObject.needsUpdate = true;

				},

				function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {

					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
					this.targetObject.matrixWorldNeedsUpdate = true;

				}

			], [

				// HasToFromArray

				function setValue_fromArray( buffer, offset ) {

					this.resolvedProperty.fromArray( buffer, offset );

				},

				function setValue_fromArray_setNeedsUpdate( buffer, offset ) {

					this.resolvedProperty.fromArray( buffer, offset );
					this.targetObject.needsUpdate = true;

				},

				function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {

					this.resolvedProperty.fromArray( buffer, offset );
					this.targetObject.matrixWorldNeedsUpdate = true;

				}

			]

		]

	} );

	PropertyBinding.Composite =
			function( targetGroup, path, optionalParsedPath ) {

		var parsedPath = optionalParsedPath ||
				PropertyBinding.parseTrackName( path );

		this._targetGroup = targetGroup;
		this._bindings = targetGroup.subscribe_( path, parsedPath );

	};

	PropertyBinding.Composite.prototype = {

		constructor: PropertyBinding.Composite,

		getValue: function( array, offset ) {

			this.bind(); // bind all binding

			var firstValidIndex = this._targetGroup.nCachedObjects_,
				binding = this._bindings[ firstValidIndex ];

			// and only call .getValue on the first
			if ( binding !== undefined ) binding.getValue( array, offset );

		},

		setValue: function( array, offset ) {

			var bindings = this._bindings;

			for ( var i = this._targetGroup.nCachedObjects_,
					n = bindings.length; i !== n; ++ i ) {

				bindings[ i ].setValue( array, offset );

			}

		},

		bind: function() {

			var bindings = this._bindings;

			for ( var i = this._targetGroup.nCachedObjects_,
					n = bindings.length; i !== n; ++ i ) {

				bindings[ i ].bind();

			}

		},

		unbind: function() {

			var bindings = this._bindings;

			for ( var i = this._targetGroup.nCachedObjects_,
					n = bindings.length; i !== n; ++ i ) {

				bindings[ i ].unbind();

			}

		}

	};

	PropertyBinding.create = function( root, path, parsedPath ) {

		if ( ! ( root && root.isAnimationObjectGroup ) ) {

			return new PropertyBinding( root, path, parsedPath );

		} else {

			return new PropertyBinding.Composite( root, path, parsedPath );

		}

	};

	PropertyBinding.parseTrackName = function( trackName ) {

		// matches strings in the form of:
		//    nodeName.property
		//    nodeName.property[accessor]
		//    nodeName.material.property[accessor]
		//    uuid.property[accessor]
		//    uuid.objectName[objectIndex].propertyName[propertyIndex]
		//    parentName/nodeName.property
		//    parentName/parentName/nodeName.property[index]
		//    .bone[Armature.DEF_cog].position
		//    scene:helium_balloon_model:helium_balloon_model.position
		// created and tested via https://regex101.com/#javascript

		var re = /^((?:[\w-]+[\/:])*)([\w-]+)?(?:\.([\w-]+)(?:\[(.+)\])?)?\.([\w-]+)(?:\[(.+)\])?$/;
		var matches = re.exec( trackName );

		if ( ! matches ) {

			throw new Error( "cannot parse trackName at all: " + trackName );

		}

		var results = {
			// directoryName: matches[ 1 ], // (tschw) currently unused
			nodeName: matches[ 2 ], 	// allowed to be null, specified root node.
			objectName: matches[ 3 ],
			objectIndex: matches[ 4 ],
			propertyName: matches[ 5 ],
			propertyIndex: matches[ 6 ]	// allowed to be null, specifies that the whole property is set.
		};

		if ( results.propertyName === null || results.propertyName.length === 0 ) {

			throw new Error( "can not parse propertyName from trackName: " + trackName );

		}

		return results;

	};

	PropertyBinding.findNode = function( root, nodeName ) {

		if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === -1 || nodeName === root.name || nodeName === root.uuid ) {

			return root;

		}

		// search into skeleton bones.
		if ( root.skeleton ) {

			var searchSkeleton = function( skeleton ) {

				for( var i = 0; i < skeleton.bones.length; i ++ ) {

					var bone = skeleton.bones[ i ];

					if ( bone.name === nodeName ) {

						return bone;

					}
				}

				return null;

			};

			var bone = searchSkeleton( root.skeleton );

			if ( bone ) {

				return bone;

			}
		}

		// search into node subtree.
		if ( root.children ) {

			var searchNodeSubtree = function( children ) {

				for( var i = 0; i < children.length; i ++ ) {

					var childNode = children[ i ];

					if ( childNode.name === nodeName || childNode.uuid === nodeName ) {

						return childNode;

					}

					var result = searchNodeSubtree( childNode.children );

					if ( result ) return result;

				}

				return null;

			};

			var subTreeNode = searchNodeSubtree( root.children );

			if ( subTreeNode ) {

				return subTreeNode;

			}

		}

		return null;

	};

	/**
	 *
	 * A group of objects that receives a shared animation state.
	 *
	 * Usage:
	 *
	 * 	-	Add objects you would otherwise pass as 'root' to the
	 * 		constructor or the .clipAction method of AnimationMixer.
	 *
	 * 	-	Instead pass this object as 'root'.
	 *
	 * 	-	You can also add and remove objects later when the mixer
	 * 		is running.
	 *
	 * Note:
	 *
	 *  	Objects of this class appear as one object to the mixer,
	 *  	so cache control of the individual objects must be done
	 *  	on the group.
	 *
	 * Limitation:
	 *
	 * 	- 	The animated properties must be compatible among the
	 * 		all objects in the group.
	 *
	 *  -	A single property can either be controlled through a
	 *  	target group or directly, but not both.
	 *
	 * @author tschw
	 */

	function AnimationObjectGroup( var_args ) {

		this.uuid = _Math.generateUUID();

		// cached objects followed by the active ones
		this._objects = Array.prototype.slice.call( arguments );

		this.nCachedObjects_ = 0;			// threshold
		// note: read by PropertyBinding.Composite

		var indices = {};
		this._indicesByUUID = indices;		// for bookkeeping

		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

			indices[ arguments[ i ].uuid ] = i;

		}

		this._paths = [];					// inside: string
		this._parsedPaths = [];				// inside: { we don't care, here }
		this._bindings = []; 				// inside: Array< PropertyBinding >
		this._bindingsIndicesByPath = {}; 	// inside: indices in these arrays

		var scope = this;

		this.stats = {

			objects: {
				get total() { return scope._objects.length; },
				get inUse() { return this.total - scope.nCachedObjects_;  }
			},

			get bindingsPerObject() { return scope._bindings.length; }

		};

	}

	AnimationObjectGroup.prototype = {

		constructor: AnimationObjectGroup,

		isAnimationObjectGroup: true,

		add: function( var_args ) {

			var objects = this._objects,
				nObjects = objects.length,
				nCachedObjects = this.nCachedObjects_,
				indicesByUUID = this._indicesByUUID,
				paths = this._paths,
				parsedPaths = this._parsedPaths,
				bindings = this._bindings,
				nBindings = bindings.length;

			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

				var object = arguments[ i ],
					uuid = object.uuid,
					index = indicesByUUID[ uuid ],
					knownObject = undefined;

				if ( index === undefined ) {

					// unknown object -> add it to the ACTIVE region

					index = nObjects ++;
					indicesByUUID[ uuid ] = index;
					objects.push( object );

					// accounting is done, now do the same for all bindings

					for ( var j = 0, m = nBindings; j !== m; ++ j ) {

						bindings[ j ].push(
								new PropertyBinding(
									object, paths[ j ], parsedPaths[ j ] ) );

					}

				} else if ( index < nCachedObjects ) {

					knownObject = objects[ index ];

					// move existing object to the ACTIVE region

					var firstActiveIndex = -- nCachedObjects,
						lastCachedObject = objects[ firstActiveIndex ];

					indicesByUUID[ lastCachedObject.uuid ] = index;
					objects[ index ] = lastCachedObject;

					indicesByUUID[ uuid ] = firstActiveIndex;
					objects[ firstActiveIndex ] = object;

					// accounting is done, now do the same for all bindings

					for ( var j = 0, m = nBindings; j !== m; ++ j ) {

						var bindingsForPath = bindings[ j ],
							lastCached = bindingsForPath[ firstActiveIndex ],
							binding = bindingsForPath[ index ];

						bindingsForPath[ index ] = lastCached;

						if ( binding === undefined ) {

							// since we do not bother to create new bindings
							// for objects that are cached, the binding may
							// or may not exist

							binding = new PropertyBinding(
									object, paths[ j ], parsedPaths[ j ] );

						}

						bindingsForPath[ firstActiveIndex ] = binding;

					}

				} else if ( objects[ index ] !== knownObject) {

					console.error( "Different objects with the same UUID " +
							"detected. Clean the caches or recreate your " +
							"infrastructure when reloading scenes..." );

				} // else the object is already where we want it to be

			} // for arguments

			this.nCachedObjects_ = nCachedObjects;

		},

		remove: function( var_args ) {

			var objects = this._objects,
				nCachedObjects = this.nCachedObjects_,
				indicesByUUID = this._indicesByUUID,
				bindings = this._bindings,
				nBindings = bindings.length;

			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

				var object = arguments[ i ],
					uuid = object.uuid,
					index = indicesByUUID[ uuid ];

				if ( index !== undefined && index >= nCachedObjects ) {

					// move existing object into the CACHED region

					var lastCachedIndex = nCachedObjects ++,
						firstActiveObject = objects[ lastCachedIndex ];

					indicesByUUID[ firstActiveObject.uuid ] = index;
					objects[ index ] = firstActiveObject;

					indicesByUUID[ uuid ] = lastCachedIndex;
					objects[ lastCachedIndex ] = object;

					// accounting is done, now do the same for all bindings

					for ( var j = 0, m = nBindings; j !== m; ++ j ) {

						var bindingsForPath = bindings[ j ],
							firstActive = bindingsForPath[ lastCachedIndex ],
							binding = bindingsForPath[ index ];

						bindingsForPath[ index ] = firstActive;
						bindingsForPath[ lastCachedIndex ] = binding;

					}

				}

			} // for arguments

			this.nCachedObjects_ = nCachedObjects;

		},

		// remove & forget
		uncache: function( var_args ) {

			var objects = this._objects,
				nObjects = objects.length,
				nCachedObjects = this.nCachedObjects_,
				indicesByUUID = this._indicesByUUID,
				bindings = this._bindings,
				nBindings = bindings.length;

			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {

				var object = arguments[ i ],
					uuid = object.uuid,
					index = indicesByUUID[ uuid ];

				if ( index !== undefined ) {

					delete indicesByUUID[ uuid ];

					if ( index < nCachedObjects ) {

						// object is cached, shrink the CACHED region

						var firstActiveIndex = -- nCachedObjects,
							lastCachedObject = objects[ firstActiveIndex ],
							lastIndex = -- nObjects,
							lastObject = objects[ lastIndex ];

						// last cached object takes this object's place
						indicesByUUID[ lastCachedObject.uuid ] = index;
						objects[ index ] = lastCachedObject;

						// last object goes to the activated slot and pop
						indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
						objects[ firstActiveIndex ] = lastObject;
						objects.pop();

						// accounting is done, now do the same for all bindings

						for ( var j = 0, m = nBindings; j !== m; ++ j ) {

							var bindingsForPath = bindings[ j ],
								lastCached = bindingsForPath[ firstActiveIndex ],
								last = bindingsForPath[ lastIndex ];

							bindingsForPath[ index ] = lastCached;
							bindingsForPath[ firstActiveIndex ] = last;
							bindingsForPath.pop();

						}

					} else {

						// object is active, just swap with the last and pop

						var lastIndex = -- nObjects,
							lastObject = objects[ lastIndex ];

						indicesByUUID[ lastObject.uuid ] = index;
						objects[ index ] = lastObject;
						objects.pop();

						// accounting is done, now do the same for all bindings

						for ( var j = 0, m = nBindings; j !== m; ++ j ) {

							var bindingsForPath = bindings[ j ];

							bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
							bindingsForPath.pop();

						}

					} // cached or active

				} // if object is known

			} // for arguments

			this.nCachedObjects_ = nCachedObjects;

		},

		// Internal interface used by befriended PropertyBinding.Composite:

		subscribe_: function( path, parsedPath ) {
			// returns an array of bindings for the given path that is changed
			// according to the contained objects in the group

			var indicesByPath = this._bindingsIndicesByPath,
				index = indicesByPath[ path ],
				bindings = this._bindings;

			if ( index !== undefined ) return bindings[ index ];

			var paths = this._paths,
				parsedPaths = this._parsedPaths,
				objects = this._objects,
				nObjects = objects.length,
				nCachedObjects = this.nCachedObjects_,
				bindingsForPath = new Array( nObjects );

			index = bindings.length;

			indicesByPath[ path ] = index;

			paths.push( path );
			parsedPaths.push( parsedPath );
			bindings.push( bindingsForPath );

			for ( var i = nCachedObjects,
					n = objects.length; i !== n; ++ i ) {

				var object = objects[ i ];

				bindingsForPath[ i ] =
						new PropertyBinding( object, path, parsedPath );

			}

			return bindingsForPath;

		},

		unsubscribe_: function( path ) {
			// tells the group to forget about a property path and no longer
			// update the array previously obtained with 'subscribe_'

			var indicesByPath = this._bindingsIndicesByPath,
				index = indicesByPath[ path ];

			if ( index !== undefined ) {

				var paths = this._paths,
					parsedPaths = this._parsedPaths,
					bindings = this._bindings,
					lastBindingsIndex = bindings.length - 1,
					lastBindings = bindings[ lastBindingsIndex ],
					lastBindingsPath = path[ lastBindingsIndex ];

				indicesByPath[ lastBindingsPath ] = index;

				bindings[ index ] = lastBindings;
				bindings.pop();

				parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
				parsedPaths.pop();

				paths[ index ] = paths[ lastBindingsIndex ];
				paths.pop();

			}

		}

	};

	/**
	 *
	 * Action provided by AnimationMixer for scheduling clip playback on specific
	 * objects.
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 *
	 */

	function AnimationAction( mixer, clip, localRoot ) {

		this._mixer = mixer;
		this._clip = clip;
		this._localRoot = localRoot || null;

		var tracks = clip.tracks,
			nTracks = tracks.length,
			interpolants = new Array( nTracks );

		var interpolantSettings = {
				endingStart: 	ZeroCurvatureEnding,
				endingEnd:		ZeroCurvatureEnding
		};

		for ( var i = 0; i !== nTracks; ++ i ) {

			var interpolant = tracks[ i ].createInterpolant( null );
			interpolants[ i ] = interpolant;
			interpolant.settings = interpolantSettings;

		}

		this._interpolantSettings = interpolantSettings;

		this._interpolants = interpolants;	// bound by the mixer

		// inside: PropertyMixer (managed by the mixer)
		this._propertyBindings = new Array( nTracks );

		this._cacheIndex = null;			// for the memory manager
		this._byClipCacheIndex = null;		// for the memory manager

		this._timeScaleInterpolant = null;
		this._weightInterpolant = null;

		this.loop = LoopRepeat;
		this._loopCount = -1;

		// global mixer time when the action is to be started
		// it's set back to 'null' upon start of the action
		this._startTime = null;

		// scaled local time of the action
		// gets clamped or wrapped to 0..clip.duration according to loop
		this.time = 0;

		this.timeScale = 1;
		this._effectiveTimeScale = 1;

		this.weight = 1;
		this._effectiveWeight = 1;

		this.repetitions = Infinity; 		// no. of repetitions when looping

		this.paused = false;				// false -> zero effective time scale
		this.enabled = true;				// true -> zero effective weight

		this.clampWhenFinished 	= false;	// keep feeding the last frame?

		this.zeroSlopeAtStart 	= true;		// for smooth interpolation w/o separate
		this.zeroSlopeAtEnd		= true;		// clips for start, loop and end

	}

	AnimationAction.prototype = {

		constructor: AnimationAction,

		// State & Scheduling

		play: function() {

			this._mixer._activateAction( this );

			return this;

		},

		stop: function() {

			this._mixer._deactivateAction( this );

			return this.reset();

		},

		reset: function() {

			this.paused = false;
			this.enabled = true;

			this.time = 0;			// restart clip
			this._loopCount = -1;	// forget previous loops
			this._startTime = null;	// forget scheduling

			return this.stopFading().stopWarping();

		},

		isRunning: function() {

			return this.enabled && ! this.paused && this.timeScale !== 0 &&
					this._startTime === null && this._mixer._isActiveAction( this );

		},

		// return true when play has been called
		isScheduled: function() {

			return this._mixer._isActiveAction( this );

		},

		startAt: function( time ) {

			this._startTime = time;

			return this;

		},

		setLoop: function( mode, repetitions ) {

			this.loop = mode;
			this.repetitions = repetitions;

			return this;

		},

		// Weight

		// set the weight stopping any scheduled fading
		// although .enabled = false yields an effective weight of zero, this
		// method does *not* change .enabled, because it would be confusing
		setEffectiveWeight: function( weight ) {

			this.weight = weight;

			// note: same logic as when updated at runtime
			this._effectiveWeight = this.enabled ? weight : 0;

			return this.stopFading();

		},

		// return the weight considering fading and .enabled
		getEffectiveWeight: function() {

			return this._effectiveWeight;

		},

		fadeIn: function( duration ) {

			return this._scheduleFading( duration, 0, 1 );

		},

		fadeOut: function( duration ) {

			return this._scheduleFading( duration, 1, 0 );

		},

		crossFadeFrom: function( fadeOutAction, duration, warp ) {

			fadeOutAction.fadeOut( duration );
			this.fadeIn( duration );

			if( warp ) {

				var fadeInDuration = this._clip.duration,
					fadeOutDuration = fadeOutAction._clip.duration,

					startEndRatio = fadeOutDuration / fadeInDuration,
					endStartRatio = fadeInDuration / fadeOutDuration;

				fadeOutAction.warp( 1.0, startEndRatio, duration );
				this.warp( endStartRatio, 1.0, duration );

			}

			return this;

		},

		crossFadeTo: function( fadeInAction, duration, warp ) {

			return fadeInAction.crossFadeFrom( this, duration, warp );

		},

		stopFading: function() {

			var weightInterpolant = this._weightInterpolant;

			if ( weightInterpolant !== null ) {

				this._weightInterpolant = null;
				this._mixer._takeBackControlInterpolant( weightInterpolant );

			}

			return this;

		},

		// Time Scale Control

		// set the weight stopping any scheduled warping
		// although .paused = true yields an effective time scale of zero, this
		// method does *not* change .paused, because it would be confusing
		setEffectiveTimeScale: function( timeScale ) {

			this.timeScale = timeScale;
			this._effectiveTimeScale = this.paused ? 0 :timeScale;

			return this.stopWarping();

		},

		// return the time scale considering warping and .paused
		getEffectiveTimeScale: function() {

			return this._effectiveTimeScale;

		},

		setDuration: function( duration ) {

			this.timeScale = this._clip.duration / duration;

			return this.stopWarping();

		},

		syncWith: function( action ) {

			this.time = action.time;
			this.timeScale = action.timeScale;

			return this.stopWarping();

		},

		halt: function( duration ) {

			return this.warp( this._effectiveTimeScale, 0, duration );

		},

		warp: function( startTimeScale, endTimeScale, duration ) {

			var mixer = this._mixer, now = mixer.time,
				interpolant = this._timeScaleInterpolant,

				timeScale = this.timeScale;

			if ( interpolant === null ) {

				interpolant = mixer._lendControlInterpolant();
				this._timeScaleInterpolant = interpolant;

			}

			var times = interpolant.parameterPositions,
				values = interpolant.sampleValues;

			times[ 0 ] = now;
			times[ 1 ] = now + duration;

			values[ 0 ] = startTimeScale / timeScale;
			values[ 1 ] = endTimeScale / timeScale;

			return this;

		},

		stopWarping: function() {

			var timeScaleInterpolant = this._timeScaleInterpolant;

			if ( timeScaleInterpolant !== null ) {

				this._timeScaleInterpolant = null;
				this._mixer._takeBackControlInterpolant( timeScaleInterpolant );

			}

			return this;

		},

		// Object Accessors

		getMixer: function() {

			return this._mixer;

		},

		getClip: function() {

			return this._clip;

		},

		getRoot: function() {

			return this._localRoot || this._mixer._root;

		},

		// Interna

		_update: function( time, deltaTime, timeDirection, accuIndex ) {
			// called by the mixer

			var startTime = this._startTime;

			if ( startTime !== null ) {

				// check for scheduled start of action

				var timeRunning = ( time - startTime ) * timeDirection;
				if ( timeRunning < 0 || timeDirection === 0 ) {

					return; // yet to come / don't decide when delta = 0

				}

				// start

				this._startTime = null; // unschedule
				deltaTime = timeDirection * timeRunning;

			}

			// apply time scale and advance time

			deltaTime *= this._updateTimeScale( time );
			var clipTime = this._updateTime( deltaTime );

			// note: _updateTime may disable the action resulting in
			// an effective weight of 0

			var weight = this._updateWeight( time );

			if ( weight > 0 ) {

				var interpolants = this._interpolants;
				var propertyMixers = this._propertyBindings;

				for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {

					interpolants[ j ].evaluate( clipTime );
					propertyMixers[ j ].accumulate( accuIndex, weight );

				}

			}

		},

		_updateWeight: function( time ) {

			var weight = 0;

			if ( this.enabled ) {

				weight = this.weight;
				var interpolant = this._weightInterpolant;

				if ( interpolant !== null ) {

					var interpolantValue = interpolant.evaluate( time )[ 0 ];

					weight *= interpolantValue;

					if ( time > interpolant.parameterPositions[ 1 ] ) {

						this.stopFading();

						if ( interpolantValue === 0 ) {

							// faded out, disable
							this.enabled = false;

						}

					}

				}

			}

			this._effectiveWeight = weight;
			return weight;

		},

		_updateTimeScale: function( time ) {

			var timeScale = 0;

			if ( ! this.paused ) {

				timeScale = this.timeScale;

				var interpolant = this._timeScaleInterpolant;

				if ( interpolant !== null ) {

					var interpolantValue = interpolant.evaluate( time )[ 0 ];

					timeScale *= interpolantValue;

					if ( time > interpolant.parameterPositions[ 1 ] ) {

						this.stopWarping();

						if ( timeScale === 0 ) {

							// motion has halted, pause
							this.paused = true;

						} else {

							// warp done - apply final time scale
							this.timeScale = timeScale;

						}

					}

				}

			}

			this._effectiveTimeScale = timeScale;
			return timeScale;

		},

		_updateTime: function( deltaTime ) {

			var time = this.time + deltaTime;

			if ( deltaTime === 0 ) return time;

			var duration = this._clip.duration,

				loop = this.loop,
				loopCount = this._loopCount;

			if ( loop === LoopOnce ) {

				if ( loopCount === -1 ) {
					// just started

					this._loopCount = 0;
					this._setEndings( true, true, false );

				}

				handle_stop: {

					if ( time >= duration ) {

						time = duration;

					} else if ( time < 0 ) {

						time = 0;

					} else break handle_stop;

					if ( this.clampWhenFinished ) this.paused = true;
					else this.enabled = false;

					this._mixer.dispatchEvent( {
						type: 'finished', action: this,
						direction: deltaTime < 0 ? -1 : 1
					} );

				}

			} else { // repetitive Repeat or PingPong

				var pingPong = ( loop === LoopPingPong );

				if ( loopCount === -1 ) {
					// just started

					if ( deltaTime >= 0 ) {

						loopCount = 0;

						this._setEndings(
								true, this.repetitions === 0, pingPong );

					} else {

						// when looping in reverse direction, the initial
						// transition through zero counts as a repetition,
						// so leave loopCount at -1

						this._setEndings(
								this.repetitions === 0, true, pingPong );

					}

				}

				if ( time >= duration || time < 0 ) {
					// wrap around

					var loopDelta = Math.floor( time / duration ); // signed
					time -= duration * loopDelta;

					loopCount += Math.abs( loopDelta );

					var pending = this.repetitions - loopCount;

					if ( pending < 0 ) {
						// have to stop (switch state, clamp time, fire event)

						if ( this.clampWhenFinished ) this.paused = true;
						else this.enabled = false;

						time = deltaTime > 0 ? duration : 0;

						this._mixer.dispatchEvent( {
							type: 'finished', action: this,
							direction: deltaTime > 0 ? 1 : -1
						} );

					} else {
						// keep running

						if ( pending === 0 ) {
							// entering the last round

							var atStart = deltaTime < 0;
							this._setEndings( atStart, ! atStart, pingPong );

						} else {

							this._setEndings( false, false, pingPong );

						}

						this._loopCount = loopCount;

						this._mixer.dispatchEvent( {
							type: 'loop', action: this, loopDelta: loopDelta
						} );

					}

				}

				if ( pingPong && ( loopCount & 1 ) === 1 ) {
					// invert time for the "pong round"

					this.time = time;
					return duration - time;

				}

			}

			this.time = time;
			return time;

		},

		_setEndings: function( atStart, atEnd, pingPong ) {

			var settings = this._interpolantSettings;

			if ( pingPong ) {

				settings.endingStart 	= ZeroSlopeEnding;
				settings.endingEnd		= ZeroSlopeEnding;

			} else {

				// assuming for LoopOnce atStart == atEnd == true

				if ( atStart ) {

					settings.endingStart = this.zeroSlopeAtStart ?
							ZeroSlopeEnding : ZeroCurvatureEnding;

				} else {

					settings.endingStart = WrapAroundEnding;

				}

				if ( atEnd ) {

					settings.endingEnd = this.zeroSlopeAtEnd ?
							ZeroSlopeEnding : ZeroCurvatureEnding;

				} else {

					settings.endingEnd 	 = WrapAroundEnding;

				}

			}

		},

		_scheduleFading: function( duration, weightNow, weightThen ) {

			var mixer = this._mixer, now = mixer.time,
				interpolant = this._weightInterpolant;

			if ( interpolant === null ) {

				interpolant = mixer._lendControlInterpolant();
				this._weightInterpolant = interpolant;

			}

			var times = interpolant.parameterPositions,
				values = interpolant.sampleValues;

			times[ 0 ] = now; 				values[ 0 ] = weightNow;
			times[ 1 ] = now + duration;	values[ 1 ] = weightThen;

			return this;

		}

	};

	/**
	 *
	 * Player for AnimationClips.
	 *
	 *
	 * @author Ben Houston / http://clara.io/
	 * @author David Sarno / http://lighthaus.us/
	 * @author tschw
	 */

	function AnimationMixer( root ) {

		this._root = root;
		this._initMemoryManager();
		this._accuIndex = 0;

		this.time = 0;

		this.timeScale = 1.0;

	}

	AnimationMixer.prototype = {

		constructor: AnimationMixer,

		// return an action for a clip optionally using a custom root target
		// object (this method allocates a lot of dynamic memory in case a
		// previously unknown clip/root combination is specified)
		clipAction: function ( clip, optionalRoot ) {

			var root = optionalRoot || this._root,
				rootUuid = root.uuid,

				clipObject = typeof clip === 'string' ?
						AnimationClip.findByName( root, clip ) : clip,

				clipUuid = clipObject !== null ? clipObject.uuid : clip,

				actionsForClip = this._actionsByClip[ clipUuid ],
				prototypeAction = null;

			if ( actionsForClip !== undefined ) {

				var existingAction =
						actionsForClip.actionByRoot[ rootUuid ];

				if ( existingAction !== undefined ) {

					return existingAction;

				}

				// we know the clip, so we don't have to parse all
				// the bindings again but can just copy
				prototypeAction = actionsForClip.knownActions[ 0 ];

				// also, take the clip from the prototype action
				if ( clipObject === null )
					clipObject = prototypeAction._clip;

			}

			// clip must be known when specified via string
			if ( clipObject === null ) return null;

			// allocate all resources required to run it
			var newAction = new AnimationAction( this, clipObject, optionalRoot );

			this._bindAction( newAction, prototypeAction );

			// and make the action known to the memory manager
			this._addInactiveAction( newAction, clipUuid, rootUuid );

			return newAction;

		},

		// get an existing action
		existingAction: function ( clip, optionalRoot ) {

			var root = optionalRoot || this._root,
				rootUuid = root.uuid,

				clipObject = typeof clip === 'string' ?
						AnimationClip.findByName( root, clip ) : clip,

				clipUuid = clipObject ? clipObject.uuid : clip,

				actionsForClip = this._actionsByClip[ clipUuid ];

			if ( actionsForClip !== undefined ) {

				return actionsForClip.actionByRoot[ rootUuid ] || null;

			}

			return null;

		},

		// deactivates all previously scheduled actions
		stopAllAction: function () {

			var actions = this._actions,
				nActions = this._nActiveActions,
				bindings = this._bindings,
				nBindings = this._nActiveBindings;

			this._nActiveActions = 0;
			this._nActiveBindings = 0;

			for ( var i = 0; i !== nActions; ++ i ) {

				actions[ i ].reset();

			}

			for ( var i = 0; i !== nBindings; ++ i ) {

				bindings[ i ].useCount = 0;

			}

			return this;

		},

		// advance the time and update apply the animation
		update: function ( deltaTime ) {

			deltaTime *= this.timeScale;

			var actions = this._actions,
				nActions = this._nActiveActions,

				time = this.time += deltaTime,
				timeDirection = Math.sign( deltaTime ),

				accuIndex = this._accuIndex ^= 1;

			// run active actions

			for ( var i = 0; i !== nActions; ++ i ) {

				var action = actions[ i ];

				if ( action.enabled ) {

					action._update( time, deltaTime, timeDirection, accuIndex );

				}

			}

			// update scene graph

			var bindings = this._bindings,
				nBindings = this._nActiveBindings;

			for ( var i = 0; i !== nBindings; ++ i ) {

				bindings[ i ].apply( accuIndex );

			}

			return this;

		},

		// return this mixer's root target object
		getRoot: function () {

			return this._root;

		},

		// free all resources specific to a particular clip
		uncacheClip: function ( clip ) {

			var actions = this._actions,
				clipUuid = clip.uuid,
				actionsByClip = this._actionsByClip,
				actionsForClip = actionsByClip[ clipUuid ];

			if ( actionsForClip !== undefined ) {

				// note: just calling _removeInactiveAction would mess up the
				// iteration state and also require updating the state we can
				// just throw away

				var actionsToRemove = actionsForClip.knownActions;

				for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {

					var action = actionsToRemove[ i ];

					this._deactivateAction( action );

					var cacheIndex = action._cacheIndex,
						lastInactiveAction = actions[ actions.length - 1 ];

					action._cacheIndex = null;
					action._byClipCacheIndex = null;

					lastInactiveAction._cacheIndex = cacheIndex;
					actions[ cacheIndex ] = lastInactiveAction;
					actions.pop();

					this._removeInactiveBindingsForAction( action );

				}

				delete actionsByClip[ clipUuid ];

			}

		},

		// free all resources specific to a particular root target object
		uncacheRoot: function ( root ) {

			var rootUuid = root.uuid,
				actionsByClip = this._actionsByClip;

			for ( var clipUuid in actionsByClip ) {

				var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
					action = actionByRoot[ rootUuid ];

				if ( action !== undefined ) {

					this._deactivateAction( action );
					this._removeInactiveAction( action );

				}

			}

			var bindingsByRoot = this._bindingsByRootAndName,
				bindingByName = bindingsByRoot[ rootUuid ];

			if ( bindingByName !== undefined ) {

				for ( var trackName in bindingByName ) {

					var binding = bindingByName[ trackName ];
					binding.restoreOriginalState();
					this._removeInactiveBinding( binding );

				}

			}

		},

		// remove a targeted clip from the cache
		uncacheAction: function ( clip, optionalRoot ) {

			var action = this.existingAction( clip, optionalRoot );

			if ( action !== null ) {

				this._deactivateAction( action );
				this._removeInactiveAction( action );

			}

		}

	};

	// Implementation details:

	Object.assign( AnimationMixer.prototype, {

		_bindAction: function ( action, prototypeAction ) {

			var root = action._localRoot || this._root,
				tracks = action._clip.tracks,
				nTracks = tracks.length,
				bindings = action._propertyBindings,
				interpolants = action._interpolants,
				rootUuid = root.uuid,
				bindingsByRoot = this._bindingsByRootAndName,
				bindingsByName = bindingsByRoot[ rootUuid ];

			if ( bindingsByName === undefined ) {

				bindingsByName = {};
				bindingsByRoot[ rootUuid ] = bindingsByName;

			}

			for ( var i = 0; i !== nTracks; ++ i ) {

				var track = tracks[ i ],
					trackName = track.name,
					binding = bindingsByName[ trackName ];

				if ( binding !== undefined ) {

					bindings[ i ] = binding;

				} else {

					binding = bindings[ i ];

					if ( binding !== undefined ) {

						// existing binding, make sure the cache knows

						if ( binding._cacheIndex === null ) {

							++ binding.referenceCount;
							this._addInactiveBinding( binding, rootUuid, trackName );

						}

						continue;

					}

					var path = prototypeAction && prototypeAction.
							_propertyBindings[ i ].binding.parsedPath;

					binding = new PropertyMixer(
							PropertyBinding.create( root, trackName, path ),
							track.ValueTypeName, track.getValueSize() );

					++ binding.referenceCount;
					this._addInactiveBinding( binding, rootUuid, trackName );

					bindings[ i ] = binding;

				}

				interpolants[ i ].resultBuffer = binding.buffer;

			}

		},

		_activateAction: function ( action ) {

			if ( ! this._isActiveAction( action ) ) {

				if ( action._cacheIndex === null ) {

					// this action has been forgotten by the cache, but the user
					// appears to be still using it -> rebind

					var rootUuid = ( action._localRoot || this._root ).uuid,
						clipUuid = action._clip.uuid,
						actionsForClip = this._actionsByClip[ clipUuid ];

					this._bindAction( action,
							actionsForClip && actionsForClip.knownActions[ 0 ] );

					this._addInactiveAction( action, clipUuid, rootUuid );

				}

				var bindings = action._propertyBindings;

				// increment reference counts / sort out state
				for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

					var binding = bindings[ i ];

					if ( binding.useCount ++ === 0 ) {

						this._lendBinding( binding );
						binding.saveOriginalState();

					}

				}

				this._lendAction( action );

			}

		},

		_deactivateAction: function ( action ) {

			if ( this._isActiveAction( action ) ) {

				var bindings = action._propertyBindings;

				// decrement reference counts / sort out state
				for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

					var binding = bindings[ i ];

					if ( -- binding.useCount === 0 ) {

						binding.restoreOriginalState();
						this._takeBackBinding( binding );

					}

				}

				this._takeBackAction( action );

			}

		},

		// Memory manager

		_initMemoryManager: function () {

			this._actions = []; // 'nActiveActions' followed by inactive ones
			this._nActiveActions = 0;

			this._actionsByClip = {};
			// inside:
			// {
			// 		knownActions: Array< AnimationAction >	- used as prototypes
			// 		actionByRoot: AnimationAction			- lookup
			// }


			this._bindings = []; // 'nActiveBindings' followed by inactive ones
			this._nActiveBindings = 0;

			this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >


			this._controlInterpolants = []; // same game as above
			this._nActiveControlInterpolants = 0;

			var scope = this;

			this.stats = {

				actions: {
					get total() { return scope._actions.length; },
					get inUse() { return scope._nActiveActions; }
				},
				bindings: {
					get total() { return scope._bindings.length; },
					get inUse() { return scope._nActiveBindings; }
				},
				controlInterpolants: {
					get total() { return scope._controlInterpolants.length; },
					get inUse() { return scope._nActiveControlInterpolants; }
				}

			};

		},

		// Memory management for AnimationAction objects

		_isActiveAction: function ( action ) {

			var index = action._cacheIndex;
			return index !== null && index < this._nActiveActions;

		},

		_addInactiveAction: function ( action, clipUuid, rootUuid ) {

			var actions = this._actions,
				actionsByClip = this._actionsByClip,
				actionsForClip = actionsByClip[ clipUuid ];

			if ( actionsForClip === undefined ) {

				actionsForClip = {

					knownActions: [ action ],
					actionByRoot: {}

				};

				action._byClipCacheIndex = 0;

				actionsByClip[ clipUuid ] = actionsForClip;

			} else {

				var knownActions = actionsForClip.knownActions;

				action._byClipCacheIndex = knownActions.length;
				knownActions.push( action );

			}

			action._cacheIndex = actions.length;
			actions.push( action );

			actionsForClip.actionByRoot[ rootUuid ] = action;

		},

		_removeInactiveAction: function ( action ) {

			var actions = this._actions,
				lastInactiveAction = actions[ actions.length - 1 ],
				cacheIndex = action._cacheIndex;

			lastInactiveAction._cacheIndex = cacheIndex;
			actions[ cacheIndex ] = lastInactiveAction;
			actions.pop();

			action._cacheIndex = null;


			var clipUuid = action._clip.uuid,
				actionsByClip = this._actionsByClip,
				actionsForClip = actionsByClip[ clipUuid ],
				knownActionsForClip = actionsForClip.knownActions,

				lastKnownAction =
					knownActionsForClip[ knownActionsForClip.length - 1 ],

				byClipCacheIndex = action._byClipCacheIndex;

			lastKnownAction._byClipCacheIndex = byClipCacheIndex;
			knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
			knownActionsForClip.pop();

			action._byClipCacheIndex = null;


			var actionByRoot = actionsForClip.actionByRoot,
				rootUuid = ( actions._localRoot || this._root ).uuid;

			delete actionByRoot[ rootUuid ];

			if ( knownActionsForClip.length === 0 ) {

				delete actionsByClip[ clipUuid ];

			}

			this._removeInactiveBindingsForAction( action );

		},

		_removeInactiveBindingsForAction: function ( action ) {

			var bindings = action._propertyBindings;
			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {

				var binding = bindings[ i ];

				if ( -- binding.referenceCount === 0 ) {

					this._removeInactiveBinding( binding );

				}

			}

		},

		_lendAction: function ( action ) {

			// [ active actions |  inactive actions  ]
			// [  active actions >| inactive actions ]
			//                 s        a
			//                  <-swap->
			//                 a        s

			var actions = this._actions,
				prevIndex = action._cacheIndex,

				lastActiveIndex = this._nActiveActions ++,

				firstInactiveAction = actions[ lastActiveIndex ];

			action._cacheIndex = lastActiveIndex;
			actions[ lastActiveIndex ] = action;

			firstInactiveAction._cacheIndex = prevIndex;
			actions[ prevIndex ] = firstInactiveAction;

		},

		_takeBackAction: function ( action ) {

			// [  active actions  | inactive actions ]
			// [ active actions |< inactive actions  ]
			//        a        s
			//         <-swap->
			//        s        a

			var actions = this._actions,
				prevIndex = action._cacheIndex,

				firstInactiveIndex = -- this._nActiveActions,

				lastActiveAction = actions[ firstInactiveIndex ];

			action._cacheIndex = firstInactiveIndex;
			actions[ firstInactiveIndex ] = action;

			lastActiveAction._cacheIndex = prevIndex;
			actions[ prevIndex ] = lastActiveAction;

		},

		// Memory management for PropertyMixer objects

		_addInactiveBinding: function ( binding, rootUuid, trackName ) {

			var bindingsByRoot = this._bindingsByRootAndName,
				bindingByName = bindingsByRoot[ rootUuid ],

				bindings = this._bindings;

			if ( bindingByName === undefined ) {

				bindingByName = {};
				bindingsByRoot[ rootUuid ] = bindingByName;

			}

			bindingByName[ trackName ] = binding;

			binding._cacheIndex = bindings.length;
			bindings.push( binding );

		},

		_removeInactiveBinding: function ( binding ) {

			var bindings = this._bindings,
				propBinding = binding.binding,
				rootUuid = propBinding.rootNode.uuid,
				trackName = propBinding.path,
				bindingsByRoot = this._bindingsByRootAndName,
				bindingByName = bindingsByRoot[ rootUuid ],

				lastInactiveBinding = bindings[ bindings.length - 1 ],
				cacheIndex = binding._cacheIndex;

			lastInactiveBinding._cacheIndex = cacheIndex;
			bindings[ cacheIndex ] = lastInactiveBinding;
			bindings.pop();

			delete bindingByName[ trackName ];

			remove_empty_map: {

				for ( var _ in bindingByName ) break remove_empty_map;

				delete bindingsByRoot[ rootUuid ];

			}

		},

		_lendBinding: function ( binding ) {

			var bindings = this._bindings,
				prevIndex = binding._cacheIndex,

				lastActiveIndex = this._nActiveBindings ++,

				firstInactiveBinding = bindings[ lastActiveIndex ];

			binding._cacheIndex = lastActiveIndex;
			bindings[ lastActiveIndex ] = binding;

			firstInactiveBinding._cacheIndex = prevIndex;
			bindings[ prevIndex ] = firstInactiveBinding;

		},

		_takeBackBinding: function ( binding ) {

			var bindings = this._bindings,
				prevIndex = binding._cacheIndex,

				firstInactiveIndex = -- this._nActiveBindings,

				lastActiveBinding = bindings[ firstInactiveIndex ];

			binding._cacheIndex = firstInactiveIndex;
			bindings[ firstInactiveIndex ] = binding;

			lastActiveBinding._cacheIndex = prevIndex;
			bindings[ prevIndex ] = lastActiveBinding;

		},


		// Memory management of Interpolants for weight and time scale

		_lendControlInterpolant: function () {

			var interpolants = this._controlInterpolants,
				lastActiveIndex = this._nActiveControlInterpolants ++,
				interpolant = interpolants[ lastActiveIndex ];

			if ( interpolant === undefined ) {

				interpolant = new LinearInterpolant(
						new Float32Array( 2 ), new Float32Array( 2 ),
							1, this._controlInterpolantsResultBuffer );

				interpolant.__cacheIndex = lastActiveIndex;
				interpolants[ lastActiveIndex ] = interpolant;

			}

			return interpolant;

		},

		_takeBackControlInterpolant: function ( interpolant ) {

			var interpolants = this._controlInterpolants,
				prevIndex = interpolant.__cacheIndex,

				firstInactiveIndex = -- this._nActiveControlInterpolants,

				lastActiveInterpolant = interpolants[ firstInactiveIndex ];

			interpolant.__cacheIndex = firstInactiveIndex;
			interpolants[ firstInactiveIndex ] = interpolant;

			lastActiveInterpolant.__cacheIndex = prevIndex;
			interpolants[ prevIndex ] = lastActiveInterpolant;

		},

		_controlInterpolantsResultBuffer: new Float32Array( 1 )

	} );

	Object.assign( AnimationMixer.prototype, EventDispatcher.prototype );

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Uniform( value ) {

		if ( typeof value === 'string' ) {

			console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
			value = arguments[ 1 ];

		}

		this.value = value;

	}

	Uniform.prototype.clone = function () {

		return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );

	};

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function InstancedBufferGeometry() {

		BufferGeometry.call( this );

		this.type = 'InstancedBufferGeometry';
		this.maxInstancedCount = undefined;

	}

	InstancedBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
	InstancedBufferGeometry.prototype.constructor = InstancedBufferGeometry;

	InstancedBufferGeometry.prototype.isInstancedBufferGeometry = true;

	InstancedBufferGeometry.prototype.addGroup = function ( start, count, materialIndex ) {

		this.groups.push( {

			start: start,
			count: count,
			materialIndex: materialIndex

		} );

	};

	InstancedBufferGeometry.prototype.copy = function ( source ) {

		var index = source.index;

		if ( index !== null ) {

			this.setIndex( index.clone() );

		}

		var attributes = source.attributes;

		for ( var name in attributes ) {

			var attribute = attributes[ name ];
			this.addAttribute( name, attribute.clone() );

		}

		var groups = source.groups;

		for ( var i = 0, l = groups.length; i < l; i ++ ) {

			var group = groups[ i ];
			this.addGroup( group.start, group.count, group.materialIndex );

		}

		return this;

	};

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {

		this.uuid = _Math.generateUUID();

		this.data = interleavedBuffer;
		this.itemSize = itemSize;
		this.offset = offset;

		this.normalized = normalized === true;

	}


	InterleavedBufferAttribute.prototype = {

		constructor: InterleavedBufferAttribute,

		isInterleavedBufferAttribute: true,

		get count() {

			return this.data.count;

		},

		get array() {

			return this.data.array;

		},

		setX: function ( index, x ) {

			this.data.array[ index * this.data.stride + this.offset ] = x;

			return this;

		},

		setY: function ( index, y ) {

			this.data.array[ index * this.data.stride + this.offset + 1 ] = y;

			return this;

		},

		setZ: function ( index, z ) {

			this.data.array[ index * this.data.stride + this.offset + 2 ] = z;

			return this;

		},

		setW: function ( index, w ) {

			this.data.array[ index * this.data.stride + this.offset + 3 ] = w;

			return this;

		},

		getX: function ( index ) {

			return this.data.array[ index * this.data.stride + this.offset ];

		},

		getY: function ( index ) {

			return this.data.array[ index * this.data.stride + this.offset + 1 ];

		},

		getZ: function ( index ) {

			return this.data.array[ index * this.data.stride + this.offset + 2 ];

		},

		getW: function ( index ) {

			return this.data.array[ index * this.data.stride + this.offset + 3 ];

		},

		setXY: function ( index, x, y ) {

			index = index * this.data.stride + this.offset;

			this.data.array[ index + 0 ] = x;
			this.data.array[ index + 1 ] = y;

			return this;

		},

		setXYZ: function ( index, x, y, z ) {

			index = index * this.data.stride + this.offset;

			this.data.array[ index + 0 ] = x;
			this.data.array[ index + 1 ] = y;
			this.data.array[ index + 2 ] = z;

			return this;

		},

		setXYZW: function ( index, x, y, z, w ) {

			index = index * this.data.stride + this.offset;

			this.data.array[ index + 0 ] = x;
			this.data.array[ index + 1 ] = y;
			this.data.array[ index + 2 ] = z;
			this.data.array[ index + 3 ] = w;

			return this;

		}

	};

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function InterleavedBuffer( array, stride ) {

		this.uuid = _Math.generateUUID();

		this.array = array;
		this.stride = stride;
		this.count = array !== undefined ? array.length / stride : 0;

		this.dynamic = false;
		this.updateRange = { offset: 0, count: - 1 };

		this.onUploadCallback = function () {};

		this.version = 0;

	}

	InterleavedBuffer.prototype = {

		constructor: InterleavedBuffer,

		isInterleavedBuffer: true,

		set needsUpdate( value ) {

			if ( value === true ) this.version ++;

		},

		setArray: function ( array ) {

			if ( Array.isArray( array ) ) {

				throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );

			}

			this.count = array !== undefined ? array.length / this.stride : 0;
			this.array = array;

		},

		setDynamic: function ( value ) {

			this.dynamic = value;

			return this;

		},

		copy: function ( source ) {

			this.array = new source.array.constructor( source.array );
			this.count = source.count;
			this.stride = source.stride;
			this.dynamic = source.dynamic;

			return this;

		},

		copyAt: function ( index1, attribute, index2 ) {

			index1 *= this.stride;
			index2 *= attribute.stride;

			for ( var i = 0, l = this.stride; i < l; i ++ ) {

				this.array[ index1 + i ] = attribute.array[ index2 + i ];

			}

			return this;

		},

		set: function ( value, offset ) {

			if ( offset === undefined ) offset = 0;

			this.array.set( value, offset );

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		onUpload: function ( callback ) {

			this.onUploadCallback = callback;

			return this;

		}

	};

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {

		InterleavedBuffer.call( this, array, stride );

		this.meshPerAttribute = meshPerAttribute || 1;

	}

	InstancedInterleavedBuffer.prototype = Object.create( InterleavedBuffer.prototype );
	InstancedInterleavedBuffer.prototype.constructor = InstancedInterleavedBuffer;

	InstancedInterleavedBuffer.prototype.isInstancedInterleavedBuffer = true;

	InstancedInterleavedBuffer.prototype.copy = function ( source ) {

		InterleavedBuffer.prototype.copy.call( this, source );

		this.meshPerAttribute = source.meshPerAttribute;

		return this;

	};

	/**
	 * @author benaadams / https://twitter.com/ben_a_adams
	 */

	function InstancedBufferAttribute( array, itemSize, meshPerAttribute ) {

		BufferAttribute.call( this, array, itemSize );

		this.meshPerAttribute = meshPerAttribute || 1;

	}

	InstancedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
	InstancedBufferAttribute.prototype.constructor = InstancedBufferAttribute;

	InstancedBufferAttribute.prototype.isInstancedBufferAttribute = true;

	InstancedBufferAttribute.prototype.copy = function ( source ) {

		BufferAttribute.prototype.copy.call( this, source );

		this.meshPerAttribute = source.meshPerAttribute;

		return this;

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author bhouston / http://clara.io/
	 * @author stephomi / http://stephaneginier.com/
	 */

	function Raycaster( origin, direction, near, far ) {

		this.ray = new Ray( origin, direction );
		// direction is assumed to be normalized (for accurate distance calculations)

		this.near = near || 0;
		this.far = far || Infinity;

		this.params = {
			Mesh: {},
			Line: {},
			LOD: {},
			Points: { threshold: 1 },
			Sprite: {}
		};

		Object.defineProperties( this.params, {
			PointCloud: {
				get: function () {
					console.warn( 'THREE.Raycaster: params.PointCloud has been renamed to params.Points.' );
					return this.Points;
				}
			}
		} );

	}

	function ascSort( a, b ) {

		return a.distance - b.distance;

	}

	function intersectObject( object, raycaster, intersects, recursive ) {

		if ( object.visible === false ) return;

		object.raycast( raycaster, intersects );

		if ( recursive === true ) {

			var children = object.children;

			for ( var i = 0, l = children.length; i < l; i ++ ) {

				intersectObject( children[ i ], raycaster, intersects, true );

			}

		}

	}

	//

	Raycaster.prototype = {

		constructor: Raycaster,

		linePrecision: 1,

		set: function ( origin, direction ) {

			// direction is assumed to be normalized (for accurate distance calculations)

			this.ray.set( origin, direction );

		},

		setFromCamera: function ( coords, camera ) {

			if ( (camera && camera.isPerspectiveCamera) ) {

				this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
				this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();

			} else if ( (camera && camera.isOrthographicCamera) ) {

				this.ray.origin.set( coords.x, coords.y, ( camera.near + camera.far ) / ( camera.near - camera.far ) ).unproject( camera ); // set origin in plane of camera
				this.ray.direction.set( 0, 0, - 1 ).transformDirection( camera.matrixWorld );

			} else {

				console.error( 'THREE.Raycaster: Unsupported camera type.' );

			}

		},

		intersectObject: function ( object, recursive ) {

			var intersects = [];

			intersectObject( object, this, intersects, recursive );

			intersects.sort( ascSort );

			return intersects;

		},

		intersectObjects: function ( objects, recursive ) {

			var intersects = [];

			if ( Array.isArray( objects ) === false ) {

				console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
				return intersects;

			}

			for ( var i = 0, l = objects.length; i < l; i ++ ) {

				intersectObject( objects[ i ], this, intersects, recursive );

			}

			intersects.sort( ascSort );

			return intersects;

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function Clock( autoStart ) {

		this.autoStart = ( autoStart !== undefined ) ? autoStart : true;

		this.startTime = 0;
		this.oldTime = 0;
		this.elapsedTime = 0;

		this.running = false;

	}

	Clock.prototype = {

		constructor: Clock,

		start: function () {

			this.startTime = ( performance || Date ).now();

			this.oldTime = this.startTime;
			this.elapsedTime = 0;
			this.running = true;

		},

		stop: function () {

			this.getElapsedTime();
			this.running = false;

		},

		getElapsedTime: function () {

			this.getDelta();
			return this.elapsedTime;

		},

		getDelta: function () {

			var diff = 0;

			if ( this.autoStart && ! this.running ) {

				this.start();

			}

			if ( this.running ) {

				var newTime = ( performance || Date ).now();

				diff = ( newTime - this.oldTime ) / 1000;
				this.oldTime = newTime;

				this.elapsedTime += diff;

			}

			return diff;

		}

	};

	/**
	 * @author bhouston / http://clara.io
	 * @author WestLangley / http://github.com/WestLangley
	 *
	 * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
	 *
	 * The poles (phi) are at the positive and negative y axis.
	 * The equator starts at positive z.
	 */

	function Spherical( radius, phi, theta ) {

		this.radius = ( radius !== undefined ) ? radius : 1.0;
		this.phi = ( phi !== undefined ) ? phi : 0; // up / down towards top and bottom pole
		this.theta = ( theta !== undefined ) ? theta : 0; // around the equator of the sphere

		return this;

	}

	Spherical.prototype = {

		constructor: Spherical,

		set: function ( radius, phi, theta ) {

			this.radius = radius;
			this.phi = phi;
			this.theta = theta;

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( other ) {

			this.radius = other.radius;
			this.phi = other.phi;
			this.theta = other.theta;

			return this;

		},

		// restrict phi to be betwee EPS and PI-EPS
		makeSafe: function() {

			var EPS = 0.000001;
			this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );

			return this;

		},

		setFromVector3: function( vec3 ) {

			this.radius = vec3.length();

			if ( this.radius === 0 ) {

				this.theta = 0;
				this.phi = 0;

			} else {

				this.theta = Math.atan2( vec3.x, vec3.z ); // equator angle around y-up axis
				this.phi = Math.acos( _Math.clamp( vec3.y / this.radius, - 1, 1 ) ); // polar angle

			}

			return this;

		}

	};

	/**
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
	 *
	 */

	function Cylindrical( radius, theta, y ) {

		this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
		this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
		this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane

		return this;

	}

	Cylindrical.prototype = {

		constructor: Cylindrical,

		set: function ( radius, theta, y ) {

			this.radius = radius;
			this.theta = theta;
			this.y = y;

			return this;

		},

		clone: function () {

			return new this.constructor().copy( this );

		},

		copy: function ( other ) {

			this.radius = other.radius;
			this.theta = other.theta;
			this.y = other.y;

			return this;

		},

		setFromVector3: function( vec3 ) {

			this.radius = Math.sqrt( vec3.x * vec3.x + vec3.z * vec3.z );
			this.theta = Math.atan2( vec3.x, vec3.z );
			this.y = vec3.y;

			return this;

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function MorphBlendMesh( geometry, material ) {

		Mesh.call( this, geometry, material );

		this.animationsMap = {};
		this.animationsList = [];

		// prepare default animation
		// (all frames played together in 1 second)

		var numFrames = this.geometry.morphTargets.length;

		var name = "__default";

		var startFrame = 0;
		var endFrame = numFrames - 1;

		var fps = numFrames / 1;

		this.createAnimation( name, startFrame, endFrame, fps );
		this.setAnimationWeight( name, 1 );

	}

	MorphBlendMesh.prototype = Object.create( Mesh.prototype );
	MorphBlendMesh.prototype.constructor = MorphBlendMesh;

	MorphBlendMesh.prototype.createAnimation = function ( name, start, end, fps ) {

		var animation = {

			start: start,
			end: end,

			length: end - start + 1,

			fps: fps,
			duration: ( end - start ) / fps,

			lastFrame: 0,
			currentFrame: 0,

			active: false,

			time: 0,
			direction: 1,
			weight: 1,

			directionBackwards: false,
			mirroredLoop: false

		};

		this.animationsMap[ name ] = animation;
		this.animationsList.push( animation );

	};

	MorphBlendMesh.prototype.autoCreateAnimations = function ( fps ) {

		var pattern = /([a-z]+)_?(\d+)/i;

		var firstAnimation, frameRanges = {};

		var geometry = this.geometry;

		for ( var i = 0, il = geometry.morphTargets.length; i < il; i ++ ) {

			var morph = geometry.morphTargets[ i ];
			var chunks = morph.name.match( pattern );

			if ( chunks && chunks.length > 1 ) {

				var name = chunks[ 1 ];

				if ( ! frameRanges[ name ] ) frameRanges[ name ] = { start: Infinity, end: - Infinity };

				var range = frameRanges[ name ];

				if ( i < range.start ) range.start = i;
				if ( i > range.end ) range.end = i;

				if ( ! firstAnimation ) firstAnimation = name;

			}

		}

		for ( var name in frameRanges ) {

			var range = frameRanges[ name ];
			this.createAnimation( name, range.start, range.end, fps );

		}

		this.firstAnimation = firstAnimation;

	};

	MorphBlendMesh.prototype.setAnimationDirectionForward = function ( name ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.direction = 1;
			animation.directionBackwards = false;

		}

	};

	MorphBlendMesh.prototype.setAnimationDirectionBackward = function ( name ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.direction = - 1;
			animation.directionBackwards = true;

		}

	};

	MorphBlendMesh.prototype.setAnimationFPS = function ( name, fps ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.fps = fps;
			animation.duration = ( animation.end - animation.start ) / animation.fps;

		}

	};

	MorphBlendMesh.prototype.setAnimationDuration = function ( name, duration ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.duration = duration;
			animation.fps = ( animation.end - animation.start ) / animation.duration;

		}

	};

	MorphBlendMesh.prototype.setAnimationWeight = function ( name, weight ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.weight = weight;

		}

	};

	MorphBlendMesh.prototype.setAnimationTime = function ( name, time ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.time = time;

		}

	};

	MorphBlendMesh.prototype.getAnimationTime = function ( name ) {

		var time = 0;

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			time = animation.time;

		}

		return time;

	};

	MorphBlendMesh.prototype.getAnimationDuration = function ( name ) {

		var duration = - 1;

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			duration = animation.duration;

		}

		return duration;

	};

	MorphBlendMesh.prototype.playAnimation = function ( name ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.time = 0;
			animation.active = true;

		} else {

			console.warn( "THREE.MorphBlendMesh: animation[" + name + "] undefined in .playAnimation()" );

		}

	};

	MorphBlendMesh.prototype.stopAnimation = function ( name ) {

		var animation = this.animationsMap[ name ];

		if ( animation ) {

			animation.active = false;

		}

	};

	MorphBlendMesh.prototype.update = function ( delta ) {

		for ( var i = 0, il = this.animationsList.length; i < il; i ++ ) {

			var animation = this.animationsList[ i ];

			if ( ! animation.active ) continue;

			var frameTime = animation.duration / animation.length;

			animation.time += animation.direction * delta;

			if ( animation.mirroredLoop ) {

				if ( animation.time > animation.duration || animation.time < 0 ) {

					animation.direction *= - 1;

					if ( animation.time > animation.duration ) {

						animation.time = animation.duration;
						animation.directionBackwards = true;

					}

					if ( animation.time < 0 ) {

						animation.time = 0;
						animation.directionBackwards = false;

					}

				}

			} else {

				animation.time = animation.time % animation.duration;

				if ( animation.time < 0 ) animation.time += animation.duration;

			}

			var keyframe = animation.start + _Math.clamp( Math.floor( animation.time / frameTime ), 0, animation.length - 1 );
			var weight = animation.weight;

			if ( keyframe !== animation.currentFrame ) {

				this.morphTargetInfluences[ animation.lastFrame ] = 0;
				this.morphTargetInfluences[ animation.currentFrame ] = 1 * weight;

				this.morphTargetInfluences[ keyframe ] = 0;

				animation.lastFrame = animation.currentFrame;
				animation.currentFrame = keyframe;

			}

			var mix = ( animation.time % frameTime ) / frameTime;

			if ( animation.directionBackwards ) mix = 1 - mix;

			if ( animation.currentFrame !== animation.lastFrame ) {

				this.morphTargetInfluences[ animation.currentFrame ] = mix * weight;
				this.morphTargetInfluences[ animation.lastFrame ] = ( 1 - mix ) * weight;

			} else {

				this.morphTargetInfluences[ animation.currentFrame ] = weight;

			}

		}

	};

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	function ImmediateRenderObject( material ) {

		Object3D.call( this );

		this.material = material;
		this.render = function ( renderCallback ) {};

	}

	ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
	ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;

	ImmediateRenderObject.prototype.isImmediateRenderObject = true;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	*/

	function VertexNormalsHelper( object, size, hex, linewidth ) {

		this.object = object;

		this.size = ( size !== undefined ) ? size : 1;

		var color = ( hex !== undefined ) ? hex : 0xff0000;

		var width = ( linewidth !== undefined ) ? linewidth : 1;

		//

		var nNormals = 0;

		var objGeometry = this.object.geometry;

		if ( objGeometry && objGeometry.isGeometry ) {

			nNormals = objGeometry.faces.length * 3;

		} else if ( objGeometry && objGeometry.isBufferGeometry ) {

			nNormals = objGeometry.attributes.normal.count;

		}

		//

		var geometry = new BufferGeometry();

		var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );

		geometry.addAttribute( 'position', positions );

		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );

		//

		this.matrixAutoUpdate = false;

		this.update();

	}

	VertexNormalsHelper.prototype = Object.create( LineSegments.prototype );
	VertexNormalsHelper.prototype.constructor = VertexNormalsHelper;

	VertexNormalsHelper.prototype.update = ( function () {

		var v1 = new Vector3();
		var v2 = new Vector3();
		var normalMatrix = new Matrix3();

		return function update() {

			var keys = [ 'a', 'b', 'c' ];

			this.object.updateMatrixWorld( true );

			normalMatrix.getNormalMatrix( this.object.matrixWorld );

			var matrixWorld = this.object.matrixWorld;

			var position = this.geometry.attributes.position;

			//

			var objGeometry = this.object.geometry;

			if ( objGeometry && objGeometry.isGeometry ) {

				var vertices = objGeometry.vertices;

				var faces = objGeometry.faces;

				var idx = 0;

				for ( var i = 0, l = faces.length; i < l; i ++ ) {

					var face = faces[ i ];

					for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {

						var vertex = vertices[ face[ keys[ j ] ] ];

						var normal = face.vertexNormals[ j ];

						v1.copy( vertex ).applyMatrix4( matrixWorld );

						v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

						position.setXYZ( idx, v1.x, v1.y, v1.z );

						idx = idx + 1;

						position.setXYZ( idx, v2.x, v2.y, v2.z );

						idx = idx + 1;

					}

				}

			} else if ( objGeometry && objGeometry.isBufferGeometry ) {

				var objPos = objGeometry.attributes.position;

				var objNorm = objGeometry.attributes.normal;

				var idx = 0;

				// for simplicity, ignore index and drawcalls, and render every normal

				for ( var j = 0, jl = objPos.count; j < jl; j ++ ) {

					v1.set( objPos.getX( j ), objPos.getY( j ), objPos.getZ( j ) ).applyMatrix4( matrixWorld );

					v2.set( objNorm.getX( j ), objNorm.getY( j ), objNorm.getZ( j ) );

					v2.applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

					position.setXYZ( idx, v1.x, v1.y, v1.z );

					idx = idx + 1;

					position.setXYZ( idx, v2.x, v2.y, v2.z );

					idx = idx + 1;

				}

			}

			position.needsUpdate = true;

			return this;

		};

	}() );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	*/

	function SpotLightHelper( light ) {

		Object3D.call( this );

		this.light = light;
		this.light.updateMatrixWorld();

		this.matrix = light.matrixWorld;
		this.matrixAutoUpdate = false;

		var geometry = new BufferGeometry();

		var positions = [
			0, 0, 0,   0,   0,   1,
			0, 0, 0,   1,   0,   1,
			0, 0, 0, - 1,   0,   1,
			0, 0, 0,   0,   1,   1,
			0, 0, 0,   0, - 1,   1
		];

		for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {

			var p1 = ( i / l ) * Math.PI * 2;
			var p2 = ( j / l ) * Math.PI * 2;

			positions.push(
				Math.cos( p1 ), Math.sin( p1 ), 1,
				Math.cos( p2 ), Math.sin( p2 ), 1
			);

		}

		geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );

		var material = new LineBasicMaterial( { fog: false } );

		this.cone = new LineSegments( geometry, material );
		this.add( this.cone );

		this.update();

	}

	SpotLightHelper.prototype = Object.create( Object3D.prototype );
	SpotLightHelper.prototype.constructor = SpotLightHelper;

	SpotLightHelper.prototype.dispose = function () {

		this.cone.geometry.dispose();
		this.cone.material.dispose();

	};

	SpotLightHelper.prototype.update = function () {

		var vector = new Vector3();
		var vector2 = new Vector3();

		return function update() {

			var coneLength = this.light.distance ? this.light.distance : 1000;
			var coneWidth = coneLength * Math.tan( this.light.angle );

			this.cone.scale.set( coneWidth, coneWidth, coneLength );

			vector.setFromMatrixPosition( this.light.matrixWorld );
			vector2.setFromMatrixPosition( this.light.target.matrixWorld );

			this.cone.lookAt( vector2.sub( vector ) );

			this.cone.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

		};

	}();

	/**
	 * @author Sean Griffin / http://twitter.com/sgrif
	 * @author Michael Guerrero / http://realitymeltdown.com
	 * @author mrdoob / http://mrdoob.com/
	 * @author ikerr / http://verold.com
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function SkeletonHelper( object ) {

		this.bones = this.getBoneList( object );

		var geometry = new BufferGeometry();

		var vertices = [];
		var colors = [];

		var color1 = new Color( 0, 0, 1 );
		var color2 = new Color( 0, 1, 0 );

		for ( var i = 0; i < this.bones.length; i ++ ) {

			var bone = this.bones[ i ];

			if ( bone.parent && bone.parent.isBone ) {

				vertices.push( 0, 0, 0 );
				vertices.push( 0, 0, 0 );
				colors.push( color1.r, color1.g, color1.b );
				colors.push( color2.r, color2.g, color2.b );

			}

		}

		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		var material = new LineBasicMaterial( { vertexColors: VertexColors, depthTest: false, depthWrite: false, transparent: true } );

		LineSegments.call( this, geometry, material );

		this.root = object;

		this.matrix = object.matrixWorld;
		this.matrixAutoUpdate = false;

		this.update();

	}


	SkeletonHelper.prototype = Object.create( LineSegments.prototype );
	SkeletonHelper.prototype.constructor = SkeletonHelper;

	SkeletonHelper.prototype.getBoneList = function( object ) {

		var boneList = [];

		if ( object && object.isBone ) {

			boneList.push( object );

		}

		for ( var i = 0; i < object.children.length; i ++ ) {

			boneList.push.apply( boneList, this.getBoneList( object.children[ i ] ) );

		}

		return boneList;

	};

	SkeletonHelper.prototype.update = function () {

		var vector = new Vector3();

		var boneMatrix = new Matrix4();
		var matrixWorldInv = new Matrix4();

		return function update() {

			var geometry = this.geometry;
			var position = geometry.getAttribute( 'position' );

			matrixWorldInv.getInverse( this.root.matrixWorld );

			for ( var i = 0, j = 0; i < this.bones.length; i ++ ) {

				var bone = this.bones[ i ];

				if ( bone.parent && bone.parent.isBone ) {

					boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
					vector.setFromMatrixPosition( boneMatrix );
					position.setXYZ( j, vector.x, vector.y, vector.z );

					boneMatrix.multiplyMatrices( matrixWorldInv, bone.parent.matrixWorld );
					vector.setFromMatrixPosition( boneMatrix );
					position.setXYZ( j + 1, vector.x, vector.y, vector.z );

					j += 2;

				}

			}

			geometry.getAttribute( 'position' ).needsUpdate = true;

		};

	}();

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 */

	function PointLightHelper( light, sphereSize ) {

		this.light = light;
		this.light.updateMatrixWorld();

		var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
		var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
		material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

		Mesh.call( this, geometry, material );

		this.matrix = this.light.matrixWorld;
		this.matrixAutoUpdate = false;

		/*
		var distanceGeometry = new THREE.IcosahedronGeometry( 1, 2 );
		var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );

		this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
		this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );

		var d = light.distance;

		if ( d === 0.0 ) {

			this.lightDistance.visible = false;

		} else {

			this.lightDistance.scale.set( d, d, d );

		}

		this.add( this.lightDistance );
		*/

	}

	PointLightHelper.prototype = Object.create( Mesh.prototype );
	PointLightHelper.prototype.constructor = PointLightHelper;

	PointLightHelper.prototype.dispose = function () {

		this.geometry.dispose();
		this.material.dispose();

	};

	PointLightHelper.prototype.update = function () {

		this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

		/*
		var d = this.light.distance;

		if ( d === 0.0 ) {

			this.lightDistance.visible = false;

		} else {

			this.lightDistance.visible = true;
			this.lightDistance.scale.set( d, d, d );

		}
		*/

	};

	/**
	 * @author abelnation / http://github.com/abelnation
	 * @author Mugen87 / http://github.com/Mugen87
	 */

	function RectAreaLightHelper( light ) {

		Object3D.call( this );

		this.light = light;
		this.light.updateMatrixWorld();

		var materialFront = new MeshBasicMaterial( {
			color: light.color,
			fog: false
		} );

		var materialBack = new MeshBasicMaterial( {
			color: light.color,
			fog: false,
			wireframe: true
		} );

		var geometry = new BufferGeometry();

		geometry.addAttribute( 'position', new BufferAttribute( new Float32Array( 6 * 3 ), 3 ) );

		// shows the "front" of the light, e.g. where light comes from

		this.add( new Mesh( geometry, materialFront ) );

		// shows the "back" of the light, which does not emit light

		this.add( new Mesh( geometry, materialBack ) );

		this.update();

	}

	RectAreaLightHelper.prototype = Object.create( Object3D.prototype );
	RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;

	RectAreaLightHelper.prototype.dispose = function () {

		this.children[ 0 ].geometry.dispose();
		this.children[ 0 ].material.dispose();
		this.children[ 1 ].geometry.dispose();
		this.children[ 1 ].material.dispose();

	};

	RectAreaLightHelper.prototype.update = function () {

		var vector1 = new Vector3();
		var vector2 = new Vector3();

		return function update() {

			var mesh1 = this.children[ 0 ];
			var mesh2 = this.children[ 1 ];

			if ( this.light.target ) {

				vector1.setFromMatrixPosition( this.light.matrixWorld );
				vector2.setFromMatrixPosition( this.light.target.matrixWorld );

				var lookVec = vector2.clone().sub( vector1 );
				mesh1.lookAt( lookVec );
				mesh2.lookAt( lookVec );

			}

			// update materials

			mesh1.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
			mesh2.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

			// calculate new dimensions of the helper

			var hx = this.light.width * 0.5;
			var hy = this.light.height * 0.5;

			// because the buffer attribute is shared over both geometries, we only have to update once

			var position = mesh1.geometry.getAttribute( 'position' );
			var array = position.array;

			// first face

			array[  0 ] =   hx; array[  1 ] = - hy; array[  2 ] = 0;
			array[  3 ] =   hx; array[  4 ] =   hy; array[  5 ] = 0;
			array[  6 ] = - hx; array[  7 ] =   hy; array[  8 ] = 0;

			// second face

			array[  9 ] = - hx; array[ 10 ] =   hy; array[ 11 ] = 0;
			array[ 12 ] = - hx; array[ 13 ] = - hy; array[ 14 ] = 0;
			array[ 15 ] =   hx; array[ 16 ] = - hy; array[ 17 ] = 0;

			position.needsUpdate = true;

		};

	}();

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 * @author Mugen87 / https://github.com/Mugen87
	 */

	function HemisphereLightHelper( light, size ) {

		Object3D.call( this );

		this.light = light;
		this.light.updateMatrixWorld();

		this.matrix = light.matrixWorld;
		this.matrixAutoUpdate = false;

		var geometry = new OctahedronBufferGeometry( size );
		geometry.rotateY( Math.PI * 0.5 );

		var material = new MeshBasicMaterial( { vertexColors: VertexColors, wireframe: true } );

		var position = geometry.getAttribute( 'position' );
		var colors = new Float32Array( position.count * 3 );

		geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );

		this.add( new Mesh( geometry, material ) );

		this.update();

	}

	HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
	HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;

	HemisphereLightHelper.prototype.dispose = function () {

		this.children[ 0 ].geometry.dispose();
		this.children[ 0 ].material.dispose();

	};

	HemisphereLightHelper.prototype.update = function () {

		var vector = new Vector3();

		var color1 = new Color();
		var color2 = new Color();

		return function update() {

			var mesh = this.children[ 0 ];

			var colors = mesh.geometry.getAttribute( 'color' );

			color1.copy( this.light.color ).multiplyScalar( this.light.intensity );
			color2.copy( this.light.groundColor ).multiplyScalar( this.light.intensity );

			for ( var i = 0, l = colors.count; i < l; i ++ ) {

				var color = ( i < ( l / 2 ) ) ? color1 : color2;

				colors.setXYZ( i, color.r, color.g, color.b );

			}

			mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );

			colors.needsUpdate = true;

		};

	}();

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function GridHelper( size, divisions, color1, color2 ) {

		size = size || 10;
		divisions = divisions || 10;
		color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
		color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

		var center = divisions / 2;
		var step = size / divisions;
		var halfSize = size / 2;

		var vertices = [], colors = [];

		for ( var i = 0, j = 0, k = - halfSize; i <= divisions; i ++, k += step ) {

			vertices.push( - halfSize, 0, k, halfSize, 0, k );
			vertices.push( k, 0, - halfSize, k, 0, halfSize );

			var color = i === center ? color1 : color2;

			color.toArray( colors, j ); j += 3;
			color.toArray( colors, j ); j += 3;
			color.toArray( colors, j ); j += 3;
			color.toArray( colors, j ); j += 3;

		}

		var geometry = new BufferGeometry();
		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		var material = new LineBasicMaterial( { vertexColors: VertexColors } );

		LineSegments.call( this, geometry, material );

	}

	GridHelper.prototype = Object.create( LineSegments.prototype );
	GridHelper.prototype.constructor = GridHelper;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author Mugen87 / http://github.com/Mugen87
	 * @author Hectate / http://www.github.com/Hectate
	 */

	function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {

		radius = radius || 10;
		radials = radials || 16;
		circles = circles || 8;
		divisions = divisions || 64;
		color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
		color2 = new Color( color2 !== undefined ? color2 : 0x888888 );

		var vertices = [];
		var colors = [];

		var x, z;
		var v, i, j, r, color;

		// create the radials

		for ( i = 0; i <= radials; i ++ ) {

			v = ( i / radials ) * ( Math.PI * 2 );

			x = Math.sin( v ) * radius;
			z = Math.cos( v ) * radius;

			vertices.push( 0, 0, 0 );
			vertices.push( x, 0, z );

			color = ( i & 1 ) ? color1 : color2;

			colors.push( color.r, color.g, color.b );
			colors.push( color.r, color.g, color.b );

		}

		// create the circles

		for ( i = 0; i <= circles; i ++ ) {

			color = ( i & 1 ) ? color1 : color2;

			r = radius - ( radius / circles * i );

			for ( j = 0; j < divisions; j ++ ) {

				// first vertex

				v = ( j / divisions ) * ( Math.PI * 2 );

				x = Math.sin( v ) * r;
				z = Math.cos( v ) * r;

				vertices.push( x, 0, z );
				colors.push( color.r, color.g, color.b );

				// second vertex

				v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );

				x = Math.sin( v ) * r;
				z = Math.cos( v ) * r;

				vertices.push( x, 0, z );
				colors.push( color.r, color.g, color.b );

			}

		}

		var geometry = new BufferGeometry();
		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		var material = new LineBasicMaterial( { vertexColors: VertexColors } );

		LineSegments.call( this, geometry, material );

	}

	PolarGridHelper.prototype = Object.create( LineSegments.prototype );
	PolarGridHelper.prototype.constructor = PolarGridHelper;

	/**
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	*/

	function FaceNormalsHelper( object, size, hex, linewidth ) {

		// FaceNormalsHelper only supports THREE.Geometry

		this.object = object;

		this.size = ( size !== undefined ) ? size : 1;

		var color = ( hex !== undefined ) ? hex : 0xffff00;

		var width = ( linewidth !== undefined ) ? linewidth : 1;

		//

		var nNormals = 0;

		var objGeometry = this.object.geometry;

		if ( objGeometry && objGeometry.isGeometry ) {

			nNormals = objGeometry.faces.length;

		} else {

			console.warn( 'THREE.FaceNormalsHelper: only THREE.Geometry is supported. Use THREE.VertexNormalsHelper, instead.' );

		}

		//

		var geometry = new BufferGeometry();

		var positions = new Float32BufferAttribute( nNormals * 2 * 3, 3 );

		geometry.addAttribute( 'position', positions );

		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color, linewidth: width } ) );

		//

		this.matrixAutoUpdate = false;
		this.update();

	}

	FaceNormalsHelper.prototype = Object.create( LineSegments.prototype );
	FaceNormalsHelper.prototype.constructor = FaceNormalsHelper;

	FaceNormalsHelper.prototype.update = ( function () {

		var v1 = new Vector3();
		var v2 = new Vector3();
		var normalMatrix = new Matrix3();

		return function update() {

			this.object.updateMatrixWorld( true );

			normalMatrix.getNormalMatrix( this.object.matrixWorld );

			var matrixWorld = this.object.matrixWorld;

			var position = this.geometry.attributes.position;

			//

			var objGeometry = this.object.geometry;

			var vertices = objGeometry.vertices;

			var faces = objGeometry.faces;

			var idx = 0;

			for ( var i = 0, l = faces.length; i < l; i ++ ) {

				var face = faces[ i ];

				var normal = face.normal;

				v1.copy( vertices[ face.a ] )
					.add( vertices[ face.b ] )
					.add( vertices[ face.c ] )
					.divideScalar( 3 )
					.applyMatrix4( matrixWorld );

				v2.copy( normal ).applyMatrix3( normalMatrix ).normalize().multiplyScalar( this.size ).add( v1 );

				position.setXYZ( idx, v1.x, v1.y, v1.z );

				idx = idx + 1;

				position.setXYZ( idx, v2.x, v2.y, v2.z );

				idx = idx + 1;

			}

			position.needsUpdate = true;

			return this;

		};

	}() );

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author mrdoob / http://mrdoob.com/
	 * @author WestLangley / http://github.com/WestLangley
	 */

	function DirectionalLightHelper( light, size ) {

		Object3D.call( this );

		this.light = light;
		this.light.updateMatrixWorld();

		this.matrix = light.matrixWorld;
		this.matrixAutoUpdate = false;

		if ( size === undefined ) size = 1;

		var geometry = new BufferGeometry();
		geometry.addAttribute( 'position', new Float32BufferAttribute( [
			- size,   size, 0,
			  size,   size, 0,
			  size, - size, 0,
			- size, - size, 0,
			- size,   size, 0
		], 3 ) );

		var material = new LineBasicMaterial( { fog: false } );

		this.add( new Line( geometry, material ) );

		geometry = new BufferGeometry();
		geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );

		this.add( new Line( geometry, material ));

		this.update();

	}

	DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
	DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;

	DirectionalLightHelper.prototype.dispose = function () {

		var lightPlane = this.children[ 0 ];
		var targetLine = this.children[ 1 ];

		lightPlane.geometry.dispose();
		lightPlane.material.dispose();
		targetLine.geometry.dispose();
		targetLine.material.dispose();

	};

	DirectionalLightHelper.prototype.update = function () {

		var v1 = new Vector3();
		var v2 = new Vector3();
		var v3 = new Vector3();

		return function update() {

			v1.setFromMatrixPosition( this.light.matrixWorld );
			v2.setFromMatrixPosition( this.light.target.matrixWorld );
			v3.subVectors( v2, v1 );

			var lightPlane = this.children[ 0 ];
			var targetLine = this.children[ 1 ];

			lightPlane.lookAt( v3 );
			lightPlane.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );

			targetLine.lookAt( v3 );
			targetLine.scale.z = v3.length();

		};

	}();

	/**
	 * @author alteredq / http://alteredqualia.com/
	 * @author Mugen87 / https://github.com/Mugen87
	 *
	 *	- shows frustum, line of sight and up of the camera
	 *	- suitable for fast updates
	 * 	- based on frustum visualization in lightgl.js shadowmap example
	 *		http://evanw.github.com/lightgl.js/tests/shadowmap.html
	 */

	function CameraHelper( camera ) {

		var geometry = new BufferGeometry();
		var material = new LineBasicMaterial( { color: 0xffffff, vertexColors: FaceColors } );

		var vertices = [];
		var colors = [];

		var pointMap = {};

		// colors

		var colorFrustum = new Color( 0xffaa00 );
		var colorCone = new Color( 0xff0000 );
		var colorUp = new Color( 0x00aaff );
		var colorTarget = new Color( 0xffffff );
		var colorCross = new Color( 0x333333 );

		// near

		addLine( "n1", "n2", colorFrustum );
		addLine( "n2", "n4", colorFrustum );
		addLine( "n4", "n3", colorFrustum );
		addLine( "n3", "n1", colorFrustum );

		// far

		addLine( "f1", "f2", colorFrustum );
		addLine( "f2", "f4", colorFrustum );
		addLine( "f4", "f3", colorFrustum );
		addLine( "f3", "f1", colorFrustum );

		// sides

		addLine( "n1", "f1", colorFrustum );
		addLine( "n2", "f2", colorFrustum );
		addLine( "n3", "f3", colorFrustum );
		addLine( "n4", "f4", colorFrustum );

		// cone

		addLine( "p", "n1", colorCone );
		addLine( "p", "n2", colorCone );
		addLine( "p", "n3", colorCone );
		addLine( "p", "n4", colorCone );

		// up

		addLine( "u1", "u2", colorUp );
		addLine( "u2", "u3", colorUp );
		addLine( "u3", "u1", colorUp );

		// target

		addLine( "c", "t", colorTarget );
		addLine( "p", "c", colorCross );

		// cross

		addLine( "cn1", "cn2", colorCross );
		addLine( "cn3", "cn4", colorCross );

		addLine( "cf1", "cf2", colorCross );
		addLine( "cf3", "cf4", colorCross );

		function addLine( a, b, color ) {

			addPoint( a, color );
			addPoint( b, color );

		}

		function addPoint( id, color ) {

			vertices.push( 0, 0, 0 );
			colors.push( color.r, color.g, color.b );

			if ( pointMap[ id ] === undefined ) {

				pointMap[ id ] = [];

			}

			pointMap[ id ].push( ( vertices.length / 3 ) - 1 );

		}

		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		LineSegments.call( this, geometry, material );

		this.camera = camera;
		if ( this.camera.updateProjectionMatrix ) this.camera.updateProjectionMatrix();

		this.matrix = camera.matrixWorld;
		this.matrixAutoUpdate = false;

		this.pointMap = pointMap;

		this.update();

	}

	CameraHelper.prototype = Object.create( LineSegments.prototype );
	CameraHelper.prototype.constructor = CameraHelper;

	CameraHelper.prototype.update = function () {

		var geometry, pointMap;

		var vector = new Vector3();
		var camera = new Camera();

		function setPoint( point, x, y, z ) {

			vector.set( x, y, z ).unproject( camera );

			var points = pointMap[ point ];

			if ( points !== undefined ) {

				var position = geometry.getAttribute( 'position' );

				for ( var i = 0, l = points.length; i < l; i ++ ) {

					position.setXYZ( points[ i ], vector.x, vector.y, vector.z );

				}

			}

		}

		return function update() {

			geometry = this.geometry;
			pointMap = this.pointMap;

			var w = 1, h = 1;

			// we need just camera projection matrix
			// world matrix must be identity

			camera.projectionMatrix.copy( this.camera.projectionMatrix );

			// center / target

			setPoint( "c", 0, 0, - 1 );
			setPoint( "t", 0, 0,  1 );

			// near

			setPoint( "n1", - w, - h, - 1 );
			setPoint( "n2",   w, - h, - 1 );
			setPoint( "n3", - w,   h, - 1 );
			setPoint( "n4",   w,   h, - 1 );

			// far

			setPoint( "f1", - w, - h, 1 );
			setPoint( "f2",   w, - h, 1 );
			setPoint( "f3", - w,   h, 1 );
			setPoint( "f4",   w,   h, 1 );

			// up

			setPoint( "u1",   w * 0.7, h * 1.1, - 1 );
			setPoint( "u2", - w * 0.7, h * 1.1, - 1 );
			setPoint( "u3",         0, h * 2,   - 1 );

			// cross

			setPoint( "cf1", - w,   0, 1 );
			setPoint( "cf2",   w,   0, 1 );
			setPoint( "cf3",   0, - h, 1 );
			setPoint( "cf4",   0,   h, 1 );

			setPoint( "cn1", - w,   0, - 1 );
			setPoint( "cn2",   w,   0, - 1 );
			setPoint( "cn3",   0, - h, - 1 );
			setPoint( "cn4",   0,   h, - 1 );

			geometry.getAttribute( 'position' ).needsUpdate = true;

		};

	}();

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function BoxHelper( object, color ) {

		if ( color === undefined ) color = 0xffff00;

		var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
		var positions = new Float32Array( 8 * 3 );

		var geometry = new BufferGeometry();
		geometry.setIndex( new BufferAttribute( indices, 1 ) );
		geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );

		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );

		if ( object !== undefined ) {

			this.update( object );

		}

	}

	BoxHelper.prototype = Object.create( LineSegments.prototype );
	BoxHelper.prototype.constructor = BoxHelper;

	BoxHelper.prototype.update = ( function () {

		var box = new Box3();

		return function update( object ) {

			if ( object && object.isBox3 ) {

				box.copy( object );

			} else {

				box.setFromObject( object );

			}

			if ( box.isEmpty() ) return;

			var min = box.min;
			var max = box.max;

			/*
			  5____4
			1/___0/|
			| 6__|_7
			2/___3/

			0: max.x, max.y, max.z
			1: min.x, max.y, max.z
			2: min.x, min.y, max.z
			3: max.x, min.y, max.z
			4: max.x, max.y, min.z
			5: min.x, max.y, min.z
			6: min.x, min.y, min.z
			7: max.x, min.y, min.z
			*/

			var position = this.geometry.attributes.position;
			var array = position.array;

			array[  0 ] = max.x; array[  1 ] = max.y; array[  2 ] = max.z;
			array[  3 ] = min.x; array[  4 ] = max.y; array[  5 ] = max.z;
			array[  6 ] = min.x; array[  7 ] = min.y; array[  8 ] = max.z;
			array[  9 ] = max.x; array[ 10 ] = min.y; array[ 11 ] = max.z;
			array[ 12 ] = max.x; array[ 13 ] = max.y; array[ 14 ] = min.z;
			array[ 15 ] = min.x; array[ 16 ] = max.y; array[ 17 ] = min.z;
			array[ 18 ] = min.x; array[ 19 ] = min.y; array[ 20 ] = min.z;
			array[ 21 ] = max.x; array[ 22 ] = min.y; array[ 23 ] = min.z;

			position.needsUpdate = true;

			this.geometry.computeBoundingSphere();

		};

	} )();

	/**
	 * @author WestLangley / http://github.com/WestLangley
	 * @author zz85 / http://github.com/zz85
	 * @author bhouston / http://clara.io
	 *
	 * Creates an arrow for visualizing directions
	 *
	 * Parameters:
	 *  dir - Vector3
	 *  origin - Vector3
	 *  length - Number
	 *  color - color in hex value
	 *  headLength - Number
	 *  headWidth - Number
	 */

	var lineGeometry;
	var coneGeometry;

	function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {

		// dir is assumed to be normalized

		Object3D.call( this );

		if ( color === undefined ) color = 0xffff00;
		if ( length === undefined ) length = 1;
		if ( headLength === undefined ) headLength = 0.2 * length;
		if ( headWidth === undefined ) headWidth = 0.2 * headLength;

		if ( lineGeometry === undefined ) {

			lineGeometry = new BufferGeometry();
			lineGeometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 1, 0 ], 3 ) );

			coneGeometry = new CylinderBufferGeometry( 0, 0.5, 1, 5, 1 );
			coneGeometry.translate( 0, - 0.5, 0 );

		}

		this.position.copy( origin );

		this.line = new Line( lineGeometry, new LineBasicMaterial( { color: color } ) );
		this.line.matrixAutoUpdate = false;
		this.add( this.line );

		this.cone = new Mesh( coneGeometry, new MeshBasicMaterial( { color: color } ) );
		this.cone.matrixAutoUpdate = false;
		this.add( this.cone );

		this.setDirection( dir );
		this.setLength( length, headLength, headWidth );

	}

	ArrowHelper.prototype = Object.create( Object3D.prototype );
	ArrowHelper.prototype.constructor = ArrowHelper;

	ArrowHelper.prototype.setDirection = ( function () {

		var axis = new Vector3();
		var radians;

		return function setDirection( dir ) {

			// dir is assumed to be normalized

			if ( dir.y > 0.99999 ) {

				this.quaternion.set( 0, 0, 0, 1 );

			} else if ( dir.y < - 0.99999 ) {

				this.quaternion.set( 1, 0, 0, 0 );

			} else {

				axis.set( dir.z, 0, - dir.x ).normalize();

				radians = Math.acos( dir.y );

				this.quaternion.setFromAxisAngle( axis, radians );

			}

		};

	}() );

	ArrowHelper.prototype.setLength = function ( length, headLength, headWidth ) {

		if ( headLength === undefined ) headLength = 0.2 * length;
		if ( headWidth === undefined ) headWidth = 0.2 * headLength;

		this.line.scale.set( 1, Math.max( 0, length - headLength ), 1 );
		this.line.updateMatrix();

		this.cone.scale.set( headWidth, headLength, headWidth );
		this.cone.position.y = length;
		this.cone.updateMatrix();

	};

	ArrowHelper.prototype.setColor = function ( color ) {

		this.line.material.color.copy( color );
		this.cone.material.color.copy( color );

	};

	/**
	 * @author sroucheray / http://sroucheray.org/
	 * @author mrdoob / http://mrdoob.com/
	 */

	function AxisHelper( size ) {

		size = size || 1;

		var vertices = [
			0, 0, 0,  size, 0, 0,
			0, 0, 0,  0, size, 0,
			0, 0, 0,  0, 0, size
		];

		var colors = [
			1, 0, 0,  1, 0.6, 0,
			0, 1, 0,  0.6, 1, 0,
			0, 0, 1,  0, 0.6, 1
		];

		var geometry = new BufferGeometry();
		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );

		var material = new LineBasicMaterial( { vertexColors: VertexColors } );

		LineSegments.call( this, geometry, material );

	}

	AxisHelper.prototype = Object.create( LineSegments.prototype );
	AxisHelper.prototype.constructor = AxisHelper;

	/**
	 * @author zz85 https://github.com/zz85
	 *
	 * Centripetal CatmullRom Curve - which is useful for avoiding
	 * cusps and self-intersections in non-uniform catmull rom curves.
	 * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
	 *
	 * curve.type accepts centripetal(default), chordal and catmullrom
	 * curve.tension is used for catmullrom which defaults to 0.5
	 */


	/*
	Based on an optimized c++ solution in
	 - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
	 - http://ideone.com/NoEbVM

	This CubicPoly class could be used for reusing some variables and calculations,
	but for three.js curve use, it could be possible inlined and flatten into a single function call
	which can be placed in CurveUtils.
	*/

	function CubicPoly() {

		var c0 = 0, c1 = 0, c2 = 0, c3 = 0;

		/*
		 * Compute coefficients for a cubic polynomial
		 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
		 * such that
		 *   p(0) = x0, p(1) = x1
		 *  and
		 *   p'(0) = t0, p'(1) = t1.
		 */
		function init( x0, x1, t0, t1 ) {

			c0 = x0;
			c1 = t0;
			c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
			c3 = 2 * x0 - 2 * x1 + t0 + t1;

		}

		return {

			initCatmullRom: function ( x0, x1, x2, x3, tension ) {

				init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );

			},

			initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {

				// compute tangents when parameterized in [t1,t2]
				var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
				var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;

				// rescale tangents for parametrization in [0,1]
				t1 *= dt1;
				t2 *= dt1;

				init( x1, x2, t1, t2 );

			},

			calc: function ( t ) {

				var t2 = t * t;
				var t3 = t2 * t;
				return c0 + c1 * t + c2 * t2 + c3 * t3;

			}

		};

	}

	//

	var tmp = new Vector3();
	var px = new CubicPoly();
	var py = new CubicPoly();
	var pz = new CubicPoly();

	function CatmullRomCurve3( p /* array of Vector3 */ ) {

		this.points = p || [];
		this.closed = false;

	}

	CatmullRomCurve3.prototype = Object.create( Curve.prototype );
	CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;

	CatmullRomCurve3.prototype.getPoint = function ( t ) {

		var points = this.points;
		var l = points.length;

		if ( l < 2 ) console.log( 'duh, you need at least 2 points' );

		var point = ( l - ( this.closed ? 0 : 1 ) ) * t;
		var intPoint = Math.floor( point );
		var weight = point - intPoint;

		if ( this.closed ) {

			intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / points.length ) + 1 ) * points.length;

		} else if ( weight === 0 && intPoint === l - 1 ) {

			intPoint = l - 2;
			weight = 1;

		}

		var p0, p1, p2, p3; // 4 points

		if ( this.closed || intPoint > 0 ) {

			p0 = points[ ( intPoint - 1 ) % l ];

		} else {

			// extrapolate first point
			tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
			p0 = tmp;

		}

		p1 = points[ intPoint % l ];
		p2 = points[ ( intPoint + 1 ) % l ];

		if ( this.closed || intPoint + 2 < l ) {

			p3 = points[ ( intPoint + 2 ) % l ];

		} else {

			// extrapolate last point
			tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
			p3 = tmp;

		}

		if ( this.type === undefined || this.type === 'centripetal' || this.type === 'chordal' ) {

			// init Centripetal / Chordal Catmull-Rom
			var pow = this.type === 'chordal' ? 0.5 : 0.25;
			var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
			var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
			var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );

			// safety check for repeated points
			if ( dt1 < 1e-4 ) dt1 = 1.0;
			if ( dt0 < 1e-4 ) dt0 = dt1;
			if ( dt2 < 1e-4 ) dt2 = dt1;

			px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
			py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
			pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );

		} else if ( this.type === 'catmullrom' ) {

			var tension = this.tension !== undefined ? this.tension : 0.5;
			px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, tension );
			py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, tension );
			pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, tension );

		}

		return new Vector3( px.calc( weight ), py.calc( weight ), pz.calc( weight ) );

	};

	function CubicBezierCurve3( v0, v1, v2, v3 ) {

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;
		this.v3 = v3;

	}

	CubicBezierCurve3.prototype = Object.create( Curve.prototype );
	CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;

	CubicBezierCurve3.prototype.getPoint = function ( t ) {

		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;

		return new Vector3(
			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 )
		);

	};

	function QuadraticBezierCurve3( v0, v1, v2 ) {

		this.v0 = v0;
		this.v1 = v1;
		this.v2 = v2;

	}

	QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
	QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;

	QuadraticBezierCurve3.prototype.getPoint = function ( t ) {

		var v0 = this.v0, v1 = this.v1, v2 = this.v2;

		return new Vector3(
			QuadraticBezier( t, v0.x, v1.x, v2.x ),
			QuadraticBezier( t, v0.y, v1.y, v2.y ),
			QuadraticBezier( t, v0.z, v1.z, v2.z )
		);

	};

	function LineCurve3( v1, v2 ) {

		this.v1 = v1;
		this.v2 = v2;

	}

	LineCurve3.prototype = Object.create( Curve.prototype );
	LineCurve3.prototype.constructor = LineCurve3;

	LineCurve3.prototype.getPoint = function ( t ) {

		if ( t === 1 ) {

			return this.v2.clone();

		}

		var vector = new Vector3();

		vector.subVectors( this.v2, this.v1 ); // diff
		vector.multiplyScalar( t );
		vector.add( this.v1 );

		return vector;

	};

	function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {

		EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );

	}

	ArcCurve.prototype = Object.create( EllipseCurve.prototype );
	ArcCurve.prototype.constructor = ArcCurve;

	/**
	 * @author alteredq / http://alteredqualia.com/
	 */

	var SceneUtils = {

		createMultiMaterialObject: function ( geometry, materials ) {

			var group = new Group();

			for ( var i = 0, l = materials.length; i < l; i ++ ) {

				group.add( new Mesh( geometry, materials[ i ] ) );

			}

			return group;

		},

		detach: function ( child, parent, scene ) {

			child.applyMatrix( parent.matrixWorld );
			parent.remove( child );
			scene.add( child );

		},

		attach: function ( child, scene, parent ) {

			var matrixWorldInverse = new Matrix4();
			matrixWorldInverse.getInverse( parent.matrixWorld );
			child.applyMatrix( matrixWorldInverse );

			scene.remove( child );
			parent.add( child );

		}

	};

	/**
	 * @author mrdoob / http://mrdoob.com/
	 */

	function Face4( a, b, c, d, normal, color, materialIndex ) {

		console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
		return new Face3( a, b, c, normal, color, materialIndex );

	}

	var LineStrip = 0;

	var LinePieces = 1;

	function MeshFaceMaterial( materials ) {

		console.warn( 'THREE.MeshFaceMaterial has been renamed to THREE.MultiMaterial.' );
		return new MultiMaterial( materials );

	}

	function PointCloud( geometry, material ) {

		console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
		return new Points( geometry, material );

	}

	function Particle( material ) {

		console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
		return new Sprite( material );

	}

	function ParticleSystem( geometry, material ) {

		console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
		return new Points( geometry, material );

	}

	function PointCloudMaterial( parameters ) {

		console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
		return new PointsMaterial( parameters );

	}

	function ParticleBasicMaterial( parameters ) {

		console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
		return new PointsMaterial( parameters );

	}

	function ParticleSystemMaterial( parameters ) {

		console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
		return new PointsMaterial( parameters );

	}

	function Vertex( x, y, z ) {

		console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
		return new Vector3( x, y, z );

	}

	//

	function DynamicBufferAttribute( array, itemSize ) {

		console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
		return new BufferAttribute( array, itemSize ).setDynamic( true );

	}

	function Int8Attribute( array, itemSize ) {

		console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
		return new Int8BufferAttribute( array, itemSize );

	}

	function Uint8Attribute( array, itemSize ) {

		console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
		return new Uint8BufferAttribute( array, itemSize );

	}

	function Uint8ClampedAttribute( array, itemSize ) {

		console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
		return new Uint8ClampedBufferAttribute( array, itemSize );

	}

	function Int16Attribute( array, itemSize ) {

		console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
		return new Int16BufferAttribute( array, itemSize );

	}

	function Uint16Attribute( array, itemSize ) {

		console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
		return new Uint16BufferAttribute( array, itemSize );

	}

	function Int32Attribute( array, itemSize ) {

		console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
		return new Int32BufferAttribute( array, itemSize );

	}

	function Uint32Attribute( array, itemSize ) {

		console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
		return new Uint32BufferAttribute( array, itemSize );

	}

	function Float32Attribute( array, itemSize ) {

		console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
		return new Float32BufferAttribute( array, itemSize );

	}

	function Float64Attribute( array, itemSize ) {

		console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
		return new Float64BufferAttribute( array, itemSize );

	}

	//

	Curve.create = function ( construct, getPoint ) {

		console.log( 'THREE.Curve.create() has been deprecated' );

		construct.prototype = Object.create( Curve.prototype );
		construct.prototype.constructor = construct;
		construct.prototype.getPoint = getPoint;

		return construct;

	};

	//

	function ClosedSplineCurve3( points ) {

		console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );

		CatmullRomCurve3.call( this, points );
		this.type = 'catmullrom';
		this.closed = true;

	}

	ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );

	//

	function SplineCurve3( points ) {

		console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );

		CatmullRomCurve3.call( this, points );
		this.type = 'catmullrom';

	}

	SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );

	//

	function Spline( points ) {

		console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );

		CatmullRomCurve3.call( this, points );
		this.type = 'catmullrom';

	}

	Spline.prototype = Object.create( CatmullRomCurve3.prototype );

	Object.assign( Spline.prototype, {

		initFromArray: function ( a ) {

			console.error( 'THREE.Spline: .initFromArray() has been removed.' );

		},
		getControlPointsArray: function ( optionalTarget ) {

			console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );

		},
		reparametrizeByArcLength: function ( samplingCoef ) {

			console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );

		}

	} );

	//
	function BoundingBoxHelper( object, color ) {

		console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
		return new BoxHelper( object, color );

	}

	function EdgesHelper( object, hex ) {

		console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
		return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );

	}

	GridHelper.prototype.setColors = function () {

		console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );

	};

	function WireframeHelper( object, hex ) {

		console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
		return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );

	}

	//

	function XHRLoader( manager ) {

		console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
		return new FileLoader( manager );

	}

	function BinaryTextureLoader( manager ) {

		console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
		return new DataTextureLoader( manager );

	}

	//

	Object.assign( Box2.prototype, {

		center: function ( optionalTarget ) {

			console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
			return this.getCenter( optionalTarget );

		},
		empty: function () {

			console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
			return this.isEmpty();

		},
		isIntersectionBox: function ( box ) {

			console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
			return this.intersectsBox( box );

		},
		size: function ( optionalTarget ) {

			console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
			return this.getSize( optionalTarget );

		}
	} );

	Object.assign( Box3.prototype, {

		center: function ( optionalTarget ) {

			console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
			return this.getCenter( optionalTarget );

		},
		empty: function () {

			console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
			return this.isEmpty();

		},
		isIntersectionBox: function ( box ) {

			console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
			return this.intersectsBox( box );

		},
		isIntersectionSphere: function ( sphere ) {

			console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
			return this.intersectsSphere( sphere );

		},
		size: function ( optionalTarget ) {

			console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
			return this.getSize( optionalTarget );

		}
	} );

	Line3.prototype.center = function ( optionalTarget ) {

		console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
		return this.getCenter( optionalTarget );

	};

	_Math.random16 = function () {

		console.warn( 'THREE.Math.random16() has been deprecated. Use Math.random() instead.' );
		return Math.random();

	};

	Object.assign( Matrix3.prototype, {

		flattenToArrayOffset: function ( array, offset ) {

			console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
			return this.toArray( array, offset );

		},
		multiplyVector3: function ( vector ) {

			console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
			return vector.applyMatrix3( this );

		},
		multiplyVector3Array: function ( a ) {

			console.warn( 'THREE.Matrix3: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
			return this.applyToVector3Array( a );

		},
		applyToBuffer: function( buffer, offset, length ) {

			console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
			return this.applyToBufferAttribute( buffer );

		},
		applyToVector3Array: function( array, offset, length ) {

			console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );

		}

	} );

	Object.assign( Matrix4.prototype, {

		extractPosition: function ( m ) {

			console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
			return this.copyPosition( m );

		},
		flattenToArrayOffset: function ( array, offset ) {

			console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
			return this.toArray( array, offset );

		},
		getPosition: function () {

			var v1;

			return function getPosition() {

				if ( v1 === undefined ) v1 = new Vector3();
				console.warn( 'THREE.Matrix4: .getPosition() has been removed. Use Vector3.setFromMatrixPosition( matrix ) instead.' );
				return v1.setFromMatrixColumn( this, 3 );

			};

		}(),
		setRotationFromQuaternion: function ( q ) {

			console.warn( 'THREE.Matrix4: .setRotationFromQuaternion() has been renamed to .makeRotationFromQuaternion().' );
			return this.makeRotationFromQuaternion( q );

		},
		multiplyVector3: function ( vector ) {

			console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
			return vector.applyMatrix4( this );

		},
		multiplyVector4: function ( vector ) {

			console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
			return vector.applyMatrix4( this );

		},
		multiplyVector3Array: function ( a ) {

			console.warn( 'THREE.Matrix4: .multiplyVector3Array() has been renamed. Use matrix.applyToVector3Array( array ) instead.' );
			return this.applyToVector3Array( a );

		},
		rotateAxis: function ( v ) {

			console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
			v.transformDirection( this );

		},
		crossVector: function ( vector ) {

			console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
			return vector.applyMatrix4( this );

		},
		translate: function () {

			console.error( 'THREE.Matrix4: .translate() has been removed.' );

		},
		rotateX: function () {

			console.error( 'THREE.Matrix4: .rotateX() has been removed.' );

		},
		rotateY: function () {

			console.error( 'THREE.Matrix4: .rotateY() has been removed.' );

		},
		rotateZ: function () {

			console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );

		},
		rotateByAxis: function () {

			console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );

		},
		applyToBuffer: function( buffer, offset, length ) {

			console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
			return this.applyToBufferAttribute( buffer );

		},
		applyToVector3Array: function( array, offset, length ) {

			console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );

		},
		makeFrustum: function( left, right, bottom, top, near, far ) {

			console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
			return this.makePerspective( left, right, top, bottom, near, far );

		}

	} );

	Plane.prototype.isIntersectionLine = function ( line ) {

		console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
		return this.intersectsLine( line );

	};

	Quaternion.prototype.multiplyVector3 = function ( vector ) {

		console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
		return vector.applyQuaternion( this );

	};

	Object.assign( Ray.prototype, {

		isIntersectionBox: function ( box ) {

			console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
			return this.intersectsBox( box );

		},
		isIntersectionPlane: function ( plane ) {

			console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
			return this.intersectsPlane( plane );

		},
		isIntersectionSphere: function ( sphere ) {

			console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
			return this.intersectsSphere( sphere );

		}

	} );

	Object.assign( Shape.prototype, {

		extrude: function ( options ) {

			console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
			return new ExtrudeGeometry( this, options );

		},
		makeGeometry: function ( options ) {

			console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
			return new ShapeGeometry( this, options );

		}

	} );

	Object.assign( Vector2.prototype, {

		fromAttribute: function ( attribute, index, offset ) {

			console.error( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
			return this.fromBufferAttribute( attribute, index, offset );

		}

	} );

	Object.assign( Vector3.prototype, {

		setEulerFromRotationMatrix: function () {

			console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );

		},
		setEulerFromQuaternion: function () {

			console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );

		},
		getPositionFromMatrix: function ( m ) {

			console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
			return this.setFromMatrixPosition( m );

		},
		getScaleFromMatrix: function ( m ) {

			console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
			return this.setFromMatrixScale( m );

		},
		getColumnFromMatrix: function ( index, matrix ) {

			console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
			return this.setFromMatrixColumn( matrix, index );

		},
		applyProjection: function ( m ) {

			console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
			return this.applyMatrix4( m );

		},
		fromAttribute: function ( attribute, index, offset ) {

			console.error( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
			return this.fromBufferAttribute( attribute, index, offset );

		}

	} );

	Object.assign( Vector4.prototype, {

		fromAttribute: function ( attribute, index, offset ) {

			console.error( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
			return this.fromBufferAttribute( attribute, index, offset );

		}

	} );

	//

	Geometry.prototype.computeTangents = function () {

		console.warn( 'THREE.Geometry: .computeTangents() has been removed.' );

	};

	Object.assign( Object3D.prototype, {

		getChildByName: function ( name ) {

			console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
			return this.getObjectByName( name );

		},
		renderDepth: function () {

			console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );

		},
		translate: function ( distance, axis ) {

			console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
			return this.translateOnAxis( axis, distance );

		}

	} );

	Object.defineProperties( Object3D.prototype, {

		eulerOrder: {
			get: function () {

				console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
				return this.rotation.order;

			},
			set: function ( value ) {

				console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
				this.rotation.order = value;

			}
		},
		useQuaternion: {
			get: function () {

				console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

			},
			set: function () {

				console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );

			}
		}

	} );

	Object.defineProperties( LOD.prototype, {

		objects: {
			get: function () {

				console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
				return this.levels;

			}
		}

	} );

	//

	PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {

		console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
				"Use .setFocalLength and .filmGauge for a photographic setup." );

		if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
		this.setFocalLength( focalLength );

	};

	//

	Object.defineProperties( Light.prototype, {
		onlyShadow: {
			set: function () {

				console.warn( 'THREE.Light: .onlyShadow has been removed.' );

			}
		},
		shadowCameraFov: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
				this.shadow.camera.fov = value;

			}
		},
		shadowCameraLeft: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
				this.shadow.camera.left = value;

			}
		},
		shadowCameraRight: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
				this.shadow.camera.right = value;

			}
		},
		shadowCameraTop: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
				this.shadow.camera.top = value;

			}
		},
		shadowCameraBottom: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
				this.shadow.camera.bottom = value;

			}
		},
		shadowCameraNear: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
				this.shadow.camera.near = value;

			}
		},
		shadowCameraFar: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
				this.shadow.camera.far = value;

			}
		},
		shadowCameraVisible: {
			set: function () {

				console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );

			}
		},
		shadowBias: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
				this.shadow.bias = value;

			}
		},
		shadowDarkness: {
			set: function () {

				console.warn( 'THREE.Light: .shadowDarkness has been removed.' );

			}
		},
		shadowMapWidth: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
				this.shadow.mapSize.width = value;

			}
		},
		shadowMapHeight: {
			set: function ( value ) {

				console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
				this.shadow.mapSize.height = value;

			}
		}
	} );

	//

	Object.defineProperties( BufferAttribute.prototype, {

		length: {
			get: function () {

				console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
				return this.array.length;

			}
		}

	} );

	Object.assign( BufferGeometry.prototype, {

		addIndex: function ( index ) {

			console.warn( 'THREE.BufferGeometry: .addIndex() has been renamed to .setIndex().' );
			this.setIndex( index );

		},
		addDrawCall: function ( start, count, indexOffset ) {

			if ( indexOffset !== undefined ) {

				console.warn( 'THREE.BufferGeometry: .addDrawCall() no longer supports indexOffset.' );

			}
			console.warn( 'THREE.BufferGeometry: .addDrawCall() is now .addGroup().' );
			this.addGroup( start, count );

		},
		clearDrawCalls: function () {

			console.warn( 'THREE.BufferGeometry: .clearDrawCalls() is now .clearGroups().' );
			this.clearGroups();

		},
		computeTangents: function () {

			console.warn( 'THREE.BufferGeometry: .computeTangents() has been removed.' );

		},
		computeOffsets: function () {

			console.warn( 'THREE.BufferGeometry: .computeOffsets() has been removed.' );

		}

	} );

	Object.defineProperties( BufferGeometry.prototype, {

		drawcalls: {
			get: function () {

				console.error( 'THREE.BufferGeometry: .drawcalls has been renamed to .groups.' );
				return this.groups;

			}
		},
		offsets: {
			get: function () {

				console.warn( 'THREE.BufferGeometry: .offsets has been renamed to .groups.' );
				return this.groups;

			}
		}

	} );

	//

	Object.defineProperties( Uniform.prototype, {

		dynamic: {
			set: function () {

				console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );

			}
		},
		onUpdate: {
			value: function () {

				console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
				return this;

			}
		}

	} );

	//

	Object.defineProperties( Material.prototype, {

		wrapAround: {
			get: function () {

				console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );

			},
			set: function () {

				console.warn( 'THREE.' + this.type + ': .wrapAround has been removed.' );

			}
		},
		wrapRGB: {
			get: function () {

				console.warn( 'THREE.' + this.type + ': .wrapRGB has been removed.' );
				return new Color();

			}
		}

	} );

	Object.defineProperties( MeshPhongMaterial.prototype, {

		metal: {
			get: function () {

				console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
				return false;

			},
			set: function () {

				console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );

			}
		}

	} );

	Object.defineProperties( ShaderMaterial.prototype, {

		derivatives: {
			get: function () {

				console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
				return this.extensions.derivatives;

			},
			set: function ( value ) {

				console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
				this.extensions.derivatives = value;

			}
		}

	} );

	//

	Object.assign( WebGLRenderer.prototype, {

		supportsFloatTextures: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
			return this.extensions.get( 'OES_texture_float' );

		},
		supportsHalfFloatTextures: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
			return this.extensions.get( 'OES_texture_half_float' );

		},
		supportsStandardDerivatives: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
			return this.extensions.get( 'OES_standard_derivatives' );

		},
		supportsCompressedTextureS3TC: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
			return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );

		},
		supportsCompressedTexturePVRTC: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
			return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );

		},
		supportsBlendMinMax: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
			return this.extensions.get( 'EXT_blend_minmax' );

		},
		supportsVertexTextures: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
			return this.capabilities.vertexTextures;

		},
		supportsInstancedArrays: function () {

			console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
			return this.extensions.get( 'ANGLE_instanced_arrays' );

		},
		enableScissorTest: function ( boolean ) {

			console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
			this.setScissorTest( boolean );

		},
		initMaterial: function () {

			console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );

		},
		addPrePlugin: function () {

			console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );

		},
		addPostPlugin: function () {

			console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );

		},
		updateShadowMap: function () {

			console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );

		}

	} );

	Object.defineProperties( WebGLRenderer.prototype, {

		shadowMapEnabled: {
			get: function () {

				return this.shadowMap.enabled;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
				this.shadowMap.enabled = value;

			}
		},
		shadowMapType: {
			get: function () {

				return this.shadowMap.type;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
				this.shadowMap.type = value;

			}
		},
		shadowMapCullFace: {
			get: function () {

				return this.shadowMap.cullFace;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace is now .shadowMap.cullFace.' );
				this.shadowMap.cullFace = value;

			}
		}
	} );

	Object.defineProperties( WebGLShadowMap.prototype, {

		cullFace: {
			get: function () {

				return this.renderReverseSided ? CullFaceFront : CullFaceBack;

			},
			set: function ( cullFace ) {

				var value = ( cullFace !== CullFaceBack );
				console.warn( "WebGLRenderer: .shadowMap.cullFace is deprecated. Set .shadowMap.renderReverseSided to " + value + "." );
				this.renderReverseSided = value;

			}
		}

	} );

	//

	Object.defineProperties( WebGLRenderTarget.prototype, {

		wrapS: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
				return this.texture.wrapS;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
				this.texture.wrapS = value;

			}
		},
		wrapT: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
				return this.texture.wrapT;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
				this.texture.wrapT = value;

			}
		},
		magFilter: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
				return this.texture.magFilter;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
				this.texture.magFilter = value;

			}
		},
		minFilter: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
				return this.texture.minFilter;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
				this.texture.minFilter = value;

			}
		},
		anisotropy: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
				return this.texture.anisotropy;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
				this.texture.anisotropy = value;

			}
		},
		offset: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
				return this.texture.offset;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
				this.texture.offset = value;

			}
		},
		repeat: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
				return this.texture.repeat;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
				this.texture.repeat = value;

			}
		},
		format: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
				return this.texture.format;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
				this.texture.format = value;

			}
		},
		type: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
				return this.texture.type;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
				this.texture.type = value;

			}
		},
		generateMipmaps: {
			get: function () {

				console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
				return this.texture.generateMipmaps;

			},
			set: function ( value ) {

				console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
				this.texture.generateMipmaps = value;

			}
		}

	} );

	//

	Audio.prototype.load = function ( file ) {

		console.warn( 'THREE.Audio: .load has been deprecated. Use THREE.AudioLoader instead.' );
		var scope = this;
		var audioLoader = new AudioLoader();
		audioLoader.load( file, function ( buffer ) {

			scope.setBuffer( buffer );

		} );
		return this;

	};

	AudioAnalyser.prototype.getData = function () {

		console.warn( 'THREE.AudioAnalyser: .getData() is now .getFrequencyData().' );
		return this.getFrequencyData();

	};

	//

	var GeometryUtils = {

		merge: function ( geometry1, geometry2, materialIndexOffset ) {

			console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
			var matrix;

			if ( geometry2.isMesh ) {

				geometry2.matrixAutoUpdate && geometry2.updateMatrix();

				matrix = geometry2.matrix;
				geometry2 = geometry2.geometry;

			}

			geometry1.merge( geometry2, matrix, materialIndexOffset );

		},

		center: function ( geometry ) {

			console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
			return geometry.center();

		}

	};

	var ImageUtils = {

		crossOrigin: undefined,

		loadTexture: function ( url, mapping, onLoad, onError ) {

			console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );

			var loader = new TextureLoader();
			loader.setCrossOrigin( this.crossOrigin );

			var texture = loader.load( url, onLoad, undefined, onError );

			if ( mapping ) texture.mapping = mapping;

			return texture;

		},

		loadTextureCube: function ( urls, mapping, onLoad, onError ) {

			console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );

			var loader = new CubeTextureLoader();
			loader.setCrossOrigin( this.crossOrigin );

			var texture = loader.load( urls, onLoad, undefined, onError );

			if ( mapping ) texture.mapping = mapping;

			return texture;

		},

		loadCompressedTexture: function () {

			console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );

		},

		loadCompressedTextureCube: function () {

			console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );

		}

	};

	//

	function Projector() {

		console.error( 'THREE.Projector has been moved to /examples/js/renderers/Projector.js.' );

		this.projectVector = function ( vector, camera ) {

			console.warn( 'THREE.Projector: .projectVector() is now vector.project().' );
			vector.project( camera );

		};

		this.unprojectVector = function ( vector, camera ) {

			console.warn( 'THREE.Projector: .unprojectVector() is now vector.unproject().' );
			vector.unproject( camera );

		};

		this.pickingRay = function () {

			console.error( 'THREE.Projector: .pickingRay() is now raycaster.setFromCamera().' );

		};

	}

	//

	function CanvasRenderer() {

		console.error( 'THREE.CanvasRenderer has been moved to /examples/js/renderers/CanvasRenderer.js' );

		this.domElement = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
		this.clear = function () {};
		this.render = function () {};
		this.setClearColor = function () {};
		this.setSize = function () {};

	}

	exports.WebGLRenderTargetCube = WebGLRenderTargetCube;
	exports.WebGLRenderTarget = WebGLRenderTarget;
	exports.WebGLRenderer = WebGLRenderer;
	exports.ShaderLib = ShaderLib;
	exports.UniformsLib = UniformsLib;
	exports.UniformsUtils = UniformsUtils;
	exports.ShaderChunk = ShaderChunk;
	exports.FogExp2 = FogExp2;
	exports.Fog = Fog;
	exports.Scene = Scene;
	exports.LensFlare = LensFlare;
	exports.Sprite = Sprite;
	exports.LOD = LOD;
	exports.SkinnedMesh = SkinnedMesh;
	exports.Skeleton = Skeleton;
	exports.Bone = Bone;
	exports.Mesh = Mesh;
	exports.LineSegments = LineSegments;
	exports.Line = Line;
	exports.Points = Points;
	exports.Group = Group;
	exports.VideoTexture = VideoTexture;
	exports.DataTexture = DataTexture;
	exports.CompressedTexture = CompressedTexture;
	exports.CubeTexture = CubeTexture;
	exports.CanvasTexture = CanvasTexture;
	exports.DepthTexture = DepthTexture;
	exports.Texture = Texture;
	exports.CompressedTextureLoader = CompressedTextureLoader;
	exports.DataTextureLoader = DataTextureLoader;
	exports.CubeTextureLoader = CubeTextureLoader;
	exports.TextureLoader = TextureLoader;
	exports.ObjectLoader = ObjectLoader;
	exports.MaterialLoader = MaterialLoader;
	exports.BufferGeometryLoader = BufferGeometryLoader;
	exports.DefaultLoadingManager = DefaultLoadingManager;
	exports.LoadingManager = LoadingManager;
	exports.JSONLoader = JSONLoader;
	exports.ImageLoader = ImageLoader;
	exports.FontLoader = FontLoader;
	exports.FileLoader = FileLoader;
	exports.Loader = Loader;
	exports.Cache = Cache;
	exports.AudioLoader = AudioLoader;
	exports.SpotLightShadow = SpotLightShadow;
	exports.SpotLight = SpotLight;
	exports.PointLight = PointLight;
	exports.RectAreaLight = RectAreaLight;
	exports.HemisphereLight = HemisphereLight;
	exports.DirectionalLightShadow = DirectionalLightShadow;
	exports.DirectionalLight = DirectionalLight;
	exports.AmbientLight = AmbientLight;
	exports.LightShadow = LightShadow;
	exports.Light = Light;
	exports.StereoCamera = StereoCamera;
	exports.PerspectiveCamera = PerspectiveCamera;
	exports.OrthographicCamera = OrthographicCamera;
	exports.CubeCamera = CubeCamera;
	exports.Camera = Camera;
	exports.AudioListener = AudioListener;
	exports.PositionalAudio = PositionalAudio;
	exports.AudioContext = AudioContext;
	exports.AudioAnalyser = AudioAnalyser;
	exports.Audio = Audio;
	exports.VectorKeyframeTrack = VectorKeyframeTrack;
	exports.StringKeyframeTrack = StringKeyframeTrack;
	exports.QuaternionKeyframeTrack = QuaternionKeyframeTrack;
	exports.NumberKeyframeTrack = NumberKeyframeTrack;
	exports.ColorKeyframeTrack = ColorKeyframeTrack;
	exports.BooleanKeyframeTrack = BooleanKeyframeTrack;
	exports.PropertyMixer = PropertyMixer;
	exports.PropertyBinding = PropertyBinding;
	exports.KeyframeTrack = KeyframeTrack;
	exports.AnimationUtils = AnimationUtils;
	exports.AnimationObjectGroup = AnimationObjectGroup;
	exports.AnimationMixer = AnimationMixer;
	exports.AnimationClip = AnimationClip;
	exports.Uniform = Uniform;
	exports.InstancedBufferGeometry = InstancedBufferGeometry;
	exports.BufferGeometry = BufferGeometry;
	exports.GeometryIdCount = GeometryIdCount;
	exports.Geometry = Geometry;
	exports.InterleavedBufferAttribute = InterleavedBufferAttribute;
	exports.InstancedInterleavedBuffer = InstancedInterleavedBuffer;
	exports.InterleavedBuffer = InterleavedBuffer;
	exports.InstancedBufferAttribute = InstancedBufferAttribute;
	exports.Face3 = Face3;
	exports.Object3D = Object3D;
	exports.Raycaster = Raycaster;
	exports.Layers = Layers;
	exports.EventDispatcher = EventDispatcher;
	exports.Clock = Clock;
	exports.QuaternionLinearInterpolant = QuaternionLinearInterpolant;
	exports.LinearInterpolant = LinearInterpolant;
	exports.DiscreteInterpolant = DiscreteInterpolant;
	exports.CubicInterpolant = CubicInterpolant;
	exports.Interpolant = Interpolant;
	exports.Triangle = Triangle;
	exports.Math = _Math;
	exports.Spherical = Spherical;
	exports.Cylindrical = Cylindrical;
	exports.Plane = Plane;
	exports.Frustum = Frustum;
	exports.Sphere = Sphere;
	exports.Ray = Ray;
	exports.Matrix4 = Matrix4;
	exports.Matrix3 = Matrix3;
	exports.Box3 = Box3;
	exports.Box2 = Box2;
	exports.Line3 = Line3;
	exports.Euler = Euler;
	exports.Vector4 = Vector4;
	exports.Vector3 = Vector3;
	exports.Vector2 = Vector2;
	exports.Quaternion = Quaternion;
	exports.Color = Color;
	exports.MorphBlendMesh = MorphBlendMesh;
	exports.ImmediateRenderObject = ImmediateRenderObject;
	exports.VertexNormalsHelper = VertexNormalsHelper;
	exports.SpotLightHelper = SpotLightHelper;
	exports.SkeletonHelper = SkeletonHelper;
	exports.PointLightHelper = PointLightHelper;
	exports.RectAreaLightHelper = RectAreaLightHelper;
	exports.HemisphereLightHelper = HemisphereLightHelper;
	exports.GridHelper = GridHelper;
	exports.PolarGridHelper = PolarGridHelper;
	exports.FaceNormalsHelper = FaceNormalsHelper;
	exports.DirectionalLightHelper = DirectionalLightHelper;
	exports.CameraHelper = CameraHelper;
	exports.BoxHelper = BoxHelper;
	exports.ArrowHelper = ArrowHelper;
	exports.AxisHelper = AxisHelper;
	exports.CatmullRomCurve3 = CatmullRomCurve3;
	exports.CubicBezierCurve3 = CubicBezierCurve3;
	exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
	exports.LineCurve3 = LineCurve3;
	exports.ArcCurve = ArcCurve;
	exports.EllipseCurve = EllipseCurve;
	exports.SplineCurve = SplineCurve;
	exports.CubicBezierCurve = CubicBezierCurve;
	exports.QuadraticBezierCurve = QuadraticBezierCurve;
	exports.LineCurve = LineCurve;
	exports.Shape = Shape;
	exports.Path = Path;
	exports.ShapePath = ShapePath;
	exports.Font = Font;
	exports.CurvePath = CurvePath;
	exports.Curve = Curve;
	exports.ShapeUtils = ShapeUtils;
	exports.SceneUtils = SceneUtils;
	exports.WireframeGeometry = WireframeGeometry;
	exports.ParametricGeometry = ParametricGeometry;
	exports.ParametricBufferGeometry = ParametricBufferGeometry;
	exports.TetrahedronGeometry = TetrahedronGeometry;
	exports.TetrahedronBufferGeometry = TetrahedronBufferGeometry;
	exports.OctahedronGeometry = OctahedronGeometry;
	exports.OctahedronBufferGeometry = OctahedronBufferGeometry;
	exports.IcosahedronGeometry = IcosahedronGeometry;
	exports.IcosahedronBufferGeometry = IcosahedronBufferGeometry;
	exports.DodecahedronGeometry = DodecahedronGeometry;
	exports.DodecahedronBufferGeometry = DodecahedronBufferGeometry;
	exports.PolyhedronGeometry = PolyhedronGeometry;
	exports.PolyhedronBufferGeometry = PolyhedronBufferGeometry;
	exports.TubeGeometry = TubeGeometry;
	exports.TubeBufferGeometry = TubeBufferGeometry;
	exports.TorusKnotGeometry = TorusKnotGeometry;
	exports.TorusKnotBufferGeometry = TorusKnotBufferGeometry;
	exports.TorusGeometry = TorusGeometry;
	exports.TorusBufferGeometry = TorusBufferGeometry;
	exports.TextGeometry = TextGeometry;
	exports.SphereGeometry = SphereGeometry;
	exports.SphereBufferGeometry = SphereBufferGeometry;
	exports.RingGeometry = RingGeometry;
	exports.RingBufferGeometry = RingBufferGeometry;
	exports.PlaneGeometry = PlaneGeometry;
	exports.PlaneBufferGeometry = PlaneBufferGeometry;
	exports.LatheGeometry = LatheGeometry;
	exports.LatheBufferGeometry = LatheBufferGeometry;
	exports.ShapeGeometry = ShapeGeometry;
	exports.ShapeBufferGeometry = ShapeBufferGeometry;
	exports.ExtrudeGeometry = ExtrudeGeometry;
	exports.EdgesGeometry = EdgesGeometry;
	exports.ConeGeometry = ConeGeometry;
	exports.ConeBufferGeometry = ConeBufferGeometry;
	exports.CylinderGeometry = CylinderGeometry;
	exports.CylinderBufferGeometry = CylinderBufferGeometry;
	exports.CircleGeometry = CircleGeometry;
	exports.CircleBufferGeometry = CircleBufferGeometry;
	exports.BoxGeometry = BoxGeometry;
	exports.BoxBufferGeometry = BoxBufferGeometry;
	exports.ShadowMaterial = ShadowMaterial;
	exports.SpriteMaterial = SpriteMaterial;
	exports.RawShaderMaterial = RawShaderMaterial;
	exports.ShaderMaterial = ShaderMaterial;
	exports.PointsMaterial = PointsMaterial;
	exports.MultiMaterial = MultiMaterial;
	exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
	exports.MeshStandardMaterial = MeshStandardMaterial;
	exports.MeshPhongMaterial = MeshPhongMaterial;
	exports.MeshToonMaterial = MeshToonMaterial;
	exports.MeshNormalMaterial = MeshNormalMaterial;
	exports.MeshLambertMaterial = MeshLambertMaterial;
	exports.MeshDepthMaterial = MeshDepthMaterial;
	exports.MeshBasicMaterial = MeshBasicMaterial;
	exports.LineDashedMaterial = LineDashedMaterial;
	exports.LineBasicMaterial = LineBasicMaterial;
	exports.Material = Material;
	exports.Float64BufferAttribute = Float64BufferAttribute;
	exports.Float32BufferAttribute = Float32BufferAttribute;
	exports.Uint32BufferAttribute = Uint32BufferAttribute;
	exports.Int32BufferAttribute = Int32BufferAttribute;
	exports.Uint16BufferAttribute = Uint16BufferAttribute;
	exports.Int16BufferAttribute = Int16BufferAttribute;
	exports.Uint8ClampedBufferAttribute = Uint8ClampedBufferAttribute;
	exports.Uint8BufferAttribute = Uint8BufferAttribute;
	exports.Int8BufferAttribute = Int8BufferAttribute;
	exports.BufferAttribute = BufferAttribute;
	exports.REVISION = REVISION;
	exports.MOUSE = MOUSE;
	exports.CullFaceNone = CullFaceNone;
	exports.CullFaceBack = CullFaceBack;
	exports.CullFaceFront = CullFaceFront;
	exports.CullFaceFrontBack = CullFaceFrontBack;
	exports.FrontFaceDirectionCW = FrontFaceDirectionCW;
	exports.FrontFaceDirectionCCW = FrontFaceDirectionCCW;
	exports.BasicShadowMap = BasicShadowMap;
	exports.PCFShadowMap = PCFShadowMap;
	exports.PCFSoftShadowMap = PCFSoftShadowMap;
	exports.FrontSide = FrontSide;
	exports.BackSide = BackSide;
	exports.DoubleSide = DoubleSide;
	exports.FlatShading = FlatShading;
	exports.SmoothShading = SmoothShading;
	exports.NoColors = NoColors;
	exports.FaceColors = FaceColors;
	exports.VertexColors = VertexColors;
	exports.NoBlending = NoBlending;
	exports.NormalBlending = NormalBlending;
	exports.AdditiveBlending = AdditiveBlending;
	exports.SubtractiveBlending = SubtractiveBlending;
	exports.MultiplyBlending = MultiplyBlending;
	exports.CustomBlending = CustomBlending;
	exports.AddEquation = AddEquation;
	exports.SubtractEquation = SubtractEquation;
	exports.ReverseSubtractEquation = ReverseSubtractEquation;
	exports.MinEquation = MinEquation;
	exports.MaxEquation = MaxEquation;
	exports.ZeroFactor = ZeroFactor;
	exports.OneFactor = OneFactor;
	exports.SrcColorFactor = SrcColorFactor;
	exports.OneMinusSrcColorFactor = OneMinusSrcColorFactor;
	exports.SrcAlphaFactor = SrcAlphaFactor;
	exports.OneMinusSrcAlphaFactor = OneMinusSrcAlphaFactor;
	exports.DstAlphaFactor = DstAlphaFactor;
	exports.OneMinusDstAlphaFactor = OneMinusDstAlphaFactor;
	exports.DstColorFactor = DstColorFactor;
	exports.OneMinusDstColorFactor = OneMinusDstColorFactor;
	exports.SrcAlphaSaturateFactor = SrcAlphaSaturateFactor;
	exports.NeverDepth = NeverDepth;
	exports.AlwaysDepth = AlwaysDepth;
	exports.LessDepth = LessDepth;
	exports.LessEqualDepth = LessEqualDepth;
	exports.EqualDepth = EqualDepth;
	exports.GreaterEqualDepth = GreaterEqualDepth;
	exports.GreaterDepth = GreaterDepth;
	exports.NotEqualDepth = NotEqualDepth;
	exports.MultiplyOperation = MultiplyOperation;
	exports.MixOperation = MixOperation;
	exports.AddOperation = AddOperation;
	exports.NoToneMapping = NoToneMapping;
	exports.LinearToneMapping = LinearToneMapping;
	exports.ReinhardToneMapping = ReinhardToneMapping;
	exports.Uncharted2ToneMapping = Uncharted2ToneMapping;
	exports.CineonToneMapping = CineonToneMapping;
	exports.UVMapping = UVMapping;
	exports.CubeReflectionMapping = CubeReflectionMapping;
	exports.CubeRefractionMapping = CubeRefractionMapping;
	exports.EquirectangularReflectionMapping = EquirectangularReflectionMapping;
	exports.EquirectangularRefractionMapping = EquirectangularRefractionMapping;
	exports.SphericalReflectionMapping = SphericalReflectionMapping;
	exports.CubeUVReflectionMapping = CubeUVReflectionMapping;
	exports.CubeUVRefractionMapping = CubeUVRefractionMapping;
	exports.RepeatWrapping = RepeatWrapping;
	exports.ClampToEdgeWrapping = ClampToEdgeWrapping;
	exports.MirroredRepeatWrapping = MirroredRepeatWrapping;
	exports.NearestFilter = NearestFilter;
	exports.NearestMipMapNearestFilter = NearestMipMapNearestFilter;
	exports.NearestMipMapLinearFilter = NearestMipMapLinearFilter;
	exports.LinearFilter = LinearFilter;
	exports.LinearMipMapNearestFilter = LinearMipMapNearestFilter;
	exports.LinearMipMapLinearFilter = LinearMipMapLinearFilter;
	exports.UnsignedByteType = UnsignedByteType;
	exports.ByteType = ByteType;
	exports.ShortType = ShortType;
	exports.UnsignedShortType = UnsignedShortType;
	exports.IntType = IntType;
	exports.UnsignedIntType = UnsignedIntType;
	exports.FloatType = FloatType;
	exports.HalfFloatType = HalfFloatType;
	exports.UnsignedShort4444Type = UnsignedShort4444Type;
	exports.UnsignedShort5551Type = UnsignedShort5551Type;
	exports.UnsignedShort565Type = UnsignedShort565Type;
	exports.UnsignedInt248Type = UnsignedInt248Type;
	exports.AlphaFormat = AlphaFormat;
	exports.RGBFormat = RGBFormat;
	exports.RGBAFormat = RGBAFormat;
	exports.LuminanceFormat = LuminanceFormat;
	exports.LuminanceAlphaFormat = LuminanceAlphaFormat;
	exports.RGBEFormat = RGBEFormat;
	exports.DepthFormat = DepthFormat;
	exports.DepthStencilFormat = DepthStencilFormat;
	exports.RGB_S3TC_DXT1_Format = RGB_S3TC_DXT1_Format;
	exports.RGBA_S3TC_DXT1_Format = RGBA_S3TC_DXT1_Format;
	exports.RGBA_S3TC_DXT3_Format = RGBA_S3TC_DXT3_Format;
	exports.RGBA_S3TC_DXT5_Format = RGBA_S3TC_DXT5_Format;
	exports.RGB_PVRTC_4BPPV1_Format = RGB_PVRTC_4BPPV1_Format;
	exports.RGB_PVRTC_2BPPV1_Format = RGB_PVRTC_2BPPV1_Format;
	exports.RGBA_PVRTC_4BPPV1_Format = RGBA_PVRTC_4BPPV1_Format;
	exports.RGBA_PVRTC_2BPPV1_Format = RGBA_PVRTC_2BPPV1_Format;
	exports.RGB_ETC1_Format = RGB_ETC1_Format;
	exports.LoopOnce = LoopOnce;
	exports.LoopRepeat = LoopRepeat;
	exports.LoopPingPong = LoopPingPong;
	exports.InterpolateDiscrete = InterpolateDiscrete;
	exports.InterpolateLinear = InterpolateLinear;
	exports.InterpolateSmooth = InterpolateSmooth;
	exports.ZeroCurvatureEnding = ZeroCurvatureEnding;
	exports.ZeroSlopeEnding = ZeroSlopeEnding;
	exports.WrapAroundEnding = WrapAroundEnding;
	exports.TrianglesDrawMode = TrianglesDrawMode;
	exports.TriangleStripDrawMode = TriangleStripDrawMode;
	exports.TriangleFanDrawMode = TriangleFanDrawMode;
	exports.LinearEncoding = LinearEncoding;
	exports.sRGBEncoding = sRGBEncoding;
	exports.GammaEncoding = GammaEncoding;
	exports.RGBEEncoding = RGBEEncoding;
	exports.LogLuvEncoding = LogLuvEncoding;
	exports.RGBM7Encoding = RGBM7Encoding;
	exports.RGBM16Encoding = RGBM16Encoding;
	exports.RGBDEncoding = RGBDEncoding;
	exports.BasicDepthPacking = BasicDepthPacking;
	exports.RGBADepthPacking = RGBADepthPacking;
	exports.CubeGeometry = BoxGeometry;
	exports.Face4 = Face4;
	exports.LineStrip = LineStrip;
	exports.LinePieces = LinePieces;
	exports.MeshFaceMaterial = MeshFaceMaterial;
	exports.PointCloud = PointCloud;
	exports.Particle = Particle;
	exports.ParticleSystem = ParticleSystem;
	exports.PointCloudMaterial = PointCloudMaterial;
	exports.ParticleBasicMaterial = ParticleBasicMaterial;
	exports.ParticleSystemMaterial = ParticleSystemMaterial;
	exports.Vertex = Vertex;
	exports.DynamicBufferAttribute = DynamicBufferAttribute;
	exports.Int8Attribute = Int8Attribute;
	exports.Uint8Attribute = Uint8Attribute;
	exports.Uint8ClampedAttribute = Uint8ClampedAttribute;
	exports.Int16Attribute = Int16Attribute;
	exports.Uint16Attribute = Uint16Attribute;
	exports.Int32Attribute = Int32Attribute;
	exports.Uint32Attribute = Uint32Attribute;
	exports.Float32Attribute = Float32Attribute;
	exports.Float64Attribute = Float64Attribute;
	exports.ClosedSplineCurve3 = ClosedSplineCurve3;
	exports.SplineCurve3 = SplineCurve3;
	exports.Spline = Spline;
	exports.BoundingBoxHelper = BoundingBoxHelper;
	exports.EdgesHelper = EdgesHelper;
	exports.WireframeHelper = WireframeHelper;
	exports.XHRLoader = XHRLoader;
	exports.BinaryTextureLoader = BinaryTextureLoader;
	exports.GeometryUtils = GeometryUtils;
	exports.ImageUtils = ImageUtils;
	exports.Projector = Projector;
	exports.CanvasRenderer = CanvasRenderer;

	Object.defineProperty(exports, '__esModule', { value: true });

})));