diff --git "a/node_modules/three/build/three.js" "b/node_modules/three/build/three.js"
new file mode 100644--- /dev/null
+++ "b/node_modules/three/build/three.js"
@@ -0,0 +1,48498 @@
+(function (global, factory) {
+	typeof exports === 'object' && typeof module !== 'undefined' ? factory(exports) :
+	typeof define === 'function' && define.amd ? define(['exports'], factory) :
+	(global = global || self, factory(global.THREE = {}));
+}(this, function (exports) { 'use strict';
+
+	// Polyfills
+
+	if ( Number.EPSILON === undefined ) {
+
+		Number.EPSILON = Math.pow( 2, - 52 );
+
+	}
+
+	if ( Number.isInteger === undefined ) {
+
+		// Missing in IE
+		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Number/isInteger
+
+		Number.isInteger = function ( value ) {
+
+			return typeof value === 'number' && isFinite( value ) && Math.floor( value ) === value;
+
+		};
+
+	}
+
+	//
+
+	if ( Math.sign === undefined ) {
+
+		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/sign
+
+		Math.sign = function ( x ) {
+
+			return ( x < 0 ) ? - 1 : ( x > 0 ) ? 1 : + x;
+
+		};
+
+	}
+
+	if ( 'name' in Function.prototype === false ) {
+
+		// Missing in IE
+		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Function/name
+
+		Object.defineProperty( Function.prototype, 'name', {
+
+			get: function () {
+
+				return this.toString().match( /^\s*function\s*([^\(\s]*)/ )[ 1 ];
+
+			}
+
+		} );
+
+	}
+
+	if ( Object.assign === undefined ) {
+
+		// Missing in IE
+		// https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Object/assign
+
+		( function () {
+
+			Object.assign = function ( target ) {
+
+				if ( target === undefined || target === null ) {
+
+					throw new TypeError( 'Cannot convert undefined or null to object' );
+
+				}
+
+				var output = Object( target );
+
+				for ( var index = 1; index < arguments.length; index ++ ) {
+
+					var source = arguments[ index ];
+
+					if ( source !== undefined && source !== null ) {
+
+						for ( var nextKey in source ) {
+
+							if ( Object.prototype.hasOwnProperty.call( source, nextKey ) ) {
+
+								output[ nextKey ] = source[ nextKey ];
+
+							}
+
+						}
+
+					}
+
+				}
+
+				return output;
+
+			};
+
+		} )();
+
+	}
+
+	/**
+	 * https://github.com/mrdoob/eventdispatcher.js/
+	 */
+
+	function EventDispatcher() {}
+
+	Object.assign( EventDispatcher.prototype, {
+
+		addEventListener: function ( type, listener ) {
+
+			if ( this._listeners === undefined ) this._listeners = {};
+
+			var listeners = this._listeners;
+
+			if ( listeners[ type ] === undefined ) {
+
+				listeners[ type ] = [];
+
+			}
+
+			if ( listeners[ type ].indexOf( listener ) === - 1 ) {
+
+				listeners[ type ].push( listener );
+
+			}
+
+		},
+
+		hasEventListener: function ( type, listener ) {
+
+			if ( this._listeners === undefined ) return false;
+
+			var listeners = this._listeners;
+
+			return listeners[ type ] !== undefined && listeners[ type ].indexOf( listener ) !== - 1;
+
+		},
+
+		removeEventListener: function ( type, listener ) {
+
+			if ( this._listeners === undefined ) return;
+
+			var listeners = this._listeners;
+			var listenerArray = listeners[ type ];
+
+			if ( listenerArray !== undefined ) {
+
+				var index = listenerArray.indexOf( listener );
+
+				if ( index !== - 1 ) {
+
+					listenerArray.splice( index, 1 );
+
+				}
+
+			}
+
+		},
+
+		dispatchEvent: function ( event ) {
+
+			if ( this._listeners === undefined ) return;
+
+			var listeners = this._listeners;
+			var listenerArray = listeners[ event.type ];
+
+			if ( listenerArray !== undefined ) {
+
+				event.target = this;
+
+				var array = listenerArray.slice( 0 );
+
+				for ( var i = 0, l = array.length; i < l; i ++ ) {
+
+					array[ i ].call( this, event );
+
+				}
+
+			}
+
+		}
+
+	} );
+
+	var REVISION = '103';
+	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 ACESFilmicToneMapping = 5;
+
+	var UVMapping = 300;
+	var CubeReflectionMapping = 301;
+	var CubeRefractionMapping = 302;
+	var EquirectangularReflectionMapping = 303;
+	var EquirectangularRefractionMapping = 304;
+	var SphericalReflectionMapping = 305;
+	var CubeUVReflectionMapping = 306;
+	var CubeUVRefractionMapping = 307;
+	var RepeatWrapping = 1000;
+	var ClampToEdgeWrapping = 1001;
+	var MirroredRepeatWrapping = 1002;
+	var NearestFilter = 1003;
+	var NearestMipMapNearestFilter = 1004;
+	var 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 RedFormat = 1028;
+	var RGB_S3TC_DXT1_Format = 33776;
+	var RGBA_S3TC_DXT1_Format = 33777;
+	var RGBA_S3TC_DXT3_Format = 33778;
+	var RGBA_S3TC_DXT5_Format = 33779;
+	var RGB_PVRTC_4BPPV1_Format = 35840;
+	var RGB_PVRTC_2BPPV1_Format = 35841;
+	var RGBA_PVRTC_4BPPV1_Format = 35842;
+	var RGBA_PVRTC_2BPPV1_Format = 35843;
+	var RGB_ETC1_Format = 36196;
+	var RGBA_ASTC_4x4_Format = 37808;
+	var RGBA_ASTC_5x4_Format = 37809;
+	var RGBA_ASTC_5x5_Format = 37810;
+	var RGBA_ASTC_6x5_Format = 37811;
+	var RGBA_ASTC_6x6_Format = 37812;
+	var RGBA_ASTC_8x5_Format = 37813;
+	var RGBA_ASTC_8x6_Format = 37814;
+	var RGBA_ASTC_8x8_Format = 37815;
+	var RGBA_ASTC_10x5_Format = 37816;
+	var RGBA_ASTC_10x6_Format = 37817;
+	var RGBA_ASTC_10x8_Format = 37818;
+	var RGBA_ASTC_10x10_Format = 37819;
+	var RGBA_ASTC_12x10_Format = 37820;
+	var RGBA_ASTC_12x12_Format = 37821;
+	var LoopOnce = 2200;
+	var LoopRepeat = 2201;
+	var LoopPingPong = 2202;
+	var InterpolateDiscrete = 2300;
+	var InterpolateLinear = 2301;
+	var InterpolateSmooth = 2302;
+	var ZeroCurvatureEnding = 2400;
+	var ZeroSlopeEnding = 2401;
+	var WrapAroundEnding = 2402;
+	var TrianglesDrawMode = 0;
+	var TriangleStripDrawMode = 1;
+	var TriangleFanDrawMode = 2;
+	var LinearEncoding = 3000;
+	var sRGBEncoding = 3001;
+	var GammaEncoding = 3007;
+	var RGBEEncoding = 3002;
+	var LogLuvEncoding = 3003;
+	var RGBM7Encoding = 3004;
+	var RGBM16Encoding = 3005;
+	var RGBDEncoding = 3006;
+	var BasicDepthPacking = 3200;
+	var RGBADepthPacking = 3201;
+	var TangentSpaceNormalMap = 0;
+	var ObjectSpaceNormalMap = 1;
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	var _Math = {
+
+		DEG2RAD: Math.PI / 180,
+		RAD2DEG: 180 / Math.PI,
+
+		generateUUID: ( function () {
+
+			// http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/21963136#21963136
+
+			var lut = [];
+
+			for ( var i = 0; i < 256; i ++ ) {
+
+				lut[ i ] = ( i < 16 ? '0' : '' ) + ( i ).toString( 16 );
+
+			}
+
+			return function generateUUID() {
+
+				var d0 = Math.random() * 0xffffffff | 0;
+				var d1 = Math.random() * 0xffffffff | 0;
+				var d2 = Math.random() * 0xffffffff | 0;
+				var d3 = Math.random() * 0xffffffff | 0;
+				var uuid = lut[ d0 & 0xff ] + lut[ d0 >> 8 & 0xff ] + lut[ d0 >> 16 & 0xff ] + lut[ d0 >> 24 & 0xff ] + '-' +
+					lut[ d1 & 0xff ] + lut[ d1 >> 8 & 0xff ] + '-' + lut[ d1 >> 16 & 0x0f | 0x40 ] + lut[ d1 >> 24 & 0xff ] + '-' +
+					lut[ d2 & 0x3f | 0x80 ] + lut[ d2 >> 8 & 0xff ] + '-' + lut[ d2 >> 16 & 0xff ] + lut[ d2 >> 24 & 0xff ] +
+					lut[ d3 & 0xff ] + lut[ d3 >> 8 & 0xff ] + lut[ d3 >> 16 & 0xff ] + lut[ d3 >> 24 & 0xff ];
+
+				// .toUpperCase() here flattens concatenated strings to save heap memory space.
+				return uuid.toUpperCase();
+
+			};
+
+		} )(),
+
+		clamp: function ( value, min, max ) {
+
+			return Math.max( min, Math.min( max, value ) );
+
+		},
+
+		// compute euclidian modulo of m % n
+		// https://en.wikipedia.org/wiki/Modulo_operation
+
+		euclideanModulo: function ( n, m ) {
+
+			return ( ( n % m ) + m ) % m;
+
+		},
+
+		// Linear mapping from range <a1, a2> to range <b1, b2>
+
+		mapLinear: function ( x, a1, a2, b1, b2 ) {
+
+			return b1 + ( x - a1 ) * ( b2 - b1 ) / ( a2 - a1 );
+
+		},
+
+		// https://en.wikipedia.org/wiki/Linear_interpolation
+
+		lerp: function ( x, y, t ) {
+
+			return ( 1 - t ) * x + t * y;
+
+		},
+
+		// http://en.wikipedia.org/wiki/Smoothstep
+
+		smoothstep: function ( x, min, max ) {
+
+			if ( x <= min ) return 0;
+			if ( x >= max ) return 1;
+
+			x = ( x - min ) / ( max - min );
+
+			return x * x * ( 3 - 2 * x );
+
+		},
+
+		smootherstep: function ( x, min, max ) {
+
+			if ( x <= min ) return 0;
+			if ( x >= max ) return 1;
+
+			x = ( x - min ) / ( max - min );
+
+			return x * x * x * ( x * ( x * 6 - 15 ) + 10 );
+
+		},
+
+		// Random integer from <low, high> interval
+
+		randInt: function ( low, high ) {
+
+			return low + Math.floor( Math.random() * ( high - low + 1 ) );
+
+		},
+
+		// Random float from <low, high> interval
+
+		randFloat: function ( low, high ) {
+
+			return low + Math.random() * ( high - low );
+
+		},
+
+		// Random float from <-range/2, range/2> interval
+
+		randFloatSpread: function ( range ) {
+
+			return range * ( 0.5 - Math.random() );
+
+		},
+
+		degToRad: function ( degrees ) {
+
+			return degrees * _Math.DEG2RAD;
+
+		},
+
+		radToDeg: function ( radians ) {
+
+			return radians * _Math.RAD2DEG;
+
+		},
+
+		isPowerOfTwo: function ( value ) {
+
+			return ( value & ( value - 1 ) ) === 0 && value !== 0;
+
+		},
+
+		ceilPowerOfTwo: function ( value ) {
+
+			return Math.pow( 2, Math.ceil( Math.log( value ) / Math.LN2 ) );
+
+		},
+
+		floorPowerOfTwo: function ( value ) {
+
+			return Math.pow( 2, Math.floor( Math.log( value ) / Math.LN2 ) );
+
+		}
+
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author philogb / http://blog.thejit.org/
+	 * @author egraether / http://egraether.com/
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 */
+
+	function Vector2( x, y ) {
+
+		this.x = x || 0;
+		this.y = y || 0;
+
+	}
+
+	Object.defineProperties( Vector2.prototype, {
+
+		"width": {
+
+			get: function () {
+
+				return this.x;
+
+			},
+
+			set: function ( value ) {
+
+				this.x = value;
+
+			}
+
+		},
+
+		"height": {
+
+			get: function () {
+
+				return this.y;
+
+			},
+
+			set: function ( value ) {
+
+				this.y = value;
+
+			}
+
+		}
+
+	} );
+
+	Object.assign( Vector2.prototype, {
+
+		isVector2: true,
+
+		set: function ( x, y ) {
+
+			this.x = x;
+			this.y = y;
+
+			return this;
+
+		},
+
+		setScalar: function ( scalar ) {
+
+			this.x = scalar;
+			this.y = scalar;
+
+			return this;
+
+		},
+
+		setX: function ( x ) {
+
+			this.x = x;
+
+			return this;
+
+		},
+
+		setY: function ( y ) {
+
+			this.y = y;
+
+			return this;
+
+		},
+
+		setComponent: function ( index, value ) {
+
+			switch ( index ) {
+
+				case 0: this.x = value; break;
+				case 1: this.y = value; break;
+				default: throw new Error( 'index is out of range: ' + index );
+
+			}
+
+			return this;
+
+		},
+
+		getComponent: function ( index ) {
+
+			switch ( index ) {
+
+				case 0: return this.x;
+				case 1: return this.y;
+				default: throw new Error( 'index is out of range: ' + index );
+
+			}
+
+		},
+
+		clone: function () {
+
+			return new this.constructor( this.x, this.y );
+
+		},
+
+		copy: function ( v ) {
+
+			this.x = v.x;
+			this.y = v.y;
+
+			return this;
+
+		},
+
+		add: function ( v, w ) {
+
+			if ( w !== undefined ) {
+
+				console.warn( 'THREE.Vector2: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+				return this.addVectors( v, w );
+
+			}
+
+			this.x += v.x;
+			this.y += v.y;
+
+			return this;
+
+		},
+
+		addScalar: function ( s ) {
+
+			this.x += s;
+			this.y += s;
+
+			return this;
+
+		},
+
+		addVectors: function ( a, b ) {
+
+			this.x = a.x + b.x;
+			this.y = a.y + b.y;
+
+			return this;
+
+		},
+
+		addScaledVector: function ( v, s ) {
+
+			this.x += v.x * s;
+			this.y += v.y * s;
+
+			return this;
+
+		},
+
+		sub: function ( v, w ) {
+
+			if ( w !== undefined ) {
+
+				console.warn( 'THREE.Vector2: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+				return this.subVectors( v, w );
+
+			}
+
+			this.x -= v.x;
+			this.y -= v.y;
+
+			return this;
+
+		},
+
+		subScalar: function ( s ) {
+
+			this.x -= s;
+			this.y -= s;
+
+			return this;
+
+		},
+
+		subVectors: function ( a, b ) {
+
+			this.x = a.x - b.x;
+			this.y = a.y - b.y;
+
+			return this;
+
+		},
+
+		multiply: function ( v ) {
+
+			this.x *= v.x;
+			this.y *= v.y;
+
+			return this;
+
+		},
+
+		multiplyScalar: function ( scalar ) {
+
+			this.x *= scalar;
+			this.y *= scalar;
+
+			return this;
+
+		},
+
+		divide: function ( v ) {
+
+			this.x /= v.x;
+			this.y /= v.y;
+
+			return this;
+
+		},
+
+		divideScalar: function ( scalar ) {
+
+			return this.multiplyScalar( 1 / scalar );
+
+		},
+
+		applyMatrix3: function ( m ) {
+
+			var x = this.x, y = this.y;
+			var e = m.elements;
+
+			this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ];
+			this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ];
+
+			return this;
+
+		},
+
+		min: function ( v ) {
+
+			this.x = Math.min( this.x, v.x );
+			this.y = Math.min( this.y, v.y );
+
+			return this;
+
+		},
+
+		max: function ( v ) {
+
+			this.x = Math.max( this.x, v.x );
+			this.y = Math.max( this.y, v.y );
+
+			return this;
+
+		},
+
+		clamp: function ( min, max ) {
+
+			// assumes min < max, componentwise
+
+			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
+			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
+
+			return this;
+
+		},
+
+		clampScalar: function () {
+
+			var min = new Vector2();
+			var max = new Vector2();
+
+			return function clampScalar( minVal, maxVal ) {
+
+				min.set( minVal, minVal );
+				max.set( maxVal, maxVal );
+
+				return this.clamp( min, max );
+
+			};
+
+		}(),
+
+		clampLength: function ( min, max ) {
+
+			var length = this.length();
+
+			return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
+
+		},
+
+		floor: function () {
+
+			this.x = Math.floor( this.x );
+			this.y = Math.floor( this.y );
+
+			return this;
+
+		},
+
+		ceil: function () {
+
+			this.x = Math.ceil( this.x );
+			this.y = Math.ceil( this.y );
+
+			return this;
+
+		},
+
+		round: function () {
+
+			this.x = Math.round( this.x );
+			this.y = Math.round( this.y );
+
+			return this;
+
+		},
+
+		roundToZero: function () {
+
+			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+
+			return this;
+
+		},
+
+		negate: function () {
+
+			this.x = - this.x;
+			this.y = - this.y;
+
+			return this;
+
+		},
+
+		dot: function ( v ) {
+
+			return this.x * v.x + this.y * v.y;
+
+		},
+
+		cross: function ( v ) {
+
+			return this.x * v.y - this.y * v.x;
+
+		},
+
+		lengthSq: function () {
+
+			return this.x * this.x + this.y * this.y;
+
+		},
+
+		length: function () {
+
+			return Math.sqrt( this.x * this.x + this.y * this.y );
+
+		},
+
+		manhattanLength: function () {
+
+			return Math.abs( this.x ) + Math.abs( this.y );
+
+		},
+
+		normalize: function () {
+
+			return this.divideScalar( this.length() || 1 );
+
+		},
+
+		angle: function () {
+
+			// computes the angle in radians with respect to the positive x-axis
+
+			var angle = Math.atan2( this.y, this.x );
+
+			if ( angle < 0 ) angle += 2 * Math.PI;
+
+			return angle;
+
+		},
+
+		distanceTo: function ( v ) {
+
+			return Math.sqrt( this.distanceToSquared( v ) );
+
+		},
+
+		distanceToSquared: function ( v ) {
+
+			var dx = this.x - v.x, dy = this.y - v.y;
+			return dx * dx + dy * dy;
+
+		},
+
+		manhattanDistanceTo: function ( v ) {
+
+			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y );
+
+		},
+
+		setLength: function ( length ) {
+
+			return this.normalize().multiplyScalar( length );
+
+		},
+
+		lerp: function ( v, alpha ) {
+
+			this.x += ( v.x - this.x ) * alpha;
+			this.y += ( v.y - this.y ) * alpha;
+
+			return this;
+
+		},
+
+		lerpVectors: function ( v1, v2, alpha ) {
+
+			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+		},
+
+		equals: function ( v ) {
+
+			return ( ( v.x === this.x ) && ( v.y === this.y ) );
+
+		},
+
+		fromArray: function ( array, offset ) {
+
+			if ( offset === undefined ) offset = 0;
+
+			this.x = array[ offset ];
+			this.y = array[ offset + 1 ];
+
+			return this;
+
+		},
+
+		toArray: function ( array, offset ) {
+
+			if ( array === undefined ) array = [];
+			if ( offset === undefined ) offset = 0;
+
+			array[ offset ] = this.x;
+			array[ offset + 1 ] = this.y;
+
+			return array;
+
+		},
+
+		fromBufferAttribute: function ( attribute, index, offset ) {
+
+			if ( offset !== undefined ) {
+
+				console.warn( 'THREE.Vector2: offset has been removed from .fromBufferAttribute().' );
+
+			}
+
+			this.x = attribute.getX( index );
+			this.y = attribute.getY( index );
+
+			return this;
+
+		},
+
+		rotateAround: function ( center, angle ) {
+
+			var c = Math.cos( angle ), s = Math.sin( angle );
+
+			var x = this.x - center.x;
+			var y = this.y - center.y;
+
+			this.x = x * c - y * s + center.x;
+			this.y = x * s + y * c + center.y;
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author mikael emtinger / http://gomo.se/
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author WestLangley / http://github.com/WestLangley
+	 * @author bhouston / http://clara.io
+	 */
+
+	function Quaternion( x, y, z, w ) {
+
+		this._x = x || 0;
+		this._y = y || 0;
+		this._z = z || 0;
+		this._w = ( w !== undefined ) ? w : 1;
+
+	}
+
+	Object.assign( Quaternion, {
+
+		slerp: function ( qa, qb, qm, t ) {
+
+			return qm.copy( qa ).slerp( qb, t );
+
+		},
+
+		slerpFlat: function ( dst, dstOffset, src0, srcOffset0, src1, srcOffset1, t ) {
+
+			// fuzz-free, array-based Quaternion SLERP operation
+
+			var x0 = src0[ srcOffset0 + 0 ],
+				y0 = src0[ srcOffset0 + 1 ],
+				z0 = src0[ srcOffset0 + 2 ],
+				w0 = src0[ srcOffset0 + 3 ],
+
+				x1 = src1[ srcOffset1 + 0 ],
+				y1 = src1[ srcOffset1 + 1 ],
+				z1 = src1[ srcOffset1 + 2 ],
+				w1 = src1[ srcOffset1 + 3 ];
+
+			if ( w0 !== w1 || x0 !== x1 || y0 !== y1 || z0 !== z1 ) {
+
+				var s = 1 - t,
+
+					cos = x0 * x1 + y0 * y1 + z0 * z1 + w0 * w1,
+
+					dir = ( cos >= 0 ? 1 : - 1 ),
+					sqrSin = 1 - cos * cos;
+
+				// Skip the Slerp for tiny steps to avoid numeric problems:
+				if ( sqrSin > Number.EPSILON ) {
+
+					var sin = Math.sqrt( sqrSin ),
+						len = Math.atan2( sin, cos * dir );
+
+					s = Math.sin( s * len ) / sin;
+					t = Math.sin( t * len ) / sin;
+
+				}
+
+				var tDir = t * dir;
+
+				x0 = x0 * s + x1 * tDir;
+				y0 = y0 * s + y1 * tDir;
+				z0 = z0 * s + z1 * tDir;
+				w0 = w0 * s + w1 * tDir;
+
+				// Normalize in case we just did a lerp:
+				if ( s === 1 - t ) {
+
+					var f = 1 / Math.sqrt( x0 * x0 + y0 * y0 + z0 * z0 + w0 * w0 );
+
+					x0 *= f;
+					y0 *= f;
+					z0 *= f;
+					w0 *= f;
+
+				}
+
+			}
+
+			dst[ dstOffset ] = x0;
+			dst[ dstOffset + 1 ] = y0;
+			dst[ dstOffset + 2 ] = z0;
+			dst[ dstOffset + 3 ] = w0;
+
+		}
+
+	} );
+
+	Object.defineProperties( Quaternion.prototype, {
+
+		x: {
+
+			get: function () {
+
+				return this._x;
+
+			},
+
+			set: function ( value ) {
+
+				this._x = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		y: {
+
+			get: function () {
+
+				return this._y;
+
+			},
+
+			set: function ( value ) {
+
+				this._y = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		z: {
+
+			get: function () {
+
+				return this._z;
+
+			},
+
+			set: function ( value ) {
+
+				this._z = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		w: {
+
+			get: function () {
+
+				return this._w;
+
+			},
+
+			set: function ( value ) {
+
+				this._w = value;
+				this.onChangeCallback();
+
+			}
+
+		}
+
+	} );
+
+	Object.assign( Quaternion.prototype, {
+
+		isQuaternion: true,
+
+		set: function ( x, y, z, w ) {
+
+			this._x = x;
+			this._y = y;
+			this._z = z;
+			this._w = w;
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor( this._x, this._y, this._z, this._w );
+
+		},
+
+		copy: function ( quaternion ) {
+
+			this._x = quaternion.x;
+			this._y = quaternion.y;
+			this._z = quaternion.z;
+			this._w = quaternion.w;
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		setFromEuler: function ( euler, update ) {
+
+			if ( ! ( euler && euler.isEuler ) ) {
+
+				throw new Error( 'THREE.Quaternion: .setFromEuler() now expects an Euler rotation rather than a Vector3 and order.' );
+
+			}
+
+			var x = euler._x, y = euler._y, z = euler._z, order = euler.order;
+
+			// http://www.mathworks.com/matlabcentral/fileexchange/
+			// 	20696-function-to-convert-between-dcm-euler-angles-quaternions-and-euler-vectors/
+			//	content/SpinCalc.m
+
+			var cos = Math.cos;
+			var sin = Math.sin;
+
+			var c1 = cos( x / 2 );
+			var c2 = cos( y / 2 );
+			var c3 = cos( z / 2 );
+
+			var s1 = sin( x / 2 );
+			var s2 = sin( y / 2 );
+			var s3 = sin( z / 2 );
+
+			if ( order === 'XYZ' ) {
+
+				this._x = s1 * c2 * c3 + c1 * s2 * s3;
+				this._y = c1 * s2 * c3 - s1 * c2 * s3;
+				this._z = c1 * c2 * s3 + s1 * s2 * c3;
+				this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+			} else if ( order === 'YXZ' ) {
+
+				this._x = s1 * c2 * c3 + c1 * s2 * s3;
+				this._y = c1 * s2 * c3 - s1 * c2 * s3;
+				this._z = c1 * c2 * s3 - s1 * s2 * c3;
+				this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+			} else if ( order === 'ZXY' ) {
+
+				this._x = s1 * c2 * c3 - c1 * s2 * s3;
+				this._y = c1 * s2 * c3 + s1 * c2 * s3;
+				this._z = c1 * c2 * s3 + s1 * s2 * c3;
+				this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+			} else if ( order === 'ZYX' ) {
+
+				this._x = s1 * c2 * c3 - c1 * s2 * s3;
+				this._y = c1 * s2 * c3 + s1 * c2 * s3;
+				this._z = c1 * c2 * s3 - s1 * s2 * c3;
+				this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+			} else if ( order === 'YZX' ) {
+
+				this._x = s1 * c2 * c3 + c1 * s2 * s3;
+				this._y = c1 * s2 * c3 + s1 * c2 * s3;
+				this._z = c1 * c2 * s3 - s1 * s2 * c3;
+				this._w = c1 * c2 * c3 - s1 * s2 * s3;
+
+			} else if ( order === 'XZY' ) {
+
+				this._x = s1 * c2 * c3 - c1 * s2 * s3;
+				this._y = c1 * s2 * c3 - s1 * c2 * s3;
+				this._z = c1 * c2 * s3 + s1 * s2 * c3;
+				this._w = c1 * c2 * c3 + s1 * s2 * s3;
+
+			}
+
+			if ( update !== false ) this.onChangeCallback();
+
+			return this;
+
+		},
+
+		setFromAxisAngle: function ( axis, angle ) {
+
+			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/angleToQuaternion/index.htm
+
+			// assumes axis is normalized
+
+			var halfAngle = angle / 2, s = Math.sin( halfAngle );
+
+			this._x = axis.x * s;
+			this._y = axis.y * s;
+			this._z = axis.z * s;
+			this._w = Math.cos( halfAngle );
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		setFromRotationMatrix: function ( m ) {
+
+			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToQuaternion/index.htm
+
+			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+			var te = m.elements,
+
+				m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+				m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+				m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ],
+
+				trace = m11 + m22 + m33,
+				s;
+
+			if ( trace > 0 ) {
+
+				s = 0.5 / Math.sqrt( trace + 1.0 );
+
+				this._w = 0.25 / s;
+				this._x = ( m32 - m23 ) * s;
+				this._y = ( m13 - m31 ) * s;
+				this._z = ( m21 - m12 ) * s;
+
+			} else if ( m11 > m22 && m11 > m33 ) {
+
+				s = 2.0 * Math.sqrt( 1.0 + m11 - m22 - m33 );
+
+				this._w = ( m32 - m23 ) / s;
+				this._x = 0.25 * s;
+				this._y = ( m12 + m21 ) / s;
+				this._z = ( m13 + m31 ) / s;
+
+			} else if ( m22 > m33 ) {
+
+				s = 2.0 * Math.sqrt( 1.0 + m22 - m11 - m33 );
+
+				this._w = ( m13 - m31 ) / s;
+				this._x = ( m12 + m21 ) / s;
+				this._y = 0.25 * s;
+				this._z = ( m23 + m32 ) / s;
+
+			} else {
+
+				s = 2.0 * Math.sqrt( 1.0 + m33 - m11 - m22 );
+
+				this._w = ( m21 - m12 ) / s;
+				this._x = ( m13 + m31 ) / s;
+				this._y = ( m23 + m32 ) / s;
+				this._z = 0.25 * s;
+
+			}
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		setFromUnitVectors: function ( vFrom, vTo ) {
+
+			// assumes direction vectors vFrom and vTo are normalized
+
+			var EPS = 0.000001;
+
+			var r = vFrom.dot( vTo ) + 1;
+
+			if ( r < EPS ) {
+
+				r = 0;
+
+				if ( Math.abs( vFrom.x ) > Math.abs( vFrom.z ) ) {
+
+					this._x = - vFrom.y;
+					this._y = vFrom.x;
+					this._z = 0;
+					this._w = r;
+
+				} else {
+
+					this._x = 0;
+					this._y = - vFrom.z;
+					this._z = vFrom.y;
+					this._w = r;
+
+				}
+
+			} else {
+
+				// crossVectors( vFrom, vTo ); // inlined to avoid cyclic dependency on Vector3
+
+				this._x = vFrom.y * vTo.z - vFrom.z * vTo.y;
+				this._y = vFrom.z * vTo.x - vFrom.x * vTo.z;
+				this._z = vFrom.x * vTo.y - vFrom.y * vTo.x;
+				this._w = r;
+
+			}
+
+			return this.normalize();
+
+		},
+
+		angleTo: function ( q ) {
+
+			return 2 * Math.acos( Math.abs( _Math.clamp( this.dot( q ), - 1, 1 ) ) );
+
+		},
+
+		rotateTowards: function ( q, step ) {
+
+			var angle = this.angleTo( q );
+
+			if ( angle === 0 ) return this;
+
+			var t = Math.min( 1, step / angle );
+
+			this.slerp( q, t );
+
+			return this;
+
+		},
+
+		inverse: function () {
+
+			// quaternion is assumed to have unit length
+
+			return this.conjugate();
+
+		},
+
+		conjugate: function () {
+
+			this._x *= - 1;
+			this._y *= - 1;
+			this._z *= - 1;
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		dot: function ( v ) {
+
+			return this._x * v._x + this._y * v._y + this._z * v._z + this._w * v._w;
+
+		},
+
+		lengthSq: function () {
+
+			return this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w;
+
+		},
+
+		length: function () {
+
+			return Math.sqrt( this._x * this._x + this._y * this._y + this._z * this._z + this._w * this._w );
+
+		},
+
+		normalize: function () {
+
+			var l = this.length();
+
+			if ( l === 0 ) {
+
+				this._x = 0;
+				this._y = 0;
+				this._z = 0;
+				this._w = 1;
+
+			} else {
+
+				l = 1 / l;
+
+				this._x = this._x * l;
+				this._y = this._y * l;
+				this._z = this._z * l;
+				this._w = this._w * l;
+
+			}
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		multiply: function ( q, p ) {
+
+			if ( p !== undefined ) {
+
+				console.warn( 'THREE.Quaternion: .multiply() now only accepts one argument. Use .multiplyQuaternions( a, b ) instead.' );
+				return this.multiplyQuaternions( q, p );
+
+			}
+
+			return this.multiplyQuaternions( this, q );
+
+		},
+
+		premultiply: function ( q ) {
+
+			return this.multiplyQuaternions( q, this );
+
+		},
+
+		multiplyQuaternions: function ( a, b ) {
+
+			// from http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/code/index.htm
+
+			var qax = a._x, qay = a._y, qaz = a._z, qaw = a._w;
+			var qbx = b._x, qby = b._y, qbz = b._z, qbw = b._w;
+
+			this._x = qax * qbw + qaw * qbx + qay * qbz - qaz * qby;
+			this._y = qay * qbw + qaw * qby + qaz * qbx - qax * qbz;
+			this._z = qaz * qbw + qaw * qbz + qax * qby - qay * qbx;
+			this._w = qaw * qbw - qax * qbx - qay * qby - qaz * qbz;
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		slerp: function ( qb, t ) {
+
+			if ( t === 0 ) return this;
+			if ( t === 1 ) return this.copy( qb );
+
+			var x = this._x, y = this._y, z = this._z, w = this._w;
+
+			// http://www.euclideanspace.com/maths/algebra/realNormedAlgebra/quaternions/slerp/
+
+			var cosHalfTheta = w * qb._w + x * qb._x + y * qb._y + z * qb._z;
+
+			if ( cosHalfTheta < 0 ) {
+
+				this._w = - qb._w;
+				this._x = - qb._x;
+				this._y = - qb._y;
+				this._z = - qb._z;
+
+				cosHalfTheta = - cosHalfTheta;
+
+			} else {
+
+				this.copy( qb );
+
+			}
+
+			if ( cosHalfTheta >= 1.0 ) {
+
+				this._w = w;
+				this._x = x;
+				this._y = y;
+				this._z = z;
+
+				return this;
+
+			}
+
+			var sqrSinHalfTheta = 1.0 - cosHalfTheta * cosHalfTheta;
+
+			if ( sqrSinHalfTheta <= Number.EPSILON ) {
+
+				var s = 1 - t;
+				this._w = s * w + t * this._w;
+				this._x = s * x + t * this._x;
+				this._y = s * y + t * this._y;
+				this._z = s * z + t * this._z;
+
+				return this.normalize();
+
+			}
+
+			var sinHalfTheta = Math.sqrt( sqrSinHalfTheta );
+			var halfTheta = Math.atan2( sinHalfTheta, cosHalfTheta );
+			var ratioA = Math.sin( ( 1 - t ) * halfTheta ) / sinHalfTheta,
+				ratioB = Math.sin( t * halfTheta ) / sinHalfTheta;
+
+			this._w = ( w * ratioA + this._w * ratioB );
+			this._x = ( x * ratioA + this._x * ratioB );
+			this._y = ( y * ratioA + this._y * ratioB );
+			this._z = ( z * ratioA + this._z * ratioB );
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		equals: function ( quaternion ) {
+
+			return ( quaternion._x === this._x ) && ( quaternion._y === this._y ) && ( quaternion._z === this._z ) && ( quaternion._w === this._w );
+
+		},
+
+		fromArray: function ( array, offset ) {
+
+			if ( offset === undefined ) offset = 0;
+
+			this._x = array[ offset ];
+			this._y = array[ offset + 1 ];
+			this._z = array[ offset + 2 ];
+			this._w = array[ offset + 3 ];
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		toArray: function ( array, offset ) {
+
+			if ( array === undefined ) array = [];
+			if ( offset === undefined ) offset = 0;
+
+			array[ offset ] = this._x;
+			array[ offset + 1 ] = this._y;
+			array[ offset + 2 ] = this._z;
+			array[ offset + 3 ] = this._w;
+
+			return array;
+
+		},
+
+		onChange: function ( callback ) {
+
+			this.onChangeCallback = callback;
+
+			return this;
+
+		},
+
+		onChangeCallback: function () {}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author kile / http://kile.stravaganza.org/
+	 * @author philogb / http://blog.thejit.org/
+	 * @author mikael emtinger / http://gomo.se/
+	 * @author egraether / http://egraether.com/
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	function Vector3( x, y, z ) {
+
+		this.x = x || 0;
+		this.y = y || 0;
+		this.z = z || 0;
+
+	}
+
+	Object.assign( Vector3.prototype, {
+
+		isVector3: true,
+
+		set: function ( x, y, z ) {
+
+			this.x = x;
+			this.y = y;
+			this.z = z;
+
+			return this;
+
+		},
+
+		setScalar: function ( scalar ) {
+
+			this.x = scalar;
+			this.y = scalar;
+			this.z = scalar;
+
+			return this;
+
+		},
+
+		setX: function ( x ) {
+
+			this.x = x;
+
+			return this;
+
+		},
+
+		setY: function ( y ) {
+
+			this.y = y;
+
+			return this;
+
+		},
+
+		setZ: function ( z ) {
+
+			this.z = z;
+
+			return this;
+
+		},
+
+		setComponent: function ( index, value ) {
+
+			switch ( index ) {
+
+				case 0: this.x = value; break;
+				case 1: this.y = value; break;
+				case 2: this.z = value; break;
+				default: throw new Error( 'index is out of range: ' + index );
+
+			}
+
+			return this;
+
+		},
+
+		getComponent: function ( index ) {
+
+			switch ( index ) {
+
+				case 0: return this.x;
+				case 1: return this.y;
+				case 2: return this.z;
+				default: throw new Error( 'index is out of range: ' + index );
+
+			}
+
+		},
+
+		clone: function () {
+
+			return new this.constructor( this.x, this.y, this.z );
+
+		},
+
+		copy: function ( v ) {
+
+			this.x = v.x;
+			this.y = v.y;
+			this.z = v.z;
+
+			return this;
+
+		},
+
+		add: function ( v, w ) {
+
+			if ( w !== undefined ) {
+
+				console.warn( 'THREE.Vector3: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+				return this.addVectors( v, w );
+
+			}
+
+			this.x += v.x;
+			this.y += v.y;
+			this.z += v.z;
+
+			return this;
+
+		},
+
+		addScalar: function ( s ) {
+
+			this.x += s;
+			this.y += s;
+			this.z += s;
+
+			return this;
+
+		},
+
+		addVectors: function ( a, b ) {
+
+			this.x = a.x + b.x;
+			this.y = a.y + b.y;
+			this.z = a.z + b.z;
+
+			return this;
+
+		},
+
+		addScaledVector: function ( v, s ) {
+
+			this.x += v.x * s;
+			this.y += v.y * s;
+			this.z += v.z * s;
+
+			return this;
+
+		},
+
+		sub: function ( v, w ) {
+
+			if ( w !== undefined ) {
+
+				console.warn( 'THREE.Vector3: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+				return this.subVectors( v, w );
+
+			}
+
+			this.x -= v.x;
+			this.y -= v.y;
+			this.z -= v.z;
+
+			return this;
+
+		},
+
+		subScalar: function ( s ) {
+
+			this.x -= s;
+			this.y -= s;
+			this.z -= s;
+
+			return this;
+
+		},
+
+		subVectors: function ( a, b ) {
+
+			this.x = a.x - b.x;
+			this.y = a.y - b.y;
+			this.z = a.z - b.z;
+
+			return this;
+
+		},
+
+		multiply: function ( v, w ) {
+
+			if ( w !== undefined ) {
+
+				console.warn( 'THREE.Vector3: .multiply() now only accepts one argument. Use .multiplyVectors( a, b ) instead.' );
+				return this.multiplyVectors( v, w );
+
+			}
+
+			this.x *= v.x;
+			this.y *= v.y;
+			this.z *= v.z;
+
+			return this;
+
+		},
+
+		multiplyScalar: function ( scalar ) {
+
+			this.x *= scalar;
+			this.y *= scalar;
+			this.z *= scalar;
+
+			return this;
+
+		},
+
+		multiplyVectors: function ( a, b ) {
+
+			this.x = a.x * b.x;
+			this.y = a.y * b.y;
+			this.z = a.z * b.z;
+
+			return this;
+
+		},
+
+		applyEuler: function () {
+
+			var quaternion = new Quaternion();
+
+			return function applyEuler( euler ) {
+
+				if ( ! ( euler && euler.isEuler ) ) {
+
+					console.error( 'THREE.Vector3: .applyEuler() now expects an Euler rotation rather than a Vector3 and order.' );
+
+				}
+
+				return this.applyQuaternion( quaternion.setFromEuler( euler ) );
+
+			};
+
+		}(),
+
+		applyAxisAngle: function () {
+
+			var quaternion = new Quaternion();
+
+			return function applyAxisAngle( axis, angle ) {
+
+				return this.applyQuaternion( quaternion.setFromAxisAngle( axis, angle ) );
+
+			};
+
+		}(),
+
+		applyMatrix3: function ( m ) {
+
+			var x = this.x, y = this.y, z = this.z;
+			var e = m.elements;
+
+			this.x = e[ 0 ] * x + e[ 3 ] * y + e[ 6 ] * z;
+			this.y = e[ 1 ] * x + e[ 4 ] * y + e[ 7 ] * z;
+			this.z = e[ 2 ] * x + e[ 5 ] * y + e[ 8 ] * z;
+
+			return this;
+
+		},
+
+		applyMatrix4: function ( m ) {
+
+			var x = this.x, y = this.y, z = this.z;
+			var e = m.elements;
+
+			var w = 1 / ( e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] );
+
+			this.x = ( e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] ) * w;
+			this.y = ( e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] ) * w;
+			this.z = ( e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] ) * w;
+
+			return this;
+
+		},
+
+		applyQuaternion: function ( q ) {
+
+			var x = this.x, y = this.y, z = this.z;
+			var qx = q.x, qy = q.y, qz = q.z, qw = q.w;
+
+			// calculate quat * vector
+
+			var ix = qw * x + qy * z - qz * y;
+			var iy = qw * y + qz * x - qx * z;
+			var iz = qw * z + qx * y - qy * x;
+			var iw = - qx * x - qy * y - qz * z;
+
+			// calculate result * inverse quat
+
+			this.x = ix * qw + iw * - qx + iy * - qz - iz * - qy;
+			this.y = iy * qw + iw * - qy + iz * - qx - ix * - qz;
+			this.z = iz * qw + iw * - qz + ix * - qy - iy * - qx;
+
+			return this;
+
+		},
+
+		project: function ( camera ) {
+
+			return this.applyMatrix4( camera.matrixWorldInverse ).applyMatrix4( camera.projectionMatrix );
+
+		},
+
+		unproject: function ( camera ) {
+
+			return this.applyMatrix4( camera.projectionMatrixInverse ).applyMatrix4( camera.matrixWorld );
+
+		},
+
+		transformDirection: function ( m ) {
+
+			// input: THREE.Matrix4 affine matrix
+			// vector interpreted as a direction
+
+			var x = this.x, y = this.y, z = this.z;
+			var e = m.elements;
+
+			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z;
+			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z;
+			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z;
+
+			return this.normalize();
+
+		},
+
+		divide: function ( v ) {
+
+			this.x /= v.x;
+			this.y /= v.y;
+			this.z /= v.z;
+
+			return this;
+
+		},
+
+		divideScalar: function ( scalar ) {
+
+			return this.multiplyScalar( 1 / scalar );
+
+		},
+
+		min: function ( v ) {
+
+			this.x = Math.min( this.x, v.x );
+			this.y = Math.min( this.y, v.y );
+			this.z = Math.min( this.z, v.z );
+
+			return this;
+
+		},
+
+		max: function ( v ) {
+
+			this.x = Math.max( this.x, v.x );
+			this.y = Math.max( this.y, v.y );
+			this.z = Math.max( this.z, v.z );
+
+			return this;
+
+		},
+
+		clamp: function ( min, max ) {
+
+			// assumes min < max, componentwise
+
+			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
+			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
+			this.z = Math.max( min.z, Math.min( max.z, this.z ) );
+
+			return this;
+
+		},
+
+		clampScalar: function () {
+
+			var min = new Vector3();
+			var max = new Vector3();
+
+			return function clampScalar( minVal, maxVal ) {
+
+				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.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
+
+		},
+
+		floor: function () {
+
+			this.x = Math.floor( this.x );
+			this.y = Math.floor( this.y );
+			this.z = Math.floor( this.z );
+
+			return this;
+
+		},
+
+		ceil: function () {
+
+			this.x = Math.ceil( this.x );
+			this.y = Math.ceil( this.y );
+			this.z = Math.ceil( this.z );
+
+			return this;
+
+		},
+
+		round: function () {
+
+			this.x = Math.round( this.x );
+			this.y = Math.round( this.y );
+			this.z = Math.round( this.z );
+
+			return this;
+
+		},
+
+		roundToZero: function () {
+
+			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+			this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+
+			return this;
+
+		},
+
+		negate: function () {
+
+			this.x = - this.x;
+			this.y = - this.y;
+			this.z = - this.z;
+
+			return this;
+
+		},
+
+		dot: function ( v ) {
+
+			return this.x * v.x + this.y * v.y + this.z * v.z;
+
+		},
+
+		// TODO lengthSquared?
+
+		lengthSq: function () {
+
+			return this.x * this.x + this.y * this.y + this.z * this.z;
+
+		},
+
+		length: function () {
+
+			return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z );
+
+		},
+
+		manhattanLength: function () {
+
+			return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z );
+
+		},
+
+		normalize: function () {
+
+			return this.divideScalar( this.length() || 1 );
+
+		},
+
+		setLength: function ( length ) {
+
+			return this.normalize().multiplyScalar( length );
+
+		},
+
+		lerp: function ( v, alpha ) {
+
+			this.x += ( v.x - this.x ) * alpha;
+			this.y += ( v.y - this.y ) * alpha;
+			this.z += ( v.z - this.z ) * alpha;
+
+			return this;
+
+		},
+
+		lerpVectors: function ( v1, v2, alpha ) {
+
+			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+		},
+
+		cross: function ( v, w ) {
+
+			if ( w !== undefined ) {
+
+				console.warn( 'THREE.Vector3: .cross() now only accepts one argument. Use .crossVectors( a, b ) instead.' );
+				return this.crossVectors( v, w );
+
+			}
+
+			return this.crossVectors( this, v );
+
+		},
+
+		crossVectors: function ( a, b ) {
+
+			var ax = a.x, ay = a.y, az = a.z;
+			var bx = b.x, by = b.y, bz = b.z;
+
+			this.x = ay * bz - az * by;
+			this.y = az * bx - ax * bz;
+			this.z = ax * by - ay * bx;
+
+			return this;
+
+		},
+
+		projectOnVector: function ( vector ) {
+
+			var scalar = vector.dot( this ) / vector.lengthSq();
+
+			return this.copy( vector ).multiplyScalar( scalar );
+
+		},
+
+		projectOnPlane: function () {
+
+			var v1 = new Vector3();
+
+			return function projectOnPlane( planeNormal ) {
+
+				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 = new Vector3();
+
+			return function reflect( normal ) {
+
+				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;
+
+		},
+
+		manhattanDistanceTo: function ( v ) {
+
+			return Math.abs( this.x - v.x ) + Math.abs( this.y - v.y ) + Math.abs( this.z - v.z );
+
+		},
+
+		setFromSpherical: function ( s ) {
+
+			return this.setFromSphericalCoords( s.radius, s.phi, s.theta );
+
+		},
+
+		setFromSphericalCoords: function ( radius, phi, theta ) {
+
+			var sinPhiRadius = Math.sin( phi ) * radius;
+
+			this.x = sinPhiRadius * Math.sin( theta );
+			this.y = Math.cos( phi ) * radius;
+			this.z = sinPhiRadius * Math.cos( theta );
+
+			return this;
+
+		},
+
+		setFromCylindrical: function ( c ) {
+
+			return this.setFromCylindricalCoords( c.radius, c.theta, c.y );
+
+		},
+
+		setFromCylindricalCoords: function ( radius, theta, y ) {
+
+			this.x = radius * Math.sin( theta );
+			this.y = y;
+			this.z = radius * Math.cos( theta );
+
+			return this;
+
+		},
+
+		setFromMatrixPosition: function ( m ) {
+
+			var e = m.elements;
+
+			this.x = e[ 12 ];
+			this.y = e[ 13 ];
+			this.z = e[ 14 ];
+
+			return this;
+
+		},
+
+		setFromMatrixScale: function ( m ) {
+
+			var sx = this.setFromMatrixColumn( m, 0 ).length();
+			var sy = this.setFromMatrixColumn( m, 1 ).length();
+			var sz = this.setFromMatrixColumn( m, 2 ).length();
+
+			this.x = sx;
+			this.y = sy;
+			this.z = sz;
+
+			return this;
+
+		},
+
+		setFromMatrixColumn: function ( m, index ) {
+
+			return this.fromArray( m.elements, index * 4 );
+
+		},
+
+		equals: function ( v ) {
+
+			return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) );
+
+		},
+
+		fromArray: function ( array, offset ) {
+
+			if ( offset === undefined ) offset = 0;
+
+			this.x = array[ offset ];
+			this.y = array[ offset + 1 ];
+			this.z = array[ offset + 2 ];
+
+			return this;
+
+		},
+
+		toArray: function ( array, offset ) {
+
+			if ( array === undefined ) array = [];
+			if ( offset === undefined ) offset = 0;
+
+			array[ offset ] = this.x;
+			array[ offset + 1 ] = this.y;
+			array[ offset + 2 ] = this.z;
+
+			return array;
+
+		},
+
+		fromBufferAttribute: function ( attribute, index, offset ) {
+
+			if ( offset !== undefined ) {
+
+				console.warn( 'THREE.Vector3: offset has been removed from .fromBufferAttribute().' );
+
+			}
+
+			this.x = attribute.getX( index );
+			this.y = attribute.getY( index );
+			this.z = attribute.getZ( index );
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author WestLangley / http://github.com/WestLangley
+	 * @author bhouston / http://clara.io
+	 * @author tschw
+	 */
+
+	function Matrix3() {
+
+		this.elements = [
+
+			1, 0, 0,
+			0, 1, 0,
+			0, 0, 1
+
+		];
+
+		if ( arguments.length > 0 ) {
+
+			console.error( 'THREE.Matrix3: the constructor no longer reads arguments. use .set() instead.' );
+
+		}
+
+	}
+
+	Object.assign( Matrix3.prototype, {
+
+		isMatrix3: true,
+
+		set: function ( n11, n12, n13, n21, n22, n23, n31, n32, n33 ) {
+
+			var te = this.elements;
+
+			te[ 0 ] = n11; te[ 1 ] = n21; te[ 2 ] = n31;
+			te[ 3 ] = n12; te[ 4 ] = n22; te[ 5 ] = n32;
+			te[ 6 ] = n13; te[ 7 ] = n23; te[ 8 ] = n33;
+
+			return this;
+
+		},
+
+		identity: function () {
+
+			this.set(
+
+				1, 0, 0,
+				0, 1, 0,
+				0, 0, 1
+
+			);
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().fromArray( this.elements );
+
+		},
+
+		copy: function ( m ) {
+
+			var te = this.elements;
+			var me = m.elements;
+
+			te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ];
+			te[ 3 ] = me[ 3 ]; te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ];
+			te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ]; te[ 8 ] = me[ 8 ];
+
+			return this;
+
+		},
+
+		setFromMatrix4: function ( m ) {
+
+			var me = m.elements;
+
+			this.set(
+
+				me[ 0 ], me[ 4 ], me[ 8 ],
+				me[ 1 ], me[ 5 ], me[ 9 ],
+				me[ 2 ], me[ 6 ], me[ 10 ]
+
+			);
+
+			return this;
+
+		},
+
+		applyToBufferAttribute: function () {
+
+			var v1 = new Vector3();
+
+			return function applyToBufferAttribute( attribute ) {
+
+				for ( var i = 0, l = attribute.count; i < l; i ++ ) {
+
+					v1.x = attribute.getX( i );
+					v1.y = attribute.getY( i );
+					v1.z = attribute.getZ( i );
+
+					v1.applyMatrix3( this );
+
+					attribute.setXYZ( i, v1.x, v1.y, v1.z );
+
+				}
+
+				return attribute;
+
+			};
+
+		}(),
+
+		multiply: function ( m ) {
+
+			return this.multiplyMatrices( this, m );
+
+		},
+
+		premultiply: function ( m ) {
+
+			return this.multiplyMatrices( m, this );
+
+		},
+
+		multiplyMatrices: function ( a, b ) {
+
+			var ae = a.elements;
+			var be = b.elements;
+			var te = this.elements;
+
+			var a11 = ae[ 0 ], a12 = ae[ 3 ], a13 = ae[ 6 ];
+			var a21 = ae[ 1 ], a22 = ae[ 4 ], a23 = ae[ 7 ];
+			var a31 = ae[ 2 ], a32 = ae[ 5 ], a33 = ae[ 8 ];
+
+			var b11 = be[ 0 ], b12 = be[ 3 ], b13 = be[ 6 ];
+			var b21 = be[ 1 ], b22 = be[ 4 ], b23 = be[ 7 ];
+			var b31 = be[ 2 ], b32 = be[ 5 ], b33 = be[ 8 ];
+
+			te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31;
+			te[ 3 ] = a11 * b12 + a12 * b22 + a13 * b32;
+			te[ 6 ] = a11 * b13 + a12 * b23 + a13 * b33;
+
+			te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31;
+			te[ 4 ] = a21 * b12 + a22 * b22 + a23 * b32;
+			te[ 7 ] = a21 * b13 + a22 * b23 + a23 * b33;
+
+			te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31;
+			te[ 5 ] = a31 * b12 + a32 * b22 + a33 * b32;
+			te[ 8 ] = a31 * b13 + a32 * b23 + a33 * b33;
+
+			return this;
+
+		},
+
+		multiplyScalar: function ( s ) {
+
+			var te = this.elements;
+
+			te[ 0 ] *= s; te[ 3 ] *= s; te[ 6 ] *= s;
+			te[ 1 ] *= s; te[ 4 ] *= s; te[ 7 ] *= s;
+			te[ 2 ] *= s; te[ 5 ] *= s; te[ 8 ] *= s;
+
+			return this;
+
+		},
+
+		determinant: function () {
+
+			var te = this.elements;
+
+			var a = te[ 0 ], b = te[ 1 ], c = te[ 2 ],
+				d = te[ 3 ], e = te[ 4 ], f = te[ 5 ],
+				g = te[ 6 ], h = te[ 7 ], i = te[ 8 ];
+
+			return a * e * i - a * f * h - b * d * i + b * f * g + c * d * h - c * e * g;
+
+		},
+
+		getInverse: function ( matrix, throwOnDegenerate ) {
+
+			if ( matrix && matrix.isMatrix4 ) {
+
+				console.error( "THREE.Matrix3: .getInverse() no longer takes a Matrix4 argument." );
+
+			}
+
+			var me = matrix.elements,
+				te = this.elements,
+
+				n11 = me[ 0 ], n21 = me[ 1 ], n31 = me[ 2 ],
+				n12 = me[ 3 ], n22 = me[ 4 ], n32 = me[ 5 ],
+				n13 = me[ 6 ], n23 = me[ 7 ], n33 = me[ 8 ],
+
+				t11 = n33 * n22 - n32 * n23,
+				t12 = n32 * n13 - n33 * n12,
+				t13 = n23 * n12 - n22 * n13,
+
+				det = n11 * t11 + n21 * t12 + n31 * t13;
+
+			if ( det === 0 ) {
+
+				var msg = "THREE.Matrix3: .getInverse() can't invert matrix, determinant is 0";
+
+				if ( throwOnDegenerate === true ) {
+
+					throw new Error( msg );
+
+				} else {
+
+					console.warn( msg );
+
+				}
+
+				return this.identity();
+
+			}
+
+			var detInv = 1 / det;
+
+			te[ 0 ] = t11 * detInv;
+			te[ 1 ] = ( n31 * n23 - n33 * n21 ) * detInv;
+			te[ 2 ] = ( n32 * n21 - n31 * n22 ) * detInv;
+
+			te[ 3 ] = t12 * detInv;
+			te[ 4 ] = ( n33 * n11 - n31 * n13 ) * detInv;
+			te[ 5 ] = ( n31 * n12 - n32 * n11 ) * detInv;
+
+			te[ 6 ] = t13 * detInv;
+			te[ 7 ] = ( n21 * n13 - n23 * n11 ) * detInv;
+			te[ 8 ] = ( n22 * n11 - n21 * n12 ) * detInv;
+
+			return this;
+
+		},
+
+		transpose: function () {
+
+			var tmp, m = this.elements;
+
+			tmp = m[ 1 ]; m[ 1 ] = m[ 3 ]; m[ 3 ] = tmp;
+			tmp = m[ 2 ]; m[ 2 ] = m[ 6 ]; m[ 6 ] = tmp;
+			tmp = m[ 5 ]; m[ 5 ] = m[ 7 ]; m[ 7 ] = tmp;
+
+			return this;
+
+		},
+
+		getNormalMatrix: function ( matrix4 ) {
+
+			return this.setFromMatrix4( matrix4 ).getInverse( this ).transpose();
+
+		},
+
+		transposeIntoArray: function ( r ) {
+
+			var m = this.elements;
+
+			r[ 0 ] = m[ 0 ];
+			r[ 1 ] = m[ 3 ];
+			r[ 2 ] = m[ 6 ];
+			r[ 3 ] = m[ 1 ];
+			r[ 4 ] = m[ 4 ];
+			r[ 5 ] = m[ 7 ];
+			r[ 6 ] = m[ 2 ];
+			r[ 7 ] = m[ 5 ];
+			r[ 8 ] = m[ 8 ];
+
+			return this;
+
+		},
+
+		setUvTransform: function ( tx, ty, sx, sy, rotation, cx, cy ) {
+
+			var c = Math.cos( rotation );
+			var s = Math.sin( rotation );
+
+			this.set(
+				sx * c, sx * s, - sx * ( c * cx + s * cy ) + cx + tx,
+				- sy * s, sy * c, - sy * ( - s * cx + c * cy ) + cy + ty,
+				0, 0, 1
+			);
+
+		},
+
+		scale: function ( sx, sy ) {
+
+			var te = this.elements;
+
+			te[ 0 ] *= sx; te[ 3 ] *= sx; te[ 6 ] *= sx;
+			te[ 1 ] *= sy; te[ 4 ] *= sy; te[ 7 ] *= sy;
+
+			return this;
+
+		},
+
+		rotate: function ( theta ) {
+
+			var c = Math.cos( theta );
+			var s = Math.sin( theta );
+
+			var te = this.elements;
+
+			var a11 = te[ 0 ], a12 = te[ 3 ], a13 = te[ 6 ];
+			var a21 = te[ 1 ], a22 = te[ 4 ], a23 = te[ 7 ];
+
+			te[ 0 ] = c * a11 + s * a21;
+			te[ 3 ] = c * a12 + s * a22;
+			te[ 6 ] = c * a13 + s * a23;
+
+			te[ 1 ] = - s * a11 + c * a21;
+			te[ 4 ] = - s * a12 + c * a22;
+			te[ 7 ] = - s * a13 + c * a23;
+
+			return this;
+
+		},
+
+		translate: function ( tx, ty ) {
+
+			var te = this.elements;
+
+			te[ 0 ] += tx * te[ 2 ]; te[ 3 ] += tx * te[ 5 ]; te[ 6 ] += tx * te[ 8 ];
+			te[ 1 ] += ty * te[ 2 ]; te[ 4 ] += ty * te[ 5 ]; te[ 7 ] += ty * te[ 8 ];
+
+			return this;
+
+		},
+
+		equals: function ( matrix ) {
+
+			var te = this.elements;
+			var me = matrix.elements;
+
+			for ( var i = 0; i < 9; i ++ ) {
+
+				if ( te[ i ] !== me[ i ] ) return false;
+
+			}
+
+			return true;
+
+		},
+
+		fromArray: function ( array, offset ) {
+
+			if ( offset === undefined ) offset = 0;
+
+			for ( var i = 0; i < 9; i ++ ) {
+
+				this.elements[ i ] = array[ i + offset ];
+
+			}
+
+			return this;
+
+		},
+
+		toArray: function ( array, offset ) {
+
+			if ( array === undefined ) array = [];
+			if ( offset === undefined ) offset = 0;
+
+			var te = this.elements;
+
+			array[ offset ] = te[ 0 ];
+			array[ offset + 1 ] = te[ 1 ];
+			array[ offset + 2 ] = te[ 2 ];
+
+			array[ offset + 3 ] = te[ 3 ];
+			array[ offset + 4 ] = te[ 4 ];
+			array[ offset + 5 ] = te[ 5 ];
+
+			array[ offset + 6 ] = te[ 6 ];
+			array[ offset + 7 ] = te[ 7 ];
+			array[ offset + 8 ] = te[ 8 ];
+
+			return array;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author szimek / https://github.com/szimek/
+	 */
+
+	var _canvas;
+
+	var ImageUtils = {
+
+		getDataURL: function ( image ) {
+
+			var canvas;
+
+			if ( typeof HTMLCanvasElement == 'undefined' ) {
+
+				return image.src;
+
+			} else if ( image instanceof HTMLCanvasElement ) {
+
+				canvas = image;
+
+			} else {
+
+				if ( _canvas === undefined ) _canvas = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
+
+				_canvas.width = image.width;
+				_canvas.height = image.height;
+
+				var context = _canvas.getContext( '2d' );
+
+				if ( image instanceof ImageData ) {
+
+					context.putImageData( image, 0, 0 );
+
+				} else {
+
+					context.drawImage( image, 0, 0, image.width, image.height );
+
+				}
+
+				canvas = _canvas;
+
+			}
+
+			if ( canvas.width > 2048 || canvas.height > 2048 ) {
+
+				return canvas.toDataURL( 'image/jpeg', 0.6 );
+
+			} else {
+
+				return canvas.toDataURL( 'image/png' );
+
+			}
+
+		}
+
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author szimek / https://github.com/szimek/
+	 */
+
+	var textureId = 0;
+
+	function Texture( image, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
+
+		Object.defineProperty( this, 'id', { value: textureId ++ } );
+
+		this.uuid = _Math.generateUUID();
+
+		this.name = '';
+
+		this.image = image !== undefined ? image : Texture.DEFAULT_IMAGE;
+		this.mipmaps = [];
+
+		this.mapping = mapping !== undefined ? mapping : Texture.DEFAULT_MAPPING;
+
+		this.wrapS = wrapS !== undefined ? wrapS : ClampToEdgeWrapping;
+		this.wrapT = wrapT !== undefined ? wrapT : ClampToEdgeWrapping;
+
+		this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
+		this.minFilter = minFilter !== undefined ? minFilter : LinearMipMapLinearFilter;
+
+		this.anisotropy = anisotropy !== undefined ? anisotropy : 1;
+
+		this.format = format !== undefined ? format : RGBAFormat;
+		this.type = type !== undefined ? type : UnsignedByteType;
+
+		this.offset = new Vector2( 0, 0 );
+		this.repeat = new Vector2( 1, 1 );
+		this.center = new Vector2( 0, 0 );
+		this.rotation = 0;
+
+		this.matrixAutoUpdate = true;
+		this.matrix = new Matrix3();
+
+		this.generateMipmaps = true;
+		this.premultiplyAlpha = false;
+		this.flipY = true;
+		this.unpackAlignment = 4;	// valid values: 1, 2, 4, 8 (see http://www.khronos.org/opengles/sdk/docs/man/xhtml/glPixelStorei.xml)
+
+		// Values of encoding !== THREE.LinearEncoding only supported on map, envMap and emissiveMap.
+		//
+		// Also changing the encoding after already used by a Material will not automatically make the Material
+		// update.  You need to explicitly call Material.needsUpdate to trigger it to recompile.
+		this.encoding = encoding !== undefined ? encoding : LinearEncoding;
+
+		this.version = 0;
+		this.onUpdate = null;
+
+	}
+
+	Texture.DEFAULT_IMAGE = undefined;
+	Texture.DEFAULT_MAPPING = UVMapping;
+
+	Texture.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
+
+		constructor: Texture,
+
+		isTexture: true,
+
+		updateMatrix: function () {
+
+			this.matrix.setUvTransform( this.offset.x, this.offset.y, this.repeat.x, this.repeat.y, this.rotation, this.center.x, this.center.y );
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( source ) {
+
+			this.name = source.name;
+
+			this.image = source.image;
+			this.mipmaps = source.mipmaps.slice( 0 );
+
+			this.mapping = source.mapping;
+
+			this.wrapS = source.wrapS;
+			this.wrapT = source.wrapT;
+
+			this.magFilter = source.magFilter;
+			this.minFilter = source.minFilter;
+
+			this.anisotropy = source.anisotropy;
+
+			this.format = source.format;
+			this.type = source.type;
+
+			this.offset.copy( source.offset );
+			this.repeat.copy( source.repeat );
+			this.center.copy( source.center );
+			this.rotation = source.rotation;
+
+			this.matrixAutoUpdate = source.matrixAutoUpdate;
+			this.matrix.copy( source.matrix );
+
+			this.generateMipmaps = source.generateMipmaps;
+			this.premultiplyAlpha = source.premultiplyAlpha;
+			this.flipY = source.flipY;
+			this.unpackAlignment = source.unpackAlignment;
+			this.encoding = source.encoding;
+
+			return this;
+
+		},
+
+		toJSON: function ( meta ) {
+
+			var isRootObject = ( meta === undefined || typeof meta === 'string' );
+
+			if ( ! isRootObject && meta.textures[ this.uuid ] !== undefined ) {
+
+				return meta.textures[ this.uuid ];
+
+			}
+
+			var output = {
+
+				metadata: {
+					version: 4.5,
+					type: 'Texture',
+					generator: 'Texture.toJSON'
+				},
+
+				uuid: this.uuid,
+				name: this.name,
+
+				mapping: this.mapping,
+
+				repeat: [ this.repeat.x, this.repeat.y ],
+				offset: [ this.offset.x, this.offset.y ],
+				center: [ this.center.x, this.center.y ],
+				rotation: this.rotation,
+
+				wrap: [ this.wrapS, this.wrapT ],
+
+				format: this.format,
+				type: this.type,
+				encoding: this.encoding,
+
+				minFilter: this.minFilter,
+				magFilter: this.magFilter,
+				anisotropy: this.anisotropy,
+
+				flipY: this.flipY,
+
+				premultiplyAlpha: this.premultiplyAlpha,
+				unpackAlignment: this.unpackAlignment
+
+			};
+
+			if ( this.image !== undefined ) {
+
+				// TODO: Move to THREE.Image
+
+				var image = this.image;
+
+				if ( image.uuid === undefined ) {
+
+					image.uuid = _Math.generateUUID(); // UGH
+
+				}
+
+				if ( ! isRootObject && meta.images[ image.uuid ] === undefined ) {
+
+					var url;
+
+					if ( Array.isArray( image ) ) {
+
+						// process array of images e.g. CubeTexture
+
+						url = [];
+
+						for ( var i = 0, l = image.length; i < l; i ++ ) {
+
+							url.push( ImageUtils.getDataURL( image[ i ] ) );
+
+						}
+
+					} else {
+
+						// process single image
+
+						url = ImageUtils.getDataURL( image );
+
+					}
+
+					meta.images[ image.uuid ] = {
+						uuid: image.uuid,
+						url: url
+					};
+
+				}
+
+				output.image = image.uuid;
+
+			}
+
+			if ( ! isRootObject ) {
+
+				meta.textures[ this.uuid ] = output;
+
+			}
+
+			return output;
+
+		},
+
+		dispose: function () {
+
+			this.dispatchEvent( { type: 'dispose' } );
+
+		},
+
+		transformUv: function ( uv ) {
+
+			if ( this.mapping !== UVMapping ) return uv;
+
+			uv.applyMatrix3( this.matrix );
+
+			if ( uv.x < 0 || uv.x > 1 ) {
+
+				switch ( this.wrapS ) {
+
+					case RepeatWrapping:
+
+						uv.x = uv.x - Math.floor( uv.x );
+						break;
+
+					case ClampToEdgeWrapping:
+
+						uv.x = uv.x < 0 ? 0 : 1;
+						break;
+
+					case MirroredRepeatWrapping:
+
+						if ( Math.abs( Math.floor( uv.x ) % 2 ) === 1 ) {
+
+							uv.x = Math.ceil( uv.x ) - uv.x;
+
+						} else {
+
+							uv.x = uv.x - Math.floor( uv.x );
+
+						}
+						break;
+
+				}
+
+			}
+
+			if ( uv.y < 0 || uv.y > 1 ) {
+
+				switch ( this.wrapT ) {
+
+					case RepeatWrapping:
+
+						uv.y = uv.y - Math.floor( uv.y );
+						break;
+
+					case ClampToEdgeWrapping:
+
+						uv.y = uv.y < 0 ? 0 : 1;
+						break;
+
+					case MirroredRepeatWrapping:
+
+						if ( Math.abs( Math.floor( uv.y ) % 2 ) === 1 ) {
+
+							uv.y = Math.ceil( uv.y ) - uv.y;
+
+						} else {
+
+							uv.y = uv.y - Math.floor( uv.y );
+
+						}
+						break;
+
+				}
+
+			}
+
+			if ( this.flipY ) {
+
+				uv.y = 1 - uv.y;
+
+			}
+
+			return uv;
+
+		}
+
+	} );
+
+	Object.defineProperty( Texture.prototype, "needsUpdate", {
+
+		set: function ( value ) {
+
+			if ( value === true ) this.version ++;
+
+		}
+
+	} );
+
+	/**
+	 * @author supereggbert / http://www.paulbrunt.co.uk/
+	 * @author philogb / http://blog.thejit.org/
+	 * @author mikael emtinger / http://gomo.se/
+	 * @author egraether / http://egraether.com/
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	function Vector4( x, y, z, w ) {
+
+		this.x = x || 0;
+		this.y = y || 0;
+		this.z = z || 0;
+		this.w = ( w !== undefined ) ? w : 1;
+
+	}
+
+	Object.assign( Vector4.prototype, {
+
+		isVector4: true,
+
+		set: function ( x, y, z, w ) {
+
+			this.x = x;
+			this.y = y;
+			this.z = z;
+			this.w = w;
+
+			return this;
+
+		},
+
+		setScalar: function ( scalar ) {
+
+			this.x = scalar;
+			this.y = scalar;
+			this.z = scalar;
+			this.w = scalar;
+
+			return this;
+
+		},
+
+		setX: function ( x ) {
+
+			this.x = x;
+
+			return this;
+
+		},
+
+		setY: function ( y ) {
+
+			this.y = y;
+
+			return this;
+
+		},
+
+		setZ: function ( z ) {
+
+			this.z = z;
+
+			return this;
+
+		},
+
+		setW: function ( w ) {
+
+			this.w = w;
+
+			return this;
+
+		},
+
+		setComponent: function ( index, value ) {
+
+			switch ( index ) {
+
+				case 0: this.x = value; break;
+				case 1: this.y = value; break;
+				case 2: this.z = value; break;
+				case 3: this.w = value; break;
+				default: throw new Error( 'index is out of range: ' + index );
+
+			}
+
+			return this;
+
+		},
+
+		getComponent: function ( index ) {
+
+			switch ( index ) {
+
+				case 0: return this.x;
+				case 1: return this.y;
+				case 2: return this.z;
+				case 3: return this.w;
+				default: throw new Error( 'index is out of range: ' + index );
+
+			}
+
+		},
+
+		clone: function () {
+
+			return new this.constructor( this.x, this.y, this.z, this.w );
+
+		},
+
+		copy: function ( v ) {
+
+			this.x = v.x;
+			this.y = v.y;
+			this.z = v.z;
+			this.w = ( v.w !== undefined ) ? v.w : 1;
+
+			return this;
+
+		},
+
+		add: function ( v, w ) {
+
+			if ( w !== undefined ) {
+
+				console.warn( 'THREE.Vector4: .add() now only accepts one argument. Use .addVectors( a, b ) instead.' );
+				return this.addVectors( v, w );
+
+			}
+
+			this.x += v.x;
+			this.y += v.y;
+			this.z += v.z;
+			this.w += v.w;
+
+			return this;
+
+		},
+
+		addScalar: function ( s ) {
+
+			this.x += s;
+			this.y += s;
+			this.z += s;
+			this.w += s;
+
+			return this;
+
+		},
+
+		addVectors: function ( a, b ) {
+
+			this.x = a.x + b.x;
+			this.y = a.y + b.y;
+			this.z = a.z + b.z;
+			this.w = a.w + b.w;
+
+			return this;
+
+		},
+
+		addScaledVector: function ( v, s ) {
+
+			this.x += v.x * s;
+			this.y += v.y * s;
+			this.z += v.z * s;
+			this.w += v.w * s;
+
+			return this;
+
+		},
+
+		sub: function ( v, w ) {
+
+			if ( w !== undefined ) {
+
+				console.warn( 'THREE.Vector4: .sub() now only accepts one argument. Use .subVectors( a, b ) instead.' );
+				return this.subVectors( v, w );
+
+			}
+
+			this.x -= v.x;
+			this.y -= v.y;
+			this.z -= v.z;
+			this.w -= v.w;
+
+			return this;
+
+		},
+
+		subScalar: function ( s ) {
+
+			this.x -= s;
+			this.y -= s;
+			this.z -= s;
+			this.w -= s;
+
+			return this;
+
+		},
+
+		subVectors: function ( a, b ) {
+
+			this.x = a.x - b.x;
+			this.y = a.y - b.y;
+			this.z = a.z - b.z;
+			this.w = a.w - b.w;
+
+			return this;
+
+		},
+
+		multiplyScalar: function ( scalar ) {
+
+			this.x *= scalar;
+			this.y *= scalar;
+			this.z *= scalar;
+			this.w *= scalar;
+
+			return this;
+
+		},
+
+		applyMatrix4: function ( m ) {
+
+			var x = this.x, y = this.y, z = this.z, w = this.w;
+			var e = m.elements;
+
+			this.x = e[ 0 ] * x + e[ 4 ] * y + e[ 8 ] * z + e[ 12 ] * w;
+			this.y = e[ 1 ] * x + e[ 5 ] * y + e[ 9 ] * z + e[ 13 ] * w;
+			this.z = e[ 2 ] * x + e[ 6 ] * y + e[ 10 ] * z + e[ 14 ] * w;
+			this.w = e[ 3 ] * x + e[ 7 ] * y + e[ 11 ] * z + e[ 15 ] * w;
+
+			return this;
+
+		},
+
+		divideScalar: function ( scalar ) {
+
+			return this.multiplyScalar( 1 / scalar );
+
+		},
+
+		setAxisAngleFromQuaternion: function ( q ) {
+
+			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/quaternionToAngle/index.htm
+
+			// q is assumed to be normalized
+
+			this.w = 2 * Math.acos( q.w );
+
+			var s = Math.sqrt( 1 - q.w * q.w );
+
+			if ( s < 0.0001 ) {
+
+				this.x = 1;
+				this.y = 0;
+				this.z = 0;
+
+			} else {
+
+				this.x = q.x / s;
+				this.y = q.y / s;
+				this.z = q.z / s;
+
+			}
+
+			return this;
+
+		},
+
+		setAxisAngleFromRotationMatrix: function ( m ) {
+
+			// http://www.euclideanspace.com/maths/geometry/rotations/conversions/matrixToAngle/index.htm
+
+			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+			var angle, x, y, z,		// variables for result
+				epsilon = 0.01,		// margin to allow for rounding errors
+				epsilon2 = 0.1,		// margin to distinguish between 0 and 180 degrees
+
+				te = m.elements,
+
+				m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ],
+				m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ],
+				m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+			if ( ( Math.abs( m12 - m21 ) < epsilon ) &&
+			     ( Math.abs( m13 - m31 ) < epsilon ) &&
+			     ( Math.abs( m23 - m32 ) < epsilon ) ) {
+
+				// singularity found
+				// first check for identity matrix which must have +1 for all terms
+				// in leading diagonal and zero in other terms
+
+				if ( ( Math.abs( m12 + m21 ) < epsilon2 ) &&
+				     ( Math.abs( m13 + m31 ) < epsilon2 ) &&
+				     ( Math.abs( m23 + m32 ) < epsilon2 ) &&
+				     ( Math.abs( m11 + m22 + m33 - 3 ) < epsilon2 ) ) {
+
+					// this singularity is identity matrix so angle = 0
+
+					this.set( 1, 0, 0, 0 );
+
+					return this; // zero angle, arbitrary axis
+
+				}
+
+				// otherwise this singularity is angle = 180
+
+				angle = Math.PI;
+
+				var xx = ( m11 + 1 ) / 2;
+				var yy = ( m22 + 1 ) / 2;
+				var zz = ( m33 + 1 ) / 2;
+				var xy = ( m12 + m21 ) / 4;
+				var xz = ( m13 + m31 ) / 4;
+				var yz = ( m23 + m32 ) / 4;
+
+				if ( ( xx > yy ) && ( xx > zz ) ) {
+
+					// m11 is the largest diagonal term
+
+					if ( xx < epsilon ) {
+
+						x = 0;
+						y = 0.707106781;
+						z = 0.707106781;
+
+					} else {
+
+						x = Math.sqrt( xx );
+						y = xy / x;
+						z = xz / x;
+
+					}
+
+				} else if ( yy > zz ) {
+
+					// m22 is the largest diagonal term
+
+					if ( yy < epsilon ) {
+
+						x = 0.707106781;
+						y = 0;
+						z = 0.707106781;
+
+					} else {
+
+						y = Math.sqrt( yy );
+						x = xy / y;
+						z = yz / y;
+
+					}
+
+				} else {
+
+					// m33 is the largest diagonal term so base result on this
+
+					if ( zz < epsilon ) {
+
+						x = 0.707106781;
+						y = 0.707106781;
+						z = 0;
+
+					} else {
+
+						z = Math.sqrt( zz );
+						x = xz / z;
+						y = yz / z;
+
+					}
+
+				}
+
+				this.set( x, y, z, angle );
+
+				return this; // return 180 deg rotation
+
+			}
+
+			// as we have reached here there are no singularities so we can handle normally
+
+			var s = Math.sqrt( ( m32 - m23 ) * ( m32 - m23 ) +
+			                   ( m13 - m31 ) * ( m13 - m31 ) +
+			                   ( m21 - m12 ) * ( m21 - m12 ) ); // used to normalize
+
+			if ( Math.abs( s ) < 0.001 ) s = 1;
+
+			// prevent divide by zero, should not happen if matrix is orthogonal and should be
+			// caught by singularity test above, but I've left it in just in case
+
+			this.x = ( m32 - m23 ) / s;
+			this.y = ( m13 - m31 ) / s;
+			this.z = ( m21 - m12 ) / s;
+			this.w = Math.acos( ( m11 + m22 + m33 - 1 ) / 2 );
+
+			return this;
+
+		},
+
+		min: function ( v ) {
+
+			this.x = Math.min( this.x, v.x );
+			this.y = Math.min( this.y, v.y );
+			this.z = Math.min( this.z, v.z );
+			this.w = Math.min( this.w, v.w );
+
+			return this;
+
+		},
+
+		max: function ( v ) {
+
+			this.x = Math.max( this.x, v.x );
+			this.y = Math.max( this.y, v.y );
+			this.z = Math.max( this.z, v.z );
+			this.w = Math.max( this.w, v.w );
+
+			return this;
+
+		},
+
+		clamp: function ( min, max ) {
+
+			// assumes min < max, componentwise
+
+			this.x = Math.max( min.x, Math.min( max.x, this.x ) );
+			this.y = Math.max( min.y, Math.min( max.y, this.y ) );
+			this.z = Math.max( min.z, Math.min( max.z, this.z ) );
+			this.w = Math.max( min.w, Math.min( max.w, this.w ) );
+
+			return this;
+
+		},
+
+		clampScalar: function () {
+
+			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 );
+
+			};
+
+		}(),
+
+		clampLength: function ( min, max ) {
+
+			var length = this.length();
+
+			return this.divideScalar( length || 1 ).multiplyScalar( Math.max( min, Math.min( max, length ) ) );
+
+		},
+
+		floor: function () {
+
+			this.x = Math.floor( this.x );
+			this.y = Math.floor( this.y );
+			this.z = Math.floor( this.z );
+			this.w = Math.floor( this.w );
+
+			return this;
+
+		},
+
+		ceil: function () {
+
+			this.x = Math.ceil( this.x );
+			this.y = Math.ceil( this.y );
+			this.z = Math.ceil( this.z );
+			this.w = Math.ceil( this.w );
+
+			return this;
+
+		},
+
+		round: function () {
+
+			this.x = Math.round( this.x );
+			this.y = Math.round( this.y );
+			this.z = Math.round( this.z );
+			this.w = Math.round( this.w );
+
+			return this;
+
+		},
+
+		roundToZero: function () {
+
+			this.x = ( this.x < 0 ) ? Math.ceil( this.x ) : Math.floor( this.x );
+			this.y = ( this.y < 0 ) ? Math.ceil( this.y ) : Math.floor( this.y );
+			this.z = ( this.z < 0 ) ? Math.ceil( this.z ) : Math.floor( this.z );
+			this.w = ( this.w < 0 ) ? Math.ceil( this.w ) : Math.floor( this.w );
+
+			return this;
+
+		},
+
+		negate: function () {
+
+			this.x = - this.x;
+			this.y = - this.y;
+			this.z = - this.z;
+			this.w = - this.w;
+
+			return this;
+
+		},
+
+		dot: function ( v ) {
+
+			return this.x * v.x + this.y * v.y + this.z * v.z + this.w * v.w;
+
+		},
+
+		lengthSq: function () {
+
+			return this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w;
+
+		},
+
+		length: function () {
+
+			return Math.sqrt( this.x * this.x + this.y * this.y + this.z * this.z + this.w * this.w );
+
+		},
+
+		manhattanLength: function () {
+
+			return Math.abs( this.x ) + Math.abs( this.y ) + Math.abs( this.z ) + Math.abs( this.w );
+
+		},
+
+		normalize: function () {
+
+			return this.divideScalar( this.length() || 1 );
+
+		},
+
+		setLength: function ( length ) {
+
+			return this.normalize().multiplyScalar( length );
+
+		},
+
+		lerp: function ( v, alpha ) {
+
+			this.x += ( v.x - this.x ) * alpha;
+			this.y += ( v.y - this.y ) * alpha;
+			this.z += ( v.z - this.z ) * alpha;
+			this.w += ( v.w - this.w ) * alpha;
+
+			return this;
+
+		},
+
+		lerpVectors: function ( v1, v2, alpha ) {
+
+			return this.subVectors( v2, v1 ).multiplyScalar( alpha ).add( v1 );
+
+		},
+
+		equals: function ( v ) {
+
+			return ( ( v.x === this.x ) && ( v.y === this.y ) && ( v.z === this.z ) && ( v.w === this.w ) );
+
+		},
+
+		fromArray: function ( array, offset ) {
+
+			if ( offset === undefined ) offset = 0;
+
+			this.x = array[ offset ];
+			this.y = array[ offset + 1 ];
+			this.z = array[ offset + 2 ];
+			this.w = array[ offset + 3 ];
+
+			return this;
+
+		},
+
+		toArray: function ( array, offset ) {
+
+			if ( array === undefined ) array = [];
+			if ( offset === undefined ) offset = 0;
+
+			array[ offset ] = this.x;
+			array[ offset + 1 ] = this.y;
+			array[ offset + 2 ] = this.z;
+			array[ offset + 3 ] = this.w;
+
+			return array;
+
+		},
+
+		fromBufferAttribute: function ( attribute, index, offset ) {
+
+			if ( offset !== undefined ) {
+
+				console.warn( 'THREE.Vector4: offset has been removed from .fromBufferAttribute().' );
+
+			}
+
+			this.x = attribute.getX( index );
+			this.y = attribute.getY( index );
+			this.z = attribute.getZ( index );
+			this.w = attribute.getW( index );
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author szimek / https://github.com/szimek/
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author Marius Kintel / https://github.com/kintel
+	 */
+
+	/*
+	 In options, we can specify:
+	 * Texture parameters for an auto-generated target texture
+	 * depthBuffer/stencilBuffer: Booleans to indicate if we should generate these buffers
+	*/
+	function WebGLRenderTarget( width, height, options ) {
+
+		this.width = width;
+		this.height = height;
+
+		this.scissor = new Vector4( 0, 0, width, height );
+		this.scissorTest = false;
+
+		this.viewport = new Vector4( 0, 0, width, height );
+
+		options = options || {};
+
+		this.texture = new Texture( undefined, undefined, options.wrapS, options.wrapT, options.magFilter, options.minFilter, options.format, options.type, options.anisotropy, options.encoding );
+
+		this.texture.generateMipmaps = options.generateMipmaps !== undefined ? options.generateMipmaps : false;
+		this.texture.minFilter = options.minFilter !== undefined ? options.minFilter : LinearFilter;
+
+		this.depthBuffer = options.depthBuffer !== undefined ? options.depthBuffer : true;
+		this.stencilBuffer = options.stencilBuffer !== undefined ? options.stencilBuffer : true;
+		this.depthTexture = options.depthTexture !== undefined ? options.depthTexture : null;
+
+	}
+
+	WebGLRenderTarget.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
+
+		constructor: WebGLRenderTarget,
+
+		isWebGLRenderTarget: true,
+
+		setSize: function ( width, height ) {
+
+			if ( this.width !== width || this.height !== height ) {
+
+				this.width = width;
+				this.height = height;
+
+				this.dispose();
+
+			}
+
+			this.viewport.set( 0, 0, width, height );
+			this.scissor.set( 0, 0, width, height );
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( source ) {
+
+			this.width = source.width;
+			this.height = source.height;
+
+			this.viewport.copy( source.viewport );
+
+			this.texture = source.texture.clone();
+
+			this.depthBuffer = source.depthBuffer;
+			this.stencilBuffer = source.stencilBuffer;
+			this.depthTexture = source.depthTexture;
+
+			return this;
+
+		},
+
+		dispose: function () {
+
+			this.dispatchEvent( { type: 'dispose' } );
+
+		}
+
+	} );
+
+	/**
+	 * @author Mugen87 / https://github.com/Mugen87
+	 * @author Matt DesLauriers / @mattdesl
+	 */
+
+	function WebGLMultisampleRenderTarget( width, height, options ) {
+
+		WebGLRenderTarget.call( this, width, height, options );
+
+		this.samples = 4;
+
+	}
+
+	WebGLMultisampleRenderTarget.prototype = Object.assign( Object.create( WebGLRenderTarget.prototype ), {
+
+		constructor: WebGLMultisampleRenderTarget,
+
+		isWebGLMultisampleRenderTarget: true,
+
+		copy: function ( source ) {
+
+			WebGLRenderTarget.prototype.copy.call( this, source );
+
+			this.samples = source.samples;
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author alteredq / http://alteredqualia.com
+	 */
+
+	function WebGLRenderTargetCube( width, height, options ) {
+
+		WebGLRenderTarget.call( this, width, height, options );
+
+	}
+
+	WebGLRenderTargetCube.prototype = Object.create( WebGLRenderTarget.prototype );
+	WebGLRenderTargetCube.prototype.constructor = WebGLRenderTargetCube;
+
+	WebGLRenderTargetCube.prototype.isWebGLRenderTargetCube = true;
+
+	/**
+	 * @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;
+
+	/**
+	 * @author bhouston / http://clara.io
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	function Box3( min, max ) {
+
+		this.min = ( min !== undefined ) ? min : new Vector3( + Infinity, + Infinity, + Infinity );
+		this.max = ( max !== undefined ) ? max : new Vector3( - Infinity, - Infinity, - Infinity );
+
+	}
+
+	Object.assign( Box3.prototype, {
+
+		isBox3: true,
+
+		set: function ( min, max ) {
+
+			this.min.copy( min );
+			this.max.copy( max );
+
+			return this;
+
+		},
+
+		setFromArray: function ( array ) {
+
+			var minX = + Infinity;
+			var minY = + Infinity;
+			var minZ = + Infinity;
+
+			var maxX = - Infinity;
+			var maxY = - Infinity;
+			var maxZ = - Infinity;
+
+			for ( var i = 0, l = array.length; i < l; i += 3 ) {
+
+				var x = array[ i ];
+				var y = array[ i + 1 ];
+				var z = array[ i + 2 ];
+
+				if ( x < minX ) minX = x;
+				if ( y < minY ) minY = y;
+				if ( z < minZ ) minZ = z;
+
+				if ( x > maxX ) maxX = x;
+				if ( y > maxY ) maxY = y;
+				if ( z > maxZ ) maxZ = z;
+
+			}
+
+			this.min.set( minX, minY, minZ );
+			this.max.set( maxX, maxY, maxZ );
+
+			return this;
+
+		},
+
+		setFromBufferAttribute: function ( attribute ) {
+
+			var minX = + Infinity;
+			var minY = + Infinity;
+			var minZ = + Infinity;
+
+			var maxX = - Infinity;
+			var maxY = - Infinity;
+			var maxZ = - Infinity;
+
+			for ( var i = 0, l = attribute.count; i < l; i ++ ) {
+
+				var x = attribute.getX( i );
+				var y = attribute.getY( i );
+				var z = attribute.getZ( i );
+
+				if ( x < minX ) minX = x;
+				if ( y < minY ) minY = y;
+				if ( z < minZ ) minZ = z;
+
+				if ( x > maxX ) maxX = x;
+				if ( y > maxY ) maxY = y;
+				if ( z > maxZ ) maxZ = z;
+
+			}
+
+			this.min.set( minX, minY, minZ );
+			this.max.set( maxX, maxY, maxZ );
+
+			return this;
+
+		},
+
+		setFromPoints: function ( points ) {
+
+			this.makeEmpty();
+
+			for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+				this.expandByPoint( points[ i ] );
+
+			}
+
+			return this;
+
+		},
+
+		setFromCenterAndSize: function () {
+
+			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 ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Box3: .getCenter() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return this.isEmpty() ? target.set( 0, 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+		},
+
+		getSize: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Box3: .getSize() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return this.isEmpty() ? target.set( 0, 0, 0 ) : target.subVectors( this.max, this.min );
+
+		},
+
+		expandByPoint: function ( point ) {
+
+			this.min.min( point );
+			this.max.max( point );
+
+			return this;
+
+		},
+
+		expandByVector: function ( vector ) {
+
+			this.min.sub( vector );
+			this.max.add( vector );
+
+			return this;
+
+		},
+
+		expandByScalar: function ( scalar ) {
+
+			this.min.addScalar( - scalar );
+			this.max.addScalar( scalar );
+
+			return this;
+
+		},
+
+		expandByObject: function () {
+
+			// 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 scope, i, l;
+
+			var v1 = new Vector3();
+
+			function traverse( node ) {
+
+				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 function expandByObject( object ) {
+
+				scope = this;
+
+				object.updateMatrixWorld( true );
+
+				object.traverse( traverse );
+
+				return this;
+
+			};
+
+		}(),
+
+		containsPoint: function ( point ) {
+
+			return point.x < this.min.x || point.x > this.max.x ||
+				point.y < this.min.y || point.y > this.max.y ||
+				point.z < this.min.z || point.z > this.max.z ? false : true;
+
+		},
+
+		containsBox: function ( box ) {
+
+			return this.min.x <= box.min.x && box.max.x <= this.max.x &&
+				this.min.y <= box.min.y && box.max.y <= this.max.y &&
+				this.min.z <= box.min.z && box.max.z <= this.max.z;
+
+		},
+
+		getParameter: function ( point, target ) {
+
+			// This can potentially have a divide by zero if the box
+			// has a size dimension of 0.
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Box3: .getParameter() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return target.set(
+				( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+				( point.y - this.min.y ) / ( this.max.y - this.min.y ),
+				( point.z - this.min.z ) / ( this.max.z - this.min.z )
+			);
+
+		},
+
+		intersectsBox: function ( box ) {
+
+			// using 6 splitting planes to rule out intersections.
+			return box.max.x < this.min.x || box.min.x > this.max.x ||
+				box.max.y < this.min.y || box.min.y > this.max.y ||
+				box.max.z < this.min.z || box.min.z > this.max.z ? false : true;
+
+		},
+
+		intersectsSphere: ( function () {
+
+			var closestPoint = new Vector3();
+
+			return function intersectsSphere( sphere ) {
+
+				// 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 );
+
+		},
+
+		intersectsTriangle: ( function () {
+
+			// triangle centered vertices
+			var v0 = new Vector3();
+			var v1 = new Vector3();
+			var v2 = new Vector3();
+
+			// triangle edge vectors
+			var f0 = new Vector3();
+			var f1 = new Vector3();
+			var f2 = new Vector3();
+
+			var testAxis = new Vector3();
+
+			var center = new Vector3();
+			var extents = new Vector3();
+
+			var triangleNormal = new Vector3();
+
+			function satForAxes( axes ) {
+
+				var i, j;
+
+				for ( i = 0, j = axes.length - 3; i <= j; i += 3 ) {
+
+					testAxis.fromArray( axes, i );
+					// project the aabb onto the seperating axis
+					var r = extents.x * Math.abs( testAxis.x ) + extents.y * Math.abs( testAxis.y ) + extents.z * Math.abs( testAxis.z );
+					// project all 3 vertices of the triangle onto the seperating axis
+					var p0 = v0.dot( testAxis );
+					var p1 = v1.dot( testAxis );
+					var p2 = v2.dot( testAxis );
+					// actual test, basically see if either of the most extreme of the triangle points intersects r
+					if ( Math.max( - Math.max( p0, p1, p2 ), Math.min( p0, p1, p2 ) ) > r ) {
+
+						// points of the projected triangle are outside the projected half-length of the aabb
+						// the axis is seperating and we can exit
+						return false;
+
+					}
+
+				}
+
+				return true;
+
+			}
+
+			return function intersectsTriangle( triangle ) {
+
+				if ( this.isEmpty() ) {
+
+					return false;
+
+				}
+
+				// compute box center and extents
+				this.getCenter( center );
+				extents.subVectors( this.max, center );
+
+				// translate triangle to aabb origin
+				v0.subVectors( triangle.a, center );
+				v1.subVectors( triangle.b, center );
+				v2.subVectors( triangle.c, center );
+
+				// compute edge vectors for triangle
+				f0.subVectors( v1, v0 );
+				f1.subVectors( v2, v1 );
+				f2.subVectors( v0, v2 );
+
+				// test against axes that are given by cross product combinations of the edges of the triangle and the edges of the aabb
+				// make an axis testing of each of the 3 sides of the aabb against each of the 3 sides of the triangle = 9 axis of separation
+				// axis_ij = u_i x f_j (u0, u1, u2 = face normals of aabb = x,y,z axes vectors since aabb is axis aligned)
+				var axes = [
+					0, - f0.z, f0.y, 0, - f1.z, f1.y, 0, - f2.z, f2.y,
+					f0.z, 0, - f0.x, f1.z, 0, - f1.x, f2.z, 0, - f2.x,
+					- f0.y, f0.x, 0, - f1.y, f1.x, 0, - f2.y, f2.x, 0
+				];
+				if ( ! satForAxes( axes ) ) {
+
+					return false;
+
+				}
+
+				// test 3 face normals from the aabb
+				axes = [ 1, 0, 0, 0, 1, 0, 0, 0, 1 ];
+				if ( ! satForAxes( axes ) ) {
+
+					return false;
+
+				}
+
+				// finally testing the face normal of the triangle
+				// use already existing triangle edge vectors here
+				triangleNormal.crossVectors( f0, f1 );
+				axes = [ triangleNormal.x, triangleNormal.y, triangleNormal.z ];
+				return satForAxes( axes );
+
+			};
+
+		} )(),
+
+		clampPoint: function ( point, target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Box3: .clampPoint() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return target.copy( point ).clamp( this.min, this.max );
+
+		},
+
+		distanceToPoint: function () {
+
+			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( target ) {
+
+				if ( target === undefined ) {
+
+					console.error( 'THREE.Box3: .getBoundingSphere() target is now required' );
+					//target = new Sphere(); // removed to avoid cyclic dependency
+
+				}
+
+				this.getCenter( target.center );
+
+				target.radius = this.getSize( v1 ).length() * 0.5;
+
+				return target;
+
+			};
+
+		}(),
+
+		intersect: function ( box ) {
+
+			this.min.max( box.min );
+			this.max.min( box.max );
+
+			// ensure that if there is no overlap, the result is fully empty, not slightly empty with non-inf/+inf values that will cause subsequence intersects to erroneously return valid values.
+			if ( this.isEmpty() ) this.makeEmpty();
+
+			return this;
+
+		},
+
+		union: function ( box ) {
+
+			this.min.min( box.min );
+			this.max.max( box.max );
+
+			return this;
+
+		},
+
+		applyMatrix4: function () {
+
+			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;
+
+	}
+
+	Object.assign( Sphere.prototype, {
+
+		set: function ( center, radius ) {
+
+			this.center.copy( center );
+			this.radius = radius;
+
+			return this;
+
+		},
+
+		setFromPoints: function () {
+
+			var box = new Box3();
+
+			return function setFromPoints( points, optionalCenter ) {
+
+				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 ) {
+
+			return Math.abs( plane.distanceToPoint( this.center ) ) <= this.radius;
+
+		},
+
+		clampPoint: function ( point, target ) {
+
+			var deltaLengthSq = this.center.distanceToSquared( point );
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Sphere: .clampPoint() target is now required' );
+				target = new Vector3();
+
+			}
+
+			target.copy( point );
+
+			if ( deltaLengthSq > ( this.radius * this.radius ) ) {
+
+				target.sub( this.center ).normalize();
+				target.multiplyScalar( this.radius ).add( this.center );
+
+			}
+
+			return target;
+
+		},
+
+		getBoundingBox: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Sphere: .getBoundingBox() target is now required' );
+				target = new Box3();
+
+			}
+
+			target.set( this.center, this.center );
+			target.expandByScalar( this.radius );
+
+			return target;
+
+		},
+
+		applyMatrix4: function ( matrix ) {
+
+			this.center.applyMatrix4( matrix );
+			this.radius = this.radius * matrix.getMaxScaleOnAxis();
+
+			return this;
+
+		},
+
+		translate: function ( offset ) {
+
+			this.center.add( offset );
+
+			return this;
+
+		},
+
+		equals: function ( sphere ) {
+
+			return sphere.center.equals( this.center ) && ( sphere.radius === this.radius );
+
+		}
+
+	} );
+
+	/**
+	 * @author bhouston / http://clara.io
+	 */
+
+	function Plane( normal, constant ) {
+
+		// normal is assumed to be normalized
+
+		this.normal = ( normal !== undefined ) ? normal : new Vector3( 1, 0, 0 );
+		this.constant = ( constant !== undefined ) ? constant : 0;
+
+	}
+
+	Object.assign( Plane.prototype, {
+
+		set: function ( normal, constant ) {
+
+			this.normal.copy( normal );
+			this.constant = constant;
+
+			return this;
+
+		},
+
+		setComponents: function ( x, y, z, w ) {
+
+			this.normal.set( x, y, z );
+			this.constant = w;
+
+			return this;
+
+		},
+
+		setFromNormalAndCoplanarPoint: function ( normal, point ) {
+
+			this.normal.copy( normal );
+			this.constant = - point.dot( this.normal );
+
+			return this;
+
+		},
+
+		setFromCoplanarPoints: function () {
+
+			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, target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Plane: .projectPoint() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return target.copy( this.normal ).multiplyScalar( - this.distanceToPoint( point ) ).add( point );
+
+		},
+
+		intersectLine: function () {
+
+			var v1 = new Vector3();
+
+			return function intersectLine( line, target ) {
+
+				if ( target === undefined ) {
+
+					console.warn( 'THREE.Plane: .intersectLine() target is now required' );
+					target = 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 target.copy( line.start );
+
+					}
+
+					// Unsure if this is the correct method to handle this case.
+					return undefined;
+
+				}
+
+				var t = - ( line.start.dot( this.normal ) + this.constant ) / denominator;
+
+				if ( t < 0 || t > 1 ) {
+
+					return undefined;
+
+				}
+
+				return target.copy( direction ).multiplyScalar( t ).add( line.start );
+
+			};
+
+		}(),
+
+		intersectsLine: function ( line ) {
+
+			// Note: this tests if a line intersects the plane, not whether it (or its end-points) are coplanar with it.
+
+			var startSign = this.distanceToPoint( line.start );
+			var endSign = this.distanceToPoint( line.end );
+
+			return ( startSign < 0 && endSign > 0 ) || ( endSign < 0 && startSign > 0 );
+
+		},
+
+		intersectsBox: function ( box ) {
+
+			return box.intersectsPlane( this );
+
+		},
+
+		intersectsSphere: function ( sphere ) {
+
+			return sphere.intersectsPlane( this );
+
+		},
+
+		coplanarPoint: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Plane: .coplanarPoint() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return target.copy( this.normal ).multiplyScalar( - this.constant );
+
+		},
+
+		applyMatrix4: function () {
+
+			var v1 = new Vector3();
+			var m1 = new Matrix3();
+
+			return function applyMatrix4( matrix, optionalNormalMatrix ) {
+
+				var normalMatrix = optionalNormalMatrix || m1.getNormalMatrix( matrix );
+
+				var referencePoint = this.coplanarPoint( v1 ).applyMatrix4( matrix );
+
+				var normal = this.normal.applyMatrix3( normalMatrix ).normalize();
+
+				this.constant = - referencePoint.dot( normal );
+
+				return this;
+
+			};
+
+		}(),
+
+		translate: function ( offset ) {
+
+			this.constant -= offset.dot( this.normal );
+
+			return this;
+
+		},
+
+		equals: function ( plane ) {
+
+			return plane.normal.equals( this.normal ) && ( plane.constant === this.constant );
+
+		}
+
+	} );
+
+	/**
+	 * @author 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()
+
+		];
+
+	}
+
+	Object.assign( Frustum.prototype, {
+
+		set: function ( p0, p1, p2, p3, p4, p5 ) {
+
+			var planes = this.planes;
+
+			planes[ 0 ].copy( p0 );
+			planes[ 1 ].copy( p1 );
+			planes[ 2 ].copy( p2 );
+			planes[ 3 ].copy( p3 );
+			planes[ 4 ].copy( p4 );
+			planes[ 5 ].copy( p5 );
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( frustum ) {
+
+			var planes = this.planes;
+
+			for ( var i = 0; i < 6; i ++ ) {
+
+				planes[ i ].copy( frustum.planes[ i ] );
+
+			}
+
+			return this;
+
+		},
+
+		setFromMatrix: function ( m ) {
+
+			var planes = this.planes;
+			var me = m.elements;
+			var me0 = me[ 0 ], me1 = me[ 1 ], me2 = me[ 2 ], me3 = me[ 3 ];
+			var me4 = me[ 4 ], me5 = me[ 5 ], me6 = me[ 6 ], me7 = me[ 7 ];
+			var me8 = me[ 8 ], me9 = me[ 9 ], me10 = me[ 10 ], me11 = me[ 11 ];
+			var me12 = me[ 12 ], me13 = me[ 13 ], me14 = me[ 14 ], me15 = me[ 15 ];
+
+			planes[ 0 ].setComponents( me3 - me0, me7 - me4, me11 - me8, me15 - me12 ).normalize();
+			planes[ 1 ].setComponents( me3 + me0, me7 + me4, me11 + me8, me15 + me12 ).normalize();
+			planes[ 2 ].setComponents( me3 + me1, me7 + me5, me11 + me9, me15 + me13 ).normalize();
+			planes[ 3 ].setComponents( me3 - me1, me7 - me5, me11 - me9, me15 - me13 ).normalize();
+			planes[ 4 ].setComponents( me3 - me2, me7 - me6, me11 - me10, me15 - me14 ).normalize();
+			planes[ 5 ].setComponents( me3 + me2, me7 + me6, me11 + me10, me15 + me14 ).normalize();
+
+			return this;
+
+		},
+
+		intersectsObject: function () {
+
+			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 p = new Vector3();
+
+			return function intersectsBox( box ) {
+
+				var planes = this.planes;
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					var plane = planes[ i ];
+
+					// corner at max distance
+
+					p.x = plane.normal.x > 0 ? box.max.x : box.min.x;
+					p.y = plane.normal.y > 0 ? box.max.y : box.min.y;
+					p.z = plane.normal.z > 0 ? box.max.z : box.min.z;
+
+					if ( plane.distanceToPoint( p ) < 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 mrdoob / http://mrdoob.com/
+	 * @author supereggbert / http://www.paulbrunt.co.uk/
+	 * @author philogb / http://blog.thejit.org/
+	 * @author jordi_ros / http://plattsoft.com
+	 * @author D1plo1d / http://github.com/D1plo1d
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author mikael emtinger / http://gomo.se/
+	 * @author timknip / http://www.floorplanner.com/
+	 * @author bhouston / http://clara.io
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	function Matrix4() {
+
+		this.elements = [
+
+			1, 0, 0, 0,
+			0, 1, 0, 0,
+			0, 0, 1, 0,
+			0, 0, 0, 1
+
+		];
+
+		if ( arguments.length > 0 ) {
+
+			console.error( 'THREE.Matrix4: the constructor no longer reads arguments. use .set() instead.' );
+
+		}
+
+	}
+
+	Object.assign( Matrix4.prototype, {
+
+		isMatrix4: true,
+
+		set: function ( n11, n12, n13, n14, n21, n22, n23, n24, n31, n32, n33, n34, n41, n42, n43, n44 ) {
+
+			var te = this.elements;
+
+			te[ 0 ] = n11; te[ 4 ] = n12; te[ 8 ] = n13; te[ 12 ] = n14;
+			te[ 1 ] = n21; te[ 5 ] = n22; te[ 9 ] = n23; te[ 13 ] = n24;
+			te[ 2 ] = n31; te[ 6 ] = n32; te[ 10 ] = n33; te[ 14 ] = n34;
+			te[ 3 ] = n41; te[ 7 ] = n42; te[ 11 ] = n43; te[ 15 ] = n44;
+
+			return this;
+
+		},
+
+		identity: function () {
+
+			this.set(
+
+				1, 0, 0, 0,
+				0, 1, 0, 0,
+				0, 0, 1, 0,
+				0, 0, 0, 1
+
+			);
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new Matrix4().fromArray( this.elements );
+
+		},
+
+		copy: function ( m ) {
+
+			var te = this.elements;
+			var me = m.elements;
+
+			te[ 0 ] = me[ 0 ]; te[ 1 ] = me[ 1 ]; te[ 2 ] = me[ 2 ]; te[ 3 ] = me[ 3 ];
+			te[ 4 ] = me[ 4 ]; te[ 5 ] = me[ 5 ]; te[ 6 ] = me[ 6 ]; te[ 7 ] = me[ 7 ];
+			te[ 8 ] = me[ 8 ]; te[ 9 ] = me[ 9 ]; te[ 10 ] = me[ 10 ]; te[ 11 ] = me[ 11 ];
+			te[ 12 ] = me[ 12 ]; te[ 13 ] = me[ 13 ]; te[ 14 ] = me[ 14 ]; te[ 15 ] = me[ 15 ];
+
+			return this;
+
+		},
+
+		copyPosition: function ( m ) {
+
+			var te = this.elements, me = m.elements;
+
+			te[ 12 ] = me[ 12 ];
+			te[ 13 ] = me[ 13 ];
+			te[ 14 ] = me[ 14 ];
+
+			return this;
+
+		},
+
+		extractBasis: function ( xAxis, yAxis, zAxis ) {
+
+			xAxis.setFromMatrixColumn( this, 0 );
+			yAxis.setFromMatrixColumn( this, 1 );
+			zAxis.setFromMatrixColumn( this, 2 );
+
+			return this;
+
+		},
+
+		makeBasis: function ( xAxis, yAxis, zAxis ) {
+
+			this.set(
+				xAxis.x, yAxis.x, zAxis.x, 0,
+				xAxis.y, yAxis.y, zAxis.y, 0,
+				xAxis.z, yAxis.z, zAxis.z, 0,
+				0, 0, 0, 1
+			);
+
+			return this;
+
+		},
+
+		extractRotation: function () {
+
+			var v1 = new Vector3();
+
+			return function extractRotation( m ) {
+
+				// this method does not support reflection matrices
+
+				var te = this.elements;
+				var me = m.elements;
+
+				var scaleX = 1 / v1.setFromMatrixColumn( m, 0 ).length();
+				var scaleY = 1 / v1.setFromMatrixColumn( m, 1 ).length();
+				var scaleZ = 1 / v1.setFromMatrixColumn( m, 2 ).length();
+
+				te[ 0 ] = me[ 0 ] * scaleX;
+				te[ 1 ] = me[ 1 ] * scaleX;
+				te[ 2 ] = me[ 2 ] * scaleX;
+				te[ 3 ] = 0;
+
+				te[ 4 ] = me[ 4 ] * scaleY;
+				te[ 5 ] = me[ 5 ] * scaleY;
+				te[ 6 ] = me[ 6 ] * scaleY;
+				te[ 7 ] = 0;
+
+				te[ 8 ] = me[ 8 ] * scaleZ;
+				te[ 9 ] = me[ 9 ] * scaleZ;
+				te[ 10 ] = me[ 10 ] * scaleZ;
+				te[ 11 ] = 0;
+
+				te[ 12 ] = 0;
+				te[ 13 ] = 0;
+				te[ 14 ] = 0;
+				te[ 15 ] = 1;
+
+				return this;
+
+			};
+
+		}(),
+
+		makeRotationFromEuler: function ( euler ) {
+
+			if ( ! ( euler && euler.isEuler ) ) {
+
+				console.error( 'THREE.Matrix4: .makeRotationFromEuler() now expects a Euler rotation rather than a Vector3 and order.' );
+
+			}
+
+			var te = this.elements;
+
+			var x = euler.x, y = euler.y, z = euler.z;
+			var a = Math.cos( x ), b = Math.sin( x );
+			var c = Math.cos( y ), d = Math.sin( y );
+			var e = Math.cos( z ), f = Math.sin( z );
+
+			if ( euler.order === 'XYZ' ) {
+
+				var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+				te[ 0 ] = c * e;
+				te[ 4 ] = - c * f;
+				te[ 8 ] = d;
+
+				te[ 1 ] = af + be * d;
+				te[ 5 ] = ae - bf * d;
+				te[ 9 ] = - b * c;
+
+				te[ 2 ] = bf - ae * d;
+				te[ 6 ] = be + af * d;
+				te[ 10 ] = a * c;
+
+			} else if ( euler.order === 'YXZ' ) {
+
+				var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+				te[ 0 ] = ce + df * b;
+				te[ 4 ] = de * b - cf;
+				te[ 8 ] = a * d;
+
+				te[ 1 ] = a * f;
+				te[ 5 ] = a * e;
+				te[ 9 ] = - b;
+
+				te[ 2 ] = cf * b - de;
+				te[ 6 ] = df + ce * b;
+				te[ 10 ] = a * c;
+
+			} else if ( euler.order === 'ZXY' ) {
+
+				var ce = c * e, cf = c * f, de = d * e, df = d * f;
+
+				te[ 0 ] = ce - df * b;
+				te[ 4 ] = - a * f;
+				te[ 8 ] = de + cf * b;
+
+				te[ 1 ] = cf + de * b;
+				te[ 5 ] = a * e;
+				te[ 9 ] = df - ce * b;
+
+				te[ 2 ] = - a * d;
+				te[ 6 ] = b;
+				te[ 10 ] = a * c;
+
+			} else if ( euler.order === 'ZYX' ) {
+
+				var ae = a * e, af = a * f, be = b * e, bf = b * f;
+
+				te[ 0 ] = c * e;
+				te[ 4 ] = be * d - af;
+				te[ 8 ] = ae * d + bf;
+
+				te[ 1 ] = c * f;
+				te[ 5 ] = bf * d + ae;
+				te[ 9 ] = af * d - be;
+
+				te[ 2 ] = - d;
+				te[ 6 ] = b * c;
+				te[ 10 ] = a * c;
+
+			} else if ( euler.order === 'YZX' ) {
+
+				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+				te[ 0 ] = c * e;
+				te[ 4 ] = bd - ac * f;
+				te[ 8 ] = bc * f + ad;
+
+				te[ 1 ] = f;
+				te[ 5 ] = a * e;
+				te[ 9 ] = - b * e;
+
+				te[ 2 ] = - d * e;
+				te[ 6 ] = ad * f + bc;
+				te[ 10 ] = ac - bd * f;
+
+			} else if ( euler.order === 'XZY' ) {
+
+				var ac = a * c, ad = a * d, bc = b * c, bd = b * d;
+
+				te[ 0 ] = c * e;
+				te[ 4 ] = - f;
+				te[ 8 ] = d * e;
+
+				te[ 1 ] = ac * f + bd;
+				te[ 5 ] = a * e;
+				te[ 9 ] = ad * f - bc;
+
+				te[ 2 ] = bc * f - ad;
+				te[ 6 ] = b * e;
+				te[ 10 ] = bd * f + ac;
+
+			}
+
+			// bottom row
+			te[ 3 ] = 0;
+			te[ 7 ] = 0;
+			te[ 11 ] = 0;
+
+			// last column
+			te[ 12 ] = 0;
+			te[ 13 ] = 0;
+			te[ 14 ] = 0;
+			te[ 15 ] = 1;
+
+			return this;
+
+		},
+
+		makeRotationFromQuaternion: function () {
+
+			var zero = new Vector3( 0, 0, 0 );
+			var one = new Vector3( 1, 1, 1 );
+
+			return function makeRotationFromQuaternion( q ) {
+
+				return this.compose( zero, q, one );
+
+			};
+
+		}(),
+
+		lookAt: function () {
+
+			var x = new Vector3();
+			var y = new Vector3();
+			var z = new Vector3();
+
+			return function lookAt( eye, target, up ) {
+
+				var te = this.elements;
+
+				z.subVectors( eye, target );
+
+				if ( z.lengthSq() === 0 ) {
+
+					// eye and target are in the same position
+
+					z.z = 1;
+
+				}
+
+				z.normalize();
+				x.crossVectors( up, z );
+
+				if ( x.lengthSq() === 0 ) {
+
+					// up and z are parallel
+
+					if ( Math.abs( up.z ) === 1 ) {
+
+						z.x += 0.0001;
+
+					} else {
+
+						z.z += 0.0001;
+
+					}
+
+					z.normalize();
+					x.crossVectors( up, z );
+
+				}
+
+				x.normalize();
+				y.crossVectors( z, x );
+
+				te[ 0 ] = x.x; te[ 4 ] = y.x; te[ 8 ] = z.x;
+				te[ 1 ] = x.y; te[ 5 ] = y.y; te[ 9 ] = z.y;
+				te[ 2 ] = x.z; te[ 6 ] = y.z; te[ 10 ] = z.z;
+
+				return this;
+
+			};
+
+		}(),
+
+		multiply: function ( m, n ) {
+
+			if ( n !== undefined ) {
+
+				console.warn( 'THREE.Matrix4: .multiply() now only accepts one argument. Use .multiplyMatrices( a, b ) instead.' );
+				return this.multiplyMatrices( m, n );
+
+			}
+
+			return this.multiplyMatrices( this, m );
+
+		},
+
+		premultiply: function ( m ) {
+
+			return this.multiplyMatrices( m, this );
+
+		},
+
+		multiplyMatrices: function ( a, b ) {
+
+			var ae = a.elements;
+			var be = b.elements;
+			var te = this.elements;
+
+			var a11 = ae[ 0 ], a12 = ae[ 4 ], a13 = ae[ 8 ], a14 = ae[ 12 ];
+			var a21 = ae[ 1 ], a22 = ae[ 5 ], a23 = ae[ 9 ], a24 = ae[ 13 ];
+			var a31 = ae[ 2 ], a32 = ae[ 6 ], a33 = ae[ 10 ], a34 = ae[ 14 ];
+			var a41 = ae[ 3 ], a42 = ae[ 7 ], a43 = ae[ 11 ], a44 = ae[ 15 ];
+
+			var b11 = be[ 0 ], b12 = be[ 4 ], b13 = be[ 8 ], b14 = be[ 12 ];
+			var b21 = be[ 1 ], b22 = be[ 5 ], b23 = be[ 9 ], b24 = be[ 13 ];
+			var b31 = be[ 2 ], b32 = be[ 6 ], b33 = be[ 10 ], b34 = be[ 14 ];
+			var b41 = be[ 3 ], b42 = be[ 7 ], b43 = be[ 11 ], b44 = be[ 15 ];
+
+			te[ 0 ] = a11 * b11 + a12 * b21 + a13 * b31 + a14 * b41;
+			te[ 4 ] = a11 * b12 + a12 * b22 + a13 * b32 + a14 * b42;
+			te[ 8 ] = a11 * b13 + a12 * b23 + a13 * b33 + a14 * b43;
+			te[ 12 ] = a11 * b14 + a12 * b24 + a13 * b34 + a14 * b44;
+
+			te[ 1 ] = a21 * b11 + a22 * b21 + a23 * b31 + a24 * b41;
+			te[ 5 ] = a21 * b12 + a22 * b22 + a23 * b32 + a24 * b42;
+			te[ 9 ] = a21 * b13 + a22 * b23 + a23 * b33 + a24 * b43;
+			te[ 13 ] = a21 * b14 + a22 * b24 + a23 * b34 + a24 * b44;
+
+			te[ 2 ] = a31 * b11 + a32 * b21 + a33 * b31 + a34 * b41;
+			te[ 6 ] = a31 * b12 + a32 * b22 + a33 * b32 + a34 * b42;
+			te[ 10 ] = a31 * b13 + a32 * b23 + a33 * b33 + a34 * b43;
+			te[ 14 ] = a31 * b14 + a32 * b24 + a33 * b34 + a34 * b44;
+
+			te[ 3 ] = a41 * b11 + a42 * b21 + a43 * b31 + a44 * b41;
+			te[ 7 ] = a41 * b12 + a42 * b22 + a43 * b32 + a44 * b42;
+			te[ 11 ] = a41 * b13 + a42 * b23 + a43 * b33 + a44 * b43;
+			te[ 15 ] = a41 * b14 + a42 * b24 + a43 * b34 + a44 * b44;
+
+			return this;
+
+		},
+
+		multiplyScalar: function ( s ) {
+
+			var te = this.elements;
+
+			te[ 0 ] *= s; te[ 4 ] *= s; te[ 8 ] *= s; te[ 12 ] *= s;
+			te[ 1 ] *= s; te[ 5 ] *= s; te[ 9 ] *= s; te[ 13 ] *= s;
+			te[ 2 ] *= s; te[ 6 ] *= s; te[ 10 ] *= s; te[ 14 ] *= s;
+			te[ 3 ] *= s; te[ 7 ] *= s; te[ 11 ] *= s; te[ 15 ] *= s;
+
+			return this;
+
+		},
+
+		applyToBufferAttribute: function () {
+
+			var v1 = new Vector3();
+
+			return function applyToBufferAttribute( attribute ) {
+
+				for ( var i = 0, l = attribute.count; i < l; i ++ ) {
+
+					v1.x = attribute.getX( i );
+					v1.y = attribute.getY( i );
+					v1.z = attribute.getZ( i );
+
+					v1.applyMatrix4( this );
+
+					attribute.setXYZ( i, v1.x, v1.y, v1.z );
+
+				}
+
+				return attribute;
+
+			};
+
+		}(),
+
+		determinant: function () {
+
+			var te = this.elements;
+
+			var n11 = te[ 0 ], n12 = te[ 4 ], n13 = te[ 8 ], n14 = te[ 12 ];
+			var n21 = te[ 1 ], n22 = te[ 5 ], n23 = te[ 9 ], n24 = te[ 13 ];
+			var n31 = te[ 2 ], n32 = te[ 6 ], n33 = te[ 10 ], n34 = te[ 14 ];
+			var n41 = te[ 3 ], n42 = te[ 7 ], n43 = te[ 11 ], n44 = te[ 15 ];
+
+			//TODO: make this more efficient
+			//( based on http://www.euclideanspace.com/maths/algebra/matrix/functions/inverse/fourD/index.htm )
+
+			return (
+				n41 * (
+					+ n14 * n23 * n32
+					 - n13 * n24 * n32
+					 - n14 * n22 * n33
+					 + n12 * n24 * n33
+					 + n13 * n22 * n34
+					 - n12 * n23 * n34
+				) +
+				n42 * (
+					+ n11 * n23 * n34
+					 - n11 * n24 * n33
+					 + n14 * n21 * n33
+					 - n13 * n21 * n34
+					 + n13 * n24 * n31
+					 - n14 * n23 * n31
+				) +
+				n43 * (
+					+ n11 * n24 * n32
+					 - n11 * n22 * n34
+					 - n14 * n21 * n32
+					 + n12 * n21 * n34
+					 + n14 * n22 * n31
+					 - n12 * n24 * n31
+				) +
+				n44 * (
+					- n13 * n22 * n31
+					 - n11 * n23 * n32
+					 + n11 * n22 * n33
+					 + n13 * n21 * n32
+					 - n12 * n21 * n33
+					 + n12 * n23 * n31
+				)
+
+			);
+
+		},
+
+		transpose: function () {
+
+			var te = this.elements;
+			var tmp;
+
+			tmp = te[ 1 ]; te[ 1 ] = te[ 4 ]; te[ 4 ] = tmp;
+			tmp = te[ 2 ]; te[ 2 ] = te[ 8 ]; te[ 8 ] = tmp;
+			tmp = te[ 6 ]; te[ 6 ] = te[ 9 ]; te[ 9 ] = tmp;
+
+			tmp = te[ 3 ]; te[ 3 ] = te[ 12 ]; te[ 12 ] = tmp;
+			tmp = te[ 7 ]; te[ 7 ] = te[ 13 ]; te[ 13 ] = tmp;
+			tmp = te[ 11 ]; te[ 11 ] = te[ 14 ]; te[ 14 ] = tmp;
+
+			return this;
+
+		},
+
+		setPosition: function ( 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 ) {
+
+			var te = this.elements;
+
+			var x = quaternion._x, y = quaternion._y, z = quaternion._z, w = quaternion._w;
+			var x2 = x + x,	y2 = y + y, z2 = z + z;
+			var xx = x * x2, xy = x * y2, xz = x * z2;
+			var yy = y * y2, yz = y * z2, zz = z * z2;
+			var wx = w * x2, wy = w * y2, wz = w * z2;
+
+			var sx = scale.x, sy = scale.y, sz = scale.z;
+
+		        te[ 0 ] = ( 1 - ( yy + zz ) ) * sx;
+		        te[ 1 ] = ( xy + wz ) * sx;
+		        te[ 2 ] = ( xz - wy ) * sx;
+		        te[ 3 ] = 0;
+
+		        te[ 4 ] = ( xy - wz ) * sy;
+		        te[ 5 ] = ( 1 - ( xx + zz ) ) * sy;
+		        te[ 6 ] = ( yz + wx ) * sy;
+		        te[ 7 ] = 0;
+
+		        te[ 8 ] = ( xz + wy ) * sz;
+		        te[ 9 ] = ( yz - wx ) * sz;
+		        te[ 10 ] = ( 1 - ( xx + yy ) ) * sz;
+		        te[ 11 ] = 0;
+
+		        te[ 12 ] = position.x;
+		        te[ 13 ] = position.y;
+		        te[ 14 ] = position.z;
+		        te[ 15 ] = 1;
+
+		        return this;
+
+		},
+
+		decompose: function () {
+
+			var vector = new Vector3();
+			var matrix = new Matrix4();
+
+			return function decompose( position, quaternion, scale ) {
+
+				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.copy( this );
+
+				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;
+
+		}
+
+	} );
+
+	var alphamap_fragment = "#ifdef USE_ALPHAMAP\n\tdiffuseColor.a *= texture2D( alphaMap, vUv ).g;\n#endif";
+
+	var alphamap_pars_fragment = "#ifdef USE_ALPHAMAP\n\tuniform sampler2D alphaMap;\n#endif";
+
+	var alphatest_fragment = "#ifdef ALPHATEST\n\tif ( diffuseColor.a < ALPHATEST ) discard;\n#endif";
+
+	var aomap_fragment = "#ifdef USE_AOMAP\n\tfloat ambientOcclusion = ( texture2D( aoMap, vUv2 ).r - 1.0 ) * aoMapIntensity + 1.0;\n\treflectedLight.indirectDiffuse *= ambientOcclusion;\n\t#if defined( USE_ENVMAP ) && defined( 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";
+
+	var aomap_pars_fragment = "#ifdef USE_AOMAP\n\tuniform sampler2D aoMap;\n\tuniform float aoMapIntensity;\n#endif";
+
+	var begin_vertex = "vec3 transformed = vec3( position );";
+
+	var beginnormal_vertex = "vec3 objectNormal = vec3( normal );\n#ifdef USE_TANGENT\n\tvec3 objectTangent = vec3( tangent.xyz );\n#endif";
+
+	var bsdfs = "vec2 integrateSpecularBRDF( const in float dotNV, const in float roughness ) {\n\tconst vec4 c0 = vec4( - 1, - 0.0275, - 0.572, 0.022 );\n\tconst vec4 c1 = vec4( 1, 0.0425, 1.04, - 0.04 );\n\tvec4 r = roughness * c0 + c1;\n\tfloat a004 = min( r.x * r.x, exp2( - 9.28 * dotNV ) ) * r.x + r.y;\n\treturn vec2( -1.04, 1.04 ) * a004 + r.zw;\n}\nfloat punctualLightIntensityToIrradianceFactor( const in float lightDistance, const in float cutoffDistance, const in float decayExponent ) {\n#if defined ( PHYSICALLY_CORRECT_LIGHTS )\n\tfloat distanceFalloff = 1.0 / max( pow( lightDistance, decayExponent ), 0.01 );\n\tif( cutoffDistance > 0.0 ) {\n\t\tdistanceFalloff *= pow2( saturate( 1.0 - pow4( lightDistance / cutoffDistance ) ) );\n\t}\n\treturn distanceFalloff;\n#else\n\tif( cutoffDistance > 0.0 && decayExponent > 0.0 ) {\n\t\treturn pow( saturate( -lightDistance / cutoffDistance + 1.0 ), decayExponent );\n\t}\n\treturn 1.0;\n#endif\n}\nvec3 BRDF_Diffuse_Lambert( const in vec3 diffuseColor ) {\n\treturn RECIPROCAL_PI * diffuseColor;\n}\nvec3 F_Schlick( const in vec3 specularColor, const in float dotLH ) {\n\tfloat fresnel = exp2( ( -5.55473 * dotLH - 6.98316 ) * dotLH );\n\treturn ( 1.0 - specularColor ) * fresnel + specularColor;\n}\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 LTC_Uv( const in vec3 N, const in vec3 V, const in float roughness ) {\n\tconst float LUT_SIZE  = 64.0;\n\tconst float LUT_SCALE = ( LUT_SIZE - 1.0 ) / LUT_SIZE;\n\tconst float LUT_BIAS  = 0.5 / LUT_SIZE;\n\tfloat dotNV = saturate( dot( N, V ) );\n\tvec2 uv = vec2( roughness, sqrt( 1.0 - dotNV ) );\n\tuv = uv * LUT_SCALE + LUT_BIAS;\n\treturn uv;\n}\nfloat LTC_ClippedSphereFormFactor( const in vec3 f ) {\n\tfloat l = length( f );\n\treturn max( ( l * l + f.z ) / ( l + 1.0 ), 0.0 );\n}\nvec3 LTC_EdgeVectorFormFactor( const in vec3 v1, const in vec3 v2 ) {\n\tfloat x = dot( v1, v2 );\n\tfloat y = abs( x );\n\tfloat a = 0.8543985 + ( 0.4965155 + 0.0145206 * y ) * y;\n\tfloat b = 3.4175940 + ( 4.1616724 + y ) * y;\n\tfloat v = a / b;\n\tfloat theta_sintheta = ( x > 0.0 ) ? v : 0.5 * inversesqrt( max( 1.0 - x * x, 1e-7 ) ) - v;\n\treturn cross( v1, v2 ) * theta_sintheta;\n}\nvec3 LTC_Evaluate( const in vec3 N, const in vec3 V, const in vec3 P, const in mat3 mInv, const in vec3 rectCoords[ 4 ] ) {\n\tvec3 v1 = rectCoords[ 1 ] - rectCoords[ 0 ];\n\tvec3 v2 = rectCoords[ 3 ] - rectCoords[ 0 ];\n\tvec3 lightNormal = cross( v1, v2 );\n\tif( dot( lightNormal, P - rectCoords[ 0 ] ) < 0.0 ) return vec3( 0.0 );\n\tvec3 T1, T2;\n\tT1 = normalize( V - N * dot( V, N ) );\n\tT2 = - cross( N, T1 );\n\tmat3 mat = mInv * transposeMat3( mat3( T1, T2, N ) );\n\tvec3 coords[ 4 ];\n\tcoords[ 0 ] = mat * ( rectCoords[ 0 ] - P );\n\tcoords[ 1 ] = mat * ( rectCoords[ 1 ] - P );\n\tcoords[ 2 ] = mat * ( rectCoords[ 2 ] - P );\n\tcoords[ 3 ] = mat * ( rectCoords[ 3 ] - P );\n\tcoords[ 0 ] = normalize( coords[ 0 ] );\n\tcoords[ 1 ] = normalize( coords[ 1 ] );\n\tcoords[ 2 ] = normalize( coords[ 2 ] );\n\tcoords[ 3 ] = normalize( coords[ 3 ] );\n\tvec3 vectorFormFactor = vec3( 0.0 );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 0 ], coords[ 1 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 1 ], coords[ 2 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 2 ], coords[ 3 ] );\n\tvectorFormFactor += LTC_EdgeVectorFormFactor( coords[ 3 ], coords[ 0 ] );\n\tfloat result = LTC_ClippedSphereFormFactor( vectorFormFactor );\n\treturn vec3( result );\n}\nvec3 BRDF_Specular_GGX_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\treturn specularColor * brdf.x + brdf.y;\n}\nvoid BRDF_Specular_Multiscattering_Environment( const in GeometricContext geometry, const in vec3 specularColor, const in float roughness, inout vec3 singleScatter, inout vec3 multiScatter ) {\n\tfloat dotNV = saturate( dot( geometry.normal, geometry.viewDir ) );\n\tvec3 F = F_Schlick( specularColor, dotNV );\n\tvec2 brdf = integrateSpecularBRDF( dotNV, roughness );\n\tvec3 FssEss = F * brdf.x + brdf.y;\n\tfloat Ess = brdf.x + brdf.y;\n\tfloat Ems = 1.0 - Ess;\n\tvec3 Favg = specularColor + ( 1.0 - specularColor ) * 0.047619;\tvec3 Fms = FssEss * Favg / ( 1.0 - Ems * Favg );\n\tsingleScatter += FssEss;\n\tmultiScatter += Fms * Ems;\n}\nfloat G_BlinnPhong_Implicit( ) {\n\treturn 0.25;\n}\nfloat D_BlinnPhong( const in float shininess, const in float dotNH ) {\n\treturn RECIPROCAL_PI * ( shininess * 0.5 + 1.0 ) * pow( dotNH, shininess );\n}\nvec3 BRDF_Specular_BlinnPhong( const in IncidentLight incidentLight, const in GeometricContext geometry, const in vec3 specularColor, const in float shininess ) {\n\tvec3 halfDir = normalize( incidentLight.direction + geometry.viewDir );\n\tfloat dotNH = saturate( dot( geometry.normal, halfDir ) );\n\tfloat dotLH = saturate( dot( incidentLight.direction, halfDir ) );\n\tvec3 F = F_Schlick( specularColor, dotLH );\n\tfloat G = G_BlinnPhong_Implicit( );\n\tfloat D = D_BlinnPhong( shininess, dotNH );\n\treturn F * ( G * D );\n}\nfloat GGXRoughnessToBlinnExponent( const in float ggxRoughness ) {\n\treturn ( 2.0 / pow2( ggxRoughness + 0.0001 ) - 2.0 );\n}\nfloat BlinnExponentToGGXRoughness( const in float blinnExponent ) {\n\treturn sqrt( 2.0 / ( blinnExponent + 2.0 ) );\n}";
+
+	var bumpmap_pars_fragment = "#ifdef USE_BUMPMAP\n\tuniform sampler2D bumpMap;\n\tuniform float bumpScale;\n\tvec2 dHdxy_fwd() {\n\t\tvec2 dSTdx = dFdx( vUv );\n\t\tvec2 dSTdy = dFdy( vUv );\n\t\tfloat Hll = bumpScale * texture2D( bumpMap, vUv ).x;\n\t\tfloat dBx = bumpScale * texture2D( bumpMap, vUv + dSTdx ).x - Hll;\n\t\tfloat dBy = bumpScale * texture2D( bumpMap, vUv + dSTdy ).x - Hll;\n\t\treturn vec2( dBx, dBy );\n\t}\n\tvec3 perturbNormalArb( vec3 surf_pos, vec3 surf_norm, vec2 dHdxy ) {\n\t\tvec3 vSigmaX = vec3( dFdx( surf_pos.x ), dFdx( surf_pos.y ), dFdx( surf_pos.z ) );\n\t\tvec3 vSigmaY = vec3( dFdy( surf_pos.x ), dFdy( surf_pos.y ), dFdy( surf_pos.z ) );\n\t\tvec3 vN = surf_norm;\n\t\tvec3 R1 = cross( vSigmaY, vN );\n\t\tvec3 R2 = cross( vN, vSigmaX );\n\t\tfloat fDet = dot( vSigmaX, R1 );\n\t\tfDet *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\tvec3 vGrad = sign( fDet ) * ( dHdxy.x * R1 + dHdxy.y * R2 );\n\t\treturn normalize( abs( fDet ) * surf_norm - vGrad );\n\t}\n#endif";
+
+	var clipping_planes_fragment = "#if NUM_CLIPPING_PLANES > 0\n\tvec4 plane;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < UNION_CLIPPING_PLANES; i ++ ) {\n\t\tplane = clippingPlanes[ i ];\n\t\tif ( dot( vViewPosition, plane.xyz ) > plane.w ) discard;\n\t}\n\t#if UNION_CLIPPING_PLANES < NUM_CLIPPING_PLANES\n\t\tbool clipped = true;\n\t\t#pragma unroll_loop\n\t\tfor ( int i = UNION_CLIPPING_PLANES; i < NUM_CLIPPING_PLANES; i ++ ) {\n\t\t\tplane = clippingPlanes[ i ];\n\t\t\tclipped = ( dot( vViewPosition, plane.xyz ) > plane.w ) && clipped;\n\t\t}\n\t\tif ( clipped ) discard;\n\t#endif\n#endif";
+
+	var clipping_planes_pars_fragment = "#if NUM_CLIPPING_PLANES > 0\n\t#if ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\t\tvarying vec3 vViewPosition;\n\t#endif\n\tuniform vec4 clippingPlanes[ NUM_CLIPPING_PLANES ];\n#endif";
+
+	var clipping_planes_pars_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvarying vec3 vViewPosition;\n#endif";
+
+	var clipping_planes_vertex = "#if NUM_CLIPPING_PLANES > 0 && ! defined( PHYSICAL ) && ! defined( PHONG ) && ! defined( MATCAP )\n\tvViewPosition = - mvPosition.xyz;\n#endif";
+
+	var color_fragment = "#ifdef USE_COLOR\n\tdiffuseColor.rgb *= vColor;\n#endif";
+
+	var color_pars_fragment = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
+
+	var color_pars_vertex = "#ifdef USE_COLOR\n\tvarying vec3 vColor;\n#endif";
+
+	var color_vertex = "#ifdef USE_COLOR\n\tvColor.xyz = color.xyz;\n#endif";
+
+	var common = "#define PI 3.14159265359\n#define PI2 6.28318530718\n#define PI_HALF 1.5707963267949\n#define RECIPROCAL_PI 0.31830988618\n#define RECIPROCAL_PI2 0.15915494\n#define LOG2 1.442695\n#define EPSILON 1e-6\n#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 transposeMat3( const in mat3 m ) {\n\tmat3 tmp;\n\ttmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );\n\ttmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );\n\ttmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );\n\treturn tmp;\n}\nfloat linearToRelativeLuminance( const in vec3 color ) {\n\tvec3 weights = vec3( 0.2126, 0.7152, 0.0722 );\n\treturn dot( weights, color.rgb );\n}";
+
+	var cube_uv_reflection_fragment = "#ifdef ENVMAP_TYPE_CUBE_UV\n#define cubeUV_textureSize (1024.0)\nint getFaceFromDirection(vec3 direction) {\n\tvec3 absDirection = abs(direction);\n\tint face = -1;\n\tif( absDirection.x > absDirection.z ) {\n\t\tif(absDirection.x > absDirection.y )\n\t\t\tface = direction.x > 0.0 ? 0 : 3;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\telse {\n\t\tif(absDirection.z > absDirection.y )\n\t\t\tface = direction.z > 0.0 ? 2 : 5;\n\t\telse\n\t\t\tface = direction.y > 0.0 ? 1 : 4;\n\t}\n\treturn face;\n}\n#define cubeUV_maxLods1  (log2(cubeUV_textureSize*0.25) - 1.0)\n#define cubeUV_rangeClamp (exp2((6.0 - 1.0) * 2.0))\nvec2 MipLevelInfo( vec3 vec, float roughnessLevel, float roughness ) {\n\tfloat scale = exp2(cubeUV_maxLods1 - roughnessLevel);\n\tfloat dxRoughness = dFdx(roughness);\n\tfloat dyRoughness = dFdy(roughness);\n\tvec3 dx = dFdx( vec * scale * dxRoughness );\n\tvec3 dy = dFdy( vec * scale * dyRoughness );\n\tfloat d = max( dot( dx, dx ), dot( dy, dy ) );\n\td = clamp(d, 1.0, cubeUV_rangeClamp);\n\tfloat mipLevel = 0.5 * log2(d);\n\treturn vec2(floor(mipLevel), fract(mipLevel));\n}\n#define cubeUV_maxLods2 (log2(cubeUV_textureSize*0.25) - 2.0)\n#define cubeUV_rcpTextureSize (1.0 / cubeUV_textureSize)\nvec2 getCubeUV(vec3 direction, float roughnessLevel, float mipLevel) {\n\tmipLevel = roughnessLevel > cubeUV_maxLods2 - 3.0 ? 0.0 : mipLevel;\n\tfloat a = 16.0 * cubeUV_rcpTextureSize;\n\tvec2 exp2_packed = exp2( vec2( roughnessLevel, mipLevel ) );\n\tvec2 rcp_exp2_packed = vec2( 1.0 ) / exp2_packed;\n\tfloat powScale = exp2_packed.x * exp2_packed.y;\n\tfloat scale = rcp_exp2_packed.x * rcp_exp2_packed.y * 0.25;\n\tfloat mipOffset = 0.75*(1.0 - rcp_exp2_packed.y) * rcp_exp2_packed.x;\n\tbool bRes = mipLevel == 0.0;\n\tscale =  bRes && (scale < a) ? a : scale;\n\tvec3 r;\n\tvec2 offset;\n\tint face = getFaceFromDirection(direction);\n\tfloat rcpPowScale = 1.0 / powScale;\n\tif( face == 0) {\n\t\tr = vec3(direction.x, -direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 1) {\n\t\tr = vec3(direction.y, direction.x, direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 2) {\n\t\tr = vec3(direction.z, direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.75 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? a : offset.y;\n\t}\n\telse if( face == 3) {\n\t\tr = vec3(direction.x, direction.z, direction.y);\n\t\toffset = vec2(0.0+mipOffset,0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse if( face == 4) {\n\t\tr = vec3(direction.y, direction.x, -direction.z);\n\t\toffset = vec2(scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\telse {\n\t\tr = vec3(direction.z, -direction.x, direction.y);\n\t\toffset = vec2(2.0*scale+mipOffset, 0.5 * rcpPowScale);\n\t\toffset.y = bRes && (offset.y < 2.0*a) ? 0.0 : offset.y;\n\t}\n\tr = normalize(r);\n\tfloat texelOffset = 0.5 * cubeUV_rcpTextureSize;\n\tvec2 s = ( r.yz / abs( r.x ) + vec2( 1.0 ) ) * 0.5;\n\tvec2 base = offset + vec2( texelOffset );\n\treturn base + s * ( scale - 2.0 * texelOffset );\n}\n#define cubeUV_maxLods3 (log2(cubeUV_textureSize*0.25) - 3.0)\nvec4 textureCubeUV( sampler2D envMap, vec3 reflectedDirection, float roughness ) {\n\tfloat roughnessVal = roughness* cubeUV_maxLods3;\n\tfloat r1 = floor(roughnessVal);\n\tfloat r2 = r1 + 1.0;\n\tfloat t = fract(roughnessVal);\n\tvec2 mipInfo = MipLevelInfo(reflectedDirection, r1, roughness);\n\tfloat s = mipInfo.y;\n\tfloat level0 = mipInfo.x;\n\tfloat level1 = level0 + 1.0;\n\tlevel1 = level1 > 5.0 ? 5.0 : level1;\n\tlevel0 += min( floor( s + 0.5 ), 5.0 );\n\tvec2 uv_10 = getCubeUV(reflectedDirection, r1, level0);\n\tvec4 color10 = envMapTexelToLinear(texture2D(envMap, uv_10));\n\tvec2 uv_20 = getCubeUV(reflectedDirection, r2, level0);\n\tvec4 color20 = envMapTexelToLinear(texture2D(envMap, uv_20));\n\tvec4 result = mix(color10, color20, t);\n\treturn vec4(result.rgb, 1.0);\n}\n#endif";
+
+	var defaultnormal_vertex = "vec3 transformedNormal = normalMatrix * objectNormal;\n#ifdef FLIP_SIDED\n\ttransformedNormal = - transformedNormal;\n#endif\n#ifdef USE_TANGENT\n\tvec3 transformedTangent = normalMatrix * objectTangent;\n\t#ifdef FLIP_SIDED\n\t\ttransformedTangent = - transformedTangent;\n\t#endif\n#endif";
+
+	var displacementmap_pars_vertex = "#ifdef USE_DISPLACEMENTMAP\n\tuniform sampler2D displacementMap;\n\tuniform float displacementScale;\n\tuniform float displacementBias;\n#endif";
+
+	var displacementmap_vertex = "#ifdef USE_DISPLACEMENTMAP\n\ttransformed += normalize( objectNormal ) * ( texture2D( displacementMap, uv ).x * displacementScale + displacementBias );\n#endif";
+
+	var emissivemap_fragment = "#ifdef USE_EMISSIVEMAP\n\tvec4 emissiveColor = texture2D( emissiveMap, vUv );\n\temissiveColor.rgb = emissiveMapTexelToLinear( emissiveColor ).rgb;\n\ttotalEmissiveRadiance *= emissiveColor.rgb;\n#endif";
+
+	var emissivemap_pars_fragment = "#ifdef USE_EMISSIVEMAP\n\tuniform sampler2D emissiveMap;\n#endif";
+
+	var encodings_fragment = "gl_FragColor = linearToOutputTexel( gl_FragColor );";
+
+	var encodings_pars_fragment = "\nvec4 LinearToLinear( in vec4 value ) {\n\treturn value;\n}\nvec4 GammaToLinear( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( gammaFactor ) ), value.a );\n}\nvec4 LinearToGamma( in vec4 value, in float gammaFactor ) {\n\treturn vec4( pow( value.rgb, vec3( 1.0 / gammaFactor ) ), value.a );\n}\nvec4 sRGBToLinear( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb * 0.9478672986 + vec3( 0.0521327014 ), vec3( 2.4 ) ), value.rgb * 0.0773993808, vec3( lessThanEqual( value.rgb, vec3( 0.04045 ) ) ) ), value.a );\n}\nvec4 LinearTosRGB( in vec4 value ) {\n\treturn vec4( mix( pow( value.rgb, vec3( 0.41666 ) ) * 1.055 - vec3( 0.055 ), value.rgb * 12.92, vec3( lessThanEqual( value.rgb, vec3( 0.0031308 ) ) ) ), value.a );\n}\nvec4 RGBEToLinear( in vec4 value ) {\n\treturn vec4( value.rgb * exp2( value.a * 255.0 - 128.0 ), 1.0 );\n}\nvec4 LinearToRGBE( in vec4 value ) {\n\tfloat maxComponent = max( max( value.r, value.g ), value.b );\n\tfloat fExp = clamp( ceil( log2( maxComponent ) ), -128.0, 127.0 );\n\treturn vec4( value.rgb / exp2( fExp ), ( fExp + 128.0 ) / 255.0 );\n}\nvec4 RGBMToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * value.a * maxRange, 1.0 );\n}\nvec4 LinearToRGBM( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat M = clamp( maxRGB / maxRange, 0.0, 1.0 );\n\tM = ceil( M * 255.0 ) / 255.0;\n\treturn vec4( value.rgb / ( M * maxRange ), M );\n}\nvec4 RGBDToLinear( in vec4 value, in float maxRange ) {\n\treturn vec4( value.rgb * ( ( maxRange / 255.0 ) / value.a ), 1.0 );\n}\nvec4 LinearToRGBD( in vec4 value, in float maxRange ) {\n\tfloat maxRGB = max( value.r, max( value.g, value.b ) );\n\tfloat D = max( maxRange / maxRGB, 1.0 );\n\tD = min( floor( D ) / 255.0, 1.0 );\n\treturn vec4( value.rgb * ( D * ( 255.0 / maxRange ) ), D );\n}\nconst mat3 cLogLuvM = mat3( 0.2209, 0.3390, 0.4184, 0.1138, 0.6780, 0.7319, 0.0102, 0.1130, 0.2969 );\nvec4 LinearToLogLuv( in vec4 value )  {\n\tvec3 Xp_Y_XYZp = cLogLuvM * value.rgb;\n\tXp_Y_XYZp = max( Xp_Y_XYZp, vec3( 1e-6, 1e-6, 1e-6 ) );\n\tvec4 vResult;\n\tvResult.xy = Xp_Y_XYZp.xy / Xp_Y_XYZp.z;\n\tfloat Le = 2.0 * log2(Xp_Y_XYZp.y) + 127.0;\n\tvResult.w = fract( Le );\n\tvResult.z = ( Le - ( floor( vResult.w * 255.0 ) ) / 255.0 ) / 255.0;\n\treturn vResult;\n}\nconst mat3 cLogLuvInverseM = mat3( 6.0014, -2.7008, -1.7996, -1.3320, 3.1029, -5.7721, 0.3008, -1.0882, 5.6268 );\nvec4 LogLuvToLinear( in vec4 value ) {\n\tfloat Le = value.z * 255.0 + value.w;\n\tvec3 Xp_Y_XYZp;\n\tXp_Y_XYZp.y = exp2( ( Le - 127.0 ) / 2.0 );\n\tXp_Y_XYZp.z = Xp_Y_XYZp.y / value.y;\n\tXp_Y_XYZp.x = value.x * Xp_Y_XYZp.z;\n\tvec3 vRGB = cLogLuvInverseM * Xp_Y_XYZp.rgb;\n\treturn vec4( max( vRGB, 0.0 ), 1.0 );\n}";
+
+	var envmap_fragment = "#ifdef USE_ENVMAP\n\t#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, vec3( flipEnvMap * reflectVec.x, reflectVec.yz ) );\n\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\tvec2 sampleUV;\n\t\treflectVec = normalize( reflectVec );\n\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\tvec4 envColor = texture2D( envMap, sampleUV );\n\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\treflectVec = normalize( reflectVec );\n\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0, 0.0, 1.0 ) );\n\t\tvec4 envColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5 );\n\t#else\n\t\tvec4 envColor = vec4( 0.0 );\n\t#endif\n\tenvColor = envMapTexelToLinear( envColor );\n\t#ifdef ENVMAP_BLENDING_MULTIPLY\n\t\toutgoingLight = mix( outgoingLight, outgoingLight * envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_MIX )\n\t\toutgoingLight = mix( outgoingLight, envColor.xyz, specularStrength * reflectivity );\n\t#elif defined( ENVMAP_BLENDING_ADD )\n\t\toutgoingLight += envColor.xyz * specularStrength * reflectivity;\n\t#endif\n#endif";
+
+	var envmap_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\tuniform int maxMipLevel;\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";
+
+	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";
+
+	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";
+
+	var fog_vertex = "#ifdef USE_FOG\n\tfogDepth = -mvPosition.z;\n#endif";
+
+	var fog_pars_vertex = "#ifdef USE_FOG\n\tvarying float fogDepth;\n#endif";
+
+	var fog_fragment = "#ifdef USE_FOG\n\t#ifdef FOG_EXP2\n\t\tfloat fogFactor = 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";
+
+	var fog_pars_fragment = "#ifdef USE_FOG\n\tuniform vec3 fogColor;\n\tvarying float fogDepth;\n\t#ifdef FOG_EXP2\n\t\tuniform float fogDensity;\n\t#else\n\t\tuniform float fogNear;\n\t\tuniform float fogFar;\n\t#endif\n#endif";
+
+	var gradientmap_pars_fragment = "#ifdef TOON\n\tuniform sampler2D gradientMap;\n\tvec3 getGradientIrradiance( vec3 normal, vec3 lightDirection ) {\n\t\tfloat dotNL = dot( normal, lightDirection );\n\t\tvec2 coord = vec2( dotNL * 0.5 + 0.5, 0.0 );\n\t\t#ifdef USE_GRADIENTMAP\n\t\t\treturn texture2D( gradientMap, coord ).rgb;\n\t\t#else\n\t\t\treturn ( coord.x < 0.7 ) ? vec3( 0.7 ) : vec3( 1.0 );\n\t\t#endif\n\t}\n#endif";
+
+	var lightmap_fragment = "#ifdef USE_LIGHTMAP\n\treflectedLight.indirectDiffuse += PI * texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n#endif";
+
+	var lightmap_pars_fragment = "#ifdef USE_LIGHTMAP\n\tuniform sampler2D lightMap;\n\tuniform float lightMapIntensity;\n#endif";
+
+	var lights_lambert_vertex = "vec3 diffuse = vec3( 1.0 );\nGeometricContext geometry;\ngeometry.position = mvPosition.xyz;\ngeometry.normal = normalize( transformedNormal );\ngeometry.viewDir = normalize( -mvPosition.xyz );\nGeometricContext backGeometry;\nbackGeometry.position = geometry.position;\nbackGeometry.normal = -geometry.normal;\nbackGeometry.viewDir = geometry.viewDir;\nvLightFront = vec3( 0.0 );\nvIndirectFront = vec3( 0.0 );\n#ifdef DOUBLE_SIDED\n\tvLightBack = vec3( 0.0 );\n\tvIndirectBack = vec3( 0.0 );\n#endif\nIncidentLight directLight;\nfloat dotNL;\nvec3 directLightColor_Diffuse;\n#if NUM_POINT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tgetPointDirectLightIrradiance( pointLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tgetSpotDirectLightIrradiance( spotLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tgetDirectionalDirectLightIrradiance( directionalLights[ i ], geometry, directLight );\n\t\tdotNL = dot( geometry.normal, directLight.direction );\n\t\tdirectLightColor_Diffuse = PI * directLight.color;\n\t\tvLightFront += saturate( dotNL ) * directLightColor_Diffuse;\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvLightBack += saturate( -dotNL ) * directLightColor_Diffuse;\n\t\t#endif\n\t}\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\tvIndirectFront += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tvIndirectBack += getHemisphereLightIrradiance( hemisphereLights[ i ], backGeometry );\n\t\t#endif\n\t}\n#endif";
+
+	var lights_pars_begin = "uniform 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\tfloat shadowCameraNear;\n\t\tfloat shadowCameraFar;\n\t};\n\tuniform PointLight pointLights[ NUM_POINT_LIGHTS ];\n\tvoid getPointDirectLightIrradiance( const in PointLight pointLight, const in GeometricContext geometry, out IncidentLight directLight ) {\n\t\tvec3 lVector = pointLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tdirectLight.color = pointLight.color;\n\t\tdirectLight.color *= punctualLightIntensityToIrradianceFactor( lightDistance, pointLight.distance, pointLight.decay );\n\t\tdirectLight.visible = ( directLight.color != vec3( 0.0 ) );\n\t}\n#endif\n#if NUM_SPOT_LIGHTS > 0\n\tstruct SpotLight {\n\t\tvec3 position;\n\t\tvec3 direction;\n\t\tvec3 color;\n\t\tfloat distance;\n\t\tfloat decay;\n\t\tfloat coneCos;\n\t\tfloat penumbraCos;\n\t\tint shadow;\n\t\tfloat shadowBias;\n\t\tfloat shadowRadius;\n\t\tvec2 shadowMapSize;\n\t};\n\tuniform SpotLight spotLights[ NUM_SPOT_LIGHTS ];\n\tvoid getSpotDirectLightIrradiance( const in SpotLight spotLight, const in GeometricContext geometry, out IncidentLight directLight  ) {\n\t\tvec3 lVector = spotLight.position - geometry.position;\n\t\tdirectLight.direction = normalize( lVector );\n\t\tfloat lightDistance = length( lVector );\n\t\tfloat angleCos = dot( directLight.direction, spotLight.direction );\n\t\tif ( angleCos > spotLight.coneCos ) {\n\t\t\tfloat spotEffect = smoothstep( spotLight.coneCos, spotLight.penumbraCos, angleCos );\n\t\t\tdirectLight.color = spotLight.color;\n\t\t\tdirectLight.color *= spotEffect * punctualLightIntensityToIrradianceFactor( lightDistance, spotLight.distance, spotLight.decay );\n\t\t\tdirectLight.visible = true;\n\t\t} else {\n\t\t\tdirectLight.color = vec3( 0.0 );\n\t\t\tdirectLight.visible = false;\n\t\t}\n\t}\n#endif\n#if NUM_RECT_AREA_LIGHTS > 0\n\tstruct RectAreaLight {\n\t\tvec3 color;\n\t\tvec3 position;\n\t\tvec3 halfWidth;\n\t\tvec3 halfHeight;\n\t};\n\tuniform sampler2D ltc_1;\tuniform sampler2D ltc_2;\n\tuniform RectAreaLight rectAreaLights[ NUM_RECT_AREA_LIGHTS ];\n#endif\n#if NUM_HEMI_LIGHTS > 0\n\tstruct HemisphereLight {\n\t\tvec3 direction;\n\t\tvec3 skyColor;\n\t\tvec3 groundColor;\n\t};\n\tuniform HemisphereLight hemisphereLights[ NUM_HEMI_LIGHTS ];\n\tvec3 getHemisphereLightIrradiance( const in HemisphereLight hemiLight, const in GeometricContext geometry ) {\n\t\tfloat dotNL = dot( geometry.normal, hemiLight.direction );\n\t\tfloat hemiDiffuseWeight = 0.5 * dotNL + 0.5;\n\t\tvec3 irradiance = mix( hemiLight.groundColor, hemiLight.skyColor, hemiDiffuseWeight );\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tirradiance *= PI;\n\t\t#endif\n\t\treturn irradiance;\n\t}\n#endif";
+
+	var envmap_physical_pars_fragment = "#if defined( USE_ENVMAP ) && 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( envMap, queryVec, 1.0 );\n\t\t#else\n\t\t\tvec4 envMapColor = vec4( 0.0 );\n\t\t#endif\n\t\treturn PI * envMapColor.rgb * envMapIntensity;\n\t}\n\tfloat getSpecularMIPLevel( const in float 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( envMap, queryReflectVec, BlinnExponentToGGXRoughness(blinnShininessExponent ));\n\t\t#elif defined( ENVMAP_TYPE_EQUIREC )\n\t\t\tvec2 sampleUV;\n\t\t\tsampleUV.y = asin( clamp( reflectVec.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\t\t\tsampleUV.x = atan( reflectVec.z, reflectVec.x ) * RECIPROCAL_PI2 + 0.5;\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, sampleUV, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, sampleUV, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#elif defined( ENVMAP_TYPE_SPHERE )\n\t\t\tvec3 reflectView = normalize( ( viewMatrix * vec4( reflectVec, 0.0 ) ).xyz + vec3( 0.0,0.0,1.0 ) );\n\t\t\t#ifdef TEXTURE_LOD_EXT\n\t\t\t\tvec4 envMapColor = texture2DLodEXT( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#else\n\t\t\t\tvec4 envMapColor = texture2D( envMap, reflectView.xy * 0.5 + 0.5, specularMIPLevel );\n\t\t\t#endif\n\t\t\tenvMapColor.rgb = envMapTexelToLinear( envMapColor ).rgb;\n\t\t#endif\n\t\treturn envMapColor.rgb * envMapIntensity;\n\t}\n#endif";
+
+	var lights_phong_fragment = "BlinnPhongMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb;\nmaterial.specularColor = specular;\nmaterial.specularShininess = shininess;\nmaterial.specularStrength = specularStrength;";
+
+	var lights_phong_pars_fragment = "varying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\nstruct BlinnPhongMaterial {\n\tvec3\tdiffuseColor;\n\tvec3\tspecularColor;\n\tfloat\tspecularShininess;\n\tfloat\tspecularStrength;\n};\nvoid RE_Direct_BlinnPhong( const in IncidentLight directLight, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\t#ifdef TOON\n\t\tvec3 irradiance = getGradientIrradiance( geometry.normal, directLight.direction ) * directLight.color;\n\t#else\n\t\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\t\tvec3 irradiance = dotNL * directLight.color;\n\t#endif\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\treflectedLight.directDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\treflectedLight.directSpecular += irradiance * BRDF_Specular_BlinnPhong( directLight, geometry, material.specularColor, material.specularShininess ) * material.specularStrength;\n}\nvoid RE_IndirectDiffuse_BlinnPhong( const in vec3 irradiance, const in GeometricContext geometry, const in BlinnPhongMaterial material, inout ReflectedLight reflectedLight ) {\n\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n}\n#define RE_Direct\t\t\t\tRE_Direct_BlinnPhong\n#define RE_IndirectDiffuse\t\tRE_IndirectDiffuse_BlinnPhong\n#define Material_LightProbeLOD( material )\t(0)";
+
+	var lights_physical_fragment = "PhysicalMaterial material;\nmaterial.diffuseColor = diffuseColor.rgb * ( 1.0 - metalnessFactor );\nmaterial.specularRoughness = clamp( roughnessFactor, 0.04, 1.0 );\n#ifdef 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";
+
+	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 normal = geometry.normal;\n\t\tvec3 viewDir = geometry.viewDir;\n\t\tvec3 position = geometry.position;\n\t\tvec3 lightPos = rectAreaLight.position;\n\t\tvec3 halfWidth = rectAreaLight.halfWidth;\n\t\tvec3 halfHeight = rectAreaLight.halfHeight;\n\t\tvec3 lightColor = rectAreaLight.color;\n\t\tfloat roughness = material.specularRoughness;\n\t\tvec3 rectCoords[ 4 ];\n\t\trectCoords[ 0 ] = lightPos + halfWidth - halfHeight;\t\trectCoords[ 1 ] = lightPos - halfWidth - halfHeight;\n\t\trectCoords[ 2 ] = lightPos - halfWidth + halfHeight;\n\t\trectCoords[ 3 ] = lightPos + halfWidth + halfHeight;\n\t\tvec2 uv = LTC_Uv( normal, viewDir, roughness );\n\t\tvec4 t1 = texture2D( ltc_1, uv );\n\t\tvec4 t2 = texture2D( ltc_2, uv );\n\t\tmat3 mInv = mat3(\n\t\t\tvec3( t1.x, 0, t1.y ),\n\t\t\tvec3(    0, 1,    0 ),\n\t\t\tvec3( t1.z, 0, t1.w )\n\t\t);\n\t\tvec3 fresnel = ( material.specularColor * t2.x + ( vec3( 1.0 ) - material.specularColor ) * t2.y );\n\t\treflectedLight.directSpecular += lightColor * fresnel * LTC_Evaluate( normal, viewDir, position, mInv, rectCoords );\n\t\treflectedLight.directDiffuse += lightColor * material.diffuseColor * LTC_Evaluate( normal, viewDir, position, mat3( 1.0 ), rectCoords );\n\t}\n#endif\nvoid RE_Direct_Physical( const in IncidentLight directLight, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight ) {\n\tfloat dotNL = saturate( dot( geometry.normal, directLight.direction ) );\n\tvec3 irradiance = dotNL * directLight.color;\n\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\tirradiance *= PI;\n\t#endif\n\t#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\t#ifndef ENVMAP_TYPE_CUBE_UV\n\t\treflectedLight.indirectDiffuse += irradiance * BRDF_Diffuse_Lambert( material.diffuseColor );\n\t#endif\n}\nvoid RE_IndirectSpecular_Physical( const in vec3 radiance, const in vec3 irradiance, const in vec3 clearCoatRadiance, const in GeometricContext geometry, const in PhysicalMaterial material, inout ReflectedLight reflectedLight) {\n\t#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\tfloat clearCoatInv = 1.0 - clearCoatDHR;\n\t#if defined( ENVMAP_TYPE_CUBE_UV )\n\t\tvec3 singleScattering = vec3( 0.0 );\n\t\tvec3 multiScattering = vec3( 0.0 );\n\t\tvec3 cosineWeightedIrradiance = irradiance * RECIPROCAL_PI;\n\t\tBRDF_Specular_Multiscattering_Environment( geometry, material.specularColor, material.specularRoughness, singleScattering, multiScattering );\n\t\tvec3 diffuse = material.diffuseColor;\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * singleScattering;\n\t\treflectedLight.indirectDiffuse += multiScattering * cosineWeightedIrradiance;\n\t\treflectedLight.indirectDiffuse += diffuse * cosineWeightedIrradiance;\n\t#else\n\t\treflectedLight.indirectSpecular += clearCoatInv * radiance * BRDF_Specular_GGX_Environment( geometry, material.specularColor, material.specularRoughness );\n\t#endif\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}";
+
+	var lights_fragment_begin = "\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\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tpointLight = pointLights[ i ];\n\t\tgetPointDirectLightIrradiance( pointLight, geometry, directLight );\n\t\t#ifdef USE_SHADOWMAP\n\t\tdirectLight.color *= all( bvec2( pointLight.shadow, directLight.visible ) ) ? getPointShadow( pointShadowMap[ i ], pointLight.shadowMapSize, pointLight.shadowBias, pointLight.shadowRadius, vPointShadowCoord[ i ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t\t#endif\n\t\tRE_Direct( directLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if ( NUM_SPOT_LIGHTS > 0 ) && defined( RE_Direct )\n\tSpotLight spotLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_SPOT_LIGHTS; i ++ ) {\n\t\tspotLight = spotLights[ i ];\n\t\tgetSpotDirectLightIrradiance( spotLight, geometry, directLight );\n\t\t#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\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\tgetDirectionalDirectLightIrradiance( directionalLight, geometry, directLight );\n\t\t#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\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_RECT_AREA_LIGHTS; i ++ ) {\n\t\trectAreaLight = rectAreaLights[ i ];\n\t\tRE_Direct_RectArea( rectAreaLight, geometry, material, reflectedLight );\n\t}\n#endif\n#if defined( RE_IndirectDiffuse )\n\tvec3 irradiance = getAmbientLightIrradiance( ambientLightColor );\n\t#if ( NUM_HEMI_LIGHTS > 0 )\n\t\t#pragma unroll_loop\n\t\tfor ( int i = 0; i < NUM_HEMI_LIGHTS; i ++ ) {\n\t\t\tirradiance += getHemisphereLightIrradiance( hemisphereLights[ i ], geometry );\n\t\t}\n\t#endif\n#endif\n#if defined( RE_IndirectSpecular )\n\tvec3 radiance = vec3( 0.0 );\n\tvec3 clearCoatRadiance = vec3( 0.0 );\n#endif";
+
+	var lights_fragment_maps = "#if defined( RE_IndirectDiffuse )\n\t#ifdef USE_LIGHTMAP\n\t\tvec3 lightMapIrradiance = texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t\t#ifndef PHYSICALLY_CORRECT_LIGHTS\n\t\t\tlightMapIrradiance *= PI;\n\t\t#endif\n\t\tirradiance += lightMapIrradiance;\n\t#endif\n\t#if defined( USE_ENVMAP ) && defined( PHYSICAL ) && defined( ENVMAP_TYPE_CUBE_UV )\n\t\tirradiance += getLightProbeIndirectIrradiance( geometry, maxMipLevel );\n\t#endif\n#endif\n#if defined( USE_ENVMAP ) && defined( RE_IndirectSpecular )\n\tradiance += getLightProbeIndirectRadiance( geometry, Material_BlinnShininessExponent( material ), maxMipLevel );\n\t#ifndef STANDARD\n\t\tclearCoatRadiance += getLightProbeIndirectRadiance( geometry, Material_ClearCoat_BlinnShininessExponent( material ), maxMipLevel );\n\t#endif\n#endif";
+
+	var lights_fragment_end = "#if defined( RE_IndirectDiffuse )\n\tRE_IndirectDiffuse( irradiance, geometry, material, reflectedLight );\n#endif\n#if defined( RE_IndirectSpecular )\n\tRE_IndirectSpecular( radiance, irradiance, clearCoatRadiance, geometry, material, reflectedLight );\n#endif";
+
+	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 = "#if defined( USE_LOGDEPTHBUF ) && defined( USE_LOGDEPTHBUF_EXT )\n\tuniform float logDepthBufFC;\n\tvarying float vFragDepth;\n#endif";
+
+	var logdepthbuf_pars_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvarying float vFragDepth;\n\t#else\n\t\tuniform float logDepthBufFC;\n\t#endif\n#endif";
+
+	var logdepthbuf_vertex = "#ifdef USE_LOGDEPTHBUF\n\t#ifdef USE_LOGDEPTHBUF_EXT\n\t\tvFragDepth = 1.0 + gl_Position.w;\n\t#else\n\t\tgl_Position.z = log2( max( EPSILON, gl_Position.w + 1.0 ) ) * logDepthBufFC - 1.0;\n\t\tgl_Position.z *= gl_Position.w;\n\t#endif\n#endif";
+
+	var map_fragment = "#ifdef USE_MAP\n\tvec4 texelColor = texture2D( map, vUv );\n\ttexelColor = mapTexelToLinear( texelColor );\n\tdiffuseColor *= texelColor;\n#endif";
+
+	var map_pars_fragment = "#ifdef USE_MAP\n\tuniform sampler2D map;\n#endif";
+
+	var map_particle_fragment = "#ifdef USE_MAP\n\tvec2 uv = ( uvTransform * vec3( gl_PointCoord.x, 1.0 - gl_PointCoord.y, 1 ) ).xy;\n\tvec4 mapTexel = texture2D( map, uv );\n\tdiffuseColor *= mapTexelToLinear( mapTexel );\n#endif";
+
+	var map_particle_pars_fragment = "#ifdef USE_MAP\n\tuniform mat3 uvTransform;\n\tuniform sampler2D map;\n#endif";
+
+	var metalnessmap_fragment = "float metalnessFactor = metalness;\n#ifdef USE_METALNESSMAP\n\tvec4 texelMetalness = texture2D( metalnessMap, vUv );\n\tmetalnessFactor *= texelMetalness.b;\n#endif";
+
+	var metalnessmap_pars_fragment = "#ifdef USE_METALNESSMAP\n\tuniform sampler2D metalnessMap;\n#endif";
+
+	var morphnormal_vertex = "#ifdef USE_MORPHNORMALS\n\tobjectNormal += ( morphNormal0 - normal ) * morphTargetInfluences[ 0 ];\n\tobjectNormal += ( morphNormal1 - normal ) * morphTargetInfluences[ 1 ];\n\tobjectNormal += ( morphNormal2 - normal ) * morphTargetInfluences[ 2 ];\n\tobjectNormal += ( morphNormal3 - normal ) * morphTargetInfluences[ 3 ];\n#endif";
+
+	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";
+
+	var normal_fragment_begin = "#ifdef FLAT_SHADED\n\tvec3 fdx = vec3( dFdx( vViewPosition.x ), dFdx( vViewPosition.y ), dFdx( vViewPosition.z ) );\n\tvec3 fdy = vec3( dFdy( vViewPosition.x ), dFdy( vViewPosition.y ), dFdy( vViewPosition.z ) );\n\tvec3 normal = normalize( cross( fdx, fdy ) );\n#else\n\tvec3 normal = normalize( vNormal );\n\t#ifdef DOUBLE_SIDED\n\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t#endif\n\t#ifdef USE_TANGENT\n\t\tvec3 tangent = normalize( vTangent );\n\t\tvec3 bitangent = normalize( vBitangent );\n\t\t#ifdef DOUBLE_SIDED\n\t\t\ttangent = tangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\tbitangent = bitangent * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t#endif\n#endif";
+
+	var normal_fragment_maps = "#ifdef USE_NORMALMAP\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tnormal = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t#ifdef FLIP_SIDED\n\t\t\tnormal = - normal;\n\t\t#endif\n\t\t#ifdef DOUBLE_SIDED\n\t\t\tnormal = normal * ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t#endif\n\t\tnormal = normalize( normalMatrix * normal );\n\t#else\n\t\t#ifdef USE_TANGENT\n\t\t\tmat3 vTBN = mat3( tangent, bitangent, normal );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy = normalScale * mapN.xy;\n\t\t\tnormal = normalize( vTBN * mapN );\n\t\t#else\n\t\t\tnormal = perturbNormal2Arb( -vViewPosition, normal );\n\t\t#endif\n\t#endif\n#elif defined( USE_BUMPMAP )\n\tnormal = perturbNormalArb( -vViewPosition, normal, dHdxy_fwd() );\n#endif";
+
+	var normalmap_pars_fragment = "#ifdef USE_NORMALMAP\n\tuniform sampler2D normalMap;\n\tuniform vec2 normalScale;\n\t#ifdef OBJECTSPACE_NORMALMAP\n\t\tuniform mat3 normalMatrix;\n\t#else\n\t\tvec3 perturbNormal2Arb( vec3 eye_pos, vec3 surf_norm ) {\n\t\t\tvec3 q0 = vec3( dFdx( eye_pos.x ), dFdx( eye_pos.y ), dFdx( eye_pos.z ) );\n\t\t\tvec3 q1 = vec3( dFdy( eye_pos.x ), dFdy( eye_pos.y ), dFdy( eye_pos.z ) );\n\t\t\tvec2 st0 = dFdx( vUv.st );\n\t\t\tvec2 st1 = dFdy( vUv.st );\n\t\t\tfloat scale = sign( st1.t * st0.s - st0.t * st1.s );\n\t\t\tvec3 S = normalize( ( q0 * st1.t - q1 * st0.t ) * scale );\n\t\t\tvec3 T = normalize( ( - q0 * st1.s + q1 * st0.s ) * scale );\n\t\t\tvec3 N = normalize( surf_norm );\n\t\t\tmat3 tsn = mat3( S, T, N );\n\t\t\tvec3 mapN = texture2D( normalMap, vUv ).xyz * 2.0 - 1.0;\n\t\t\tmapN.xy *= normalScale;\n\t\t\tmapN.xy *= ( float( gl_FrontFacing ) * 2.0 - 1.0 );\n\t\t\treturn normalize( tsn * mapN );\n\t\t}\n\t#endif\n#endif";
+
+	var packing = "vec3 packNormalToRGB( const in vec3 normal ) {\n\treturn normalize( normal ) * 0.5 + 0.5;\n}\nvec3 unpackRGBToNormal( const in vec3 rgb ) {\n\treturn 2.0 * rgb.xyz - 1.0;\n}\nconst float PackUpscale = 256. / 255.;const float UnpackDownscale = 255. / 256.;\nconst vec3 PackFactors = vec3( 256. * 256. * 256., 256. * 256.,  256. );\nconst vec4 UnpackFactors = UnpackDownscale / vec4( PackFactors, 1. );\nconst float ShiftRight8 = 1. / 256.;\nvec4 packDepthToRGBA( const in float v ) {\n\tvec4 r = vec4( fract( v * PackFactors ), v );\n\tr.yzw -= r.xyz * ShiftRight8;\treturn r * PackUpscale;\n}\nfloat unpackRGBAToDepth( const in vec4 v ) {\n\treturn dot( v, UnpackFactors );\n}\nfloat viewZToOrthographicDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn ( viewZ + near ) / ( near - far );\n}\nfloat orthographicDepthToViewZ( const in float linearClipZ, const in float near, const in float far ) {\n\treturn linearClipZ * ( near - far ) - near;\n}\nfloat viewZToPerspectiveDepth( const in float viewZ, const in float near, const in float far ) {\n\treturn (( near + viewZ ) * far ) / (( far - near ) * viewZ );\n}\nfloat perspectiveDepthToViewZ( const in float invClipZ, const in float near, const in float far ) {\n\treturn ( near * far ) / ( ( far - near ) * invClipZ - far );\n}";
+
+	var premultiplied_alpha_fragment = "#ifdef PREMULTIPLIED_ALPHA\n\tgl_FragColor.rgb *= gl_FragColor.a;\n#endif";
+
+	var project_vertex = "vec4 mvPosition = modelViewMatrix * vec4( transformed, 1.0 );\ngl_Position = projectionMatrix * mvPosition;";
+
+	var dithering_fragment = "#if defined( DITHERING )\n\tgl_FragColor.rgb = dithering( gl_FragColor.rgb );\n#endif";
+
+	var dithering_pars_fragment = "#if defined( DITHERING )\n\tvec3 dithering( vec3 color ) {\n\t\tfloat grid_position = rand( gl_FragCoord.xy );\n\t\tvec3 dither_shift_RGB = vec3( 0.25 / 255.0, -0.25 / 255.0, 0.25 / 255.0 );\n\t\tdither_shift_RGB = mix( 2.0 * dither_shift_RGB, -2.0 * dither_shift_RGB, grid_position );\n\t\treturn color + dither_shift_RGB;\n\t}\n#endif";
+
+	var roughnessmap_fragment = "float roughnessFactor = roughness;\n#ifdef USE_ROUGHNESSMAP\n\tvec4 texelRoughness = texture2D( roughnessMap, vUv );\n\troughnessFactor *= texelRoughness.g;\n#endif";
+
+	var roughnessmap_pars_fragment = "#ifdef USE_ROUGHNESSMAP\n\tuniform sampler2D roughnessMap;\n#endif";
+
+	var shadowmap_pars_fragment = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_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\tfloat shadow = 1.0;\n\t\tshadowCoord.xyz /= shadowCoord.w;\n\t\tshadowCoord.z += shadowBias;\n\t\tbvec4 inFrustumVec = bvec4 ( shadowCoord.x >= 0.0, shadowCoord.x <= 1.0, shadowCoord.y >= 0.0, shadowCoord.y <= 1.0 );\n\t\tbool inFrustum = all( inFrustumVec );\n\t\tbvec2 frustumTestVec = bvec2( inFrustum, shadowCoord.z <= 1.0 );\n\t\tbool frustumTest = all( frustumTestVec );\n\t\tif ( frustumTest ) {\n\t\t#if defined( SHADOWMAP_TYPE_PCF )\n\t\t\tvec2 texelSize = vec2( 1.0 ) / shadowMapSize;\n\t\t\tfloat dx0 = - texelSize.x * shadowRadius;\n\t\t\tfloat dy0 = - texelSize.y * shadowRadius;\n\t\t\tfloat dx1 = + texelSize.x * shadowRadius;\n\t\t\tfloat dy1 = + texelSize.y * shadowRadius;\n\t\t\tshadow = (\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DCompare( shadowMap, shadowCoord.xy + vec2( 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\tshadow = (\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy, shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, 0.0 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( 0.0, dy1 ), shadowCoord.z ) +\n\t\t\t\ttexture2DShadowLerp( shadowMap, shadowMapSize, shadowCoord.xy + vec2( dx1, dy1 ), shadowCoord.z )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\tshadow = texture2DCompare( shadowMap, shadowCoord.xy, shadowCoord.z );\n\t\t#endif\n\t\t}\n\t\treturn shadow;\n\t}\n\tvec2 cubeToUV( vec3 v, float texelSizeY ) {\n\t\tvec3 absV = abs( v );\n\t\tfloat scaleToCube = 1.0 / max( absV.x, max( absV.y, absV.z ) );\n\t\tabsV *= scaleToCube;\n\t\tv *= scaleToCube * ( 1.0 - 2.0 * texelSizeY );\n\t\tvec2 planar = v.xy;\n\t\tfloat almostATexel = 1.5 * texelSizeY;\n\t\tfloat almostOne = 1.0 - almostATexel;\n\t\tif ( absV.z >= almostOne ) {\n\t\t\tif ( v.z > 0.0 )\n\t\t\t\tplanar.x = 4.0 - v.x;\n\t\t} else if ( absV.x >= almostOne ) {\n\t\t\tfloat signX = sign( v.x );\n\t\t\tplanar.x = v.z * signX + 2.0 * signX;\n\t\t} else if ( absV.y >= almostOne ) {\n\t\t\tfloat signY = sign( v.y );\n\t\t\tplanar.x = v.x + 2.0 * signY + 2.0;\n\t\t\tplanar.y = v.z * signY - 2.0;\n\t\t}\n\t\treturn vec2( 0.125, 0.25 ) * planar + vec2( 0.375, 0.75 );\n\t}\n\tfloat getPointShadow( sampler2D shadowMap, vec2 shadowMapSize, float shadowBias, float shadowRadius, vec4 shadowCoord, float shadowCameraNear, float shadowCameraFar ) {\n\t\tvec2 texelSize = vec2( 1.0 ) / ( shadowMapSize * vec2( 4.0, 2.0 ) );\n\t\tvec3 lightToPosition = shadowCoord.xyz;\n\t\tfloat dp = ( length( lightToPosition ) - shadowCameraNear ) / ( shadowCameraFar - shadowCameraNear );\t\tdp += shadowBias;\n\t\tvec3 bd3D = normalize( lightToPosition );\n\t\t#if defined( SHADOWMAP_TYPE_PCF ) || defined( SHADOWMAP_TYPE_PCF_SOFT )\n\t\t\tvec2 offset = vec2( - 1, 1 ) * shadowRadius * texelSize.y;\n\t\t\treturn (\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yyx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxy, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.xxx, texelSize.y ), dp ) +\n\t\t\t\ttexture2DCompare( shadowMap, cubeToUV( bd3D + offset.yxx, texelSize.y ), dp )\n\t\t\t) * ( 1.0 / 9.0 );\n\t\t#else\n\t\t\treturn texture2DCompare( shadowMap, cubeToUV( bd3D, texelSize.y ), dp );\n\t\t#endif\n\t}\n#endif";
+
+	var shadowmap_pars_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_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";
+
+	var shadowmap_vertex = "#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\t#pragma unroll_loop\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\t#pragma unroll_loop\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\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_POINT_LIGHTS; i ++ ) {\n\t\tvPointShadowCoord[ i ] = pointShadowMatrix[ i ] * worldPosition;\n\t}\n\t#endif\n#endif";
+
+	var shadowmask_pars_fragment = "float getShadowMask() {\n\tfloat shadow = 1.0;\n\t#ifdef USE_SHADOWMAP\n\t#if NUM_DIR_LIGHTS > 0\n\tDirectionalLight directionalLight;\n\t#pragma unroll_loop\n\tfor ( int i = 0; i < NUM_DIR_LIGHTS; i ++ ) {\n\t\tdirectionalLight = directionalLights[ i ];\n\t\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\t#pragma unroll_loop\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\t#pragma unroll_loop\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 ], pointLight.shadowCameraNear, pointLight.shadowCameraFar ) : 1.0;\n\t}\n\t#endif\n\t#endif\n\treturn shadow;\n}";
+
+	var skinbase_vertex = "#ifdef USE_SKINNING\n\tmat4 boneMatX = getBoneMatrix( skinIndex.x );\n\tmat4 boneMatY = getBoneMatrix( skinIndex.y );\n\tmat4 boneMatZ = getBoneMatrix( skinIndex.z );\n\tmat4 boneMatW = getBoneMatrix( skinIndex.w );\n#endif";
+
+	var skinning_pars_vertex = "#ifdef USE_SKINNING\n\tuniform mat4 bindMatrix;\n\tuniform mat4 bindMatrixInverse;\n\t#ifdef BONE_TEXTURE\n\t\tuniform sampler2D boneTexture;\n\t\tuniform int boneTextureSize;\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tfloat j = i * 4.0;\n\t\t\tfloat x = mod( j, float( boneTextureSize ) );\n\t\t\tfloat y = floor( j / float( boneTextureSize ) );\n\t\t\tfloat dx = 1.0 / float( boneTextureSize );\n\t\t\tfloat dy = 1.0 / float( boneTextureSize );\n\t\t\ty = dy * ( y + 0.5 );\n\t\t\tvec4 v1 = texture2D( boneTexture, vec2( dx * ( x + 0.5 ), y ) );\n\t\t\tvec4 v2 = texture2D( boneTexture, vec2( dx * ( x + 1.5 ), y ) );\n\t\t\tvec4 v3 = texture2D( boneTexture, vec2( dx * ( x + 2.5 ), y ) );\n\t\t\tvec4 v4 = texture2D( boneTexture, vec2( dx * ( x + 3.5 ), y ) );\n\t\t\tmat4 bone = mat4( v1, v2, v3, v4 );\n\t\t\treturn bone;\n\t\t}\n\t#else\n\t\tuniform mat4 boneMatrices[ MAX_BONES ];\n\t\tmat4 getBoneMatrix( const in float i ) {\n\t\t\tmat4 bone = boneMatrices[ int(i) ];\n\t\t\treturn bone;\n\t\t}\n\t#endif\n#endif";
+
+	var skinning_vertex = "#ifdef USE_SKINNING\n\tvec4 skinVertex = bindMatrix * vec4( transformed, 1.0 );\n\tvec4 skinned = vec4( 0.0 );\n\tskinned += boneMatX * skinVertex * skinWeight.x;\n\tskinned += boneMatY * skinVertex * skinWeight.y;\n\tskinned += boneMatZ * skinVertex * skinWeight.z;\n\tskinned += boneMatW * skinVertex * skinWeight.w;\n\ttransformed = ( bindMatrixInverse * skinned ).xyz;\n#endif";
+
+	var skinnormal_vertex = "#ifdef USE_SKINNING\n\tmat4 skinMatrix = mat4( 0.0 );\n\tskinMatrix += skinWeight.x * boneMatX;\n\tskinMatrix += skinWeight.y * boneMatY;\n\tskinMatrix += skinWeight.z * boneMatZ;\n\tskinMatrix += skinWeight.w * boneMatW;\n\tskinMatrix  = bindMatrixInverse * skinMatrix * bindMatrix;\n\tobjectNormal = vec4( skinMatrix * vec4( objectNormal, 0.0 ) ).xyz;\n\t#ifdef USE_TANGENT\n\t\tobjectTangent = vec4( skinMatrix * vec4( objectTangent, 0.0 ) ).xyz;\n\t#endif\n#endif";
+
+	var specularmap_fragment = "float specularStrength;\n#ifdef USE_SPECULARMAP\n\tvec4 texelSpecular = texture2D( specularMap, vUv );\n\tspecularStrength = texelSpecular.r;\n#else\n\tspecularStrength = 1.0;\n#endif";
+
+	var specularmap_pars_fragment = "#ifdef USE_SPECULARMAP\n\tuniform sampler2D specularMap;\n#endif";
+
+	var tonemapping_fragment = "#if defined( TONE_MAPPING )\n\tgl_FragColor.rgb = toneMapping( gl_FragColor.rgb );\n#endif";
+
+	var tonemapping_pars_fragment = "#ifndef saturate\n\t#define saturate(a) clamp( a, 0.0, 1.0 )\n#endif\nuniform float toneMappingExposure;\nuniform float toneMappingWhitePoint;\nvec3 LinearToneMapping( vec3 color ) {\n\treturn toneMappingExposure * color;\n}\nvec3 ReinhardToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( color / ( vec3( 1.0 ) + color ) );\n}\n#define Uncharted2Helper( x ) max( ( ( x * ( 0.15 * x + 0.10 * 0.50 ) + 0.20 * 0.02 ) / ( x * ( 0.15 * x + 0.50 ) + 0.20 * 0.30 ) ) - 0.02 / 0.30, vec3( 0.0 ) )\nvec3 Uncharted2ToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( Uncharted2Helper( color ) / Uncharted2Helper( vec3( toneMappingWhitePoint ) ) );\n}\nvec3 OptimizedCineonToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\tcolor = max( vec3( 0.0 ), color - 0.004 );\n\treturn pow( ( color * ( 6.2 * color + 0.5 ) ) / ( color * ( 6.2 * color + 1.7 ) + 0.06 ), vec3( 2.2 ) );\n}\nvec3 ACESFilmicToneMapping( vec3 color ) {\n\tcolor *= toneMappingExposure;\n\treturn saturate( ( color * ( 2.51 * color + 0.03 ) ) / ( color * ( 2.43 * color + 0.59 ) + 0.14 ) );\n}";
+
+	var uv_pars_fragment = "#if defined( USE_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 mat3 uvTransform;\n#endif";
+
+	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 = ( uvTransform * vec3( uv, 1 ) ).xy;\n#endif";
+
+	var uv2_pars_fragment = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvarying vec2 vUv2;\n#endif";
+
+	var uv2_pars_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tattribute vec2 uv2;\n\tvarying vec2 vUv2;\n#endif";
+
+	var uv2_vertex = "#if defined( USE_LIGHTMAP ) || defined( USE_AOMAP )\n\tvUv2 = uv2;\n#endif";
+
+	var worldpos_vertex = "#if defined( USE_ENVMAP ) || defined( DISTANCE ) || defined ( USE_SHADOWMAP )\n\tvec4 worldPosition = modelMatrix * vec4( transformed, 1.0 );\n#endif";
+
+	var background_frag = "uniform sampler2D t2D;\nvarying vec2 vUv;\nvoid main() {\n\tvec4 texColor = texture2D( t2D, vUv );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
+
+	var background_vert = "varying vec2 vUv;\nuniform mat3 uvTransform;\nvoid main() {\n\tvUv = ( uvTransform * vec3( uv, 1 ) ).xy;\n\tgl_Position = vec4( position.xy, 1.0, 1.0 );\n}";
+
+	var cube_frag = "uniform samplerCube tCube;\nuniform float tFlip;\nuniform float opacity;\nvarying vec3 vWorldDirection;\nvoid main() {\n\tvec4 texColor = textureCube( tCube, vec3( tFlip * vWorldDirection.x, vWorldDirection.yz ) );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\tgl_FragColor.a *= opacity;\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
+
+	var cube_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\tgl_Position.z = gl_Position.w;\n}";
+
+	var depth_frag = "#if DEPTH_PACKING == 3200\n\tuniform float opacity;\n#endif\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#if DEPTH_PACKING == 3200\n\t\tdiffuseColor.a = opacity;\n\t#endif\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <logdepthbuf_fragment>\n\t#if DEPTH_PACKING == 3200\n\t\tgl_FragColor = vec4( vec3( 1.0 - gl_FragCoord.z ), opacity );\n\t#elif DEPTH_PACKING == 3201\n\t\tgl_FragColor = packDepthToRGBA( gl_FragCoord.z );\n\t#endif\n}";
+
+	var depth_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n}";
+
+	var distanceRGBA_frag = "#define DISTANCE\nuniform vec3 referencePosition;\nuniform float nearDistance;\nuniform float farDistance;\nvarying vec3 vWorldPosition;\n#include <common>\n#include <packing>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main () {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( 1.0 );\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\tfloat dist = length( vWorldPosition - referencePosition );\n\tdist = ( dist - nearDistance ) / ( farDistance - nearDistance );\n\tdist = saturate( dist );\n\tgl_FragColor = packDepthToRGBA( dist );\n}";
+
+	var distanceRGBA_vert = "#define DISTANCE\nvarying vec3 vWorldPosition;\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_DISPLACEMENTMAP\n\t\t#include <beginnormal_vertex>\n\t\t#include <morphnormal_vertex>\n\t\t#include <skinnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\tvWorldPosition = worldPosition.xyz;\n}";
+
+	var equirect_frag = "uniform sampler2D tEquirect;\nvarying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvec3 direction = normalize( vWorldDirection );\n\tvec2 sampleUV;\n\tsampleUV.y = asin( clamp( direction.y, - 1.0, 1.0 ) ) * RECIPROCAL_PI + 0.5;\n\tsampleUV.x = atan( direction.z, direction.x ) * RECIPROCAL_PI2 + 0.5;\n\tvec4 texColor = texture2D( tEquirect, sampleUV );\n\tgl_FragColor = mapTexelToLinear( texColor );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n}";
+
+	var equirect_vert = "varying vec3 vWorldDirection;\n#include <common>\nvoid main() {\n\tvWorldDirection = transformDirection( position, modelMatrix );\n\t#include <begin_vertex>\n\t#include <project_vertex>\n}";
+
+	var linedashed_frag = "uniform vec3 diffuse;\nuniform float opacity;\nuniform float dashSize;\nuniform float totalSize;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tif ( mod( vLineDistance, totalSize ) > dashSize ) {\n\t\tdiscard;\n\t}\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <color_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
+
+	var linedashed_vert = "uniform float scale;\nattribute float lineDistance;\nvarying float vLineDistance;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\tvLineDistance = scale * lineDistance;\n\tvec4 mvPosition = modelViewMatrix * vec4( position, 1.0 );\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
+
+	var meshbasic_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\t#ifdef USE_LIGHTMAP\n\t\treflectedLight.indirectDiffuse += texture2D( lightMap, vUv2 ).xyz * lightMapIntensity;\n\t#else\n\t\treflectedLight.indirectDiffuse += vec3( 1.0 );\n\t#endif\n\t#include <aomap_fragment>\n\treflectedLight.indirectDiffuse *= diffuseColor.rgb;\n\tvec3 outgoingLight = reflectedLight.indirectDiffuse;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
+
+	var meshbasic_vert = "#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <skinbase_vertex>\n\t#ifdef USE_ENVMAP\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <worldpos_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <envmap_vertex>\n\t#include <fog_vertex>\n}";
+
+	var meshlambert_frag = "uniform vec3 diffuse;\nuniform vec3 emissive;\nuniform float opacity;\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <fog_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <emissivemap_fragment>\n\treflectedLight.indirectDiffuse = getAmbientLightIrradiance( ambientLightColor );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.indirectDiffuse += ( gl_FrontFacing ) ? vIndirectFront : vIndirectBack;\n\t#else\n\t\treflectedLight.indirectDiffuse += vIndirectFront;\n\t#endif\n\t#include <lightmap_fragment>\n\treflectedLight.indirectDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb );\n\t#ifdef DOUBLE_SIDED\n\t\treflectedLight.directDiffuse = ( gl_FrontFacing ) ? vLightFront : vLightBack;\n\t#else\n\t\treflectedLight.directDiffuse = vLightFront;\n\t#endif\n\treflectedLight.directDiffuse *= BRDF_Diffuse_Lambert( diffuseColor.rgb ) * getShadowMask();\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
+
+	var meshlambert_vert = "#define LAMBERT\nvarying vec3 vLightFront;\nvarying vec3 vIndirectFront;\n#ifdef DOUBLE_SIDED\n\tvarying vec3 vLightBack;\n\tvarying vec3 vIndirectBack;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <envmap_pars_vertex>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <lights_lambert_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
+
+	var meshmatcap_frag = "#define MATCAP\nuniform vec3 diffuse;\nuniform float opacity;\nuniform sampler2D matcap;\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tvec3 viewDir = normalize( vViewPosition );\n\tvec3 x = normalize( vec3( viewDir.z, 0.0, - viewDir.x ) );\n\tvec3 y = cross( viewDir, x );\n\tvec2 uv = vec2( dot( x, normal ), dot( y, normal ) ) * 0.495 + 0.5;\n\t#ifdef USE_MATCAP\n\t\tvec4 matcapColor = texture2D( matcap, uv );\n\t\tmatcapColor = matcapTexelToLinear( matcapColor );\n\t#else\n\t\tvec4 matcapColor = vec4( 1.0 );\n\t#endif\n\tvec3 outgoingLight = diffuseColor.rgb * matcapColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
+
+	var meshmatcap_vert = "#define MATCAP\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n\t#ifndef FLAT_SHADED\n\t\tvNormal = normalize( transformedNormal );\n\t#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n\tvViewPosition = - mvPosition.xyz;\n}";
+
+	var meshphong_frag = "#define PHONG\nuniform vec3 diffuse;\nuniform vec3 emissive;\nuniform vec3 specular;\nuniform float shininess;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <envmap_pars_fragment>\n#include <gradientmap_pars_fragment>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <lights_phong_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <specularmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <specularmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_phong_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\t#include <envmap_fragment>\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
+
+	var meshphong_vert = "#define PHONG\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <envmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <envmap_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
+
+	var meshphysical_frag = "#define 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\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <packing>\n#include <dithering_pars_fragment>\n#include <color_pars_fragment>\n#include <uv_pars_fragment>\n#include <uv2_pars_fragment>\n#include <map_pars_fragment>\n#include <alphamap_pars_fragment>\n#include <aomap_pars_fragment>\n#include <lightmap_pars_fragment>\n#include <emissivemap_pars_fragment>\n#include <bsdfs>\n#include <cube_uv_reflection_fragment>\n#include <envmap_pars_fragment>\n#include <envmap_physical_pars_fragment>\n#include <fog_pars_fragment>\n#include <lights_pars_begin>\n#include <lights_physical_pars_fragment>\n#include <shadowmap_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <roughnessmap_pars_fragment>\n#include <metalnessmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\tReflectedLight reflectedLight = ReflectedLight( vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ), vec3( 0.0 ) );\n\tvec3 totalEmissiveRadiance = emissive;\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <color_fragment>\n\t#include <alphamap_fragment>\n\t#include <alphatest_fragment>\n\t#include <roughnessmap_fragment>\n\t#include <metalnessmap_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\t#include <emissivemap_fragment>\n\t#include <lights_physical_fragment>\n\t#include <lights_fragment_begin>\n\t#include <lights_fragment_maps>\n\t#include <lights_fragment_end>\n\t#include <aomap_fragment>\n\tvec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveRadiance;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n\t#include <premultiplied_alpha_fragment>\n\t#include <dithering_fragment>\n}";
+
+	var meshphysical_vert = "#define PHYSICAL\nvarying vec3 vViewPosition;\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <common>\n#include <uv_pars_vertex>\n#include <uv2_pars_vertex>\n#include <displacementmap_pars_vertex>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <skinning_pars_vertex>\n#include <shadowmap_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\t#include <uv2_vertex>\n\t#include <color_vertex>\n\t#include <beginnormal_vertex>\n\t#include <morphnormal_vertex>\n\t#include <skinbase_vertex>\n\t#include <skinnormal_vertex>\n\t#include <defaultnormal_vertex>\n#ifndef FLAT_SHADED\n\tvNormal = normalize( transformedNormal );\n\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\tvViewPosition = - mvPosition.xyz;\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
+
+	var normal_frag = "#define NORMAL\nuniform float opacity;\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <packing>\n#include <uv_pars_fragment>\n#include <bumpmap_pars_fragment>\n#include <normalmap_pars_fragment>\n#include <logdepthbuf_pars_fragment>\nvoid main() {\n\t#include <logdepthbuf_fragment>\n\t#include <normal_fragment_begin>\n\t#include <normal_fragment_maps>\n\tgl_FragColor = vec4( packNormalToRGB( normal ), opacity );\n}";
+
+	var normal_vert = "#define NORMAL\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvarying vec3 vViewPosition;\n#endif\n#ifndef FLAT_SHADED\n\tvarying vec3 vNormal;\n\t#ifdef USE_TANGENT\n\t\tvarying vec3 vTangent;\n\t\tvarying vec3 vBitangent;\n\t#endif\n#endif\n#include <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\t#ifdef USE_TANGENT\n\t\tvTangent = normalize( transformedTangent );\n\t\tvBitangent = normalize( cross( vNormal, vTangent ) * tangent.w );\n\t#endif\n#endif\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <skinning_vertex>\n\t#include <displacementmap_vertex>\n\t#include <project_vertex>\n\t#include <logdepthbuf_vertex>\n#if defined( FLAT_SHADED ) || defined( USE_BUMPMAP ) || ( defined( USE_NORMALMAP ) && ! defined( OBJECTSPACE_NORMALMAP ) )\n\tvViewPosition = - mvPosition.xyz;\n#endif\n}";
+
+	var points_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <color_pars_fragment>\n#include <map_particle_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_particle_fragment>\n\t#include <color_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <premultiplied_alpha_fragment>\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
+
+	var points_vert = "uniform float size;\nuniform float scale;\n#include <common>\n#include <color_pars_vertex>\n#include <fog_pars_vertex>\n#include <morphtarget_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <color_vertex>\n\t#include <begin_vertex>\n\t#include <morphtarget_vertex>\n\t#include <project_vertex>\n\tgl_PointSize = size;\n\t#ifdef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) gl_PointSize *= ( scale / - mvPosition.z );\n\t#endif\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <worldpos_vertex>\n\t#include <fog_vertex>\n}";
+
+	var shadow_frag = "uniform vec3 color;\nuniform float opacity;\n#include <common>\n#include <packing>\n#include <fog_pars_fragment>\n#include <bsdfs>\n#include <lights_pars_begin>\n#include <shadowmap_pars_fragment>\n#include <shadowmask_pars_fragment>\nvoid main() {\n\tgl_FragColor = vec4( color, opacity * ( 1.0 - getShadowMask() ) );\n\t#include <fog_fragment>\n}";
+
+	var shadow_vert = "#include <fog_pars_vertex>\n#include <shadowmap_pars_vertex>\nvoid main() {\n\t#include <begin_vertex>\n\t#include <project_vertex>\n\t#include <worldpos_vertex>\n\t#include <shadowmap_vertex>\n\t#include <fog_vertex>\n}";
+
+	var sprite_frag = "uniform vec3 diffuse;\nuniform float opacity;\n#include <common>\n#include <uv_pars_fragment>\n#include <map_pars_fragment>\n#include <fog_pars_fragment>\n#include <logdepthbuf_pars_fragment>\n#include <clipping_planes_pars_fragment>\nvoid main() {\n\t#include <clipping_planes_fragment>\n\tvec3 outgoingLight = vec3( 0.0 );\n\tvec4 diffuseColor = vec4( diffuse, opacity );\n\t#include <logdepthbuf_fragment>\n\t#include <map_fragment>\n\t#include <alphatest_fragment>\n\toutgoingLight = diffuseColor.rgb;\n\tgl_FragColor = vec4( outgoingLight, diffuseColor.a );\n\t#include <tonemapping_fragment>\n\t#include <encodings_fragment>\n\t#include <fog_fragment>\n}";
+
+	var sprite_vert = "uniform float rotation;\nuniform vec2 center;\n#include <common>\n#include <uv_pars_vertex>\n#include <fog_pars_vertex>\n#include <logdepthbuf_pars_vertex>\n#include <clipping_planes_pars_vertex>\nvoid main() {\n\t#include <uv_vertex>\n\tvec4 mvPosition = modelViewMatrix * vec4( 0.0, 0.0, 0.0, 1.0 );\n\tvec2 scale;\n\tscale.x = length( vec3( modelMatrix[ 0 ].x, modelMatrix[ 0 ].y, modelMatrix[ 0 ].z ) );\n\tscale.y = length( vec3( modelMatrix[ 1 ].x, modelMatrix[ 1 ].y, modelMatrix[ 1 ].z ) );\n\t#ifndef USE_SIZEATTENUATION\n\t\tbool isPerspective = ( projectionMatrix[ 2 ][ 3 ] == - 1.0 );\n\t\tif ( isPerspective ) scale *= - mvPosition.z;\n\t#endif\n\tvec2 alignedPosition = ( position.xy - ( center - vec2( 0.5 ) ) ) * scale;\n\tvec2 rotatedPosition;\n\trotatedPosition.x = cos( rotation ) * alignedPosition.x - sin( rotation ) * alignedPosition.y;\n\trotatedPosition.y = sin( rotation ) * alignedPosition.x + cos( rotation ) * alignedPosition.y;\n\tmvPosition.xy += rotatedPosition;\n\tgl_Position = projectionMatrix * mvPosition;\n\t#include <logdepthbuf_vertex>\n\t#include <clipping_planes_vertex>\n\t#include <fog_vertex>\n}";
+
+	var ShaderChunk = {
+		alphamap_fragment: alphamap_fragment,
+		alphamap_pars_fragment: alphamap_pars_fragment,
+		alphatest_fragment: alphatest_fragment,
+		aomap_fragment: aomap_fragment,
+		aomap_pars_fragment: aomap_pars_fragment,
+		begin_vertex: begin_vertex,
+		beginnormal_vertex: beginnormal_vertex,
+		bsdfs: bsdfs,
+		bumpmap_pars_fragment: bumpmap_pars_fragment,
+		clipping_planes_fragment: clipping_planes_fragment,
+		clipping_planes_pars_fragment: clipping_planes_pars_fragment,
+		clipping_planes_pars_vertex: clipping_planes_pars_vertex,
+		clipping_planes_vertex: clipping_planes_vertex,
+		color_fragment: color_fragment,
+		color_pars_fragment: color_pars_fragment,
+		color_pars_vertex: color_pars_vertex,
+		color_vertex: color_vertex,
+		common: common,
+		cube_uv_reflection_fragment: cube_uv_reflection_fragment,
+		defaultnormal_vertex: defaultnormal_vertex,
+		displacementmap_pars_vertex: displacementmap_pars_vertex,
+		displacementmap_vertex: displacementmap_vertex,
+		emissivemap_fragment: emissivemap_fragment,
+		emissivemap_pars_fragment: emissivemap_pars_fragment,
+		encodings_fragment: encodings_fragment,
+		encodings_pars_fragment: encodings_pars_fragment,
+		envmap_fragment: envmap_fragment,
+		envmap_pars_fragment: envmap_pars_fragment,
+		envmap_pars_vertex: envmap_pars_vertex,
+		envmap_physical_pars_fragment: envmap_physical_pars_fragment,
+		envmap_vertex: envmap_vertex,
+		fog_vertex: fog_vertex,
+		fog_pars_vertex: fog_pars_vertex,
+		fog_fragment: fog_fragment,
+		fog_pars_fragment: fog_pars_fragment,
+		gradientmap_pars_fragment: gradientmap_pars_fragment,
+		lightmap_fragment: lightmap_fragment,
+		lightmap_pars_fragment: lightmap_pars_fragment,
+		lights_lambert_vertex: lights_lambert_vertex,
+		lights_pars_begin: lights_pars_begin,
+		lights_phong_fragment: lights_phong_fragment,
+		lights_phong_pars_fragment: lights_phong_pars_fragment,
+		lights_physical_fragment: lights_physical_fragment,
+		lights_physical_pars_fragment: lights_physical_pars_fragment,
+		lights_fragment_begin: lights_fragment_begin,
+		lights_fragment_maps: lights_fragment_maps,
+		lights_fragment_end: lights_fragment_end,
+		logdepthbuf_fragment: logdepthbuf_fragment,
+		logdepthbuf_pars_fragment: logdepthbuf_pars_fragment,
+		logdepthbuf_pars_vertex: logdepthbuf_pars_vertex,
+		logdepthbuf_vertex: logdepthbuf_vertex,
+		map_fragment: map_fragment,
+		map_pars_fragment: map_pars_fragment,
+		map_particle_fragment: map_particle_fragment,
+		map_particle_pars_fragment: map_particle_pars_fragment,
+		metalnessmap_fragment: metalnessmap_fragment,
+		metalnessmap_pars_fragment: metalnessmap_pars_fragment,
+		morphnormal_vertex: morphnormal_vertex,
+		morphtarget_pars_vertex: morphtarget_pars_vertex,
+		morphtarget_vertex: morphtarget_vertex,
+		normal_fragment_begin: normal_fragment_begin,
+		normal_fragment_maps: normal_fragment_maps,
+		normalmap_pars_fragment: normalmap_pars_fragment,
+		packing: packing,
+		premultiplied_alpha_fragment: premultiplied_alpha_fragment,
+		project_vertex: project_vertex,
+		dithering_fragment: dithering_fragment,
+		dithering_pars_fragment: dithering_pars_fragment,
+		roughnessmap_fragment: roughnessmap_fragment,
+		roughnessmap_pars_fragment: roughnessmap_pars_fragment,
+		shadowmap_pars_fragment: shadowmap_pars_fragment,
+		shadowmap_pars_vertex: shadowmap_pars_vertex,
+		shadowmap_vertex: shadowmap_vertex,
+		shadowmask_pars_fragment: shadowmask_pars_fragment,
+		skinbase_vertex: skinbase_vertex,
+		skinning_pars_vertex: skinning_pars_vertex,
+		skinning_vertex: skinning_vertex,
+		skinnormal_vertex: skinnormal_vertex,
+		specularmap_fragment: specularmap_fragment,
+		specularmap_pars_fragment: specularmap_pars_fragment,
+		tonemapping_fragment: tonemapping_fragment,
+		tonemapping_pars_fragment: tonemapping_pars_fragment,
+		uv_pars_fragment: uv_pars_fragment,
+		uv_pars_vertex: uv_pars_vertex,
+		uv_vertex: uv_vertex,
+		uv2_pars_fragment: uv2_pars_fragment,
+		uv2_pars_vertex: uv2_pars_vertex,
+		uv2_vertex: uv2_vertex,
+		worldpos_vertex: worldpos_vertex,
+
+		background_frag: background_frag,
+		background_vert: background_vert,
+		cube_frag: cube_frag,
+		cube_vert: cube_vert,
+		depth_frag: depth_frag,
+		depth_vert: depth_vert,
+		distanceRGBA_frag: distanceRGBA_frag,
+		distanceRGBA_vert: distanceRGBA_vert,
+		equirect_frag: equirect_frag,
+		equirect_vert: equirect_vert,
+		linedashed_frag: linedashed_frag,
+		linedashed_vert: linedashed_vert,
+		meshbasic_frag: meshbasic_frag,
+		meshbasic_vert: meshbasic_vert,
+		meshlambert_frag: meshlambert_frag,
+		meshlambert_vert: meshlambert_vert,
+		meshmatcap_frag: meshmatcap_frag,
+		meshmatcap_vert: meshmatcap_vert,
+		meshphong_frag: meshphong_frag,
+		meshphong_vert: meshphong_vert,
+		meshphysical_frag: meshphysical_frag,
+		meshphysical_vert: meshphysical_vert,
+		normal_frag: normal_frag,
+		normal_vert: normal_vert,
+		points_frag: points_frag,
+		points_vert: points_vert,
+		shadow_frag: shadow_frag,
+		shadow_vert: shadow_vert,
+		sprite_frag: sprite_frag,
+		sprite_vert: sprite_vert
+	};
+
+	/**
+	 * Uniform Utilities
+	 */
+
+	function cloneUniforms( src ) {
+
+		var dst = {};
+
+		for ( var u in src ) {
+
+			dst[ u ] = {};
+
+			for ( var p in src[ u ] ) {
+
+				var property = src[ u ][ p ];
+
+				if ( property && ( property.isColor ||
+					property.isMatrix3 || property.isMatrix4 ||
+					property.isVector2 || property.isVector3 || property.isVector4 ||
+					property.isTexture ) ) {
+
+					dst[ u ][ p ] = property.clone();
+
+				} else if ( Array.isArray( property ) ) {
+
+					dst[ u ][ p ] = property.slice();
+
+				} else {
+
+					dst[ u ][ p ] = property;
+
+				}
+
+			}
+
+		}
+
+		return dst;
+
+	}
+
+	function mergeUniforms( uniforms ) {
+
+		var merged = {};
+
+		for ( var u = 0; u < uniforms.length; u ++ ) {
+
+			var tmp = cloneUniforms( uniforms[ u ] );
+
+			for ( var p in tmp ) {
+
+				merged[ p ] = tmp[ p ];
+
+			}
+
+		}
+
+		return merged;
+
+	}
+
+	// Legacy
+
+	var UniformsUtils = { clone: cloneUniforms, merge: mergeUniforms };
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	var ColorKeywords = { 'aliceblue': 0xF0F8FF, 'antiquewhite': 0xFAEBD7, 'aqua': 0x00FFFF, 'aquamarine': 0x7FFFD4, 'azure': 0xF0FFFF,
+		'beige': 0xF5F5DC, 'bisque': 0xFFE4C4, 'black': 0x000000, 'blanchedalmond': 0xFFEBCD, 'blue': 0x0000FF, 'blueviolet': 0x8A2BE2,
+		'brown': 0xA52A2A, 'burlywood': 0xDEB887, 'cadetblue': 0x5F9EA0, 'chartreuse': 0x7FFF00, 'chocolate': 0xD2691E, 'coral': 0xFF7F50,
+		'cornflowerblue': 0x6495ED, 'cornsilk': 0xFFF8DC, 'crimson': 0xDC143C, 'cyan': 0x00FFFF, 'darkblue': 0x00008B, 'darkcyan': 0x008B8B,
+		'darkgoldenrod': 0xB8860B, 'darkgray': 0xA9A9A9, 'darkgreen': 0x006400, 'darkgrey': 0xA9A9A9, 'darkkhaki': 0xBDB76B, 'darkmagenta': 0x8B008B,
+		'darkolivegreen': 0x556B2F, 'darkorange': 0xFF8C00, 'darkorchid': 0x9932CC, 'darkred': 0x8B0000, 'darksalmon': 0xE9967A, 'darkseagreen': 0x8FBC8F,
+		'darkslateblue': 0x483D8B, 'darkslategray': 0x2F4F4F, 'darkslategrey': 0x2F4F4F, 'darkturquoise': 0x00CED1, 'darkviolet': 0x9400D3,
+		'deeppink': 0xFF1493, 'deepskyblue': 0x00BFFF, 'dimgray': 0x696969, 'dimgrey': 0x696969, 'dodgerblue': 0x1E90FF, 'firebrick': 0xB22222,
+		'floralwhite': 0xFFFAF0, 'forestgreen': 0x228B22, 'fuchsia': 0xFF00FF, 'gainsboro': 0xDCDCDC, 'ghostwhite': 0xF8F8FF, 'gold': 0xFFD700,
+		'goldenrod': 0xDAA520, 'gray': 0x808080, 'green': 0x008000, 'greenyellow': 0xADFF2F, 'grey': 0x808080, 'honeydew': 0xF0FFF0, 'hotpink': 0xFF69B4,
+		'indianred': 0xCD5C5C, 'indigo': 0x4B0082, 'ivory': 0xFFFFF0, 'khaki': 0xF0E68C, 'lavender': 0xE6E6FA, 'lavenderblush': 0xFFF0F5, 'lawngreen': 0x7CFC00,
+		'lemonchiffon': 0xFFFACD, 'lightblue': 0xADD8E6, 'lightcoral': 0xF08080, 'lightcyan': 0xE0FFFF, 'lightgoldenrodyellow': 0xFAFAD2, 'lightgray': 0xD3D3D3,
+		'lightgreen': 0x90EE90, 'lightgrey': 0xD3D3D3, 'lightpink': 0xFFB6C1, 'lightsalmon': 0xFFA07A, 'lightseagreen': 0x20B2AA, 'lightskyblue': 0x87CEFA,
+		'lightslategray': 0x778899, 'lightslategrey': 0x778899, 'lightsteelblue': 0xB0C4DE, 'lightyellow': 0xFFFFE0, 'lime': 0x00FF00, 'limegreen': 0x32CD32,
+		'linen': 0xFAF0E6, 'magenta': 0xFF00FF, 'maroon': 0x800000, 'mediumaquamarine': 0x66CDAA, 'mediumblue': 0x0000CD, 'mediumorchid': 0xBA55D3,
+		'mediumpurple': 0x9370DB, 'mediumseagreen': 0x3CB371, 'mediumslateblue': 0x7B68EE, 'mediumspringgreen': 0x00FA9A, 'mediumturquoise': 0x48D1CC,
+		'mediumvioletred': 0xC71585, 'midnightblue': 0x191970, 'mintcream': 0xF5FFFA, 'mistyrose': 0xFFE4E1, 'moccasin': 0xFFE4B5, 'navajowhite': 0xFFDEAD,
+		'navy': 0x000080, 'oldlace': 0xFDF5E6, 'olive': 0x808000, 'olivedrab': 0x6B8E23, 'orange': 0xFFA500, 'orangered': 0xFF4500, 'orchid': 0xDA70D6,
+		'palegoldenrod': 0xEEE8AA, 'palegreen': 0x98FB98, 'paleturquoise': 0xAFEEEE, 'palevioletred': 0xDB7093, 'papayawhip': 0xFFEFD5, 'peachpuff': 0xFFDAB9,
+		'peru': 0xCD853F, 'pink': 0xFFC0CB, 'plum': 0xDDA0DD, 'powderblue': 0xB0E0E6, 'purple': 0x800080, 'rebeccapurple': 0x663399, 'red': 0xFF0000, 'rosybrown': 0xBC8F8F,
+		'royalblue': 0x4169E1, 'saddlebrown': 0x8B4513, 'salmon': 0xFA8072, 'sandybrown': 0xF4A460, 'seagreen': 0x2E8B57, 'seashell': 0xFFF5EE,
+		'sienna': 0xA0522D, 'silver': 0xC0C0C0, 'skyblue': 0x87CEEB, 'slateblue': 0x6A5ACD, 'slategray': 0x708090, 'slategrey': 0x708090, 'snow': 0xFFFAFA,
+		'springgreen': 0x00FF7F, 'steelblue': 0x4682B4, 'tan': 0xD2B48C, 'teal': 0x008080, 'thistle': 0xD8BFD8, 'tomato': 0xFF6347, 'turquoise': 0x40E0D0,
+		'violet': 0xEE82EE, 'wheat': 0xF5DEB3, 'white': 0xFFFFFF, 'whitesmoke': 0xF5F5F5, 'yellow': 0xFFFF00, 'yellowgreen': 0x9ACD32 };
+
+	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 );
+
+	}
+
+	Object.assign( Color.prototype, {
+
+		isColor: true,
+
+		r: 1, g: 1, b: 1,
+
+		set: function ( value ) {
+
+			if ( value && value.isColor ) {
+
+				this.copy( value );
+
+			} else if ( typeof value === 'number' ) {
+
+				this.setHex( value );
+
+			} else if ( typeof value === 'string' ) {
+
+				this.setStyle( value );
+
+			}
+
+			return this;
+
+		},
+
+		setScalar: function ( scalar ) {
+
+			this.r = scalar;
+			this.g = scalar;
+			this.b = scalar;
+
+			return this;
+
+		},
+
+		setHex: function ( hex ) {
+
+			hex = Math.floor( hex );
+
+			this.r = ( hex >> 16 & 255 ) / 255;
+			this.g = ( hex >> 8 & 255 ) / 255;
+			this.b = ( hex & 255 ) / 255;
+
+			return this;
+
+		},
+
+		setRGB: function ( r, g, b ) {
+
+			this.r = r;
+			this.g = g;
+			this.b = b;
+
+			return this;
+
+		},
+
+		setHSL: function () {
+
+			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 ( gammaFactor ) {
+
+			this.copyGammaToLinear( this, gammaFactor );
+
+			return this;
+
+		},
+
+		convertLinearToGamma: function ( gammaFactor ) {
+
+			this.copyLinearToGamma( this, gammaFactor );
+
+			return this;
+
+		},
+
+		copySRGBToLinear: function () {
+
+			function SRGBToLinear( c ) {
+
+				return ( c < 0.04045 ) ? c * 0.0773993808 : Math.pow( c * 0.9478672986 + 0.0521327014, 2.4 );
+
+			}
+
+			return function copySRGBToLinear( color ) {
+
+				this.r = SRGBToLinear( color.r );
+				this.g = SRGBToLinear( color.g );
+				this.b = SRGBToLinear( color.b );
+
+				return this;
+
+			};
+
+		}(),
+
+		copyLinearToSRGB: function () {
+
+			function LinearToSRGB( c ) {
+
+				return ( c < 0.0031308 ) ? c * 12.92 : 1.055 * ( Math.pow( c, 0.41666 ) ) - 0.055;
+
+			}
+
+			return function copyLinearToSRGB( color ) {
+
+				this.r = LinearToSRGB( color.r );
+				this.g = LinearToSRGB( color.g );
+				this.b = LinearToSRGB( color.b );
+
+				return this;
+
+			};
+
+		}(),
+
+		convertSRGBToLinear: function () {
+
+			this.copySRGBToLinear( this );
+
+			return this;
+
+		},
+
+		convertLinearToSRGB: function () {
+
+			this.copyLinearToSRGB( this );
+
+			return this;
+
+		},
+
+		getHex: function () {
+
+			return ( this.r * 255 ) << 16 ^ ( this.g * 255 ) << 8 ^ ( this.b * 255 ) << 0;
+
+		},
+
+		getHexString: function () {
+
+			return ( '000000' + this.getHex().toString( 16 ) ).slice( - 6 );
+
+		},
+
+		getHSL: function ( target ) {
+
+			// h,s,l ranges are in 0.0 - 1.0
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Color: .getHSL() target is now required' );
+				target = { h: 0, s: 0, l: 0 };
+
+			}
+
+			var r = this.r, g = this.g, b = this.b;
+
+			var max = Math.max( r, g, b );
+			var min = Math.min( r, g, b );
+
+			var hue, saturation;
+			var lightness = ( min + max ) / 2.0;
+
+			if ( min === max ) {
+
+				hue = 0;
+				saturation = 0;
+
+			} else {
+
+				var delta = max - min;
+
+				saturation = lightness <= 0.5 ? delta / ( max + min ) : delta / ( 2 - max - min );
+
+				switch ( max ) {
+
+					case r: hue = ( g - b ) / delta + ( g < b ? 6 : 0 ); break;
+					case g: hue = ( b - r ) / delta + 2; break;
+					case b: hue = ( r - g ) / delta + 4; break;
+
+				}
+
+				hue /= 6;
+
+			}
+
+			target.h = hue;
+			target.s = saturation;
+			target.l = lightness;
+
+			return target;
+
+		},
+
+		getStyle: function () {
+
+			return 'rgb(' + ( ( this.r * 255 ) | 0 ) + ',' + ( ( this.g * 255 ) | 0 ) + ',' + ( ( this.b * 255 ) | 0 ) + ')';
+
+		},
+
+		offsetHSL: function () {
+
+			var hsl = {};
+
+			return function ( h, s, l ) {
+
+				this.getHSL( hsl );
+
+				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;
+
+		},
+
+		lerpHSL: function () {
+
+			var hslA = { h: 0, s: 0, l: 0 };
+			var hslB = { h: 0, s: 0, l: 0 };
+
+			return function lerpHSL( color, alpha ) {
+
+				this.getHSL( hslA );
+				color.getHSL( hslB );
+
+				var h = _Math.lerp( hslA.h, hslB.h, alpha );
+				var s = _Math.lerp( hslA.s, hslB.s, alpha );
+				var l = _Math.lerp( hslA.l, hslB.l, alpha );
+
+				this.setHSL( h, s, l );
+
+				return this;
+
+			};
+
+		}(),
+
+		equals: function ( c ) {
+
+			return ( c.r === this.r ) && ( c.g === this.g ) && ( c.b === this.b );
+
+		},
+
+		fromArray: function ( array, offset ) {
+
+			if ( offset === undefined ) offset = 0;
+
+			this.r = array[ offset ];
+			this.g = array[ offset + 1 ];
+			this.b = array[ offset + 2 ];
+
+			return this;
+
+		},
+
+		toArray: function ( array, offset ) {
+
+			if ( array === undefined ) array = [];
+			if ( offset === undefined ) offset = 0;
+
+			array[ offset ] = this.r;
+			array[ offset + 1 ] = this.g;
+			array[ offset + 2 ] = this.b;
+
+			return array;
+
+		},
+
+		toJSON: function () {
+
+			return this.getHex();
+
+		}
+
+	} );
+
+	/**
+	 * Uniforms library for shared webgl shaders
+	 */
+
+	var UniformsLib = {
+
+		common: {
+
+			diffuse: { value: new Color( 0xeeeeee ) },
+			opacity: { value: 1.0 },
+
+			map: { value: null },
+			uvTransform: { value: new Matrix3() },
+
+			alphaMap: { value: null },
+
+		},
+
+		specularmap: {
+
+			specularMap: { value: null },
+
+		},
+
+		envmap: {
+
+			envMap: { value: null },
+			flipEnvMap: { value: - 1 },
+			reflectivity: { value: 1.0 },
+			refractionRatio: { value: 0.98 },
+			maxMipLevel: { value: 0 }
+
+		},
+
+		aomap: {
+
+			aoMap: { value: null },
+			aoMapIntensity: { value: 1 }
+
+		},
+
+		lightmap: {
+
+			lightMap: { value: null },
+			lightMapIntensity: { value: 1 }
+
+		},
+
+		emissivemap: {
+
+			emissiveMap: { value: null }
+
+		},
+
+		bumpmap: {
+
+			bumpMap: { value: null },
+			bumpScale: { value: 1 }
+
+		},
+
+		normalmap: {
+
+			normalMap: { value: null },
+			normalScale: { value: new Vector2( 1, 1 ) }
+
+		},
+
+		displacementmap: {
+
+			displacementMap: { value: null },
+			displacementScale: { value: 1 },
+			displacementBias: { value: 0 }
+
+		},
+
+		roughnessmap: {
+
+			roughnessMap: { value: null }
+
+		},
+
+		metalnessmap: {
+
+			metalnessMap: { value: null }
+
+		},
+
+		gradientmap: {
+
+			gradientMap: { value: null }
+
+		},
+
+		fog: {
+
+			fogDensity: { value: 0.00025 },
+			fogNear: { value: 1 },
+			fogFar: { value: 2000 },
+			fogColor: { value: new Color( 0xffffff ) }
+
+		},
+
+		lights: {
+
+			ambientLightColor: { value: [] },
+
+			directionalLights: { value: [], properties: {
+				direction: {},
+				color: {},
+
+				shadow: {},
+				shadowBias: {},
+				shadowRadius: {},
+				shadowMapSize: {}
+			} },
+
+			directionalShadowMap: { value: [] },
+			directionalShadowMatrix: { value: [] },
+
+			spotLights: { value: [], properties: {
+				color: {},
+				position: {},
+				direction: {},
+				distance: {},
+				coneCos: {},
+				penumbraCos: {},
+				decay: {},
+
+				shadow: {},
+				shadowBias: {},
+				shadowRadius: {},
+				shadowMapSize: {}
+			} },
+
+			spotShadowMap: { value: [] },
+			spotShadowMatrix: { value: [] },
+
+			pointLights: { value: [], properties: {
+				color: {},
+				position: {},
+				decay: {},
+				distance: {},
+
+				shadow: {},
+				shadowBias: {},
+				shadowRadius: {},
+				shadowMapSize: {},
+				shadowCameraNear: {},
+				shadowCameraFar: {}
+			} },
+
+			pointShadowMap: { value: [] },
+			pointShadowMatrix: { value: [] },
+
+			hemisphereLights: { value: [], properties: {
+				direction: {},
+				skyColor: {},
+				groundColor: {}
+			} },
+
+			// TODO (abelnation): RectAreaLight BRDF data needs to be moved from example to main src
+			rectAreaLights: { value: [], properties: {
+				color: {},
+				position: {},
+				width: {},
+				height: {}
+			} }
+
+		},
+
+		points: {
+
+			diffuse: { value: new Color( 0xeeeeee ) },
+			opacity: { value: 1.0 },
+			size: { value: 1.0 },
+			scale: { value: 1.0 },
+			map: { value: null },
+			uvTransform: { value: new Matrix3() }
+
+		},
+
+		sprite: {
+
+			diffuse: { value: new Color( 0xeeeeee ) },
+			opacity: { value: 1.0 },
+			center: { value: new Vector2( 0.5, 0.5 ) },
+			rotation: { value: 0.0 },
+			map: { value: null },
+			uvTransform: { value: new Matrix3() }
+
+		}
+
+	};
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author mikael emtinger / http://gomo.se/
+	 */
+
+	var ShaderLib = {
+
+		basic: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.common,
+				UniformsLib.specularmap,
+				UniformsLib.envmap,
+				UniformsLib.aomap,
+				UniformsLib.lightmap,
+				UniformsLib.fog
+			] ),
+
+			vertexShader: ShaderChunk.meshbasic_vert,
+			fragmentShader: ShaderChunk.meshbasic_frag
+
+		},
+
+		lambert: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.common,
+				UniformsLib.specularmap,
+				UniformsLib.envmap,
+				UniformsLib.aomap,
+				UniformsLib.lightmap,
+				UniformsLib.emissivemap,
+				UniformsLib.fog,
+				UniformsLib.lights,
+				{
+					emissive: { value: new Color( 0x000000 ) }
+				}
+			] ),
+
+			vertexShader: ShaderChunk.meshlambert_vert,
+			fragmentShader: ShaderChunk.meshlambert_frag
+
+		},
+
+		phong: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.common,
+				UniformsLib.specularmap,
+				UniformsLib.envmap,
+				UniformsLib.aomap,
+				UniformsLib.lightmap,
+				UniformsLib.emissivemap,
+				UniformsLib.bumpmap,
+				UniformsLib.normalmap,
+				UniformsLib.displacementmap,
+				UniformsLib.gradientmap,
+				UniformsLib.fog,
+				UniformsLib.lights,
+				{
+					emissive: { value: new Color( 0x000000 ) },
+					specular: { value: new Color( 0x111111 ) },
+					shininess: { value: 30 }
+				}
+			] ),
+
+			vertexShader: ShaderChunk.meshphong_vert,
+			fragmentShader: ShaderChunk.meshphong_frag
+
+		},
+
+		standard: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.common,
+				UniformsLib.envmap,
+				UniformsLib.aomap,
+				UniformsLib.lightmap,
+				UniformsLib.emissivemap,
+				UniformsLib.bumpmap,
+				UniformsLib.normalmap,
+				UniformsLib.displacementmap,
+				UniformsLib.roughnessmap,
+				UniformsLib.metalnessmap,
+				UniformsLib.fog,
+				UniformsLib.lights,
+				{
+					emissive: { value: new Color( 0x000000 ) },
+					roughness: { value: 0.5 },
+					metalness: { value: 0.5 },
+					envMapIntensity: { value: 1 } // temporary
+				}
+			] ),
+
+			vertexShader: ShaderChunk.meshphysical_vert,
+			fragmentShader: ShaderChunk.meshphysical_frag
+
+		},
+
+		matcap: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.common,
+				UniformsLib.bumpmap,
+				UniformsLib.normalmap,
+				UniformsLib.displacementmap,
+				UniformsLib.fog,
+				{
+					matcap: { value: null }
+				}
+			] ),
+
+			vertexShader: ShaderChunk.meshmatcap_vert,
+			fragmentShader: ShaderChunk.meshmatcap_frag
+
+		},
+
+		points: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.points,
+				UniformsLib.fog
+			] ),
+
+			vertexShader: ShaderChunk.points_vert,
+			fragmentShader: ShaderChunk.points_frag
+
+		},
+
+		dashed: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.common,
+				UniformsLib.fog,
+				{
+					scale: { value: 1 },
+					dashSize: { value: 1 },
+					totalSize: { value: 2 }
+				}
+			] ),
+
+			vertexShader: ShaderChunk.linedashed_vert,
+			fragmentShader: ShaderChunk.linedashed_frag
+
+		},
+
+		depth: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.common,
+				UniformsLib.displacementmap
+			] ),
+
+			vertexShader: ShaderChunk.depth_vert,
+			fragmentShader: ShaderChunk.depth_frag
+
+		},
+
+		normal: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.common,
+				UniformsLib.bumpmap,
+				UniformsLib.normalmap,
+				UniformsLib.displacementmap,
+				{
+					opacity: { value: 1.0 }
+				}
+			] ),
+
+			vertexShader: ShaderChunk.normal_vert,
+			fragmentShader: ShaderChunk.normal_frag
+
+		},
+
+		sprite: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.sprite,
+				UniformsLib.fog
+			] ),
+
+			vertexShader: ShaderChunk.sprite_vert,
+			fragmentShader: ShaderChunk.sprite_frag
+
+		},
+
+		background: {
+
+			uniforms: {
+				uvTransform: { value: new Matrix3() },
+				t2D: { value: null },
+			},
+
+			vertexShader: ShaderChunk.background_vert,
+			fragmentShader: ShaderChunk.background_frag
+
+		},
+		/* -------------------------------------------------------------------------
+		//	Cube map shader
+		 ------------------------------------------------------------------------- */
+
+		cube: {
+
+			uniforms: {
+				tCube: { value: null },
+				tFlip: { value: - 1 },
+				opacity: { value: 1.0 }
+			},
+
+			vertexShader: ShaderChunk.cube_vert,
+			fragmentShader: ShaderChunk.cube_frag
+
+		},
+
+		equirect: {
+
+			uniforms: {
+				tEquirect: { value: null },
+			},
+
+			vertexShader: ShaderChunk.equirect_vert,
+			fragmentShader: ShaderChunk.equirect_frag
+
+		},
+
+		distanceRGBA: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.common,
+				UniformsLib.displacementmap,
+				{
+					referencePosition: { value: new Vector3() },
+					nearDistance: { value: 1 },
+					farDistance: { value: 1000 }
+				}
+			] ),
+
+			vertexShader: ShaderChunk.distanceRGBA_vert,
+			fragmentShader: ShaderChunk.distanceRGBA_frag
+
+		},
+
+		shadow: {
+
+			uniforms: mergeUniforms( [
+				UniformsLib.lights,
+				UniformsLib.fog,
+				{
+					color: { value: new Color( 0x00000 ) },
+					opacity: { value: 1.0 }
+				},
+			] ),
+
+			vertexShader: ShaderChunk.shadow_vert,
+			fragmentShader: ShaderChunk.shadow_frag
+
+		}
+
+	};
+
+	ShaderLib.physical = {
+
+		uniforms: mergeUniforms( [
+			ShaderLib.standard.uniforms,
+			{
+				clearCoat: { value: 0 },
+				clearCoatRoughness: { value: 0 }
+			}
+		] ),
+
+		vertexShader: ShaderChunk.meshphysical_vert,
+		fragmentShader: ShaderChunk.meshphysical_frag
+
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLAnimation() {
+
+		var context = null;
+		var isAnimating = false;
+		var animationLoop = null;
+
+		function onAnimationFrame( time, frame ) {
+
+			if ( isAnimating === false ) return;
+
+			animationLoop( time, frame );
+
+			context.requestAnimationFrame( onAnimationFrame );
+
+		}
+
+		return {
+
+			start: function () {
+
+				if ( isAnimating === true ) return;
+				if ( animationLoop === null ) return;
+
+				context.requestAnimationFrame( onAnimationFrame );
+
+				isAnimating = true;
+
+			},
+
+			stop: function () {
+
+				isAnimating = false;
+
+			},
+
+			setAnimationLoop: function ( callback ) {
+
+				animationLoop = callback;
+
+			},
+
+			setContext: function ( value ) {
+
+				context = value;
+
+			}
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLAttributes( gl ) {
+
+		var buffers = new WeakMap();
+
+		function createBuffer( attribute, bufferType ) {
+
+			var array = attribute.array;
+			var usage = attribute.dynamic ? 35048 : 35044;
+
+			var buffer = gl.createBuffer();
+
+			gl.bindBuffer( bufferType, buffer );
+			gl.bufferData( bufferType, array, usage );
+
+			attribute.onUploadCallback();
+
+			var type = 5126;
+
+			if ( array instanceof Float32Array ) {
+
+				type = 5126;
+
+			} else if ( array instanceof Float64Array ) {
+
+				console.warn( 'THREE.WebGLAttributes: Unsupported data buffer format: Float64Array.' );
+
+			} else if ( array instanceof Uint16Array ) {
+
+				type = 5123;
+
+			} else if ( array instanceof Int16Array ) {
+
+				type = 5122;
+
+			} else if ( array instanceof Uint32Array ) {
+
+				type = 5125;
+
+			} else if ( array instanceof Int32Array ) {
+
+				type = 5124;
+
+			} else if ( array instanceof Int8Array ) {
+
+				type = 5120;
+
+			} else if ( array instanceof Uint8Array ) {
+
+				type = 5121;
+
+			}
+
+			return {
+				buffer: buffer,
+				type: type,
+				bytesPerElement: array.BYTES_PER_ELEMENT,
+				version: attribute.version
+			};
+
+		}
+
+		function updateBuffer( buffer, attribute, bufferType ) {
+
+			var array = attribute.array;
+			var updateRange = attribute.updateRange;
+
+			gl.bindBuffer( bufferType, buffer );
+
+			if ( attribute.dynamic === false ) {
+
+				gl.bufferData( bufferType, array, 35044 );
+
+			} else if ( updateRange.count === - 1 ) {
+
+				// Not using update ranges
+
+				gl.bufferSubData( bufferType, 0, array );
+
+			} else if ( 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, updateRange.offset * array.BYTES_PER_ELEMENT,
+					array.subarray( updateRange.offset, updateRange.offset + updateRange.count ) );
+
+				updateRange.count = - 1; // reset range
+
+			}
+
+		}
+
+		//
+
+		function get( attribute ) {
+
+			if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+			return buffers.get( attribute );
+
+		}
+
+		function remove( attribute ) {
+
+			if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+			var data = buffers.get( attribute );
+
+			if ( data ) {
+
+				gl.deleteBuffer( data.buffer );
+
+				buffers.delete( attribute );
+
+			}
+
+		}
+
+		function update( attribute, bufferType ) {
+
+			if ( attribute.isInterleavedBufferAttribute ) attribute = attribute.data;
+
+			var data = buffers.get( attribute );
+
+			if ( data === undefined ) {
+
+				buffers.set( attribute, createBuffer( attribute, bufferType ) );
+
+			} else if ( data.version < attribute.version ) {
+
+				updateBuffer( data.buffer, attribute, bufferType );
+
+				data.version = attribute.version;
+
+			}
+
+		}
+
+		return {
+
+			get: get,
+			remove: remove,
+			update: update
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function Face3( a, b, c, normal, color, materialIndex ) {
+
+		this.a = a;
+		this.b = b;
+		this.c = c;
+
+		this.normal = ( normal && normal.isVector3 ) ? normal : new Vector3();
+		this.vertexNormals = Array.isArray( normal ) ? normal : [];
+
+		this.color = ( color && color.isColor ) ? color : new Color();
+		this.vertexColors = Array.isArray( color ) ? color : [];
+
+		this.materialIndex = materialIndex !== undefined ? materialIndex : 0;
+
+	}
+
+	Object.assign( Face3.prototype, {
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( source ) {
+
+			this.a = source.a;
+			this.b = source.b;
+			this.c = source.c;
+
+			this.normal.copy( source.normal );
+			this.color.copy( source.color );
+
+			this.materialIndex = source.materialIndex;
+
+			for ( var i = 0, il = source.vertexNormals.length; i < il; i ++ ) {
+
+				this.vertexNormals[ i ] = source.vertexNormals[ i ].clone();
+
+			}
+
+			for ( var i = 0, il = source.vertexColors.length; i < il; i ++ ) {
+
+				this.vertexColors[ i ] = source.vertexColors[ i ].clone();
+
+			}
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author 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';
+
+	Object.defineProperties( Euler.prototype, {
+
+		x: {
+
+			get: function () {
+
+				return this._x;
+
+			},
+
+			set: function ( value ) {
+
+				this._x = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		y: {
+
+			get: function () {
+
+				return this._y;
+
+			},
+
+			set: function ( value ) {
+
+				this._y = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		z: {
+
+			get: function () {
+
+				return this._z;
+
+			},
+
+			set: function ( value ) {
+
+				this._z = value;
+				this.onChangeCallback();
+
+			}
+
+		},
+
+		order: {
+
+			get: function () {
+
+				return this._order;
+
+			},
+
+			set: function ( value ) {
+
+				this._order = value;
+				this.onChangeCallback();
+
+			}
+
+		}
+
+	} );
+
+	Object.assign( Euler.prototype, {
+
+		isEuler: true,
+
+		set: function ( x, y, z, order ) {
+
+			this._x = x;
+			this._y = y;
+			this._z = z;
+			this._order = order || this._order;
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor( this._x, this._y, this._z, this._order );
+
+		},
+
+		copy: function ( euler ) {
+
+			this._x = euler._x;
+			this._y = euler._y;
+			this._z = euler._z;
+			this._order = euler._order;
+
+			this.onChangeCallback();
+
+			return this;
+
+		},
+
+		setFromRotationMatrix: function ( m, order, update ) {
+
+			var clamp = _Math.clamp;
+
+			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+			var te = m.elements;
+			var m11 = te[ 0 ], m12 = te[ 4 ], m13 = te[ 8 ];
+			var m21 = te[ 1 ], m22 = te[ 5 ], m23 = te[ 9 ];
+			var m31 = te[ 2 ], m32 = te[ 6 ], m33 = te[ 10 ];
+
+			order = order || this._order;
+
+			if ( order === 'XYZ' ) {
+
+				this._y = Math.asin( clamp( m13, - 1, 1 ) );
+
+				if ( Math.abs( m13 ) < 0.99999 ) {
+
+					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 = new Matrix4();
+
+			return function setFromQuaternion( q, order, update ) {
+
+				matrix.makeRotationFromQuaternion( q );
+
+				return this.setFromRotationMatrix( matrix, order, update );
+
+			};
+
+		}(),
+
+		setFromVector3: function ( v, order ) {
+
+			return this.set( v.x, v.y, v.z, order || this._order );
+
+		},
+
+		reorder: function () {
+
+			// 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 | 0;
+
+	}
+
+	Object.assign( Layers.prototype, {
+
+		set: function ( channel ) {
+
+			this.mask = 1 << channel | 0;
+
+		},
+
+		enable: function ( channel ) {
+
+			this.mask |= 1 << channel | 0;
+
+		},
+
+		toggle: function ( channel ) {
+
+			this.mask ^= 1 << channel | 0;
+
+		},
+
+		disable: function ( channel ) {
+
+			this.mask &= ~ ( 1 << channel | 0 );
+
+		},
+
+		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: {
+				configurable: true,
+				enumerable: true,
+				value: position
+			},
+			rotation: {
+				configurable: true,
+				enumerable: true,
+				value: rotation
+			},
+			quaternion: {
+				configurable: true,
+				enumerable: true,
+				value: quaternion
+			},
+			scale: {
+				configurable: true,
+				enumerable: true,
+				value: scale
+			},
+			modelViewMatrix: {
+				value: new Matrix4()
+			},
+			normalMatrix: {
+				value: new Matrix3()
+			}
+		} );
+
+		this.matrix = new Matrix4();
+		this.matrixWorld = new Matrix4();
+
+		this.matrixAutoUpdate = Object3D.DefaultMatrixAutoUpdate;
+		this.matrixWorldNeedsUpdate = false;
+
+		this.layers = new Layers();
+		this.visible = true;
+
+		this.castShadow = false;
+		this.receiveShadow = false;
+
+		this.frustumCulled = true;
+		this.renderOrder = 0;
+
+		this.userData = {};
+
+	}
+
+	Object3D.DefaultUp = new Vector3( 0, 1, 0 );
+	Object3D.DefaultMatrixAutoUpdate = true;
+
+	Object3D.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
+
+		constructor: Object3D,
+
+		isObject3D: true,
+
+		onBeforeRender: function () {},
+		onAfterRender: function () {},
+
+		applyMatrix: function ( matrix ) {
+
+			this.matrix.multiplyMatrices( matrix, this.matrix );
+
+			this.matrix.decompose( this.position, this.quaternion, this.scale );
+
+		},
+
+		applyQuaternion: function ( q ) {
+
+			this.quaternion.premultiply( q );
+
+			return this;
+
+		},
+
+		setRotationFromAxisAngle: function ( axis, angle ) {
+
+			// assumes axis is normalized
+
+			this.quaternion.setFromAxisAngle( axis, angle );
+
+		},
+
+		setRotationFromEuler: function ( euler ) {
+
+			this.quaternion.setFromEuler( euler, true );
+
+		},
+
+		setRotationFromMatrix: function ( m ) {
+
+			// assumes the upper 3x3 of m is a pure rotation matrix (i.e, unscaled)
+
+			this.quaternion.setFromRotationMatrix( m );
+
+		},
+
+		setRotationFromQuaternion: function ( q ) {
+
+			// assumes q is normalized
+
+			this.quaternion.copy( q );
+
+		},
+
+		rotateOnAxis: function () {
+
+			// 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;
+
+			};
+
+		}(),
+
+		rotateOnWorldAxis: function () {
+
+			// rotate object on axis in world space
+			// axis is assumed to be normalized
+			// method assumes no rotated parent
+
+			var q1 = new Quaternion();
+
+			return function rotateOnWorldAxis( axis, angle ) {
+
+				q1.setFromAxisAngle( axis, angle );
+
+				this.quaternion.premultiply( 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 method does not support objects having non-uniformly-scaled parent(s)
+
+			var q1 = new Quaternion();
+			var m1 = new Matrix4();
+			var target = new Vector3();
+			var position = new Vector3();
+
+			return function lookAt( x, y, z ) {
+
+				if ( x.isVector3 ) {
+
+					target.copy( x );
+
+				} else {
+
+					target.set( x, y, z );
+
+				}
+
+				var parent = this.parent;
+
+				this.updateWorldMatrix( true, false );
+
+				position.setFromMatrixPosition( this.matrixWorld );
+
+				if ( this.isCamera || this.isLight ) {
+
+					m1.lookAt( position, target, this.up );
+
+				} else {
+
+					m1.lookAt( target, position, this.up );
+
+				}
+
+				this.quaternion.setFromRotationMatrix( m1 );
+
+				if ( parent ) {
+
+					m1.extractRotation( parent.matrixWorld );
+					q1.setFromRotationMatrix( m1 );
+					this.quaternion.premultiply( q1.inverse() );
+
+				}
+
+			};
+
+		}(),
+
+		add: function ( object ) {
+
+			if ( arguments.length > 1 ) {
+
+				for ( var i = 0; i < arguments.length; i ++ ) {
+
+					this.add( arguments[ i ] );
+
+				}
+
+				return this;
+
+			}
+
+			if ( object === this ) {
+
+				console.error( "THREE.Object3D.add: object can't be added as a child of itself.", object );
+				return this;
+
+			}
+
+			if ( ( object && object.isObject3D ) ) {
+
+				if ( object.parent !== null ) {
+
+					object.parent.remove( object );
+
+				}
+
+				object.parent = this;
+				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 ] );
+
+				}
+
+				return this;
+
+			}
+
+			var index = this.children.indexOf( object );
+
+			if ( index !== - 1 ) {
+
+				object.parent = null;
+
+				object.dispatchEvent( { type: 'removed' } );
+
+				this.children.splice( index, 1 );
+
+			}
+
+			return this;
+
+		},
+
+		getObjectById: function ( id ) {
+
+			return this.getObjectByProperty( 'id', id );
+
+		},
+
+		getObjectByName: function ( name ) {
+
+			return this.getObjectByProperty( 'name', name );
+
+		},
+
+		getObjectByProperty: function ( name, value ) {
+
+			if ( this[ name ] === value ) return this;
+
+			for ( var i = 0, l = this.children.length; i < l; i ++ ) {
+
+				var child = this.children[ i ];
+				var object = child.getObjectByProperty( name, value );
+
+				if ( object !== undefined ) {
+
+					return object;
+
+				}
+
+			}
+
+			return undefined;
+
+		},
+
+		getWorldPosition: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Object3D: .getWorldPosition() target is now required' );
+				target = new Vector3();
+
+			}
+
+			this.updateMatrixWorld( true );
+
+			return target.setFromMatrixPosition( this.matrixWorld );
+
+		},
+
+		getWorldQuaternion: function () {
+
+			var position = new Vector3();
+			var scale = new Vector3();
+
+			return function getWorldQuaternion( target ) {
+
+				if ( target === undefined ) {
+
+					console.warn( 'THREE.Object3D: .getWorldQuaternion() target is now required' );
+					target = new Quaternion();
+
+				}
+
+				this.updateMatrixWorld( true );
+
+				this.matrixWorld.decompose( position, target, scale );
+
+				return target;
+
+			};
+
+		}(),
+
+		getWorldScale: function () {
+
+			var position = new Vector3();
+			var quaternion = new Quaternion();
+
+			return function getWorldScale( target ) {
+
+				if ( target === undefined ) {
+
+					console.warn( 'THREE.Object3D: .getWorldScale() target is now required' );
+					target = new Vector3();
+
+				}
+
+				this.updateMatrixWorld( true );
+
+				this.matrixWorld.decompose( position, quaternion, target );
+
+				return target;
+
+			};
+
+		}(),
+
+		getWorldDirection: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Object3D: .getWorldDirection() target is now required' );
+				target = new Vector3();
+
+			}
+
+			this.updateMatrixWorld( true );
+
+			var e = this.matrixWorld.elements;
+
+			return target.set( e[ 8 ], e[ 9 ], e[ 10 ] ).normalize();
+
+		},
+
+		raycast: function () {},
+
+		traverse: function ( callback ) {
+
+			callback( this );
+
+			var children = this.children;
+
+			for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+				children[ i ].traverse( callback );
+
+			}
+
+		},
+
+		traverseVisible: function ( callback ) {
+
+			if ( this.visible === false ) return;
+
+			callback( this );
+
+			var children = this.children;
+
+			for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+				children[ i ].traverseVisible( callback );
+
+			}
+
+		},
+
+		traverseAncestors: function ( callback ) {
+
+			var parent = this.parent;
+
+			if ( parent !== null ) {
+
+				callback( parent );
+
+				parent.traverseAncestors( callback );
+
+			}
+
+		},
+
+		updateMatrix: function () {
+
+			this.matrix.compose( this.position, this.quaternion, this.scale );
+
+			this.matrixWorldNeedsUpdate = true;
+
+		},
+
+		updateMatrixWorld: function ( force ) {
+
+			if ( this.matrixAutoUpdate ) this.updateMatrix();
+
+			if ( this.matrixWorldNeedsUpdate || force ) {
+
+				if ( this.parent === null ) {
+
+					this.matrixWorld.copy( this.matrix );
+
+				} else {
+
+					this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+				}
+
+				this.matrixWorldNeedsUpdate = false;
+
+				force = true;
+
+			}
+
+			// update children
+
+			var children = this.children;
+
+			for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+				children[ i ].updateMatrixWorld( force );
+
+			}
+
+		},
+
+		updateWorldMatrix: function ( updateParents, updateChildren ) {
+
+			var parent = this.parent;
+
+			if ( updateParents === true && parent !== null ) {
+
+				parent.updateWorldMatrix( true, false );
+
+			}
+
+			if ( this.matrixAutoUpdate ) this.updateMatrix();
+
+			if ( this.parent === null ) {
+
+				this.matrixWorld.copy( this.matrix );
+
+			} else {
+
+				this.matrixWorld.multiplyMatrices( this.parent.matrixWorld, this.matrix );
+
+			}
+
+			// update children
+
+			if ( updateChildren === true ) {
+
+				var children = this.children;
+
+				for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+					children[ i ].updateWorldMatrix( false, true );
+
+				}
+
+			}
+
+		},
+
+		toJSON: function ( meta ) {
+
+			// meta is a string when called from JSON.stringify
+			var isRootObject = ( meta === undefined || typeof meta === 'string' );
+
+			var output = {};
+
+			// meta is a hash used to collect geometries, materials.
+			// not providing it implies that this is the root object
+			// being serialized.
+			if ( isRootObject ) {
+
+				// initialize meta obj
+				meta = {
+					geometries: {},
+					materials: {},
+					textures: {},
+					images: {},
+					shapes: {}
+				};
+
+				output.metadata = {
+					version: 4.5,
+					type: 'Object',
+					generator: 'Object3D.toJSON'
+				};
+
+			}
+
+			// standard Object3D serialization
+
+			var object = {};
+
+			object.uuid = this.uuid;
+			object.type = this.type;
+
+			if ( this.name !== '' ) object.name = this.name;
+			if ( this.castShadow === true ) object.castShadow = true;
+			if ( this.receiveShadow === true ) object.receiveShadow = true;
+			if ( this.visible === false ) object.visible = false;
+			if ( this.frustumCulled === false ) object.frustumCulled = false;
+			if ( this.renderOrder !== 0 ) object.renderOrder = this.renderOrder;
+			if ( JSON.stringify( this.userData ) !== '{}' ) object.userData = this.userData;
+
+			object.layers = this.layers.mask;
+			object.matrix = this.matrix.toArray();
+
+			if ( this.matrixAutoUpdate === false ) object.matrixAutoUpdate = false;
+
+			// object specific properties
+
+			if ( this.isMesh && this.drawMode !== TrianglesDrawMode ) object.drawMode = this.drawMode;
+
+			//
+
+			function serialize( library, element ) {
+
+				if ( library[ element.uuid ] === undefined ) {
+
+					library[ element.uuid ] = element.toJSON( meta );
+
+				}
+
+				return element.uuid;
+
+			}
+
+			if ( this.isMesh || this.isLine || this.isPoints ) {
+
+				object.geometry = serialize( meta.geometries, this.geometry );
+
+				var parameters = this.geometry.parameters;
+
+				if ( parameters !== undefined && parameters.shapes !== undefined ) {
+
+					var shapes = parameters.shapes;
+
+					if ( Array.isArray( shapes ) ) {
+
+						for ( var i = 0, l = shapes.length; i < l; i ++ ) {
+
+							var shape = shapes[ i ];
+
+							serialize( meta.shapes, shape );
+
+						}
+
+					} else {
+
+						serialize( meta.shapes, shapes );
+
+					}
+
+				}
+
+			}
+
+			if ( this.material !== undefined ) {
+
+				if ( Array.isArray( this.material ) ) {
+
+					var uuids = [];
+
+					for ( var i = 0, l = this.material.length; i < l; i ++ ) {
+
+						uuids.push( serialize( meta.materials, this.material[ i ] ) );
+
+					}
+
+					object.material = uuids;
+
+				} else {
+
+					object.material = serialize( meta.materials, this.material );
+
+				}
+
+			}
+
+			//
+
+			if ( this.children.length > 0 ) {
+
+				object.children = [];
+
+				for ( var i = 0; i < this.children.length; i ++ ) {
+
+					object.children.push( this.children[ i ].toJSON( meta ).object );
+
+				}
+
+			}
+
+			if ( isRootObject ) {
+
+				var geometries = extractFromCache( meta.geometries );
+				var materials = extractFromCache( meta.materials );
+				var textures = extractFromCache( meta.textures );
+				var images = extractFromCache( meta.images );
+				var shapes = extractFromCache( meta.shapes );
+
+				if ( geometries.length > 0 ) output.geometries = geometries;
+				if ( materials.length > 0 ) output.materials = materials;
+				if ( textures.length > 0 ) output.textures = textures;
+				if ( images.length > 0 ) output.images = images;
+				if ( shapes.length > 0 ) output.shapes = shapes;
+
+			}
+
+			output.object = object;
+
+			return output;
+
+			// extract data from the cache hash
+			// remove metadata on each item
+			// and return as array
+			function extractFromCache( cache ) {
+
+				var values = [];
+				for ( var key in cache ) {
+
+					var data = cache[ key ];
+					delete data.metadata;
+					values.push( data );
+
+				}
+				return values;
+
+			}
+
+		},
+
+		clone: function ( recursive ) {
+
+			return new this.constructor().copy( this, recursive );
+
+		},
+
+		copy: function ( source, recursive ) {
+
+			if ( recursive === undefined ) recursive = true;
+
+			this.name = source.name;
+
+			this.up.copy( source.up );
+
+			this.position.copy( source.position );
+			this.quaternion.copy( source.quaternion );
+			this.scale.copy( source.scale );
+
+			this.matrix.copy( source.matrix );
+			this.matrixWorld.copy( source.matrixWorld );
+
+			this.matrixAutoUpdate = source.matrixAutoUpdate;
+			this.matrixWorldNeedsUpdate = source.matrixWorldNeedsUpdate;
+
+			this.layers.mask = source.layers.mask;
+			this.visible = source.visible;
+
+			this.castShadow = source.castShadow;
+			this.receiveShadow = source.receiveShadow;
+
+			this.frustumCulled = source.frustumCulled;
+			this.renderOrder = source.renderOrder;
+
+			this.userData = JSON.parse( JSON.stringify( source.userData ) );
+
+			if ( recursive === true ) {
+
+				for ( var i = 0; i < source.children.length; i ++ ) {
+
+					var child = source.children[ i ];
+					this.add( child.clone() );
+
+				}
+
+			}
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author kile / http://kile.stravaganza.org/
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author mikael emtinger / http://gomo.se/
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 * @author bhouston / http://clara.io
+	 */
+
+	var geometryId = 0; // Geometry uses even numbers as Id
+
+	function Geometry() {
+
+		Object.defineProperty( this, 'id', { value: geometryId += 2 } );
+
+		this.uuid = _Math.generateUUID();
+
+		this.name = '';
+		this.type = 'Geometry';
+
+		this.vertices = [];
+		this.colors = [];
+		this.faces = [];
+		this.faceVertexUvs = [[]];
+
+		this.morphTargets = [];
+		this.morphNormals = [];
+
+		this.skinWeights = [];
+		this.skinIndices = [];
+
+		this.lineDistances = [];
+
+		this.boundingBox = null;
+		this.boundingSphere = null;
+
+		// update flags
+
+		this.elementsNeedUpdate = false;
+		this.verticesNeedUpdate = false;
+		this.uvsNeedUpdate = false;
+		this.normalsNeedUpdate = false;
+		this.colorsNeedUpdate = false;
+		this.lineDistancesNeedUpdate = false;
+		this.groupsNeedUpdate = false;
+
+	}
+
+	Geometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
+
+		constructor: Geometry,
+
+		isGeometry: true,
+
+		applyMatrix: function ( matrix ) {
+
+			var normalMatrix = new Matrix3().getNormalMatrix( matrix );
+
+			for ( var i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+				var vertex = this.vertices[ i ];
+				vertex.applyMatrix4( matrix );
+
+			}
+
+			for ( var i = 0, il = this.faces.length; i < il; i ++ ) {
+
+				var face = this.faces[ i ];
+				face.normal.applyMatrix3( normalMatrix ).normalize();
+
+				for ( var j = 0, jl = face.vertexNormals.length; j < jl; j ++ ) {
+
+					face.vertexNormals[ j ].applyMatrix3( normalMatrix ).normalize();
+
+				}
+
+			}
+
+			if ( this.boundingBox !== null ) {
+
+				this.computeBoundingBox();
+
+			}
+
+			if ( this.boundingSphere !== null ) {
+
+				this.computeBoundingSphere();
+
+			}
+
+			this.verticesNeedUpdate = true;
+			this.normalsNeedUpdate = true;
+
+			return this;
+
+		},
+
+		rotateX: function () {
+
+			// rotate geometry around world x-axis
+
+			var m1 = new Matrix4();
+
+			return function rotateX( angle ) {
+
+				m1.makeRotationX( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		rotateY: function () {
+
+			// rotate geometry around world y-axis
+
+			var m1 = new Matrix4();
+
+			return function rotateY( angle ) {
+
+				m1.makeRotationY( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		rotateZ: function () {
+
+			// rotate geometry around world z-axis
+
+			var m1 = new Matrix4();
+
+			return function rotateZ( angle ) {
+
+				m1.makeRotationZ( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		translate: function () {
+
+			// translate geometry
+
+			var m1 = new Matrix4();
+
+			return function translate( x, y, z ) {
+
+				m1.makeTranslation( x, y, z );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		scale: function () {
+
+			// scale geometry
+
+			var m1 = new Matrix4();
+
+			return function scale( x, y, z ) {
+
+				m1.makeScale( x, y, z );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		lookAt: function () {
+
+			var obj = new Object3D();
+
+			return function lookAt( vector ) {
+
+				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 ] = [];
+
+			for ( var i = 0, j = 0; i < positions.length; i += 3, j += 2 ) {
+
+				scope.vertices.push( new Vector3().fromArray( positions, i ) );
+
+				if ( colors !== undefined ) {
+
+					scope.colors.push( new Color().fromArray( colors, i ) );
+
+				}
+
+			}
+
+			function addFace( a, b, c, materialIndex ) {
+
+				var vertexColors = ( colors === undefined ) ? [] : [
+					scope.colors[ a ].clone(),
+					scope.colors[ b ].clone(),
+					scope.colors[ c ].clone() ];
+
+				var vertexNormals = ( normals === undefined ) ? [] : [
+					new Vector3().fromArray( normals, a * 3 ),
+					new Vector3().fromArray( normals, b * 3 ),
+					new Vector3().fromArray( normals, c * 3 )
+				];
+
+				var face = new Face3( a, b, c, vertexNormals, vertexColors, materialIndex );
+
+				scope.faces.push( face );
+
+				if ( uvs !== undefined ) {
+
+					scope.faceVertexUvs[ 0 ].push( [
+						new Vector2().fromArray( uvs, a * 2 ),
+						new Vector2().fromArray( uvs, b * 2 ),
+						new Vector2().fromArray( uvs, c * 2 )
+					] );
+
+				}
+
+				if ( uvs2 !== undefined ) {
+
+					scope.faceVertexUvs[ 1 ].push( [
+						new Vector2().fromArray( uvs2, a * 2 ),
+						new Vector2().fromArray( uvs2, b * 2 ),
+						new Vector2().fromArray( uvs2, c * 2 )
+					] );
+
+				}
+
+			}
+
+			var groups = geometry.groups;
+
+			if ( groups.length > 0 ) {
+
+				for ( var i = 0; i < groups.length; i ++ ) {
+
+					var group = groups[ i ];
+
+					var start = group.start;
+					var count = group.count;
+
+					for ( var j = start, jl = start + count; j < jl; j += 3 ) {
+
+						if ( indices !== undefined ) {
+
+							addFace( indices[ j ], indices[ j + 1 ], indices[ j + 2 ], group.materialIndex );
+
+						} else {
+
+							addFace( j, j + 1, j + 2, group.materialIndex );
+
+						}
+
+					}
+
+				}
+
+			} else {
+
+				if ( indices !== undefined ) {
+
+					for ( var i = 0; i < indices.length; i += 3 ) {
+
+						addFace( indices[ i ], indices[ i + 1 ], indices[ i + 2 ] );
+
+					}
+
+				} else {
+
+					for ( var i = 0; i < positions.length / 3; i += 3 ) {
+
+						addFace( i, i + 1, i + 2 );
+
+					}
+
+				}
+
+			}
+
+			this.computeFaceNormals();
+
+			if ( geometry.boundingBox !== null ) {
+
+				this.boundingBox = geometry.boundingBox.clone();
+
+			}
+
+			if ( geometry.boundingSphere !== null ) {
+
+				this.boundingSphere = geometry.boundingSphere.clone();
+
+			}
+
+			return this;
+
+		},
+
+		center: function () {
+
+			var offset = new Vector3();
+
+			return function center() {
+
+				this.computeBoundingBox();
+
+				this.boundingBox.getCenter( offset ).negate();
+
+				this.translate( offset.x, offset.y, offset.z );
+
+				return this;
+
+			};
+
+		}(),
+
+		normalize: function () {
+
+			this.computeBoundingSphere();
+
+			var center = this.boundingSphere.center;
+			var radius = this.boundingSphere.radius;
+
+			var s = radius === 0 ? 1 : 1.0 / radius;
+
+			var matrix = new Matrix4();
+			matrix.set(
+				s, 0, 0, - s * center.x,
+				0, s, 0, - s * center.y,
+				0, 0, s, - s * center.z,
+				0, 0, 0, 1
+			);
+
+			this.applyMatrix( matrix );
+
+			return this;
+
+		},
+
+		computeFaceNormals: function () {
+
+			var cb = new Vector3(), ab = new Vector3();
+
+			for ( var f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				var face = this.faces[ f ];
+
+				var vA = this.vertices[ face.a ];
+				var vB = this.vertices[ face.b ];
+				var vC = this.vertices[ face.c ];
+
+				cb.subVectors( vC, vB );
+				ab.subVectors( vA, vB );
+				cb.cross( ab );
+
+				cb.normalize();
+
+				face.normal.copy( cb );
+
+			}
+
+		},
+
+		computeVertexNormals: function ( areaWeighted ) {
+
+			if ( areaWeighted === undefined ) areaWeighted = true;
+
+			var v, vl, f, fl, face, vertices;
+
+			vertices = new Array( this.vertices.length );
+
+			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+				vertices[ v ] = new Vector3();
+
+			}
+
+			if ( areaWeighted ) {
+
+				// vertex normals weighted by triangle areas
+				// http://www.iquilezles.org/www/articles/normals/normals.htm
+
+				var vA, vB, vC;
+				var cb = new Vector3(), ab = new Vector3();
+
+				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+					face = this.faces[ f ];
+
+					vA = this.vertices[ face.a ];
+					vB = this.vertices[ face.b ];
+					vC = this.vertices[ face.c ];
+
+					cb.subVectors( vC, vB );
+					ab.subVectors( vA, vB );
+					cb.cross( ab );
+
+					vertices[ face.a ].add( cb );
+					vertices[ face.b ].add( cb );
+					vertices[ face.c ].add( cb );
+
+				}
+
+			} else {
+
+				this.computeFaceNormals();
+
+				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+					face = this.faces[ f ];
+
+					vertices[ face.a ].add( face.normal );
+					vertices[ face.b ].add( face.normal );
+					vertices[ face.c ].add( face.normal );
+
+				}
+
+			}
+
+			for ( v = 0, vl = this.vertices.length; v < vl; v ++ ) {
+
+				vertices[ v ].normalize();
+
+			}
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				var vertexNormals = face.vertexNormals;
+
+				if ( vertexNormals.length === 3 ) {
+
+					vertexNormals[ 0 ].copy( vertices[ face.a ] );
+					vertexNormals[ 1 ].copy( vertices[ face.b ] );
+					vertexNormals[ 2 ].copy( vertices[ face.c ] );
+
+				} else {
+
+					vertexNormals[ 0 ] = vertices[ face.a ].clone();
+					vertexNormals[ 1 ] = vertices[ face.b ].clone();
+					vertexNormals[ 2 ] = vertices[ face.c ].clone();
+
+				}
+
+			}
+
+			if ( this.faces.length > 0 ) {
+
+				this.normalsNeedUpdate = true;
+
+			}
+
+		},
+
+		computeFlatVertexNormals: function () {
+
+			var f, fl, face;
+
+			this.computeFaceNormals();
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				var vertexNormals = face.vertexNormals;
+
+				if ( vertexNormals.length === 3 ) {
+
+					vertexNormals[ 0 ].copy( face.normal );
+					vertexNormals[ 1 ].copy( face.normal );
+					vertexNormals[ 2 ].copy( face.normal );
+
+				} else {
+
+					vertexNormals[ 0 ] = face.normal.clone();
+					vertexNormals[ 1 ] = face.normal.clone();
+					vertexNormals[ 2 ] = face.normal.clone();
+
+				}
+
+			}
+
+			if ( this.faces.length > 0 ) {
+
+				this.normalsNeedUpdate = true;
+
+			}
+
+		},
+
+		computeMorphNormals: function () {
+
+			var i, il, f, fl, face;
+
+			// save original normals
+			// - create temp variables on first access
+			//   otherwise just copy (for faster repeated calls)
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				if ( ! face.__originalFaceNormal ) {
+
+					face.__originalFaceNormal = face.normal.clone();
+
+				} else {
+
+					face.__originalFaceNormal.copy( face.normal );
+
+				}
+
+				if ( ! face.__originalVertexNormals ) face.__originalVertexNormals = [];
+
+				for ( i = 0, il = face.vertexNormals.length; i < il; i ++ ) {
+
+					if ( ! face.__originalVertexNormals[ i ] ) {
+
+						face.__originalVertexNormals[ i ] = face.vertexNormals[ i ].clone();
+
+					} else {
+
+						face.__originalVertexNormals[ i ].copy( face.vertexNormals[ i ] );
+
+					}
+
+				}
+
+			}
+
+			// use temp geometry to compute face and vertex normals for each morph
+
+			var tmpGeo = new Geometry();
+			tmpGeo.faces = this.faces;
+
+			for ( i = 0, il = this.morphTargets.length; i < il; i ++ ) {
+
+				// create on first access
+
+				if ( ! this.morphNormals[ i ] ) {
+
+					this.morphNormals[ i ] = {};
+					this.morphNormals[ i ].faceNormals = [];
+					this.morphNormals[ i ].vertexNormals = [];
+
+					var dstNormalsFace = this.morphNormals[ i ].faceNormals;
+					var dstNormalsVertex = this.morphNormals[ i ].vertexNormals;
+
+					var faceNormal, vertexNormals;
+
+					for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+						faceNormal = new Vector3();
+						vertexNormals = { a: new Vector3(), b: new Vector3(), c: new Vector3() };
+
+						dstNormalsFace.push( faceNormal );
+						dstNormalsVertex.push( vertexNormals );
+
+					}
+
+				}
+
+				var morphNormals = this.morphNormals[ i ];
+
+				// set vertices to morph target
+
+				tmpGeo.vertices = this.morphTargets[ i ].vertices;
+
+				// compute morph normals
+
+				tmpGeo.computeFaceNormals();
+				tmpGeo.computeVertexNormals();
+
+				// store morph normals
+
+				var faceNormal, vertexNormals;
+
+				for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+					face = this.faces[ f ];
+
+					faceNormal = morphNormals.faceNormals[ f ];
+					vertexNormals = morphNormals.vertexNormals[ f ];
+
+					faceNormal.copy( face.normal );
+
+					vertexNormals.a.copy( face.vertexNormals[ 0 ] );
+					vertexNormals.b.copy( face.vertexNormals[ 1 ] );
+					vertexNormals.c.copy( face.vertexNormals[ 2 ] );
+
+				}
+
+			}
+
+			// restore original normals
+
+			for ( f = 0, fl = this.faces.length; f < fl; f ++ ) {
+
+				face = this.faces[ f ];
+
+				face.normal = face.__originalFaceNormal;
+				face.vertexNormals = face.__originalVertexNormals;
+
+			}
+
+		},
+
+		computeBoundingBox: function () {
+
+			if ( this.boundingBox === null ) {
+
+				this.boundingBox = new Box3();
+
+			}
+
+			this.boundingBox.setFromPoints( this.vertices );
+
+		},
+
+		computeBoundingSphere: function () {
+
+			if ( this.boundingSphere === null ) {
+
+				this.boundingSphere = new Sphere();
+
+			}
+
+			this.boundingSphere.setFromPoints( this.vertices );
+
+		},
+
+		merge: function ( geometry, matrix, materialIndexOffset ) {
+
+			if ( ! ( geometry && geometry.isGeometry ) ) {
+
+				console.error( 'THREE.Geometry.merge(): geometry not an instance of THREE.Geometry.', geometry );
+				return;
+
+			}
+
+			var normalMatrix,
+				vertexOffset = this.vertices.length,
+				vertices1 = this.vertices,
+				vertices2 = geometry.vertices,
+				faces1 = this.faces,
+				faces2 = geometry.faces,
+				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 ) ) {
+
+				console.error( 'THREE.Geometry.mergeMesh(): mesh not an instance of THREE.Mesh.', mesh );
+				return;
+
+			}
+
+			if ( mesh.matrixAutoUpdate ) mesh.updateMatrix();
+
+			this.merge( mesh.geometry, mesh.matrix );
+
+		},
+
+		/*
+		 * Checks for duplicate vertices with hashmap.
+		 * Duplicated vertices are removed
+		 * and faces' vertices are updated.
+		 */
+
+		mergeVertices: function () {
+
+			var verticesMap = {}; // Hashmap for looking up vertices by position coordinates (and making sure they are unique)
+			var unique = [], changes = [];
+
+			var v, key;
+			var precisionPoints = 4; // number of decimal points, e.g. 4 for epsilon of 0.0001
+			var precision = Math.pow( 10, precisionPoints );
+			var i, il, face;
+			var indices, j, jl;
+
+			for ( i = 0, il = this.vertices.length; i < il; i ++ ) {
+
+				v = this.vertices[ i ];
+				key = Math.round( v.x * precision ) + '_' + Math.round( v.y * precision ) + '_' + Math.round( v.z * precision );
+
+				if ( verticesMap[ key ] === undefined ) {
+
+					verticesMap[ key ] = i;
+					unique.push( this.vertices[ i ] );
+					changes[ i ] = unique.length - 1;
+
+				} else {
+
+					//console.log('Duplicate vertex found. ', i, ' could be using ', verticesMap[key]);
+					changes[ i ] = changes[ verticesMap[ key ] ];
+
+				}
+
+			}
+
+
+			// if faces are completely degenerate after merging vertices, we
+			// have to remove them from the geometry.
+			var faceIndicesToRemove = [];
+
+			for ( i = 0, il = this.faces.length; i < il; i ++ ) {
+
+				face = this.faces[ i ];
+
+				face.a = changes[ face.a ];
+				face.b = changes[ face.b ];
+				face.c = changes[ face.c ];
+
+				indices = [ face.a, face.b, face.c ];
+
+				// if any duplicate vertices are found in a Face3
+				// we have to remove the face as nothing can be saved
+				for ( var n = 0; n < 3; n ++ ) {
+
+					if ( indices[ n ] === indices[ ( n + 1 ) % 3 ] ) {
+
+						faceIndicesToRemove.push( i );
+						break;
+
+					}
+
+				}
+
+			}
+
+			for ( i = faceIndicesToRemove.length - 1; i >= 0; i -- ) {
+
+				var idx = faceIndicesToRemove[ i ];
+
+				this.faces.splice( idx, 1 );
+
+				for ( j = 0, jl = this.faceVertexUvs.length; j < jl; j ++ ) {
+
+					this.faceVertexUvs[ j ].splice( idx, 1 );
+
+				}
+
+			}
+
+			// Use unique set of vertices
+
+			var diff = this.vertices.length - unique.length;
+			this.vertices = unique;
+			return diff;
+
+		},
+
+		setFromPoints: function ( points ) {
+
+			this.vertices = [];
+
+			for ( var i = 0, l = points.length; i < l; i ++ ) {
+
+				var point = points[ i ];
+				this.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
+
+			}
+
+			return this;
+
+		},
+
+		sortFacesByMaterialIndex: function () {
+
+			var faces = this.faces;
+			var length = faces.length;
+
+			// tag faces
+
+			for ( var i = 0; i < length; i ++ ) {
+
+				faces[ i ]._id = i;
+
+			}
+
+			// sort faces
+
+			function materialIndexSort( a, b ) {
+
+				return a.materialIndex - b.materialIndex;
+
+			}
+
+			faces.sort( materialIndexSort );
+
+			// sort uvs
+
+			var uvs1 = this.faceVertexUvs[ 0 ];
+			var uvs2 = this.faceVertexUvs[ 1 ];
+
+			var newUvs1, newUvs2;
+
+			if ( uvs1 && uvs1.length === length ) newUvs1 = [];
+			if ( uvs2 && uvs2.length === length ) newUvs2 = [];
+
+			for ( var i = 0; i < length; i ++ ) {
+
+				var id = faces[ i ]._id;
+
+				if ( newUvs1 ) newUvs1.push( uvs1[ id ] );
+				if ( newUvs2 ) newUvs2.push( uvs2[ id ] );
+
+			}
+
+			if ( newUvs1 ) this.faceVertexUvs[ 0 ] = newUvs1;
+			if ( newUvs2 ) this.faceVertexUvs[ 1 ] = newUvs2;
+
+		},
+
+		toJSON: function () {
+
+			var data = {
+				metadata: {
+					version: 4.5,
+					type: 'Geometry',
+					generator: 'Geometry.toJSON'
+				}
+			};
+
+			// standard Geometry serialization
+
+			data.uuid = this.uuid;
+			data.type = this.type;
+			if ( this.name !== '' ) data.name = this.name;
+
+			if ( this.parameters !== undefined ) {
+
+				var parameters = this.parameters;
+
+				for ( var key in parameters ) {
+
+					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
+
+				}
+
+				return data;
+
+			}
+
+			var vertices = [];
+
+			for ( var i = 0; i < this.vertices.length; i ++ ) {
+
+				var vertex = this.vertices[ i ];
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+			}
+
+			var faces = [];
+			var normals = [];
+			var normalsHash = {};
+			var colors = [];
+			var colorsHash = {};
+			var uvs = [];
+			var uvsHash = {};
+
+			for ( var i = 0; i < this.faces.length; i ++ ) {
+
+				var face = this.faces[ i ];
+
+				var hasMaterial = true;
+				var hasFaceUv = false; // deprecated
+				var hasFaceVertexUv = this.faceVertexUvs[ 0 ][ i ] !== undefined;
+				var hasFaceNormal = face.normal.length() > 0;
+				var hasFaceVertexNormal = face.vertexNormals.length > 0;
+				var hasFaceColor = face.color.r !== 1 || face.color.g !== 1 || face.color.b !== 1;
+				var hasFaceVertexColor = face.vertexColors.length > 0;
+
+				var faceType = 0;
+
+				faceType = setBit( faceType, 0, 0 ); // isQuad
+				faceType = setBit( faceType, 1, hasMaterial );
+				faceType = setBit( faceType, 2, hasFaceUv );
+				faceType = setBit( faceType, 3, hasFaceVertexUv );
+				faceType = setBit( faceType, 4, hasFaceNormal );
+				faceType = setBit( faceType, 5, hasFaceVertexNormal );
+				faceType = setBit( faceType, 6, hasFaceColor );
+				faceType = setBit( faceType, 7, hasFaceVertexColor );
+
+				faces.push( faceType );
+				faces.push( face.a, face.b, face.c );
+				faces.push( face.materialIndex );
+
+				if ( hasFaceVertexUv ) {
+
+					var faceVertexUvs = this.faceVertexUvs[ 0 ][ i ];
+
+					faces.push(
+						getUvIndex( faceVertexUvs[ 0 ] ),
+						getUvIndex( faceVertexUvs[ 1 ] ),
+						getUvIndex( faceVertexUvs[ 2 ] )
+					);
+
+				}
+
+				if ( hasFaceNormal ) {
+
+					faces.push( getNormalIndex( face.normal ) );
+
+				}
+
+				if ( hasFaceVertexNormal ) {
+
+					var vertexNormals = face.vertexNormals;
+
+					faces.push(
+						getNormalIndex( vertexNormals[ 0 ] ),
+						getNormalIndex( vertexNormals[ 1 ] ),
+						getNormalIndex( vertexNormals[ 2 ] )
+					);
+
+				}
+
+				if ( hasFaceColor ) {
+
+					faces.push( getColorIndex( face.color ) );
+
+				}
+
+				if ( hasFaceVertexColor ) {
+
+					var vertexColors = face.vertexColors;
+
+					faces.push(
+						getColorIndex( vertexColors[ 0 ] ),
+						getColorIndex( vertexColors[ 1 ] ),
+						getColorIndex( vertexColors[ 2 ] )
+					);
+
+				}
+
+			}
+
+			function setBit( value, position, enabled ) {
+
+				return enabled ? value | ( 1 << position ) : value & ( ~ ( 1 << position ) );
+
+			}
+
+			function getNormalIndex( normal ) {
+
+				var hash = normal.x.toString() + normal.y.toString() + normal.z.toString();
+
+				if ( normalsHash[ hash ] !== undefined ) {
+
+					return normalsHash[ hash ];
+
+				}
+
+				normalsHash[ hash ] = normals.length / 3;
+				normals.push( normal.x, normal.y, normal.z );
+
+				return normalsHash[ hash ];
+
+			}
+
+			function getColorIndex( color ) {
+
+				var hash = color.r.toString() + color.g.toString() + color.b.toString();
+
+				if ( colorsHash[ hash ] !== undefined ) {
+
+					return colorsHash[ hash ];
+
+				}
+
+				colorsHash[ hash ] = colors.length;
+				colors.push( color.getHex() );
+
+				return colorsHash[ hash ];
+
+			}
+
+			function getUvIndex( uv ) {
+
+				var hash = uv.x.toString() + uv.y.toString();
+
+				if ( uvsHash[ hash ] !== undefined ) {
+
+					return uvsHash[ hash ];
+
+				}
+
+				uvsHash[ hash ] = uvs.length / 2;
+				uvs.push( uv.x, uv.y );
+
+				return uvsHash[ hash ];
+
+			}
+
+			data.data = {};
+
+			data.data.vertices = vertices;
+			data.data.normals = normals;
+			if ( colors.length > 0 ) data.data.colors = colors;
+			if ( uvs.length > 0 ) data.data.uvs = [ uvs ]; // temporal backward compatibility
+			data.data.faces = faces;
+
+			return data;
+
+		},
+
+		clone: function () {
+
+			/*
+			 // Handle primitives
+
+			 var parameters = this.parameters;
+
+			 if ( parameters !== undefined ) {
+
+			 var values = [];
+
+			 for ( var key in parameters ) {
+
+			 values.push( parameters[ key ] );
+
+			 }
+
+			 var geometry = Object.create( this.constructor.prototype );
+			 this.constructor.apply( geometry, values );
+			 return geometry;
+
+			 }
+
+			 return new this.constructor().copy( this );
+			 */
+
+			return new Geometry().copy( this );
+
+		},
+
+		copy: function ( source ) {
+
+			var i, il, j, jl, k, kl;
+
+			// reset
+
+			this.vertices = [];
+			this.colors = [];
+			this.faces = [];
+			this.faceVertexUvs = [[]];
+			this.morphTargets = [];
+			this.morphNormals = [];
+			this.skinWeights = [];
+			this.skinIndices = [];
+			this.lineDistances = [];
+			this.boundingBox = null;
+			this.boundingSphere = null;
+
+			// name
+
+			this.name = source.name;
+
+			// vertices
+
+			var vertices = source.vertices;
+
+			for ( i = 0, il = vertices.length; i < il; i ++ ) {
+
+				this.vertices.push( vertices[ i ].clone() );
+
+			}
+
+			// colors
+
+			var colors = source.colors;
+
+			for ( i = 0, il = colors.length; i < il; i ++ ) {
+
+				this.colors.push( colors[ i ].clone() );
+
+			}
+
+			// faces
+
+			var faces = source.faces;
+
+			for ( i = 0, il = faces.length; i < il; i ++ ) {
+
+				this.faces.push( faces[ i ].clone() );
+
+			}
+
+			// face vertex uvs
+
+			for ( i = 0, il = source.faceVertexUvs.length; i < il; i ++ ) {
+
+				var faceVertexUvs = source.faceVertexUvs[ i ];
+
+				if ( this.faceVertexUvs[ i ] === undefined ) {
+
+					this.faceVertexUvs[ i ] = [];
+
+				}
+
+				for ( j = 0, jl = faceVertexUvs.length; j < jl; j ++ ) {
+
+					var uvs = faceVertexUvs[ j ], uvsCopy = [];
+
+					for ( k = 0, kl = uvs.length; k < kl; k ++ ) {
+
+						var uv = uvs[ k ];
+
+						uvsCopy.push( uv.clone() );
+
+					}
+
+					this.faceVertexUvs[ i ].push( uvsCopy );
+
+				}
+
+			}
+
+			// morph targets
+
+			var morphTargets = source.morphTargets;
+
+			for ( i = 0, il = morphTargets.length; i < il; i ++ ) {
+
+				var morphTarget = {};
+				morphTarget.name = morphTargets[ i ].name;
+
+				// vertices
+
+				if ( morphTargets[ i ].vertices !== undefined ) {
+
+					morphTarget.vertices = [];
+
+					for ( j = 0, jl = morphTargets[ i ].vertices.length; j < jl; j ++ ) {
+
+						morphTarget.vertices.push( morphTargets[ i ].vertices[ j ].clone() );
+
+					}
+
+				}
+
+				// normals
+
+				if ( morphTargets[ i ].normals !== undefined ) {
+
+					morphTarget.normals = [];
+
+					for ( j = 0, jl = morphTargets[ i ].normals.length; j < jl; j ++ ) {
+
+						morphTarget.normals.push( morphTargets[ i ].normals[ j ].clone() );
+
+					}
+
+				}
+
+				this.morphTargets.push( morphTarget );
+
+			}
+
+			// morph normals
+
+			var morphNormals = source.morphNormals;
+
+			for ( i = 0, il = morphNormals.length; i < il; i ++ ) {
+
+				var morphNormal = {};
+
+				// vertex normals
+
+				if ( morphNormals[ i ].vertexNormals !== undefined ) {
+
+					morphNormal.vertexNormals = [];
+
+					for ( j = 0, jl = morphNormals[ i ].vertexNormals.length; j < jl; j ++ ) {
+
+						var srcVertexNormal = morphNormals[ i ].vertexNormals[ j ];
+						var destVertexNormal = {};
+
+						destVertexNormal.a = srcVertexNormal.a.clone();
+						destVertexNormal.b = srcVertexNormal.b.clone();
+						destVertexNormal.c = srcVertexNormal.c.clone();
+
+						morphNormal.vertexNormals.push( destVertexNormal );
+
+					}
+
+				}
+
+				// face normals
+
+				if ( morphNormals[ i ].faceNormals !== undefined ) {
+
+					morphNormal.faceNormals = [];
+
+					for ( j = 0, jl = morphNormals[ i ].faceNormals.length; j < jl; j ++ ) {
+
+						morphNormal.faceNormals.push( morphNormals[ i ].faceNormals[ j ].clone() );
+
+					}
+
+				}
+
+				this.morphNormals.push( morphNormal );
+
+			}
+
+			// skin weights
+
+			var skinWeights = source.skinWeights;
+
+			for ( i = 0, il = skinWeights.length; i < il; i ++ ) {
+
+				this.skinWeights.push( skinWeights[ i ].clone() );
+
+			}
+
+			// skin indices
+
+			var skinIndices = source.skinIndices;
+
+			for ( i = 0, il = skinIndices.length; i < il; i ++ ) {
+
+				this.skinIndices.push( skinIndices[ i ].clone() );
+
+			}
+
+			// line distances
+
+			var lineDistances = source.lineDistances;
+
+			for ( i = 0, il = lineDistances.length; i < il; i ++ ) {
+
+				this.lineDistances.push( lineDistances[ i ] );
+
+			}
+
+			// bounding box
+
+			var boundingBox = source.boundingBox;
+
+			if ( boundingBox !== null ) {
+
+				this.boundingBox = boundingBox.clone();
+
+			}
+
+			// bounding sphere
+
+			var boundingSphere = source.boundingSphere;
+
+			if ( boundingSphere !== null ) {
+
+				this.boundingSphere = boundingSphere.clone();
+
+			}
+
+			// update flags
+
+			this.elementsNeedUpdate = source.elementsNeedUpdate;
+			this.verticesNeedUpdate = source.verticesNeedUpdate;
+			this.uvsNeedUpdate = source.uvsNeedUpdate;
+			this.normalsNeedUpdate = source.normalsNeedUpdate;
+			this.colorsNeedUpdate = source.colorsNeedUpdate;
+			this.lineDistancesNeedUpdate = source.lineDistancesNeedUpdate;
+			this.groupsNeedUpdate = source.groupsNeedUpdate;
+
+			return this;
+
+		},
+
+		dispose: function () {
+
+			this.dispatchEvent( { type: 'dispose' } );
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function BufferAttribute( array, itemSize, normalized ) {
+
+		if ( Array.isArray( array ) ) {
+
+			throw new TypeError( 'THREE.BufferAttribute: array should be a Typed Array.' );
+
+		}
+
+		this.name = '';
+
+		this.array = array;
+		this.itemSize = itemSize;
+		this.count = array !== undefined ? array.length / itemSize : 0;
+		this.normalized = normalized === true;
+
+		this.dynamic = false;
+		this.updateRange = { offset: 0, count: - 1 };
+
+		this.version = 0;
+
+	}
+
+	Object.defineProperty( BufferAttribute.prototype, 'needsUpdate', {
+
+		set: function ( value ) {
+
+			if ( value === true ) this.version ++;
+
+		}
+
+	} );
+
+	Object.assign( BufferAttribute.prototype, {
+
+		isBufferAttribute: true,
+
+		onUploadCallback: function () {},
+
+		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;
+
+			return this;
+
+		},
+
+		setDynamic: function ( value ) {
+
+			this.dynamic = value;
+
+			return this;
+
+		},
+
+		copy: function ( source ) {
+
+			this.name = source.name;
+			this.array = new source.array.constructor( source.array );
+			this.itemSize = source.itemSize;
+			this.count = source.count;
+			this.normalized = source.normalized;
+
+			this.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;
+
+		},
+
+		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, normalized ) {
+
+		BufferAttribute.call( this, new Int8Array( array ), itemSize, normalized );
+
+	}
+
+	Int8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+	Int8BufferAttribute.prototype.constructor = Int8BufferAttribute;
+
+
+	function Uint8BufferAttribute( array, itemSize, normalized ) {
+
+		BufferAttribute.call( this, new Uint8Array( array ), itemSize, normalized );
+
+	}
+
+	Uint8BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+	Uint8BufferAttribute.prototype.constructor = Uint8BufferAttribute;
+
+
+	function Uint8ClampedBufferAttribute( array, itemSize, normalized ) {
+
+		BufferAttribute.call( this, new Uint8ClampedArray( array ), itemSize, normalized );
+
+	}
+
+	Uint8ClampedBufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+	Uint8ClampedBufferAttribute.prototype.constructor = Uint8ClampedBufferAttribute;
+
+
+	function Int16BufferAttribute( array, itemSize, normalized ) {
+
+		BufferAttribute.call( this, new Int16Array( array ), itemSize, normalized );
+
+	}
+
+	Int16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+	Int16BufferAttribute.prototype.constructor = Int16BufferAttribute;
+
+
+	function Uint16BufferAttribute( array, itemSize, normalized ) {
+
+		BufferAttribute.call( this, new Uint16Array( array ), itemSize, normalized );
+
+	}
+
+	Uint16BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+	Uint16BufferAttribute.prototype.constructor = Uint16BufferAttribute;
+
+
+	function Int32BufferAttribute( array, itemSize, normalized ) {
+
+		BufferAttribute.call( this, new Int32Array( array ), itemSize, normalized );
+
+	}
+
+	Int32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+	Int32BufferAttribute.prototype.constructor = Int32BufferAttribute;
+
+
+	function Uint32BufferAttribute( array, itemSize, normalized ) {
+
+		BufferAttribute.call( this, new Uint32Array( array ), itemSize, normalized );
+
+	}
+
+	Uint32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+	Uint32BufferAttribute.prototype.constructor = Uint32BufferAttribute;
+
+
+	function Float32BufferAttribute( array, itemSize, normalized ) {
+
+		BufferAttribute.call( this, new Float32Array( array ), itemSize, normalized );
+
+	}
+
+	Float32BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+	Float32BufferAttribute.prototype.constructor = Float32BufferAttribute;
+
+
+	function Float64BufferAttribute( array, itemSize, normalized ) {
+
+		BufferAttribute.call( this, new Float64Array( array ), itemSize, normalized );
+
+	}
+
+	Float64BufferAttribute.prototype = Object.create( BufferAttribute.prototype );
+	Float64BufferAttribute.prototype.constructor = Float64BufferAttribute;
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function DirectGeometry() {
+
+		this.vertices = [];
+		this.normals = [];
+		this.colors = [];
+		this.uvs = [];
+		this.uvs2 = [];
+
+		this.groups = [];
+
+		this.morphTargets = {};
+
+		this.skinWeights = [];
+		this.skinIndices = [];
+
+		// this.lineDistances = [];
+
+		this.boundingBox = null;
+		this.boundingSphere = null;
+
+		// update flags
+
+		this.verticesNeedUpdate = false;
+		this.normalsNeedUpdate = false;
+		this.colorsNeedUpdate = false;
+		this.uvsNeedUpdate = false;
+		this.groupsNeedUpdate = false;
+
+	}
+
+	Object.assign( DirectGeometry.prototype, {
+
+		computeGroups: function ( geometry ) {
+
+			var group;
+			var groups = [];
+			var materialIndex = undefined;
+
+			var faces = geometry.faces;
+
+			for ( var i = 0; i < faces.length; i ++ ) {
+
+				var face = faces[ i ];
+
+				// materials
+
+				if ( face.materialIndex !== materialIndex ) {
+
+					materialIndex = face.materialIndex;
+
+					if ( group !== undefined ) {
+
+						group.count = ( i * 3 ) - group.start;
+						groups.push( group );
+
+					}
+
+					group = {
+						start: i * 3,
+						materialIndex: materialIndex
+					};
+
+				}
+
+			}
+
+			if ( group !== undefined ) {
+
+				group.count = ( i * 3 ) - group.start;
+				groups.push( group );
+
+			}
+
+			this.groups = groups;
+
+		},
+
+		fromGeometry: function ( geometry ) {
+
+			var faces = geometry.faces;
+			var vertices = geometry.vertices;
+			var faceVertexUvs = geometry.faceVertexUvs;
+
+			var hasFaceVertexUv = faceVertexUvs[ 0 ] && faceVertexUvs[ 0 ].length > 0;
+			var hasFaceVertexUv2 = faceVertexUvs[ 1 ] && faceVertexUvs[ 1 ].length > 0;
+
+			// morphs
+
+			var morphTargets = geometry.morphTargets;
+			var morphTargetsLength = morphTargets.length;
+
+			var morphTargetsPosition;
+
+			if ( morphTargetsLength > 0 ) {
+
+				morphTargetsPosition = [];
+
+				for ( var i = 0; i < morphTargetsLength; i ++ ) {
+
+					morphTargetsPosition[ i ] = {
+						name: morphTargets[ i ].name,
+					 	data: []
+					};
+
+				}
+
+				this.morphTargets.position = morphTargetsPosition;
+
+			}
+
+			var morphNormals = geometry.morphNormals;
+			var morphNormalsLength = morphNormals.length;
+
+			var morphTargetsNormal;
+
+			if ( morphNormalsLength > 0 ) {
+
+				morphTargetsNormal = [];
+
+				for ( var i = 0; i < morphNormalsLength; i ++ ) {
+
+					morphTargetsNormal[ i ] = {
+						name: morphNormals[ i ].name,
+					 	data: []
+					};
+
+				}
+
+				this.morphTargets.normal = morphTargetsNormal;
+
+			}
+
+			// skins
+
+			var skinIndices = geometry.skinIndices;
+			var skinWeights = geometry.skinWeights;
+
+			var hasSkinIndices = skinIndices.length === vertices.length;
+			var hasSkinWeights = skinWeights.length === vertices.length;
+
+			//
+
+			if ( vertices.length > 0 && faces.length === 0 ) {
+
+				console.error( 'THREE.DirectGeometry: Faceless geometries are not supported.' );
+
+			}
+
+			for ( var i = 0; i < faces.length; i ++ ) {
+
+				var face = faces[ i ];
+
+				this.vertices.push( vertices[ face.a ], vertices[ face.b ], vertices[ face.c ] );
+
+				var vertexNormals = face.vertexNormals;
+
+				if ( vertexNormals.length === 3 ) {
+
+					this.normals.push( vertexNormals[ 0 ], vertexNormals[ 1 ], vertexNormals[ 2 ] );
+
+				} else {
+
+					var normal = face.normal;
+
+					this.normals.push( normal, normal, normal );
+
+				}
+
+				var vertexColors = face.vertexColors;
+
+				if ( vertexColors.length === 3 ) {
+
+					this.colors.push( vertexColors[ 0 ], vertexColors[ 1 ], vertexColors[ 2 ] );
+
+				} else {
+
+					var color = face.color;
+
+					this.colors.push( color, color, color );
+
+				}
+
+				if ( hasFaceVertexUv === true ) {
+
+					var vertexUvs = faceVertexUvs[ 0 ][ i ];
+
+					if ( vertexUvs !== undefined ) {
+
+						this.uvs.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
+
+					} else {
+
+						console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv ', i );
+
+						this.uvs.push( new Vector2(), new Vector2(), new Vector2() );
+
+					}
+
+				}
+
+				if ( hasFaceVertexUv2 === true ) {
+
+					var vertexUvs = faceVertexUvs[ 1 ][ i ];
+
+					if ( vertexUvs !== undefined ) {
+
+						this.uvs2.push( vertexUvs[ 0 ], vertexUvs[ 1 ], vertexUvs[ 2 ] );
+
+					} else {
+
+						console.warn( 'THREE.DirectGeometry.fromGeometry(): Undefined vertexUv2 ', i );
+
+						this.uvs2.push( new Vector2(), new Vector2(), new Vector2() );
+
+					}
+
+				}
+
+				// morphs
+
+				for ( var j = 0; j < morphTargetsLength; j ++ ) {
+
+					var morphTarget = morphTargets[ j ].vertices;
+
+					morphTargetsPosition[ j ].data.push( morphTarget[ face.a ], morphTarget[ face.b ], morphTarget[ face.c ] );
+
+				}
+
+				for ( var j = 0; j < morphNormalsLength; j ++ ) {
+
+					var morphNormal = morphNormals[ j ].vertexNormals[ i ];
+
+					morphTargetsNormal[ j ].data.push( morphNormal.a, morphNormal.b, morphNormal.c );
+
+				}
+
+				// skins
+
+				if ( hasSkinIndices ) {
+
+					this.skinIndices.push( skinIndices[ face.a ], skinIndices[ face.b ], skinIndices[ face.c ] );
+
+				}
+
+				if ( hasSkinWeights ) {
+
+					this.skinWeights.push( skinWeights[ face.a ], skinWeights[ face.b ], skinWeights[ face.c ] );
+
+				}
+
+			}
+
+			this.computeGroups( geometry );
+
+			this.verticesNeedUpdate = geometry.verticesNeedUpdate;
+			this.normalsNeedUpdate = geometry.normalsNeedUpdate;
+			this.colorsNeedUpdate = geometry.colorsNeedUpdate;
+			this.uvsNeedUpdate = geometry.uvsNeedUpdate;
+			this.groupsNeedUpdate = geometry.groupsNeedUpdate;
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function arrayMax( array ) {
+
+		if ( array.length === 0 ) return - Infinity;
+
+		var max = array[ 0 ];
+
+		for ( var i = 1, l = array.length; i < l; ++ i ) {
+
+			if ( array[ i ] > max ) max = array[ i ];
+
+		}
+
+		return max;
+
+	}
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	var bufferGeometryId = 1; // BufferGeometry uses odd numbers as Id
+
+	function BufferGeometry() {
+
+		Object.defineProperty( this, 'id', { value: bufferGeometryId += 2 } );
+
+		this.uuid = _Math.generateUUID();
+
+		this.name = '';
+		this.type = 'BufferGeometry';
+
+		this.index = null;
+		this.attributes = {};
+
+		this.morphAttributes = {};
+
+		this.groups = [];
+
+		this.boundingBox = null;
+		this.boundingSphere = null;
+
+		this.drawRange = { start: 0, count: Infinity };
+
+		this.userData = {};
+
+	}
+
+	BufferGeometry.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
+
+		constructor: BufferGeometry,
+
+		isBufferGeometry: true,
+
+		getIndex: function () {
+
+			return this.index;
+
+		},
+
+		setIndex: function ( index ) {
+
+			if ( Array.isArray( index ) ) {
+
+				this.index = new ( arrayMax( index ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( index, 1 );
+
+			} else {
+
+				this.index = index;
+
+			}
+
+		},
+
+		addAttribute: function ( name, attribute ) {
+
+			if ( ! ( attribute && attribute.isBufferAttribute ) && ! ( attribute && attribute.isInterleavedBufferAttribute ) ) {
+
+				console.warn( 'THREE.BufferGeometry: .addAttribute() now expects ( name, attribute ).' );
+
+				return this.addAttribute( name, new BufferAttribute( arguments[ 1 ], arguments[ 2 ] ) );
+
+			}
+
+			if ( name === 'index' ) {
+
+				console.warn( 'THREE.BufferGeometry.addAttribute: Use .setIndex() for index attribute.' );
+				this.setIndex( attribute );
+
+				return this;
+
+			}
+
+			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;
+
+			}
+
+			var tangent = this.attributes.tangent;
+
+			if ( tangent !== undefined ) {
+
+				var normalMatrix = new Matrix3().getNormalMatrix( matrix );
+
+				// Tangent is vec4, but the '.w' component is a sign value (+1/-1).
+				normalMatrix.applyToBufferAttribute( tangent );
+				tangent.needsUpdate = true;
+
+			}
+
+			if ( this.boundingBox !== null ) {
+
+				this.computeBoundingBox();
+
+			}
+
+			if ( this.boundingSphere !== null ) {
+
+				this.computeBoundingSphere();
+
+			}
+
+			return this;
+
+		},
+
+		rotateX: function () {
+
+			// rotate geometry around world x-axis
+
+			var m1 = new Matrix4();
+
+			return function rotateX( angle ) {
+
+				m1.makeRotationX( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		rotateY: function () {
+
+			// rotate geometry around world y-axis
+
+			var m1 = new Matrix4();
+
+			return function rotateY( angle ) {
+
+				m1.makeRotationY( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		rotateZ: function () {
+
+			// rotate geometry around world z-axis
+
+			var m1 = new Matrix4();
+
+			return function rotateZ( angle ) {
+
+				m1.makeRotationZ( angle );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		translate: function () {
+
+			// translate geometry
+
+			var m1 = new Matrix4();
+
+			return function translate( x, y, z ) {
+
+				m1.makeTranslation( x, y, z );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		scale: function () {
+
+			// scale geometry
+
+			var m1 = new Matrix4();
+
+			return function scale( x, y, z ) {
+
+				m1.makeScale( x, y, z );
+
+				this.applyMatrix( m1 );
+
+				return this;
+
+			};
+
+		}(),
+
+		lookAt: function () {
+
+			var obj = new Object3D();
+
+			return function lookAt( vector ) {
+
+				obj.lookAt( vector );
+
+				obj.updateMatrix();
+
+				this.applyMatrix( obj.matrix );
+
+			};
+
+		}(),
+
+		center: function () {
+
+			var offset = new Vector3();
+
+			return function center() {
+
+				this.computeBoundingBox();
+
+				this.boundingBox.getCenter( offset ).negate();
+
+				this.translate( offset.x, offset.y, offset.z );
+
+				return this;
+
+			};
+
+		}(),
+
+		setFromObject: function ( object ) {
+
+			// console.log( 'THREE.BufferGeometry.setFromObject(). Converting', object, this );
+
+			var geometry = object.geometry;
+
+			if ( object.isPoints || object.isLine ) {
+
+				var positions = new Float32BufferAttribute( geometry.vertices.length * 3, 3 );
+				var colors = new Float32BufferAttribute( geometry.colors.length * 3, 3 );
+
+				this.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;
+
+		},
+
+		setFromPoints: function ( points ) {
+
+			var position = [];
+
+			for ( var i = 0, l = points.length; i < l; i ++ ) {
+
+				var point = points[ i ];
+				position.push( point.x, point.y, point.z || 0 );
+
+			}
+
+			this.addAttribute( 'position', new Float32BufferAttribute( position, 3 ) );
+
+			return this;
+
+		},
+
+		updateFromObject: function ( object ) {
+
+			var geometry = object.geometry;
+
+			if ( object.isMesh ) {
+
+				var direct = geometry.__directGeometry;
+
+				if ( geometry.elementsNeedUpdate === true ) {
+
+					direct = undefined;
+					geometry.elementsNeedUpdate = false;
+
+				}
+
+				if ( direct === undefined ) {
+
+					return this.fromGeometry( geometry );
+
+				}
+
+				direct.verticesNeedUpdate = geometry.verticesNeedUpdate;
+				direct.normalsNeedUpdate = geometry.normalsNeedUpdate;
+				direct.colorsNeedUpdate = geometry.colorsNeedUpdate;
+				direct.uvsNeedUpdate = geometry.uvsNeedUpdate;
+				direct.groupsNeedUpdate = geometry.groupsNeedUpdate;
+
+				geometry.verticesNeedUpdate = false;
+				geometry.normalsNeedUpdate = false;
+				geometry.colorsNeedUpdate = false;
+				geometry.uvsNeedUpdate = false;
+				geometry.groupsNeedUpdate = false;
+
+				geometry = direct;
+
+			}
+
+			var attribute;
+
+			if ( geometry.verticesNeedUpdate === true ) {
+
+				attribute = this.attributes.position;
+
+				if ( attribute !== undefined ) {
+
+					attribute.copyVector3sArray( geometry.vertices );
+					attribute.needsUpdate = true;
+
+				}
+
+				geometry.verticesNeedUpdate = false;
+
+			}
+
+			if ( geometry.normalsNeedUpdate === true ) {
+
+				attribute = this.attributes.normal;
+
+				if ( attribute !== undefined ) {
+
+					attribute.copyVector3sArray( geometry.normals );
+					attribute.needsUpdate = true;
+
+				}
+
+				geometry.normalsNeedUpdate = false;
+
+			}
+
+			if ( geometry.colorsNeedUpdate === true ) {
+
+				attribute = this.attributes.color;
+
+				if ( attribute !== undefined ) {
+
+					attribute.copyColorsArray( geometry.colors );
+					attribute.needsUpdate = true;
+
+				}
+
+				geometry.colorsNeedUpdate = false;
+
+			}
+
+			if ( geometry.uvsNeedUpdate ) {
+
+				attribute = this.attributes.uv;
+
+				if ( attribute !== undefined ) {
+
+					attribute.copyVector2sArray( geometry.uvs );
+					attribute.needsUpdate = true;
+
+				}
+
+				geometry.uvsNeedUpdate = false;
+
+			}
+
+			if ( geometry.lineDistancesNeedUpdate ) {
+
+				attribute = this.attributes.lineDistance;
+
+				if ( attribute !== undefined ) {
+
+					attribute.copyArray( geometry.lineDistances );
+					attribute.needsUpdate = true;
+
+				}
+
+				geometry.lineDistancesNeedUpdate = false;
+
+			}
+
+			if ( geometry.groupsNeedUpdate ) {
+
+				geometry.computeGroups( object.geometry );
+				this.groups = geometry.groups;
+
+				geometry.groupsNeedUpdate = false;
+
+			}
+
+			return this;
+
+		},
+
+		fromGeometry: function ( geometry ) {
+
+			geometry.__directGeometry = new DirectGeometry().fromGeometry( geometry );
+
+			return this.fromDirectGeometry( geometry.__directGeometry );
+
+		},
+
+		fromDirectGeometry: function ( geometry ) {
+
+			var positions = new Float32Array( geometry.vertices.length * 3 );
+			this.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 ) );
+
+			}
+
+			// groups
+
+			this.groups = geometry.groups;
+
+			// morphs
+
+			for ( var name in geometry.morphTargets ) {
+
+				var array = [];
+				var morphTargets = geometry.morphTargets[ name ];
+
+				for ( var i = 0, l = morphTargets.length; i < l; i ++ ) {
+
+					var morphTarget = morphTargets[ i ];
+
+					var attribute = new Float32BufferAttribute( morphTarget.data.length * 3, 3 );
+					attribute.name = morphTarget.name;
+
+					array.push( attribute.copyVector3sArray( morphTarget.data ) );
+
+				}
+
+				this.morphAttributes[ name ] = array;
+
+			}
+
+			// skinning
+
+			if ( geometry.skinIndices.length > 0 ) {
+
+				var skinIndices = new Float32BufferAttribute( geometry.skinIndices.length * 4, 4 );
+				this.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 () {
+
+			var box = new Box3();
+
+			return function computeBoundingBox() {
+
+				if ( this.boundingBox === null ) {
+
+					this.boundingBox = new Box3();
+
+				}
+
+				var position = this.attributes.position;
+				var morphAttributesPosition = this.morphAttributes.position;
+
+				if ( position !== undefined ) {
+
+					this.boundingBox.setFromBufferAttribute( position );
+
+					// process morph attributes if present
+
+					if ( morphAttributesPosition ) {
+
+						for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
+
+							var morphAttribute = morphAttributesPosition[ i ];
+							box.setFromBufferAttribute( morphAttribute );
+
+							this.boundingBox.expandByPoint( box.min );
+							this.boundingBox.expandByPoint( box.max );
+
+						}
+
+					}
+
+				} else {
+
+					this.boundingBox.makeEmpty();
+
+				}
+
+				if ( isNaN( this.boundingBox.min.x ) || isNaN( this.boundingBox.min.y ) || isNaN( this.boundingBox.min.z ) ) {
+
+					console.error( 'THREE.BufferGeometry.computeBoundingBox: Computed min/max have NaN values. The "position" attribute is likely to have NaN values.', this );
+
+				}
+
+			};
+
+		}(),
+
+		computeBoundingSphere: function () {
+
+			var box = new Box3();
+			var boxMorphTargets = new Box3();
+			var vector = new Vector3();
+
+			return function computeBoundingSphere() {
+
+				if ( this.boundingSphere === null ) {
+
+					this.boundingSphere = new Sphere();
+
+				}
+
+				var position = this.attributes.position;
+				var morphAttributesPosition = this.morphAttributes.position;
+
+				if ( position ) {
+
+					// first, find the center of the bounding sphere
+
+					var center = this.boundingSphere.center;
+
+					box.setFromBufferAttribute( position );
+
+					// process morph attributes if present
+
+					if ( morphAttributesPosition ) {
+
+						for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
+
+							var morphAttribute = morphAttributesPosition[ i ];
+							boxMorphTargets.setFromBufferAttribute( morphAttribute );
+
+							box.expandByPoint( boxMorphTargets.min );
+							box.expandByPoint( boxMorphTargets.max );
+
+						}
+
+					}
+
+					box.getCenter( center );
+
+					// second, try to find a boundingSphere with a radius smaller than the
+					// boundingSphere of the boundingBox: sqrt(3) smaller in the best case
+
+					var maxRadiusSq = 0;
+
+					for ( var i = 0, il = position.count; i < il; i ++ ) {
+
+						vector.fromBufferAttribute( position, i );
+
+						maxRadiusSq = Math.max( maxRadiusSq, center.distanceToSquared( vector ) );
+
+					}
+
+					// process morph attributes if present
+
+					if ( morphAttributesPosition ) {
+
+						for ( var i = 0, il = morphAttributesPosition.length; i < il; i ++ ) {
+
+							var morphAttribute = morphAttributesPosition[ i ];
+
+							for ( var j = 0, jl = morphAttribute.count; j < jl; j ++ ) {
+
+								vector.fromBufferAttribute( morphAttribute, 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;
+
+			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;
+
+					for ( var i = 0, il = index.count; i < il; i += 3 ) {
+
+						vA = indices[ i + 0 ] * 3;
+						vB = indices[ i + 1 ] * 3;
+						vC = indices[ i + 2 ] * 3;
+
+						pA.fromArray( positions, vA );
+						pB.fromArray( positions, vB );
+						pC.fromArray( positions, vC );
+
+						cb.subVectors( pC, pB );
+						ab.subVectors( pA, pB );
+						cb.cross( ab );
+
+						normals[ vA ] += cb.x;
+						normals[ vA + 1 ] += cb.y;
+						normals[ vA + 2 ] += cb.z;
+
+						normals[ vB ] += cb.x;
+						normals[ vB + 1 ] += cb.y;
+						normals[ vB + 2 ] += cb.z;
+
+						normals[ vC ] += cb.x;
+						normals[ vC + 1 ] += cb.y;
+						normals[ vC + 2 ] += cb.z;
+
+					}
+
+				} else {
+
+					// non-indexed elements (unconnected triangle soup)
+
+					for ( var i = 0, il = positions.length; i < il; i += 9 ) {
+
+						pA.fromArray( positions, i );
+						pB.fromArray( positions, i + 3 );
+						pC.fromArray( positions, i + 6 );
+
+						cb.subVectors( pC, pB );
+						ab.subVectors( pA, pB );
+						cb.cross( ab );
+
+						normals[ i ] = cb.x;
+						normals[ i + 1 ] = cb.y;
+						normals[ i + 2 ] = cb.z;
+
+						normals[ i + 3 ] = cb.x;
+						normals[ i + 4 ] = cb.y;
+						normals[ i + 5 ] = cb.z;
+
+						normals[ i + 6 ] = cb.x;
+						normals[ i + 7 ] = cb.y;
+						normals[ i + 8 ] = cb.z;
+
+					}
+
+				}
+
+				this.normalizeNormals();
+
+				attributes.normal.needsUpdate = true;
+
+			}
+
+		},
+
+		merge: function ( geometry, offset ) {
+
+			if ( ! ( geometry && geometry.isBufferGeometry ) ) {
+
+				console.error( 'THREE.BufferGeometry.merge(): geometry not an instance of THREE.BufferGeometry.', geometry );
+				return;
+
+			}
+
+			if ( offset === undefined ) {
+
+				offset = 0;
+
+				console.warn(
+					'THREE.BufferGeometry.merge(): Overwriting original geometry, starting at offset=0. '
+					+ 'Use BufferGeometryUtils.mergeBufferGeometries() for lossless merge.'
+				);
+
+			}
+
+			var attributes = this.attributes;
+
+			for ( var key in attributes ) {
+
+				if ( geometry.attributes[ key ] === undefined ) continue;
+
+				var attribute1 = attributes[ key ];
+				var attributeArray1 = attribute1.array;
+
+				var attribute2 = geometry.attributes[ key ];
+				var attributeArray2 = attribute2.array;
+
+				var attributeSize = attribute2.itemSize;
+
+				for ( var i = 0, j = attributeSize * offset; i < attributeArray2.length; i ++, j ++ ) {
+
+					attributeArray1[ j ] = attributeArray2[ i ];
+
+				}
+
+			}
+
+			return this;
+
+		},
+
+		normalizeNormals: function () {
+
+			var vector = new Vector3();
+
+			return function normalizeNormals() {
+
+				var normals = this.attributes.normal;
+
+				for ( var i = 0, il = normals.count; i < il; i ++ ) {
+
+					vector.x = normals.getX( i );
+					vector.y = normals.getY( i );
+					vector.z = normals.getZ( i );
+
+					vector.normalize();
+
+					normals.setXYZ( i, vector.x, vector.y, vector.z );
+
+				}
+
+			};
+
+		}(),
+
+		toNonIndexed: function () {
+
+			function convertBufferAttribute( attribute, indices ) {
+
+				var array = attribute.array;
+				var itemSize = attribute.itemSize;
+
+				var array2 = new array.constructor( indices.length * itemSize );
+
+				var index = 0, index2 = 0;
+
+				for ( var i = 0, l = indices.length; i < l; i ++ ) {
+
+					index = indices[ i ] * itemSize;
+
+					for ( var j = 0; j < itemSize; j ++ ) {
+
+						array2[ index2 ++ ] = array[ index ++ ];
+
+					}
+
+				}
+
+				return new BufferAttribute( array2, itemSize );
+
+			}
+
+			//
+
+			if ( this.index === null ) {
+
+				console.warn( 'THREE.BufferGeometry.toNonIndexed(): Geometry is already non-indexed.' );
+				return this;
+
+			}
+
+			var geometry2 = new BufferGeometry();
+
+			var indices = this.index.array;
+			var attributes = this.attributes;
+
+			// attributes
+
+			for ( var name in attributes ) {
+
+				var attribute = attributes[ name ];
+
+				var newAttribute = convertBufferAttribute( attribute, indices );
+
+				geometry2.addAttribute( name, newAttribute );
+
+			}
+
+			// morph attributes
+
+			var morphAttributes = this.morphAttributes;
+
+			for ( name in morphAttributes ) {
+
+				var morphArray = [];
+				var morphAttribute = morphAttributes[ name ]; // morphAttribute: array of Float32BufferAttributes
+
+				for ( var i = 0, il = morphAttribute.length; i < il; i ++ ) {
+
+					var attribute = morphAttribute[ i ];
+
+					var newAttribute = convertBufferAttribute( attribute, indices );
+
+					morphArray.push( newAttribute );
+
+				}
+
+				geometry2.morphAttributes[ name ] = morphArray;
+
+			}
+
+			// groups
+
+			var groups = this.groups;
+
+			for ( var i = 0, l = groups.length; i < l; i ++ ) {
+
+				var group = groups[ i ];
+				geometry2.addGroup( group.start, group.count, group.materialIndex );
+
+			}
+
+			return geometry2;
+
+		},
+
+		toJSON: function () {
+
+			var data = {
+				metadata: {
+					version: 4.5,
+					type: 'BufferGeometry',
+					generator: 'BufferGeometry.toJSON'
+				}
+			};
+
+			// standard BufferGeometry serialization
+
+			data.uuid = this.uuid;
+			data.type = this.type;
+			if ( this.name !== '' ) data.name = this.name;
+			if ( Object.keys( this.userData ).length > 0 ) data.userData = this.userData;
+
+			if ( this.parameters !== undefined ) {
+
+				var parameters = this.parameters;
+
+				for ( var key in parameters ) {
+
+					if ( parameters[ key ] !== undefined ) data[ key ] = parameters[ key ];
+
+				}
+
+				return data;
+
+			}
+
+			data.data = { attributes: {} };
+
+			var index = this.index;
+
+			if ( index !== null ) {
+
+				data.data.index = {
+					type: index.array.constructor.name,
+					array: Array.prototype.slice.call( index.array )
+				};
+
+			}
+
+			var attributes = this.attributes;
+
+			for ( var key in attributes ) {
+
+				var attribute = attributes[ key ];
+
+				var attributeData = {
+					itemSize: attribute.itemSize,
+					type: attribute.array.constructor.name,
+					array: Array.prototype.slice.call( attribute.array ),
+					normalized: attribute.normalized
+				};
+
+				if ( attribute.name !== '' ) attributeData.name = attribute.name;
+
+				data.data.attributes[ key ] = attributeData;
+
+			}
+
+			var morphAttributes = {};
+			var hasMorphAttributes = false;
+
+			for ( var key in this.morphAttributes ) {
+
+				var attributeArray = this.morphAttributes[ key ];
+
+				var array = [];
+
+				for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
+
+					var attribute = attributeArray[ i ];
+
+					var attributeData = {
+						itemSize: attribute.itemSize,
+						type: attribute.array.constructor.name,
+						array: Array.prototype.slice.call( attribute.array ),
+						normalized: attribute.normalized
+					};
+
+					if ( attribute.name !== '' ) attributeData.name = attribute.name;
+
+					array.push( attributeData );
+
+				}
+
+				if ( array.length > 0 ) {
+
+					morphAttributes[ key ] = array;
+
+					hasMorphAttributes = true;
+
+				}
+
+			}
+
+			if ( hasMorphAttributes ) data.data.morphAttributes = morphAttributes;
+
+			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;
+
+			// user data
+
+			this.userData = source.userData;
+
+			return this;
+
+		},
+
+		dispose: function () {
+
+			this.dispatchEvent( { type: 'dispose' } );
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// BoxGeometry
+
+	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;
+
+	// BoxBufferGeometry
+
+	function BoxBufferGeometry( width, height, depth, widthSegments, heightSegments, depthSegments ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'BoxBufferGeometry';
+
+		this.parameters = {
+			width: width,
+			height: height,
+			depth: depth,
+			widthSegments: widthSegments,
+			heightSegments: heightSegments,
+			depthSegments: depthSegments
+		};
+
+		var scope = this;
+
+		width = width || 1;
+		height = height || 1;
+		depth = depth || 1;
+
+		// segments
+
+		widthSegments = Math.floor( widthSegments ) || 1;
+		heightSegments = Math.floor( heightSegments ) || 1;
+		depthSegments = Math.floor( depthSegments ) || 1;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		var numberOfVertices = 0;
+		var groupStart = 0;
+
+		// build each side of the box geometry
+
+		buildPlane( 'z', 'y', 'x', - 1, - 1, depth, height, width, depthSegments, heightSegments, 0 ); // px
+		buildPlane( 'z', 'y', 'x', 1, - 1, depth, height, - width, depthSegments, heightSegments, 1 ); // nx
+		buildPlane( 'x', 'z', 'y', 1, 1, width, depth, height, widthSegments, depthSegments, 2 ); // py
+		buildPlane( 'x', 'z', 'y', 1, - 1, width, depth, - height, widthSegments, depthSegments, 3 ); // ny
+		buildPlane( 'x', 'y', 'z', 1, - 1, width, height, depth, widthSegments, heightSegments, 4 ); // pz
+		buildPlane( 'x', 'y', 'z', - 1, - 1, width, height, - depth, widthSegments, heightSegments, 5 ); // nz
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// PlaneGeometry
+
+	function PlaneGeometry( width, height, widthSegments, heightSegments ) {
+
+		Geometry.call( this );
+
+		this.type = 'PlaneGeometry';
+
+		this.parameters = {
+			width: width,
+			height: height,
+			widthSegments: widthSegments,
+			heightSegments: heightSegments
+		};
+
+		this.fromBufferGeometry( new PlaneBufferGeometry( width, height, widthSegments, heightSegments ) );
+		this.mergeVertices();
+
+	}
+
+	PlaneGeometry.prototype = Object.create( Geometry.prototype );
+	PlaneGeometry.prototype.constructor = PlaneGeometry;
+
+	// PlaneBufferGeometry
+
+	function PlaneBufferGeometry( width, height, widthSegments, heightSegments ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'PlaneBufferGeometry';
+
+		this.parameters = {
+			width: width,
+			height: height,
+			widthSegments: widthSegments,
+			heightSegments: heightSegments
+		};
+
+		width = width || 1;
+		height = height || 1;
+
+		var width_half = width / 2;
+		var height_half = height / 2;
+
+		var gridX = Math.floor( widthSegments ) || 1;
+		var gridY = Math.floor( heightSegments ) || 1;
+
+		var gridX1 = gridX + 1;
+		var gridY1 = gridY + 1;
+
+		var segment_width = width / gridX;
+		var segment_height = height / gridY;
+
+		var ix, iy;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// generate vertices, normals and uvs
+
+		for ( iy = 0; iy < gridY1; iy ++ ) {
+
+			var y = iy * segment_height - height_half;
+
+			for ( ix = 0; ix < gridX1; ix ++ ) {
+
+				var x = ix * segment_width - width_half;
+
+				vertices.push( x, - y, 0 );
+
+				normals.push( 0, 0, 1 );
+
+				uvs.push( ix / gridX );
+				uvs.push( 1 - ( iy / gridY ) );
+
+			}
+
+		}
+
+		// indices
+
+		for ( iy = 0; iy < gridY; iy ++ ) {
+
+			for ( ix = 0; ix < gridX; ix ++ ) {
+
+				var a = ix + gridX1 * iy;
+				var b = ix + gridX1 * ( iy + 1 );
+				var c = ( ix + 1 ) + gridX1 * ( iy + 1 );
+				var d = ( ix + 1 ) + gridX1 * iy;
+
+				// faces
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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 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.flatShading = false;
+		this.vertexTangents = false;
+		this.vertexColors = NoColors; // THREE.NoColors, THREE.VertexColors, THREE.FaceColors
+
+		this.opacity = 1;
+		this.transparent = false;
+
+		this.blendSrc = SrcAlphaFactor;
+		this.blendDst = OneMinusSrcAlphaFactor;
+		this.blendEquation = AddEquation;
+		this.blendSrcAlpha = null;
+		this.blendDstAlpha = null;
+		this.blendEquationAlpha = null;
+
+		this.depthFunc = LessEqualDepth;
+		this.depthTest = true;
+		this.depthWrite = true;
+
+		this.clippingPlanes = null;
+		this.clipIntersection = false;
+		this.clipShadows = false;
+
+		this.shadowSide = null;
+
+		this.colorWrite = true;
+
+		this.precision = null; // override the renderer's default precision for this material
+
+		this.polygonOffset = false;
+		this.polygonOffsetFactor = 0;
+		this.polygonOffsetUnits = 0;
+
+		this.dithering = false;
+
+		this.alphaTest = 0;
+		this.premultipliedAlpha = false;
+
+		this.visible = true;
+
+		this.userData = {};
+
+		this.needsUpdate = true;
+
+	}
+
+	Material.prototype = Object.assign( Object.create( EventDispatcher.prototype ), {
+
+		constructor: Material,
+
+		isMaterial: true,
+
+		onBeforeCompile: function () {},
+
+		setValues: function ( values ) {
+
+			if ( values === undefined ) return;
+
+			for ( var key in values ) {
+
+				var newValue = values[ key ];
+
+				if ( newValue === undefined ) {
+
+					console.warn( "THREE.Material: '" + key + "' parameter is undefined." );
+					continue;
+
+				}
+
+				// for backward compatability if shading is set in the constructor
+				if ( key === 'shading' ) {
+
+					console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
+					this.flatShading = ( newValue === FlatShading ) ? true : false;
+					continue;
+
+				}
+
+				var currentValue = this[ key ];
+
+				if ( currentValue === undefined ) {
+
+					console.warn( "THREE." + this.type + ": '" + key + "' is not a property of this material." );
+					continue;
+
+				}
+
+				if ( currentValue && currentValue.isColor ) {
+
+					currentValue.set( newValue );
+
+				} else if ( ( currentValue && currentValue.isVector3 ) && ( newValue && newValue.isVector3 ) ) {
+
+					currentValue.copy( newValue );
+
+				} else {
+
+					this[ key ] = newValue;
+
+				}
+
+			}
+
+		},
+
+		toJSON: function ( meta ) {
+
+			var isRoot = ( meta === undefined || typeof meta === 'string' );
+
+			if ( isRoot ) {
+
+				meta = {
+					textures: {},
+					images: {}
+				};
+
+			}
+
+			var data = {
+				metadata: {
+					version: 4.5,
+					type: 'Material',
+					generator: 'Material.toJSON'
+				}
+			};
+
+			// standard Material serialization
+			data.uuid = this.uuid;
+			data.type = this.type;
+
+			if ( this.name !== '' ) data.name = this.name;
+
+			if ( this.color && this.color.isColor ) data.color = this.color.getHex();
+
+			if ( this.roughness !== undefined ) data.roughness = this.roughness;
+			if ( this.metalness !== undefined ) data.metalness = this.metalness;
+
+			if ( this.emissive && this.emissive.isColor ) data.emissive = this.emissive.getHex();
+			if ( this.emissiveIntensity !== 1 ) data.emissiveIntensity = this.emissiveIntensity;
+
+			if ( this.specular && this.specular.isColor ) data.specular = this.specular.getHex();
+			if ( this.shininess !== undefined ) data.shininess = this.shininess;
+			if ( this.clearCoat !== undefined ) data.clearCoat = this.clearCoat;
+			if ( this.clearCoatRoughness !== undefined ) data.clearCoatRoughness = this.clearCoatRoughness;
+
+			if ( this.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.aoMap && this.aoMap.isTexture ) {
+
+				data.aoMap = this.aoMap.toJSON( meta ).uuid;
+				data.aoMapIntensity = this.aoMapIntensity;
+
+			}
+
+			if ( this.bumpMap && this.bumpMap.isTexture ) {
+
+				data.bumpMap = this.bumpMap.toJSON( meta ).uuid;
+				data.bumpScale = this.bumpScale;
+
+			}
+
+			if ( this.normalMap && this.normalMap.isTexture ) {
+
+				data.normalMap = this.normalMap.toJSON( meta ).uuid;
+				data.normalMapType = this.normalMapType;
+				data.normalScale = this.normalScale.toArray();
+
+			}
+
+			if ( this.displacementMap && this.displacementMap.isTexture ) {
+
+				data.displacementMap = this.displacementMap.toJSON( meta ).uuid;
+				data.displacementScale = this.displacementScale;
+				data.displacementBias = this.displacementBias;
+
+			}
+
+			if ( this.roughnessMap && this.roughnessMap.isTexture ) data.roughnessMap = this.roughnessMap.toJSON( meta ).uuid;
+			if ( this.metalnessMap && this.metalnessMap.isTexture ) data.metalnessMap = this.metalnessMap.toJSON( meta ).uuid;
+
+			if ( this.emissiveMap && this.emissiveMap.isTexture ) data.emissiveMap = this.emissiveMap.toJSON( meta ).uuid;
+			if ( this.specularMap && this.specularMap.isTexture ) data.specularMap = this.specularMap.toJSON( meta ).uuid;
+
+			if ( this.envMap && this.envMap.isTexture ) {
+
+				data.envMap = this.envMap.toJSON( meta ).uuid;
+				data.reflectivity = this.reflectivity; // Scale behind envMap
+
+				if ( this.combine !== undefined ) data.combine = this.combine;
+				if ( this.envMapIntensity !== undefined ) data.envMapIntensity = this.envMapIntensity;
+
+			}
+
+			if ( this.gradientMap && this.gradientMap.isTexture ) {
+
+				data.gradientMap = this.gradientMap.toJSON( meta ).uuid;
+
+			}
+
+			if ( this.size !== undefined ) data.size = this.size;
+			if ( this.sizeAttenuation !== undefined ) data.sizeAttenuation = this.sizeAttenuation;
+
+			if ( this.blending !== NormalBlending ) data.blending = this.blending;
+			if ( this.flatShading === true ) data.flatShading = this.flatShading;
+			if ( this.side !== FrontSide ) data.side = this.side;
+			if ( this.vertexColors !== NoColors ) data.vertexColors = this.vertexColors;
+
+			if ( this.opacity < 1 ) data.opacity = this.opacity;
+			if ( this.transparent === true ) data.transparent = this.transparent;
+
+			data.depthFunc = this.depthFunc;
+			data.depthTest = this.depthTest;
+			data.depthWrite = this.depthWrite;
+
+			// rotation (SpriteMaterial)
+			if ( this.rotation !== 0 ) data.rotation = this.rotation;
+
+			if ( this.polygonOffset === true ) data.polygonOffset = true;
+			if ( this.polygonOffsetFactor !== 0 ) data.polygonOffsetFactor = this.polygonOffsetFactor;
+			if ( this.polygonOffsetUnits !== 0 ) data.polygonOffsetUnits = this.polygonOffsetUnits;
+
+			if ( this.linewidth !== 1 ) data.linewidth = this.linewidth;
+			if ( this.dashSize !== undefined ) data.dashSize = this.dashSize;
+			if ( this.gapSize !== undefined ) data.gapSize = this.gapSize;
+			if ( this.scale !== undefined ) data.scale = this.scale;
+
+			if ( this.dithering === true ) data.dithering = true;
+
+			if ( this.alphaTest > 0 ) data.alphaTest = this.alphaTest;
+			if ( this.premultipliedAlpha === true ) data.premultipliedAlpha = this.premultipliedAlpha;
+
+			if ( this.wireframe === true ) data.wireframe = this.wireframe;
+			if ( this.wireframeLinewidth > 1 ) data.wireframeLinewidth = this.wireframeLinewidth;
+			if ( this.wireframeLinecap !== 'round' ) data.wireframeLinecap = this.wireframeLinecap;
+			if ( this.wireframeLinejoin !== 'round' ) data.wireframeLinejoin = this.wireframeLinejoin;
+
+			if ( this.morphTargets === true ) data.morphTargets = true;
+			if ( this.skinning === true ) data.skinning = true;
+
+			if ( this.visible === false ) data.visible = false;
+			if ( JSON.stringify( this.userData ) !== '{}' ) data.userData = this.userData;
+
+			// TODO: Copied from Object3D.toJSON
+
+			function extractFromCache( cache ) {
+
+				var values = [];
+
+				for ( var key in cache ) {
+
+					var data = cache[ key ];
+					delete data.metadata;
+					values.push( data );
+
+				}
+
+				return values;
+
+			}
+
+			if ( isRoot ) {
+
+				var textures = extractFromCache( meta.textures );
+				var images = extractFromCache( meta.images );
+
+				if ( textures.length > 0 ) data.textures = textures;
+				if ( images.length > 0 ) data.images = images;
+
+			}
+
+			return data;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( source ) {
+
+			this.name = source.name;
+
+			this.fog = source.fog;
+			this.lights = source.lights;
+
+			this.blending = source.blending;
+			this.side = source.side;
+			this.flatShading = source.flatShading;
+			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.dithering = source.dithering;
+
+			this.alphaTest = source.alphaTest;
+			this.premultipliedAlpha = source.premultipliedAlpha;
+
+			this.visible = source.visible;
+			this.userData = JSON.parse( JSON.stringify( source.userData ) );
+
+			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;
+
+			this.shadowSide = source.shadowSide;
+
+			return this;
+
+		},
+
+		dispose: function () {
+
+			this.dispatchEvent( { type: 'dispose' } );
+
+		}
+
+	} );
+
+	var default_vertex = "void main() {\n\tgl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );\n}";
+
+	var default_fragment = "void main() {\n\tgl_FragColor = vec4( 1.0, 0.0, 0.0, 1.0 );\n}";
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 *
+	 * parameters = {
+	 *  defines: { "label" : "value" },
+	 *  uniforms: { "parameter1": { value: 1.0 }, "parameter2": { value2: 2 } },
+	 *
+	 *  fragmentShader: <string>,
+	 *  vertexShader: <string>,
+	 *
+	 *  wireframe: <boolean>,
+	 *  wireframeLinewidth: <float>,
+	 *
+	 *  lights: <bool>,
+	 *
+	 *  skinning: <bool>,
+	 *  morphTargets: <bool>,
+	 *  morphNormals: <bool>
+	 * }
+	 */
+
+	function ShaderMaterial( parameters ) {
+
+		Material.call( this );
+
+		this.type = 'ShaderMaterial';
+
+		this.defines = {};
+		this.uniforms = {};
+
+		this.vertexShader = default_vertex;
+		this.fragmentShader = default_fragment;
+
+		this.linewidth = 1;
+
+		this.wireframe = false;
+		this.wireframeLinewidth = 1;
+
+		this.fog = false; // set to use scene fog
+		this.lights = false; // set to use scene lights
+		this.clipping = false; // set to use user-defined clipping planes
+
+		this.skinning = false; // set to use skinning attribute streams
+		this.morphTargets = false; // set to use morph targets
+		this.morphNormals = false; // set to use morph normals
+
+		this.extensions = {
+			derivatives: false, // set to use derivatives
+			fragDepth: false, // set to use fragment depth values
+			drawBuffers: false, // set to use draw buffers
+			shaderTextureLOD: false // set to use shader texture LOD
+		};
+
+		// When rendered geometry doesn't include these attributes but the material does,
+		// use these default values in WebGL. This avoids errors when buffer data is missing.
+		this.defaultAttributeValues = {
+			'color': [ 1, 1, 1 ],
+			'uv': [ 0, 0 ],
+			'uv2': [ 0, 0 ]
+		};
+
+		this.index0AttributeName = undefined;
+		this.uniformsNeedUpdate = false;
+
+		if ( parameters !== undefined ) {
+
+			if ( parameters.attributes !== undefined ) {
+
+				console.error( 'THREE.ShaderMaterial: attributes should now be defined in THREE.BufferGeometry instead.' );
+
+			}
+
+			this.setValues( parameters );
+
+		}
+
+	}
+
+	ShaderMaterial.prototype = Object.create( Material.prototype );
+	ShaderMaterial.prototype.constructor = ShaderMaterial;
+
+	ShaderMaterial.prototype.isShaderMaterial = true;
+
+	ShaderMaterial.prototype.copy = function ( source ) {
+
+		Material.prototype.copy.call( this, source );
+
+		this.fragmentShader = source.fragmentShader;
+		this.vertexShader = source.vertexShader;
+
+		this.uniforms = cloneUniforms( source.uniforms );
+
+		this.defines = Object.assign( {}, source.defines );
+
+		this.wireframe = source.wireframe;
+		this.wireframeLinewidth = source.wireframeLinewidth;
+
+		this.lights = source.lights;
+		this.clipping = source.clipping;
+
+		this.skinning = source.skinning;
+
+		this.morphTargets = source.morphTargets;
+		this.morphNormals = source.morphNormals;
+
+		this.extensions = source.extensions;
+
+		return this;
+
+	};
+
+	ShaderMaterial.prototype.toJSON = function ( meta ) {
+
+		var data = Material.prototype.toJSON.call( this, meta );
+
+		data.uniforms = {};
+
+		for ( var name in this.uniforms ) {
+
+			var uniform = this.uniforms[ name ];
+			var value = uniform.value;
+
+			if ( value && value.isTexture ) {
+
+				data.uniforms[ name ] = {
+					type: 't',
+					value: value.toJSON( meta ).uuid
+				};
+
+			} else if ( value && value.isColor ) {
+
+				data.uniforms[ name ] = {
+					type: 'c',
+					value: value.getHex()
+				};
+
+			} else if ( value && value.isVector2 ) {
+
+				data.uniforms[ name ] = {
+					type: 'v2',
+					value: value.toArray()
+				};
+
+			} else if ( value && value.isVector3 ) {
+
+				data.uniforms[ name ] = {
+					type: 'v3',
+					value: value.toArray()
+				};
+
+			} else if ( value && value.isVector4 ) {
+
+				data.uniforms[ name ] = {
+					type: 'v4',
+					value: value.toArray()
+				};
+
+			} else if ( value && value.isMatrix3 ) {
+
+				data.uniforms[ name ] = {
+					type: 'm3',
+					value: value.toArray()
+				};
+
+			} else if ( value && value.isMatrix4 ) {
+
+				data.uniforms[ name ] = {
+					type: 'm4',
+					value: value.toArray()
+				};
+
+			} else {
+
+				data.uniforms[ name ] = {
+					value: value
+				};
+
+				// note: the array variants v2v, v3v, v4v, m4v and tv are not supported so far
+
+			}
+
+		}
+
+		if ( Object.keys( this.defines ).length > 0 ) data.defines = this.defines;
+
+		data.vertexShader = this.vertexShader;
+		data.fragmentShader = this.fragmentShader;
+
+		var extensions = {};
+
+		for ( var key in this.extensions ) {
+
+			if ( this.extensions[ key ] === true ) extensions[ key ] = true;
+
+		}
+
+		if ( Object.keys( extensions ).length > 0 ) data.extensions = extensions;
+
+		return data;
+
+	};
+
+	/**
+	 * @author bhouston / http://clara.io
+	 */
+
+	function Ray( origin, direction ) {
+
+		this.origin = ( origin !== undefined ) ? origin : new Vector3();
+		this.direction = ( direction !== undefined ) ? direction : new Vector3();
+
+	}
+
+	Object.assign( Ray.prototype, {
+
+		set: function ( origin, direction ) {
+
+			this.origin.copy( origin );
+			this.direction.copy( direction );
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( ray ) {
+
+			this.origin.copy( ray.origin );
+			this.direction.copy( ray.direction );
+
+			return this;
+
+		},
+
+		at: function ( t, target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Ray: .at() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return target.copy( this.direction ).multiplyScalar( t ).add( this.origin );
+
+		},
+
+		lookAt: function ( v ) {
+
+			this.direction.copy( v ).sub( this.origin ).normalize();
+
+			return this;
+
+		},
+
+		recast: function () {
+
+			var v1 = new Vector3();
+
+			return function recast( t ) {
+
+				this.origin.copy( this.at( t, v1 ) );
+
+				return this;
+
+			};
+
+		}(),
+
+		closestPointToPoint: function ( point, target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Ray: .closestPointToPoint() target is now required' );
+				target = new Vector3();
+
+			}
+
+			target.subVectors( point, this.origin );
+
+			var directionDistance = target.dot( this.direction );
+
+			if ( directionDistance < 0 ) {
+
+				return target.copy( this.origin );
+
+			}
+
+			return target.copy( this.direction ).multiplyScalar( directionDistance ).add( this.origin );
+
+		},
+
+		distanceToPoint: function ( point ) {
+
+			return Math.sqrt( this.distanceSqToPoint( point ) );
+
+		},
+
+		distanceSqToPoint: function () {
+
+			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, target ) {
+
+				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, target );
+
+				// else t0 is in front of the ray, so return the first collision point scaled by t0
+				return this.at( t0, target );
+
+			};
+
+		}(),
+
+		intersectsSphere: function ( sphere ) {
+
+			return this.distanceSqToPoint( sphere.center ) <= ( sphere.radius * sphere.radius );
+
+		},
+
+		distanceToPlane: function ( plane ) {
+
+			var denominator = plane.normal.dot( this.direction );
+
+			if ( denominator === 0 ) {
+
+				// line is coplanar, return origin
+				if ( plane.distanceToPoint( this.origin ) === 0 ) {
+
+					return 0;
+
+				}
+
+				// Null is preferable to undefined since undefined means.... it is undefined
+
+				return null;
+
+			}
+
+			var t = - ( this.origin.dot( plane.normal ) + plane.constant ) / denominator;
+
+			// Return if the ray never intersects the plane
+
+			return t >= 0 ? t : null;
+
+		},
+
+		intersectPlane: function ( plane, target ) {
+
+			var t = this.distanceToPlane( plane );
+
+			if ( t === null ) {
+
+				return null;
+
+			}
+
+			return this.at( t, target );
+
+		},
+
+		intersectsPlane: function ( plane ) {
+
+			// check if the ray lies on the plane first
+
+			var distToPoint = plane.distanceToPoint( this.origin );
+
+			if ( distToPoint === 0 ) {
+
+				return true;
+
+			}
+
+			var denominator = plane.normal.dot( this.direction );
+
+			if ( denominator * distToPoint < 0 ) {
+
+				return true;
+
+			}
+
+			// ray origin is behind the plane (and is pointing behind it)
+
+			return false;
+
+		},
+
+		intersectBox: function ( box, target ) {
+
+			var tmin, tmax, tymin, tymax, tzmin, tzmax;
+
+			var invdirx = 1 / this.direction.x,
+				invdiry = 1 / this.direction.y,
+				invdirz = 1 / this.direction.z;
+
+			var origin = this.origin;
+
+			if ( invdirx >= 0 ) {
+
+				tmin = ( box.min.x - origin.x ) * invdirx;
+				tmax = ( box.max.x - origin.x ) * invdirx;
+
+			} else {
+
+				tmin = ( box.max.x - origin.x ) * invdirx;
+				tmax = ( box.min.x - origin.x ) * invdirx;
+
+			}
+
+			if ( invdiry >= 0 ) {
+
+				tymin = ( box.min.y - origin.y ) * invdiry;
+				tymax = ( box.max.y - origin.y ) * invdiry;
+
+			} else {
+
+				tymin = ( box.max.y - origin.y ) * invdiry;
+				tymax = ( box.min.y - origin.y ) * invdiry;
+
+			}
+
+			if ( ( tmin > tymax ) || ( tymin > tmax ) ) return null;
+
+			// These lines also handle the case where tmin or tmax is NaN
+			// (result of 0 * Infinity). x !== x returns true if x is NaN
+
+			if ( tymin > tmin || tmin !== tmin ) tmin = tymin;
+
+			if ( tymax < tmax || tmax !== tmax ) tmax = tymax;
+
+			if ( invdirz >= 0 ) {
+
+				tzmin = ( box.min.z - origin.z ) * invdirz;
+				tzmax = ( box.max.z - origin.z ) * invdirz;
+
+			} else {
+
+				tzmin = ( box.max.z - origin.z ) * invdirz;
+				tzmax = ( box.min.z - origin.z ) * invdirz;
+
+			}
+
+			if ( ( tmin > tzmax ) || ( tzmin > tmax ) ) return null;
+
+			if ( tzmin > tmin || tmin !== tmin ) tmin = tzmin;
+
+			if ( tzmax < tmax || tmax !== tmax ) tmax = tzmax;
+
+			//return point closest to the ray (positive side)
+
+			if ( tmax < 0 ) return null;
+
+			return this.at( tmin >= 0 ? tmin : tmax, target );
+
+		},
+
+		intersectsBox: ( function () {
+
+			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, target ) {
+
+				// from http://www.geometrictools.com/GTEngine/Include/Mathematics/GteIntrRay3Triangle3.h
+
+				edge1.subVectors( b, a );
+				edge2.subVectors( c, a );
+				normal.crossVectors( edge1, edge2 );
+
+				// Solve Q + t*D = b1*E1 + b2*E2 (Q = kDiff, D = ray direction,
+				// E1 = kEdge1, E2 = kEdge2, N = Cross(E1,E2)) by
+				//   |Dot(D,N)|*b1 = sign(Dot(D,N))*Dot(D,Cross(Q,E2))
+				//   |Dot(D,N)|*b2 = sign(Dot(D,N))*Dot(D,Cross(E1,Q))
+				//   |Dot(D,N)|*t = -sign(Dot(D,N))*Dot(Q,N)
+				var DdN = this.direction.dot( normal );
+				var sign;
+
+				if ( DdN > 0 ) {
+
+					if ( backfaceCulling ) return null;
+					sign = 1;
+
+				} else if ( DdN < 0 ) {
+
+					sign = - 1;
+					DdN = - DdN;
+
+				} else {
+
+					return null;
+
+				}
+
+				diff.subVectors( this.origin, a );
+				var DdQxE2 = sign * this.direction.dot( edge2.crossVectors( diff, edge2 ) );
+
+				// b1 < 0, no intersection
+				if ( DdQxE2 < 0 ) {
+
+					return null;
+
+				}
+
+				var DdE1xQ = sign * this.direction.dot( edge1.cross( diff ) );
+
+				// b2 < 0, no intersection
+				if ( DdE1xQ < 0 ) {
+
+					return null;
+
+				}
+
+				// b1+b2 > 1, no intersection
+				if ( DdQxE2 + DdE1xQ > DdN ) {
+
+					return null;
+
+				}
+
+				// Line intersects triangle, check if ray does.
+				var QdN = - sign * diff.dot( normal );
+
+				// t < 0, no intersection
+				if ( QdN < 0 ) {
+
+					return null;
+
+				}
+
+				// Ray intersects triangle.
+				return this.at( QdN / DdN, target );
+
+			};
+
+		}(),
+
+		applyMatrix4: function ( matrix4 ) {
+
+			this.origin.applyMatrix4( matrix4 );
+			this.direction.transformDirection( matrix4 );
+
+			return this;
+
+		},
+
+		equals: function ( ray ) {
+
+			return ray.origin.equals( this.origin ) && ray.direction.equals( this.direction );
+
+		}
+
+	} );
+
+	/**
+	 * @author bhouston / http://clara.io
+	 * @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();
+
+	}
+
+	Object.assign( Triangle, {
+
+		getNormal: function () {
+
+			var v0 = new Vector3();
+
+			return function getNormal( a, b, c, target ) {
+
+				if ( target === undefined ) {
+
+					console.warn( 'THREE.Triangle: .getNormal() target is now required' );
+					target = new Vector3();
+
+				}
+
+				target.subVectors( c, b );
+				v0.subVectors( a, b );
+				target.cross( v0 );
+
+				var targetLengthSq = target.lengthSq();
+				if ( targetLengthSq > 0 ) {
+
+					return target.multiplyScalar( 1 / Math.sqrt( targetLengthSq ) );
+
+				}
+
+				return target.set( 0, 0, 0 );
+
+			};
+
+		}(),
+
+		// static/instance method to calculate barycentric coordinates
+		// based on: http://www.blackpawn.com/texts/pointinpoly/default.html
+		getBarycoord: function () {
+
+			var v0 = new Vector3();
+			var v1 = new Vector3();
+			var v2 = new Vector3();
+
+			return function getBarycoord( point, a, b, c, target ) {
+
+				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 );
+
+				if ( target === undefined ) {
+
+					console.warn( 'THREE.Triangle: .getBarycoord() target is now required' );
+					target = new Vector3();
+
+				}
+
+				// collinear or singular triangle
+				if ( denom === 0 ) {
+
+					// arbitrary location outside of triangle?
+					// not sure if this is the best idea, maybe should be returning undefined
+					return target.set( - 2, - 1, - 1 );
+
+				}
+
+				var invDenom = 1 / denom;
+				var u = ( dot11 * dot02 - dot01 * dot12 ) * invDenom;
+				var v = ( dot00 * dot12 - dot01 * dot02 ) * invDenom;
+
+				// barycentric coordinates must always sum to 1
+				return target.set( 1 - u - v, v, u );
+
+			};
+
+		}(),
+
+		containsPoint: function () {
+
+			var v1 = new Vector3();
+
+			return function containsPoint( point, a, b, c ) {
+
+				Triangle.getBarycoord( point, a, b, c, v1 );
+
+				return ( v1.x >= 0 ) && ( v1.y >= 0 ) && ( ( v1.x + v1.y ) <= 1 );
+
+			};
+
+		}(),
+
+		getUV: function () {
+
+			var barycoord = new Vector3();
+
+			return function getUV( point, p1, p2, p3, uv1, uv2, uv3, target ) {
+
+				this.getBarycoord( point, p1, p2, p3, barycoord );
+
+				target.set( 0, 0 );
+				target.addScaledVector( uv1, barycoord.x );
+				target.addScaledVector( uv2, barycoord.y );
+				target.addScaledVector( uv3, barycoord.z );
+
+				return target;
+
+			};
+
+		}()
+
+	} );
+
+	Object.assign( Triangle.prototype, {
+
+		set: function ( a, b, c ) {
+
+			this.a.copy( a );
+			this.b.copy( b );
+			this.c.copy( c );
+
+			return this;
+
+		},
+
+		setFromPointsAndIndices: function ( points, i0, i1, i2 ) {
+
+			this.a.copy( points[ i0 ] );
+			this.b.copy( points[ i1 ] );
+			this.c.copy( points[ i2 ] );
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( triangle ) {
+
+			this.a.copy( triangle.a );
+			this.b.copy( triangle.b );
+			this.c.copy( triangle.c );
+
+			return this;
+
+		},
+
+		getArea: function () {
+
+			var v0 = new Vector3();
+			var v1 = new Vector3();
+
+			return function getArea() {
+
+				v0.subVectors( this.c, this.b );
+				v1.subVectors( this.a, this.b );
+
+				return v0.cross( v1 ).length() * 0.5;
+
+			};
+
+		}(),
+
+		getMidpoint: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Triangle: .getMidpoint() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return target.addVectors( this.a, this.b ).add( this.c ).multiplyScalar( 1 / 3 );
+
+		},
+
+		getNormal: function ( target ) {
+
+			return Triangle.getNormal( this.a, this.b, this.c, target );
+
+		},
+
+		getPlane: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Triangle: .getPlane() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return target.setFromCoplanarPoints( this.a, this.b, this.c );
+
+		},
+
+		getBarycoord: function ( point, target ) {
+
+			return Triangle.getBarycoord( point, this.a, this.b, this.c, target );
+
+		},
+
+		containsPoint: function ( point ) {
+
+			return Triangle.containsPoint( point, this.a, this.b, this.c );
+
+		},
+
+		getUV: function ( point, uv1, uv2, uv3, result ) {
+
+			return Triangle.getUV( point, this.a, this.b, this.c, uv1, uv2, uv3, result );
+
+		},
+
+		intersectsBox: function ( box ) {
+
+			return box.intersectsTriangle( this );
+
+		},
+
+		closestPointToPoint: function () {
+
+			var vab = new Vector3();
+			var vac = new Vector3();
+			var vbc = new Vector3();
+			var vap = new Vector3();
+			var vbp = new Vector3();
+			var vcp = new Vector3();
+
+			return function closestPointToPoint( p, target ) {
+
+				if ( target === undefined ) {
+
+					console.warn( 'THREE.Triangle: .closestPointToPoint() target is now required' );
+					target = new Vector3();
+
+				}
+
+				var a = this.a, b = this.b, c = this.c;
+				var v, w;
+
+				// algorithm thanks to Real-Time Collision Detection by Christer Ericson,
+				// published by Morgan Kaufmann Publishers, (c) 2005 Elsevier Inc.,
+				// under the accompanying license; see chapter 5.1.5 for detailed explanation.
+				// basically, we're distinguishing which of the voronoi regions of the triangle
+				// the point lies in with the minimum amount of redundant computation.
+
+				vab.subVectors( b, a );
+				vac.subVectors( c, a );
+				vap.subVectors( p, a );
+				var d1 = vab.dot( vap );
+				var d2 = vac.dot( vap );
+				if ( d1 <= 0 && d2 <= 0 ) {
+
+					// vertex region of A; barycentric coords (1, 0, 0)
+					return target.copy( a );
+
+				}
+
+				vbp.subVectors( p, b );
+				var d3 = vab.dot( vbp );
+				var d4 = vac.dot( vbp );
+				if ( d3 >= 0 && d4 <= d3 ) {
+
+					// vertex region of B; barycentric coords (0, 1, 0)
+					return target.copy( b );
+
+				}
+
+				var vc = d1 * d4 - d3 * d2;
+				if ( vc <= 0 && d1 >= 0 && d3 <= 0 ) {
+
+					v = d1 / ( d1 - d3 );
+					// edge region of AB; barycentric coords (1-v, v, 0)
+					return target.copy( a ).addScaledVector( vab, v );
+
+				}
+
+				vcp.subVectors( p, c );
+				var d5 = vab.dot( vcp );
+				var d6 = vac.dot( vcp );
+				if ( d6 >= 0 && d5 <= d6 ) {
+
+					// vertex region of C; barycentric coords (0, 0, 1)
+					return target.copy( c );
+
+				}
+
+				var vb = d5 * d2 - d1 * d6;
+				if ( vb <= 0 && d2 >= 0 && d6 <= 0 ) {
+
+					w = d2 / ( d2 - d6 );
+					// edge region of AC; barycentric coords (1-w, 0, w)
+					return target.copy( a ).addScaledVector( vac, w );
+
+				}
+
+				var va = d3 * d6 - d5 * d4;
+				if ( va <= 0 && ( d4 - d3 ) >= 0 && ( d5 - d6 ) >= 0 ) {
+
+					vbc.subVectors( c, b );
+					w = ( d4 - d3 ) / ( ( d4 - d3 ) + ( d5 - d6 ) );
+					// edge region of BC; barycentric coords (0, 1-w, w)
+					return target.copy( b ).addScaledVector( vbc, w ); // edge region of BC
+
+				}
+
+				// face region
+				var denom = 1 / ( va + vb + vc );
+				// u = va * denom
+				v = vb * denom;
+				w = vc * denom;
+				return target.copy( a ).addScaledVector( vab, v ).addScaledVector( vac, w );
+
+			};
+
+		}(),
+
+		equals: function ( triangle ) {
+
+			return triangle.a.equals( this.a ) && triangle.b.equals( this.b ) && triangle.c.equals( this.c );
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 *
+	 * parameters = {
+	 *  color: <hex>,
+	 *  opacity: <float>,
+	 *  map: new THREE.Texture( <Image> ),
+	 *
+	 *  lightMap: new THREE.Texture( <Image> ),
+	 *  lightMapIntensity: <float>
+	 *
+	 *  aoMap: new THREE.Texture( <Image> ),
+	 *  aoMapIntensity: <float>
+	 *
+	 *  specularMap: new THREE.Texture( <Image> ),
+	 *
+	 *  alphaMap: new THREE.Texture( <Image> ),
+	 *
+	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
+	 *  combine: THREE.Multiply,
+	 *  reflectivity: <float>,
+	 *  refractionRatio: <float>,
+	 *
+	 *  depthTest: <bool>,
+	 *  depthWrite: <bool>,
+	 *
+	 *  wireframe: <boolean>,
+	 *  wireframeLinewidth: <float>,
+	 *
+	 *  skinning: <bool>,
+	 *  morphTargets: <bool>
+	 * }
+	 */
+
+	function MeshBasicMaterial( parameters ) {
+
+		Material.call( this );
+
+		this.type = 'MeshBasicMaterial';
+
+		this.color = new Color( 0xffffff ); // emissive
+
+		this.map = null;
+
+		this.lightMap = null;
+		this.lightMapIntensity = 1.0;
+
+		this.aoMap = null;
+		this.aoMapIntensity = 1.0;
+
+		this.specularMap = null;
+
+		this.alphaMap = null;
+
+		this.envMap = null;
+		this.combine = MultiplyOperation;
+		this.reflectivity = 1;
+		this.refractionRatio = 0.98;
+
+		this.wireframe = false;
+		this.wireframeLinewidth = 1;
+		this.wireframeLinecap = 'round';
+		this.wireframeLinejoin = 'round';
+
+		this.skinning = false;
+		this.morphTargets = false;
+
+		this.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/
+	 * @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;
+
+			if ( source.morphTargetInfluences !== undefined ) {
+
+				this.morphTargetInfluences = source.morphTargetInfluences.slice();
+
+			}
+
+			if ( source.morphTargetDictionary !== undefined ) {
+
+				this.morphTargetDictionary = Object.assign( {}, source.morphTargetDictionary );
+
+			}
+
+			return this;
+
+		},
+
+		updateMorphTargets: function () {
+
+			var geometry = this.geometry;
+			var m, ml, name;
+
+			if ( geometry.isBufferGeometry ) {
+
+				var morphAttributes = geometry.morphAttributes;
+				var keys = Object.keys( morphAttributes );
+
+				if ( keys.length > 0 ) {
+
+					var morphAttribute = morphAttributes[ keys[ 0 ] ];
+
+					if ( morphAttribute !== undefined ) {
+
+						this.morphTargetInfluences = [];
+						this.morphTargetDictionary = {};
+
+						for ( m = 0, ml = morphAttribute.length; m < ml; m ++ ) {
+
+							name = morphAttribute[ m ].name || String( m );
+
+							this.morphTargetInfluences.push( 0 );
+							this.morphTargetDictionary[ name ] = m;
+
+						}
+
+					}
+
+				}
+
+			} else {
+
+				var morphTargets = geometry.morphTargets;
+
+				if ( morphTargets !== undefined && morphTargets.length > 0 ) {
+
+					console.error( 'THREE.Mesh.updateMorphTargets() no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
+
+				}
+
+			}
+
+		},
+
+		raycast: ( function () {
+
+			var inverseMatrix = new Matrix4();
+			var ray = new Ray();
+			var sphere = new Sphere();
+
+			var vA = new Vector3();
+			var vB = new Vector3();
+			var vC = new Vector3();
+
+			var tempA = new Vector3();
+			var tempB = new Vector3();
+			var tempC = new Vector3();
+
+			var morphA = new Vector3();
+			var morphB = new Vector3();
+			var morphC = new Vector3();
+
+			var uvA = new Vector2();
+			var uvB = new Vector2();
+			var uvC = new Vector2();
+
+			var intersectionPoint = new Vector3();
+			var intersectionPointWorld = new Vector3();
+
+			function checkIntersection( object, material, raycaster, ray, pA, pB, pC, point ) {
+
+				var intersect;
+
+				if ( material.side === BackSide ) {
+
+					intersect = ray.intersectTriangle( pC, pB, pA, true, point );
+
+				} else {
+
+					intersect = ray.intersectTriangle( pA, pB, pC, material.side !== DoubleSide, point );
+
+				}
+
+				if ( intersect === null ) return null;
+
+				intersectionPointWorld.copy( point );
+				intersectionPointWorld.applyMatrix4( object.matrixWorld );
+
+				var distance = raycaster.ray.origin.distanceTo( intersectionPointWorld );
+
+				if ( distance < raycaster.near || distance > raycaster.far ) return null;
+
+				return {
+					distance: distance,
+					point: intersectionPointWorld.clone(),
+					object: object
+				};
+
+			}
+
+			function checkBufferGeometryIntersection( object, material, raycaster, ray, position, morphPosition, uv, a, b, c ) {
+
+				vA.fromBufferAttribute( position, a );
+				vB.fromBufferAttribute( position, b );
+				vC.fromBufferAttribute( position, c );
+
+				var morphInfluences = object.morphTargetInfluences;
+
+				if ( material.morphTargets && morphPosition && morphInfluences ) {
+
+					morphA.set( 0, 0, 0 );
+					morphB.set( 0, 0, 0 );
+					morphC.set( 0, 0, 0 );
+
+					for ( var i = 0, il = morphPosition.length; i < il; i ++ ) {
+
+						var influence = morphInfluences[ i ];
+						var morphAttribute = morphPosition[ i ];
+
+						if ( influence === 0 ) continue;
+
+						tempA.fromBufferAttribute( morphAttribute, a );
+						tempB.fromBufferAttribute( morphAttribute, b );
+						tempC.fromBufferAttribute( morphAttribute, c );
+
+						morphA.addScaledVector( tempA.sub( vA ), influence );
+						morphB.addScaledVector( tempB.sub( vB ), influence );
+						morphC.addScaledVector( tempC.sub( vC ), influence );
+
+					}
+
+					vA.add( morphA );
+					vB.add( morphB );
+					vC.add( morphC );
+
+				}
+
+				var intersection = checkIntersection( object, material, raycaster, ray, vA, vB, vC, intersectionPoint );
+
+				if ( intersection ) {
+
+					if ( uv ) {
+
+						uvA.fromBufferAttribute( uv, a );
+						uvB.fromBufferAttribute( uv, b );
+						uvC.fromBufferAttribute( uv, c );
+
+						intersection.uv = Triangle.getUV( intersectionPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() );
+
+					}
+
+					var face = new Face3( a, b, c );
+					Triangle.getNormal( vA, vB, vC, face.normal );
+
+					intersection.face = face;
+
+				}
+
+				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 morphPosition = geometry.morphAttributes.position;
+					var uv = geometry.attributes.uv;
+					var groups = geometry.groups;
+					var drawRange = geometry.drawRange;
+					var i, j, il, jl;
+					var group, groupMaterial;
+					var start, end;
+
+					if ( index !== null ) {
+
+						// indexed buffer geometry
+
+						if ( Array.isArray( material ) ) {
+
+							for ( i = 0, il = groups.length; i < il; i ++ ) {
+
+								group = groups[ i ];
+								groupMaterial = material[ group.materialIndex ];
+
+								start = Math.max( group.start, drawRange.start );
+								end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
+
+								for ( j = start, jl = end; j < jl; j += 3 ) {
+
+									a = index.getX( j );
+									b = index.getX( j + 1 );
+									c = index.getX( j + 2 );
+
+									intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
+
+									if ( intersection ) {
+
+										intersection.faceIndex = Math.floor( j / 3 ); // triangle number in indexed buffer semantics
+										intersection.face.materialIndex = group.materialIndex;
+										intersects.push( intersection );
+
+									}
+
+								}
+
+							}
+
+						} else {
+
+							start = Math.max( 0, drawRange.start );
+							end = Math.min( index.count, ( drawRange.start + drawRange.count ) );
+
+							for ( i = start, il = end; i < il; i += 3 ) {
+
+								a = index.getX( i );
+								b = index.getX( i + 1 );
+								c = index.getX( i + 2 );
+
+								intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
+
+								if ( intersection ) {
+
+									intersection.faceIndex = Math.floor( i / 3 ); // triangle number in indexed buffer semantics
+									intersects.push( intersection );
+
+								}
+
+							}
+
+						}
+
+					} else if ( position !== undefined ) {
+
+						// non-indexed buffer geometry
+
+						if ( Array.isArray( material ) ) {
+
+							for ( i = 0, il = groups.length; i < il; i ++ ) {
+
+								group = groups[ i ];
+								groupMaterial = material[ group.materialIndex ];
+
+								start = Math.max( group.start, drawRange.start );
+								end = Math.min( ( group.start + group.count ), ( drawRange.start + drawRange.count ) );
+
+								for ( j = start, jl = end; j < jl; j += 3 ) {
+
+									a = j;
+									b = j + 1;
+									c = j + 2;
+
+									intersection = checkBufferGeometryIntersection( this, groupMaterial, raycaster, ray, position, morphPosition, uv, a, b, c );
+
+									if ( intersection ) {
+
+										intersection.faceIndex = Math.floor( j / 3 ); // triangle number in non-indexed buffer semantics
+										intersection.face.materialIndex = group.materialIndex;
+										intersects.push( intersection );
+
+									}
+
+								}
+
+							}
+
+						} else {
+
+							start = Math.max( 0, drawRange.start );
+							end = Math.min( position.count, ( drawRange.start + drawRange.count ) );
+
+							for ( i = start, il = end; i < il; i += 3 ) {
+
+								a = i;
+								b = i + 1;
+								c = i + 2;
+
+								intersection = checkBufferGeometryIntersection( this, material, raycaster, ray, position, morphPosition, uv, a, b, c );
+
+								if ( intersection ) {
+
+									intersection.faceIndex = Math.floor( i / 3 ); // triangle number in non-indexed buffer semantics
+									intersects.push( intersection );
+
+								}
+
+							}
+
+						}
+
+					}
+
+				} else if ( geometry.isGeometry ) {
+
+					var fvA, fvB, fvC;
+					var isMultiMaterial = Array.isArray( material );
+
+					var vertices = geometry.vertices;
+					var faces = geometry.faces;
+					var uvs;
+
+					var faceVertexUvs = geometry.faceVertexUvs[ 0 ];
+					if ( faceVertexUvs.length > 0 ) uvs = faceVertexUvs;
+
+					for ( var f = 0, fl = faces.length; f < fl; f ++ ) {
+
+						var face = faces[ f ];
+						var faceMaterial = isMultiMaterial ? material[ face.materialIndex ] : material;
+
+						if ( faceMaterial === undefined ) continue;
+
+						fvA = vertices[ face.a ];
+						fvB = vertices[ face.b ];
+						fvC = vertices[ face.c ];
+
+						intersection = checkIntersection( this, faceMaterial, raycaster, ray, fvA, fvB, fvC, intersectionPoint );
+
+						if ( intersection ) {
+
+							if ( uvs && uvs[ f ] ) {
+
+								var uvs_f = uvs[ f ];
+								uvA.copy( uvs_f[ 0 ] );
+								uvB.copy( uvs_f[ 1 ] );
+								uvC.copy( uvs_f[ 2 ] );
+
+								intersection.uv = Triangle.getUV( intersectionPoint, fvA, fvB, fvC, uvA, uvB, uvC, new Vector2() );
+
+							}
+
+							intersection.face = face;
+							intersection.faceIndex = f;
+							intersects.push( intersection );
+
+						}
+
+					}
+
+				}
+
+			};
+
+		}() ),
+
+		clone: function () {
+
+			return new this.constructor( this.geometry, this.material ).copy( this );
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLBackground( renderer, state, objects, premultipliedAlpha ) {
+
+		var clearColor = new Color( 0x000000 );
+		var clearAlpha = 0;
+
+		var planeMesh;
+		var boxMesh;
+		// Store the current background texture and its `version`
+		// so we can recompile the material accordingly.
+		var currentBackground = null;
+		var currentBackgroundVersion = 0;
+
+		function render( renderList, scene, camera, forceClear ) {
+
+			var background = scene.background;
+
+			// Ignore background in AR
+			// TODO: Reconsider this.
+
+			var vr = renderer.vr;
+			var session = vr.getSession && vr.getSession();
+
+			if ( session && session.environmentBlendMode === 'additive' ) {
+
+				background = null;
+
+			}
+
+			if ( background === null ) {
+
+				setClear( clearColor, clearAlpha );
+				currentBackground = null;
+				currentBackgroundVersion = 0;
+
+			} else if ( background && background.isColor ) {
+
+				setClear( background, 1 );
+				forceClear = true;
+				currentBackground = null;
+				currentBackgroundVersion = 0;
+
+			}
+
+			if ( renderer.autoClear || forceClear ) {
+
+				renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
+
+			}
+
+			if ( background && ( background.isCubeTexture || background.isWebGLRenderTargetCube ) ) {
+
+				if ( boxMesh === undefined ) {
+
+					boxMesh = new Mesh(
+						new BoxBufferGeometry( 1, 1, 1 ),
+						new ShaderMaterial( {
+							type: 'BackgroundCubeMaterial',
+							uniforms: cloneUniforms( ShaderLib.cube.uniforms ),
+							vertexShader: ShaderLib.cube.vertexShader,
+							fragmentShader: ShaderLib.cube.fragmentShader,
+							side: BackSide,
+							depthTest: false,
+							depthWrite: false,
+							fog: false
+						} )
+					);
+
+					boxMesh.geometry.removeAttribute( 'normal' );
+					boxMesh.geometry.removeAttribute( 'uv' );
+
+					boxMesh.onBeforeRender = function ( renderer, scene, camera ) {
+
+						this.matrixWorld.copyPosition( camera.matrixWorld );
+
+					};
+
+					// enable code injection for non-built-in material
+					Object.defineProperty( boxMesh.material, 'map', {
+
+						get: function () {
+
+							return this.uniforms.tCube.value;
+
+						}
+
+					} );
+
+					objects.update( boxMesh );
+
+				}
+
+				var texture = background.isWebGLRenderTargetCube ? background.texture : background;
+				boxMesh.material.uniforms.tCube.value = texture;
+				boxMesh.material.uniforms.tFlip.value = ( background.isWebGLRenderTargetCube ) ? 1 : - 1;
+
+				if ( currentBackground !== background ||
+				     currentBackgroundVersion !== texture.version ) {
+
+					boxMesh.material.needsUpdate = true;
+
+					currentBackground = background;
+					currentBackgroundVersion = texture.version;
+
+				}
+
+				// push to the pre-sorted opaque render list
+				renderList.unshift( boxMesh, boxMesh.geometry, boxMesh.material, 0, 0, null );
+
+			} else if ( background && background.isTexture ) {
+
+				if ( planeMesh === undefined ) {
+
+					planeMesh = new Mesh(
+						new PlaneBufferGeometry( 2, 2 ),
+						new ShaderMaterial( {
+							type: 'BackgroundMaterial',
+							uniforms: cloneUniforms( ShaderLib.background.uniforms ),
+							vertexShader: ShaderLib.background.vertexShader,
+							fragmentShader: ShaderLib.background.fragmentShader,
+							side: FrontSide,
+							depthTest: false,
+							depthWrite: false,
+							fog: false
+						} )
+					);
+
+					planeMesh.geometry.removeAttribute( 'normal' );
+
+					// enable code injection for non-built-in material
+					Object.defineProperty( planeMesh.material, 'map', {
+
+						get: function () {
+
+							return this.uniforms.t2D.value;
+
+						}
+
+					} );
+
+					objects.update( planeMesh );
+
+				}
+
+				planeMesh.material.uniforms.t2D.value = background;
+
+				if ( background.matrixAutoUpdate === true ) {
+
+					background.updateMatrix();
+
+				}
+
+				planeMesh.material.uniforms.uvTransform.value.copy( background.matrix );
+
+				if ( currentBackground !== background ||
+					   currentBackgroundVersion !== background.version ) {
+
+					planeMesh.material.needsUpdate = true;
+
+					currentBackground = background;
+					currentBackgroundVersion = background.version;
+
+				}
+
+
+				// push to the pre-sorted opaque render list
+				renderList.unshift( planeMesh, planeMesh.geometry, planeMesh.material, 0, 0, null );
+
+			}
+
+		}
+
+		function setClear( color, alpha ) {
+
+			state.buffers.color.setClear( color.r, color.g, color.b, alpha, premultipliedAlpha );
+
+		}
+
+		return {
+
+			getClearColor: function () {
+
+				return clearColor;
+
+			},
+			setClearColor: function ( color, alpha ) {
+
+				clearColor.set( color );
+				clearAlpha = alpha !== undefined ? alpha : 1;
+				setClear( clearColor, clearAlpha );
+
+			},
+			getClearAlpha: function () {
+
+				return clearAlpha;
+
+			},
+			setClearAlpha: function ( alpha ) {
+
+				clearAlpha = alpha;
+				setClear( clearColor, clearAlpha );
+
+			},
+			render: render
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLBufferRenderer( gl, extensions, info, capabilities ) {
+
+		var mode;
+
+		function setMode( value ) {
+
+			mode = value;
+
+		}
+
+		function render( start, count ) {
+
+			gl.drawArrays( mode, start, count );
+
+			info.update( count, mode );
+
+		}
+
+		function renderInstances( geometry, start, count ) {
+
+			var extension;
+
+			if ( capabilities.isWebGL2 ) {
+
+				extension = gl;
+
+			} else {
+
+				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[ capabilities.isWebGL2 ? 'drawArraysInstanced' : 'drawArraysInstancedANGLE' ]( mode, start, count, geometry.maxInstancedCount );
+
+			info.update( count, mode, geometry.maxInstancedCount );
+
+		}
+
+		//
+
+		this.setMode = setMode;
+		this.render = render;
+		this.renderInstances = renderInstances;
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLCapabilities( gl, extensions, parameters ) {
+
+		var maxAnisotropy;
+
+		function getMaxAnisotropy() {
+
+			if ( maxAnisotropy !== undefined ) return maxAnisotropy;
+
+			var extension = extensions.get( 'EXT_texture_filter_anisotropic' );
+
+			if ( extension !== null ) {
+
+				maxAnisotropy = gl.getParameter( extension.MAX_TEXTURE_MAX_ANISOTROPY_EXT );
+
+			} else {
+
+				maxAnisotropy = 0;
+
+			}
+
+			return maxAnisotropy;
+
+		}
+
+		function getMaxPrecision( precision ) {
+
+			if ( precision === 'highp' ) {
+
+				if ( gl.getShaderPrecisionFormat( 35633, 36338 ).precision > 0 &&
+				     gl.getShaderPrecisionFormat( 35632, 36338 ).precision > 0 ) {
+
+					return 'highp';
+
+				}
+
+				precision = 'mediump';
+
+			}
+
+			if ( precision === 'mediump' ) {
+
+				if ( gl.getShaderPrecisionFormat( 35633, 36337 ).precision > 0 &&
+				     gl.getShaderPrecisionFormat( 35632, 36337 ).precision > 0 ) {
+
+					return 'mediump';
+
+				}
+
+			}
+
+			return 'lowp';
+
+		}
+
+		var isWebGL2 = typeof WebGL2RenderingContext !== 'undefined' && gl instanceof WebGL2RenderingContext;
+
+		var precision = parameters.precision !== undefined ? parameters.precision : 'highp';
+		var maxPrecision = getMaxPrecision( precision );
+
+		if ( maxPrecision !== precision ) {
+
+			console.warn( 'THREE.WebGLRenderer:', precision, 'not supported, using', maxPrecision, 'instead.' );
+			precision = maxPrecision;
+
+		}
+
+		var logarithmicDepthBuffer = parameters.logarithmicDepthBuffer === true;
+
+		var maxTextures = gl.getParameter( 34930 );
+		var maxVertexTextures = gl.getParameter( 35660 );
+		var maxTextureSize = gl.getParameter( 3379 );
+		var maxCubemapSize = gl.getParameter( 34076 );
+
+		var maxAttributes = gl.getParameter( 34921 );
+		var maxVertexUniforms = gl.getParameter( 36347 );
+		var maxVaryings = gl.getParameter( 36348 );
+		var maxFragmentUniforms = gl.getParameter( 36349 );
+
+		var vertexTextures = maxVertexTextures > 0;
+		var floatFragmentTextures = isWebGL2 || !! extensions.get( 'OES_texture_float' );
+		var floatVertexTextures = vertexTextures && floatFragmentTextures;
+
+		var maxSamples = isWebGL2 ? gl.getParameter( 36183 ) : 0;
+
+		return {
+
+			isWebGL2: isWebGL2,
+
+			getMaxAnisotropy: getMaxAnisotropy,
+			getMaxPrecision: getMaxPrecision,
+
+			precision: precision,
+			logarithmicDepthBuffer: logarithmicDepthBuffer,
+
+			maxTextures: maxTextures,
+			maxVertexTextures: maxVertexTextures,
+			maxTextureSize: maxTextureSize,
+			maxCubemapSize: maxCubemapSize,
+
+			maxAttributes: maxAttributes,
+			maxVertexUniforms: maxVertexUniforms,
+			maxVaryings: maxVaryings,
+			maxFragmentUniforms: maxFragmentUniforms,
+
+			vertexTextures: vertexTextures,
+			floatFragmentTextures: floatFragmentTextures,
+			floatVertexTextures: floatVertexTextures,
+
+			maxSamples: maxSamples
+
+		};
+
+	}
+
+	/**
+	 * @author tschw
+	 */
+
+	function WebGLClipping() {
+
+		var scope = this,
+
+			globalState = null,
+			numGlobalPlanes = 0,
+			localClippingEnabled = false,
+			renderingShadows = false,
+
+			plane = new Plane(),
+			viewNormalMatrix = new Matrix3(),
+
+			uniform = { value: null, needsUpdate: false };
+
+		this.uniform = uniform;
+		this.numPlanes = 0;
+		this.numIntersection = 0;
+
+		this.init = function ( planes, enableLocalClipping, camera ) {
+
+			var enabled =
+				planes.length !== 0 ||
+				enableLocalClipping ||
+				// enable state of previous frame - the clipping code has to
+				// run another frame in order to reset the state:
+				numGlobalPlanes !== 0 ||
+				localClippingEnabled;
+
+			localClippingEnabled = enableLocalClipping;
+
+			globalState = projectPlanes( planes, camera, 0 );
+			numGlobalPlanes = planes.length;
+
+			return enabled;
+
+		};
+
+		this.beginShadows = function () {
+
+			renderingShadows = true;
+			projectPlanes( null );
+
+		};
+
+		this.endShadows = function () {
+
+			renderingShadows = false;
+			resetGlobalState();
+
+		};
+
+		this.setState = function ( planes, clipIntersection, clipShadows, camera, cache, fromCache ) {
+
+			if ( ! localClippingEnabled || planes === null || planes.length === 0 || renderingShadows && ! clipShadows ) {
+
+				// there's no local clipping
+
+				if ( renderingShadows ) {
+
+					// there's no global clipping
+
+					projectPlanes( null );
+
+				} else {
+
+					resetGlobalState();
+
+				}
+
+			} else {
+
+				var nGlobal = renderingShadows ? 0 : numGlobalPlanes,
+					lGlobal = nGlobal * 4,
+
+					dstArray = cache.clippingState || null;
+
+				uniform.value = dstArray; // ensure unique state
+
+				dstArray = projectPlanes( planes, camera, lGlobal, fromCache );
+
+				for ( var i = 0; i !== lGlobal; ++ i ) {
+
+					dstArray[ i ] = globalState[ i ];
+
+				}
+
+				cache.clippingState = dstArray;
+				this.numIntersection = clipIntersection ? this.numPlanes : 0;
+				this.numPlanes += nGlobal;
+
+			}
+
+
+		};
+
+		function resetGlobalState() {
+
+			if ( uniform.value !== globalState ) {
+
+				uniform.value = globalState;
+				uniform.needsUpdate = numGlobalPlanes > 0;
+
+			}
+
+			scope.numPlanes = numGlobalPlanes;
+			scope.numIntersection = 0;
+
+		}
+
+		function projectPlanes( planes, camera, dstOffset, skipTransform ) {
+
+			var nPlanes = planes !== null ? planes.length : 0,
+				dstArray = null;
+
+			if ( nPlanes !== 0 ) {
+
+				dstArray = uniform.value;
+
+				if ( skipTransform !== true || dstArray === null ) {
+
+					var flatSize = dstOffset + nPlanes * 4,
+						viewMatrix = camera.matrixWorldInverse;
+
+					viewNormalMatrix.getNormalMatrix( viewMatrix );
+
+					if ( dstArray === null || dstArray.length < flatSize ) {
+
+						dstArray = new Float32Array( flatSize );
+
+					}
+
+					for ( var i = 0, i4 = dstOffset; i !== nPlanes; ++ i, i4 += 4 ) {
+
+						plane.copy( planes[ i ] ).applyMatrix4( viewMatrix, viewNormalMatrix );
+
+						plane.normal.toArray( dstArray, i4 );
+						dstArray[ i4 + 3 ] = plane.constant;
+
+					}
+
+				}
+
+				uniform.value = dstArray;
+				uniform.needsUpdate = true;
+
+			}
+
+			scope.numPlanes = nPlanes;
+
+			return dstArray;
+
+		}
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLExtensions( gl ) {
+
+		var extensions = {};
+
+		return {
+
+			get: function ( name ) {
+
+				if ( extensions[ name ] !== undefined ) {
+
+					return extensions[ name ];
+
+				}
+
+				var extension;
+
+				switch ( name ) {
+
+					case 'WEBGL_depth_texture':
+						extension = gl.getExtension( 'WEBGL_depth_texture' ) || gl.getExtension( 'MOZ_WEBGL_depth_texture' ) || gl.getExtension( 'WEBKIT_WEBGL_depth_texture' );
+						break;
+
+					case 'EXT_texture_filter_anisotropic':
+						extension = gl.getExtension( 'EXT_texture_filter_anisotropic' ) || gl.getExtension( 'MOZ_EXT_texture_filter_anisotropic' ) || gl.getExtension( 'WEBKIT_EXT_texture_filter_anisotropic' );
+						break;
+
+					case 'WEBGL_compressed_texture_s3tc':
+						extension = gl.getExtension( 'WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'MOZ_WEBGL_compressed_texture_s3tc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_s3tc' );
+						break;
+
+					case 'WEBGL_compressed_texture_pvrtc':
+						extension = gl.getExtension( 'WEBGL_compressed_texture_pvrtc' ) || gl.getExtension( 'WEBKIT_WEBGL_compressed_texture_pvrtc' );
+						break;
+
+					default:
+						extension = gl.getExtension( name );
+
+				}
+
+				if ( extension === null ) {
+
+					console.warn( 'THREE.WebGLRenderer: ' + name + ' extension not supported.' );
+
+				}
+
+				extensions[ name ] = extension;
+
+				return extension;
+
+			}
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLGeometries( gl, attributes, info ) {
+
+		var geometries = {};
+		var wireframeAttributes = {};
+
+		function onGeometryDispose( event ) {
+
+			var geometry = event.target;
+			var buffergeometry = geometries[ geometry.id ];
+
+			if ( buffergeometry.index !== null ) {
+
+				attributes.remove( buffergeometry.index );
+
+			}
+
+			for ( var name in buffergeometry.attributes ) {
+
+				attributes.remove( buffergeometry.attributes[ name ] );
+
+			}
+
+			geometry.removeEventListener( 'dispose', onGeometryDispose );
+
+			delete geometries[ geometry.id ];
+
+			var attribute = wireframeAttributes[ buffergeometry.id ];
+
+			if ( attribute ) {
+
+				attributes.remove( attribute );
+				delete wireframeAttributes[ buffergeometry.id ];
+
+			}
+
+			//
+
+			info.memory.geometries --;
+
+		}
+
+		function get( object, geometry ) {
+
+			var buffergeometry = geometries[ geometry.id ];
+
+			if ( buffergeometry ) return buffergeometry;
+
+			geometry.addEventListener( 'dispose', onGeometryDispose );
+
+			if ( geometry.isBufferGeometry ) {
+
+				buffergeometry = geometry;
+
+			} else if ( geometry.isGeometry ) {
+
+				if ( geometry._bufferGeometry === undefined ) {
+
+					geometry._bufferGeometry = new BufferGeometry().setFromObject( object );
+
+				}
+
+				buffergeometry = geometry._bufferGeometry;
+
+			}
+
+			geometries[ geometry.id ] = buffergeometry;
+
+			info.memory.geometries ++;
+
+			return buffergeometry;
+
+		}
+
+		function update( geometry ) {
+
+			var index = geometry.index;
+			var geometryAttributes = geometry.attributes;
+
+			if ( index !== null ) {
+
+				attributes.update( index, 34963 );
+
+			}
+
+			for ( var name in geometryAttributes ) {
+
+				attributes.update( geometryAttributes[ name ], 34962 );
+
+			}
+
+			// morph targets
+
+			var morphAttributes = geometry.morphAttributes;
+
+			for ( var name in morphAttributes ) {
+
+				var array = morphAttributes[ name ];
+
+				for ( var i = 0, l = array.length; i < l; i ++ ) {
+
+					attributes.update( array[ i ], 34962 );
+
+				}
+
+			}
+
+		}
+
+		function getWireframeAttribute( geometry ) {
+
+			var attribute = wireframeAttributes[ geometry.id ];
+
+			if ( attribute ) return attribute;
+
+			var indices = [];
+
+			var geometryIndex = geometry.index;
+			var geometryAttributes = geometry.attributes;
+
+			// console.time( 'wireframe' );
+
+			if ( geometryIndex !== null ) {
+
+				var array = geometryIndex.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 = geometryAttributes.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' );
+
+			attribute = new ( arrayMax( indices ) > 65535 ? Uint32BufferAttribute : Uint16BufferAttribute )( indices, 1 );
+
+			attributes.update( attribute, 34963 );
+
+			wireframeAttributes[ geometry.id ] = attribute;
+
+			return attribute;
+
+		}
+
+		return {
+
+			get: get,
+			update: update,
+
+			getWireframeAttribute: getWireframeAttribute
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLIndexedBufferRenderer( gl, extensions, info, capabilities ) {
+
+		var mode;
+
+		function setMode( value ) {
+
+			mode = value;
+
+		}
+
+		var type, bytesPerElement;
+
+		function setIndex( value ) {
+
+			type = value.type;
+			bytesPerElement = value.bytesPerElement;
+
+		}
+
+		function render( start, count ) {
+
+			gl.drawElements( mode, count, type, start * bytesPerElement );
+
+			info.update( count, mode );
+
+		}
+
+		function renderInstances( geometry, start, count ) {
+
+			var extension;
+
+			if ( capabilities.isWebGL2 ) {
+
+				extension = gl;
+
+			} else {
+
+				var extension = extensions.get( 'ANGLE_instanced_arrays' );
+
+				if ( extension === null ) {
+
+					console.error( 'THREE.WebGLIndexedBufferRenderer: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
+					return;
+
+				}
+
+			}
+
+			extension[ capabilities.isWebGL2 ? 'drawElementsInstanced' : 'drawElementsInstancedANGLE' ]( mode, count, type, start * bytesPerElement, geometry.maxInstancedCount );
+
+			info.update( count, mode, geometry.maxInstancedCount );
+
+		}
+
+		//
+
+		this.setMode = setMode;
+		this.setIndex = setIndex;
+		this.render = render;
+		this.renderInstances = renderInstances;
+
+	}
+
+	/**
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	function WebGLInfo( gl ) {
+
+		var memory = {
+			geometries: 0,
+			textures: 0
+		};
+
+		var render = {
+			frame: 0,
+			calls: 0,
+			triangles: 0,
+			points: 0,
+			lines: 0
+		};
+
+		function update( count, mode, instanceCount ) {
+
+			instanceCount = instanceCount || 1;
+
+			render.calls ++;
+
+			switch ( mode ) {
+
+				case 4:
+					render.triangles += instanceCount * ( count / 3 );
+					break;
+
+				case 5:
+				case 6:
+					render.triangles += instanceCount * ( count - 2 );
+					break;
+
+				case 1:
+					render.lines += instanceCount * ( count / 2 );
+					break;
+
+				case 3:
+					render.lines += instanceCount * ( count - 1 );
+					break;
+
+				case 2:
+					render.lines += instanceCount * count;
+					break;
+
+				case 0:
+					render.points += instanceCount * count;
+					break;
+
+				default:
+					console.error( 'THREE.WebGLInfo: Unknown draw mode:', mode );
+					break;
+
+			}
+
+		}
+
+		function reset() {
+
+			render.frame ++;
+			render.calls = 0;
+			render.triangles = 0;
+			render.points = 0;
+			render.lines = 0;
+
+		}
+
+		return {
+			memory: memory,
+			render: render,
+			programs: null,
+			autoReset: true,
+			reset: reset,
+			update: update
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function absNumericalSort( a, b ) {
+
+		return Math.abs( b[ 1 ] ) - Math.abs( a[ 1 ] );
+
+	}
+
+	function WebGLMorphtargets( gl ) {
+
+		var influencesList = {};
+		var morphInfluences = new Float32Array( 8 );
+
+		function update( object, geometry, material, program ) {
+
+			var objectInfluences = object.morphTargetInfluences;
+
+			var length = objectInfluences.length;
+
+			var influences = influencesList[ geometry.id ];
+
+			if ( influences === undefined ) {
+
+				// initialise list
+
+				influences = [];
+
+				for ( var i = 0; i < length; i ++ ) {
+
+					influences[ i ] = [ i, 0 ];
+
+				}
+
+				influencesList[ geometry.id ] = influences;
+
+			}
+
+			var morphTargets = material.morphTargets && geometry.morphAttributes.position;
+			var morphNormals = material.morphNormals && geometry.morphAttributes.normal;
+
+			// Remove current morphAttributes
+
+			for ( var i = 0; i < length; i ++ ) {
+
+				var influence = influences[ i ];
+
+				if ( influence[ 1 ] !== 0 ) {
+
+					if ( morphTargets ) geometry.removeAttribute( 'morphTarget' + i );
+					if ( morphNormals ) geometry.removeAttribute( 'morphNormal' + i );
+
+				}
+
+			}
+
+			// Collect influences
+
+			for ( var i = 0; i < length; i ++ ) {
+
+				var influence = influences[ i ];
+
+				influence[ 0 ] = i;
+				influence[ 1 ] = objectInfluences[ i ];
+
+			}
+
+			influences.sort( absNumericalSort );
+
+			// Add morphAttributes
+
+			for ( var i = 0; i < 8; i ++ ) {
+
+				var influence = influences[ i ];
+
+				if ( influence ) {
+
+					var index = influence[ 0 ];
+					var value = influence[ 1 ];
+
+					if ( value ) {
+
+						if ( morphTargets ) geometry.addAttribute( 'morphTarget' + i, morphTargets[ index ] );
+						if ( morphNormals ) geometry.addAttribute( 'morphNormal' + i, morphNormals[ index ] );
+
+						morphInfluences[ i ] = value;
+						continue;
+
+					}
+
+				}
+
+				morphInfluences[ i ] = 0;
+
+			}
+
+			program.getUniforms().setValue( gl, 'morphTargetInfluences', morphInfluences );
+
+		}
+
+		return {
+
+			update: update
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLObjects( geometries, info ) {
+
+		var updateList = {};
+
+		function update( object ) {
+
+			var frame = info.render.frame;
+
+			var geometry = object.geometry;
+			var buffergeometry = geometries.get( object, geometry );
+
+			// Update once per frame
+
+			if ( updateList[ buffergeometry.id ] !== frame ) {
+
+				if ( geometry.isGeometry ) {
+
+					buffergeometry.updateFromObject( object );
+
+				}
+
+				geometries.update( buffergeometry );
+
+				updateList[ buffergeometry.id ] = frame;
+
+			}
+
+			return buffergeometry;
+
+		}
+
+		function dispose() {
+
+			updateList = {};
+
+		}
+
+		return {
+
+			update: update,
+			dispose: dispose
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function CubeTexture( images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding ) {
+
+		images = images !== undefined ? images : [];
+		mapping = mapping !== undefined ? mapping : CubeReflectionMapping;
+		format = format !== undefined ? format : RGBFormat;
+
+		Texture.call( this, images, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
+
+		this.flipY = false;
+
+	}
+
+	CubeTexture.prototype = Object.create( Texture.prototype );
+	CubeTexture.prototype.constructor = CubeTexture;
+
+	CubeTexture.prototype.isCubeTexture = true;
+
+	Object.defineProperty( CubeTexture.prototype, 'images', {
+
+		get: function () {
+
+			return this.image;
+
+		},
+
+		set: function ( value ) {
+
+			this.image = value;
+
+		}
+
+	} );
+
+	/**
+	 * @author Takahiro https://github.com/takahirox
+	 */
+
+	function DataTexture2DArray( data, width, height, depth ) {
+
+		Texture.call( this, null );
+
+		this.image = { data: data, width: width, height: height, depth: depth };
+
+		this.magFilter = NearestFilter;
+		this.minFilter = NearestFilter;
+
+		this.wrapR = ClampToEdgeWrapping;
+
+		this.generateMipmaps = false;
+		this.flipY = false;
+
+	}
+
+	DataTexture2DArray.prototype = Object.create( Texture.prototype );
+	DataTexture2DArray.prototype.constructor = DataTexture2DArray;
+	DataTexture2DArray.prototype.isDataTexture2DArray = true;
+
+	/**
+	 * @author Artur Trzesiok
+	 */
+
+	function DataTexture3D( data, width, height, depth ) {
+
+		// We're going to add .setXXX() methods for setting properties later.
+		// Users can still set in DataTexture3D directly.
+		//
+		//	var texture = new THREE.DataTexture3D( data, width, height, depth );
+		// 	texture.anisotropy = 16;
+		//
+		// See #14839
+
+		Texture.call( this, null );
+
+		this.image = { data: data, width: width, height: height, depth: depth };
+
+		this.magFilter = NearestFilter;
+		this.minFilter = NearestFilter;
+
+		this.wrapR = ClampToEdgeWrapping;
+
+		this.generateMipmaps = false;
+		this.flipY = false;
+
+	}
+
+	DataTexture3D.prototype = Object.create( Texture.prototype );
+	DataTexture3D.prototype.constructor = DataTexture3D;
+	DataTexture3D.prototype.isDataTexture3D = true;
+
+	/**
+	 * @author tschw
+	 * @author Mugen87 / https://github.com/Mugen87
+	 * @author mrdoob / http://mrdoob.com/
+	 *
+	 * Uniforms of a program.
+	 * Those form a tree structure with a special top-level container for the root,
+	 * which you get by calling 'new WebGLUniforms( gl, program )'.
+	 *
+	 *
+	 * Properties of inner nodes including the top-level container:
+	 *
+	 * .seq - array of nested uniforms
+	 * .map - nested uniforms by name
+	 *
+	 *
+	 * Methods of all nodes except the top-level container:
+	 *
+	 * .setValue( gl, value, [textures] )
+	 *
+	 * 		uploads a uniform value(s)
+	 *  	the 'textures' parameter is needed for sampler uniforms
+	 *
+	 *
+	 * Static methods of the top-level container (textures factorizations):
+	 *
+	 * .upload( gl, seq, values, textures )
+	 *
+	 * 		sets uniforms in 'seq' to 'values[id].value'
+	 *
+	 * .seqWithValue( seq, values ) : filteredSeq
+	 *
+	 * 		filters 'seq' entries with corresponding entry in values
+	 *
+	 *
+	 * Methods of the top-level container (textures factorizations):
+	 *
+	 * .setValue( gl, name, value, textures )
+	 *
+	 * 		sets uniform with  name 'name' to 'value'
+	 *
+	 * .setOptional( gl, obj, prop )
+	 *
+	 * 		like .set for an optional property of the object
+	 *
+	 */
+
+	var emptyTexture = new Texture();
+	var emptyTexture2dArray = new DataTexture2DArray();
+	var emptyTexture3d = new DataTexture3D();
+	var emptyCubeTexture = new CubeTexture();
+
+	// --- Utilities ---
+
+	// Array Caches (provide typed arrays for temporary by size)
+
+	var arrayCacheF32 = [];
+	var arrayCacheI32 = [];
+
+	// Float32Array caches used for uploading Matrix uniforms
+
+	var mat4array = new Float32Array( 16 );
+	var mat3array = new Float32Array( 9 );
+	var mat2array = new Float32Array( 4 );
+
+	// Flattening for arrays of vectors and matrices
+
+	function flatten( array, nBlocks, blockSize ) {
+
+		var firstElem = array[ 0 ];
+
+		if ( firstElem <= 0 || firstElem > 0 ) return array;
+		// unoptimized: ! isNaN( firstElem )
+		// see http://jacksondunstan.com/articles/983
+
+		var n = nBlocks * blockSize,
+			r = arrayCacheF32[ n ];
+
+		if ( r === undefined ) {
+
+			r = new Float32Array( n );
+			arrayCacheF32[ n ] = r;
+
+		}
+
+		if ( nBlocks !== 0 ) {
+
+			firstElem.toArray( r, 0 );
+
+			for ( var i = 1, offset = 0; i !== nBlocks; ++ i ) {
+
+				offset += blockSize;
+				array[ i ].toArray( r, offset );
+
+			}
+
+		}
+
+		return r;
+
+	}
+
+	function arraysEqual( a, b ) {
+
+		if ( a.length !== b.length ) return false;
+
+		for ( var i = 0, l = a.length; i < l; i ++ ) {
+
+			if ( a[ i ] !== b[ i ] ) return false;
+
+		}
+
+		return true;
+
+	}
+
+	function copyArray( a, b ) {
+
+		for ( var i = 0, l = b.length; i < l; i ++ ) {
+
+			a[ i ] = b[ i ];
+
+		}
+
+	}
+
+	// Texture unit allocation
+
+	function allocTexUnits( textures, n ) {
+
+		var r = arrayCacheI32[ n ];
+
+		if ( r === undefined ) {
+
+			r = new Int32Array( n );
+			arrayCacheI32[ n ] = r;
+
+		}
+
+		for ( var i = 0; i !== n; ++ i )
+			r[ i ] = textures.allocateTextureUnit();
+
+		return r;
+
+	}
+
+	// --- Setters ---
+
+	// Note: Defining these methods externally, because they come in a bunch
+	// and this way their names minify.
+
+	// Single scalar
+
+	function setValue1f( gl, v ) {
+
+		var cache = this.cache;
+
+		if ( cache[ 0 ] === v ) return;
+
+		gl.uniform1f( this.addr, v );
+
+		cache[ 0 ] = v;
+
+	}
+
+	function setValue1i( gl, v ) {
+
+		var cache = this.cache;
+
+		if ( cache[ 0 ] === v ) return;
+
+		gl.uniform1i( this.addr, v );
+
+		cache[ 0 ] = v;
+
+	}
+
+	// Single float vector (from flat array or THREE.VectorN)
+
+	function setValue2fv( gl, v ) {
+
+		var cache = this.cache;
+
+		if ( v.x !== undefined ) {
+
+			if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y ) {
+
+				gl.uniform2f( this.addr, v.x, v.y );
+
+				cache[ 0 ] = v.x;
+				cache[ 1 ] = v.y;
+
+			}
+
+		} else {
+
+			if ( arraysEqual( cache, v ) ) return;
+
+			gl.uniform2fv( this.addr, v );
+
+			copyArray( cache, v );
+
+		}
+
+	}
+
+	function setValue3fv( gl, v ) {
+
+		var cache = this.cache;
+
+		if ( v.x !== undefined ) {
+
+			if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z ) {
+
+				gl.uniform3f( this.addr, v.x, v.y, v.z );
+
+				cache[ 0 ] = v.x;
+				cache[ 1 ] = v.y;
+				cache[ 2 ] = v.z;
+
+			}
+
+		} else if ( v.r !== undefined ) {
+
+			if ( cache[ 0 ] !== v.r || cache[ 1 ] !== v.g || cache[ 2 ] !== v.b ) {
+
+				gl.uniform3f( this.addr, v.r, v.g, v.b );
+
+				cache[ 0 ] = v.r;
+				cache[ 1 ] = v.g;
+				cache[ 2 ] = v.b;
+
+			}
+
+		} else {
+
+			if ( arraysEqual( cache, v ) ) return;
+
+			gl.uniform3fv( this.addr, v );
+
+			copyArray( cache, v );
+
+		}
+
+	}
+
+	function setValue4fv( gl, v ) {
+
+		var cache = this.cache;
+
+		if ( v.x !== undefined ) {
+
+			if ( cache[ 0 ] !== v.x || cache[ 1 ] !== v.y || cache[ 2 ] !== v.z || cache[ 3 ] !== v.w ) {
+
+				gl.uniform4f( this.addr, v.x, v.y, v.z, v.w );
+
+				cache[ 0 ] = v.x;
+				cache[ 1 ] = v.y;
+				cache[ 2 ] = v.z;
+				cache[ 3 ] = v.w;
+
+			}
+
+		} else {
+
+			if ( arraysEqual( cache, v ) ) return;
+
+			gl.uniform4fv( this.addr, v );
+
+			copyArray( cache, v );
+
+		}
+
+	}
+
+	// Single matrix (from flat array or MatrixN)
+
+	function setValue2fm( gl, v ) {
+
+		var cache = this.cache;
+		var elements = v.elements;
+
+		if ( elements === undefined ) {
+
+			if ( arraysEqual( cache, v ) ) return;
+
+			gl.uniformMatrix2fv( this.addr, false, v );
+
+			copyArray( cache, v );
+
+		} else {
+
+			if ( arraysEqual( cache, elements ) ) return;
+
+			mat2array.set( elements );
+
+			gl.uniformMatrix2fv( this.addr, false, mat2array );
+
+			copyArray( cache, elements );
+
+		}
+
+	}
+
+	function setValue3fm( gl, v ) {
+
+		var cache = this.cache;
+		var elements = v.elements;
+
+		if ( elements === undefined ) {
+
+			if ( arraysEqual( cache, v ) ) return;
+
+			gl.uniformMatrix3fv( this.addr, false, v );
+
+			copyArray( cache, v );
+
+		} else {
+
+			if ( arraysEqual( cache, elements ) ) return;
+
+			mat3array.set( elements );
+
+			gl.uniformMatrix3fv( this.addr, false, mat3array );
+
+			copyArray( cache, elements );
+
+		}
+
+	}
+
+	function setValue4fm( gl, v ) {
+
+		var cache = this.cache;
+		var elements = v.elements;
+
+		if ( elements === undefined ) {
+
+			if ( arraysEqual( cache, v ) ) return;
+
+			gl.uniformMatrix4fv( this.addr, false, v );
+
+			copyArray( cache, v );
+
+		} else {
+
+			if ( arraysEqual( cache, elements ) ) return;
+
+			mat4array.set( elements );
+
+			gl.uniformMatrix4fv( this.addr, false, mat4array );
+
+			copyArray( cache, elements );
+
+		}
+
+	}
+
+	// Single texture (2D / Cube)
+
+	function setValueT1( gl, v, textures ) {
+
+		var cache = this.cache;
+		var unit = textures.allocateTextureUnit();
+
+		if ( cache[ 0 ] !== unit ) {
+
+			gl.uniform1i( this.addr, unit );
+			cache[ 0 ] = unit;
+
+		}
+
+		textures.safeSetTexture2D( v || emptyTexture, unit );
+
+	}
+
+	function setValueT2DArray1( gl, v, textures ) {
+
+		var cache = this.cache;
+		var unit = textures.allocateTextureUnit();
+
+		if ( cache[ 0 ] !== unit ) {
+
+			gl.uniform1i( this.addr, unit );
+			cache[ 0 ] = unit;
+
+		}
+
+		textures.setTexture2DArray( v || emptyTexture2dArray, unit );
+
+	}
+
+	function setValueT3D1( gl, v, textures ) {
+
+		var cache = this.cache;
+		var unit = textures.allocateTextureUnit();
+
+		if ( cache[ 0 ] !== unit ) {
+
+			gl.uniform1i( this.addr, unit );
+			cache[ 0 ] = unit;
+
+		}
+
+		textures.setTexture3D( v || emptyTexture3d, unit );
+
+	}
+
+	function setValueT6( gl, v, textures ) {
+
+		var cache = this.cache;
+		var unit = textures.allocateTextureUnit();
+
+		if ( cache[ 0 ] !== unit ) {
+
+			gl.uniform1i( this.addr, unit );
+			cache[ 0 ] = unit;
+
+		}
+
+		textures.safeSetTextureCube( v || emptyCubeTexture, unit );
+
+	}
+
+	// Integer / Boolean vectors or arrays thereof (always flat arrays)
+
+	function setValue2iv( gl, v ) {
+
+		var cache = this.cache;
+
+		if ( arraysEqual( cache, v ) ) return;
+
+		gl.uniform2iv( this.addr, v );
+
+		copyArray( cache, v );
+
+	}
+
+	function setValue3iv( gl, v ) {
+
+		var cache = this.cache;
+
+		if ( arraysEqual( cache, v ) ) return;
+
+		gl.uniform3iv( this.addr, v );
+
+		copyArray( cache, v );
+
+	}
+
+	function setValue4iv( gl, v ) {
+
+		var cache = this.cache;
+
+		if ( arraysEqual( cache, v ) ) return;
+
+		gl.uniform4iv( this.addr, v );
+
+		copyArray( cache, v );
+
+	}
+
+	// Helper to pick the right setter for the singular case
+
+	function getSingularSetter( type ) {
+
+		switch ( type ) {
+
+			case 0x1406: return 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: case 0x8d66: return setValueT1; // SAMPLER_2D, SAMPLER_EXTERNAL_OES
+			case 0x8b5f: return setValueT3D1; // SAMPLER_3D
+			case 0x8b60: return setValueT6; // SAMPLER_CUBE
+			case 0x8DC1: return setValueT2DArray1; // SAMPLER_2D_ARRAY
+
+			case 0x1404: case 0x8b56: return 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 ) {
+
+		var cache = this.cache;
+
+		if ( arraysEqual( cache, v ) ) return;
+
+		gl.uniform1fv( this.addr, v );
+
+		copyArray( cache, v );
+
+	}
+	function setValue1iv( gl, v ) {
+
+		var cache = this.cache;
+
+		if ( arraysEqual( cache, v ) ) return;
+
+		gl.uniform1iv( this.addr, v );
+
+		copyArray( cache, v );
+
+	}
+
+	// Array of vectors (flat or from THREE classes)
+
+	function setValueV2a( gl, v ) {
+
+		var cache = this.cache;
+		var data = flatten( v, this.size, 2 );
+
+		if ( arraysEqual( cache, data ) ) return;
+
+		gl.uniform2fv( this.addr, data );
+
+		this.updateCache( data );
+
+	}
+
+	function setValueV3a( gl, v ) {
+
+		var cache = this.cache;
+		var data = flatten( v, this.size, 3 );
+
+		if ( arraysEqual( cache, data ) ) return;
+
+		gl.uniform3fv( this.addr, data );
+
+		this.updateCache( data );
+
+	}
+
+	function setValueV4a( gl, v ) {
+
+		var cache = this.cache;
+		var data = flatten( v, this.size, 4 );
+
+		if ( arraysEqual( cache, data ) ) return;
+
+		gl.uniform4fv( this.addr, data );
+
+		this.updateCache( data );
+
+	}
+
+	// Array of matrices (flat or from THREE clases)
+
+	function setValueM2a( gl, v ) {
+
+		var cache = this.cache;
+		var data = flatten( v, this.size, 4 );
+
+		if ( arraysEqual( cache, data ) ) return;
+
+		gl.uniformMatrix2fv( this.addr, false, data );
+
+		this.updateCache( data );
+
+	}
+
+	function setValueM3a( gl, v ) {
+
+		var cache = this.cache;
+		var data = flatten( v, this.size, 9 );
+
+		if ( arraysEqual( cache, data ) ) return;
+
+		gl.uniformMatrix3fv( this.addr, false, data );
+
+		this.updateCache( data );
+
+	}
+
+	function setValueM4a( gl, v ) {
+
+		var cache = this.cache;
+		var data = flatten( v, this.size, 16 );
+
+		if ( arraysEqual( cache, data ) ) return;
+
+		gl.uniformMatrix4fv( this.addr, false, data );
+
+		this.updateCache( data );
+
+	}
+
+	// Array of textures (2D / Cube)
+
+	function setValueT1a( gl, v, textures ) {
+
+		var cache = this.cache;
+		var n = v.length;
+
+		var units = allocTexUnits( textures, n );
+
+		if ( arraysEqual( cache, units ) === false ) {
+
+			gl.uniform1iv( this.addr, units );
+			copyArray( cache, units );
+
+		}
+
+		for ( var i = 0; i !== n; ++ i ) {
+
+			textures.safeSetTexture2D( v[ i ] || emptyTexture, units[ i ] );
+
+		}
+
+	}
+
+	function setValueT6a( gl, v, textures ) {
+
+		var cache = this.cache;
+		var n = v.length;
+
+		var units = allocTexUnits( textures, n );
+
+		if ( arraysEqual( cache, units ) === false ) {
+
+			gl.uniform1iv( this.addr, units );
+			copyArray( cache, units );
+
+		}
+
+		for ( var i = 0; i !== n; ++ i ) {
+
+			textures.safeSetTextureCube( v[ i ] || emptyCubeTexture, units[ i ] );
+
+		}
+
+	}
+
+	// Helper to pick the right setter for a pure (bottom-level) array
+
+	function getPureArraySetter( type ) {
+
+		switch ( type ) {
+
+			case 0x1406: return 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.cache = [];
+		this.setValue = getSingularSetter( activeInfo.type );
+
+		// this.path = activeInfo.name; // DEBUG
+
+	}
+
+	function PureArrayUniform( id, activeInfo, addr ) {
+
+		this.id = id;
+		this.addr = addr;
+		this.cache = [];
+		this.size = activeInfo.size;
+		this.setValue = getPureArraySetter( activeInfo.type );
+
+		// this.path = activeInfo.name; // DEBUG
+
+	}
+
+	PureArrayUniform.prototype.updateCache = function ( data ) {
+
+		var cache = this.cache;
+
+		if ( data instanceof Float32Array && cache.length !== data.length ) {
+
+			this.cache = new Float32Array( data.length );
+
+		}
+
+		copyArray( cache, data );
+
+	};
+
+	function StructuredUniform( id ) {
+
+		this.id = id;
+
+		this.seq = [];
+		this.map = {};
+
+	}
+
+	StructuredUniform.prototype.setValue = function ( gl, value, textures ) {
+
+		var seq = this.seq;
+
+		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
+
+			var u = seq[ i ];
+			u.setValue( gl, value[ u.id ], textures );
+
+		}
+
+	};
+
+	// --- Top-level ---
+
+	// Parser - builds up the property tree from the path strings
+
+	var RePathPart = /([\w\d_]+)(\])?(\[|\.)?/g;
+
+	// extracts
+	// 	- the identifier (member name or array index)
+	//  - followed by an optional right bracket (found when array index)
+	//  - followed by an optional left bracket or dot (type of subscript)
+	//
+	// Note: These portions can be read in a non-overlapping fashion and
+	// allow straightforward parsing of the hierarchy that WebGL encodes
+	// in the uniform names.
+
+	function addUniform( container, uniformObject ) {
+
+		container.seq.push( uniformObject );
+		container.map[ uniformObject.id ] = uniformObject;
+
+	}
+
+	function parseUniform( activeInfo, addr, container ) {
+
+		var path = activeInfo.name,
+			pathLength = path.length;
+
+		// reset RegExp object, because of the early exit of a previous run
+		RePathPart.lastIndex = 0;
+
+		while ( true ) {
+
+			var match = RePathPart.exec( path ),
+				matchEnd = RePathPart.lastIndex,
+
+				id = match[ 1 ],
+				idIsIndex = match[ 2 ] === ']',
+				subscript = match[ 3 ];
+
+			if ( idIsIndex ) id = id | 0; // convert to integer
+
+			if ( subscript === undefined || subscript === '[' && matchEnd + 2 === pathLength ) {
+
+				// bare name or "pure" bottom-level array "[0]" suffix
+
+				addUniform( container, subscript === undefined ?
+					new SingleUniform( id, activeInfo, addr ) :
+					new PureArrayUniform( id, activeInfo, addr ) );
+
+				break;
+
+			} else {
+
+				// step into inner node / create it in case it doesn't exist
+
+				var map = container.map, next = map[ id ];
+
+				if ( next === undefined ) {
+
+					next = new StructuredUniform( id );
+					addUniform( container, next );
+
+				}
+
+				container = next;
+
+			}
+
+		}
+
+	}
+
+	// Root Container
+
+	function WebGLUniforms( gl, program ) {
+
+		this.seq = [];
+		this.map = {};
+
+		var n = gl.getProgramParameter( program, 35718 );
+
+		for ( var i = 0; i < n; ++ i ) {
+
+			var info = gl.getActiveUniform( program, i ),
+				addr = gl.getUniformLocation( program, info.name );
+
+			parseUniform( info, addr, this );
+
+		}
+
+	}
+
+	WebGLUniforms.prototype.setValue = function ( gl, name, value, textures ) {
+
+		var u = this.map[ name ];
+
+		if ( u !== undefined ) u.setValue( gl, value, textures );
+
+	};
+
+	WebGLUniforms.prototype.setOptional = function ( gl, object, name ) {
+
+		var v = object[ name ];
+
+		if ( v !== undefined ) this.setValue( gl, name, v );
+
+	};
+
+
+	// Static interface
+
+	WebGLUniforms.upload = function ( gl, seq, values, textures ) {
+
+		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
+
+			var u = seq[ i ],
+				v = values[ u.id ];
+
+			if ( v.needsUpdate !== false ) {
+
+				// note: always updating when .needsUpdate is undefined
+				u.setValue( gl, v.value, textures );
+
+			}
+
+		}
+
+	};
+
+	WebGLUniforms.seqWithValue = function ( seq, values ) {
+
+		var r = [];
+
+		for ( var i = 0, n = seq.length; i !== n; ++ i ) {
+
+			var u = seq[ i ];
+			if ( u.id in values ) r.push( u );
+
+		}
+
+		return r;
+
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function 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, 35713 ) === false ) {
+
+			console.error( 'THREE.WebGLShader: Shader couldn\'t compile.' );
+
+		}
+
+		if ( gl.getShaderInfoLog( shader ) !== '' ) {
+
+			console.warn( 'THREE.WebGLShader: gl.getShaderInfoLog()', type === 35633 ? '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;
+
+			case ACESFilmicToneMapping:
+				toneMappingName = 'ACESFilmic';
+				break;
+
+			default:
+				throw new Error( 'unsupported toneMapping: ' + toneMapping );
+
+		}
+
+		return 'vec3 ' + functionName + '( vec3 color ) { return ' + toneMappingName + 'ToneMapping( color ); }';
+
+	}
+
+	function generateExtensions( extensions, parameters, rendererExtensions ) {
+
+		extensions = extensions || {};
+
+		var chunks = [
+			( extensions.derivatives || parameters.envMapCubeUV || parameters.bumpMap || ( parameters.normalMap && ! parameters.objectSpaceNormalMap ) || parameters.flatShading ) ? '#extension GL_OES_standard_derivatives : enable' : '',
+			( extensions.fragDepth || parameters.logarithmicDepthBuffer ) && rendererExtensions.get( 'EXT_frag_depth' ) ? '#extension GL_EXT_frag_depth : enable' : '',
+			( extensions.drawBuffers ) && rendererExtensions.get( 'WEBGL_draw_buffers' ) ? '#extension GL_EXT_draw_buffers : require' : '',
+			( extensions.shaderTextureLOD || parameters.envMap ) && rendererExtensions.get( 'EXT_shader_texture_lod' ) ? '#extension GL_EXT_shader_texture_lod : enable' : ''
+		];
+
+		return chunks.filter( filterEmptyLine ).join( '\n' );
+
+	}
+
+	function generateDefines( defines ) {
+
+		var chunks = [];
+
+		for ( var name in defines ) {
+
+			var value = defines[ name ];
+
+			if ( value === false ) continue;
+
+			chunks.push( '#define ' + name + ' ' + value );
+
+		}
+
+		return chunks.join( '\n' );
+
+	}
+
+	function fetchAttributeLocations( gl, program ) {
+
+		var attributes = {};
+
+		var n = gl.getProgramParameter( program, 35721 );
+
+		for ( var i = 0; i < n; i ++ ) {
+
+			var info = gl.getActiveAttrib( program, i );
+			var name = info.name;
+
+			// console.log( 'THREE.WebGLProgram: ACTIVE VERTEX ATTRIBUTE:', name, i );
+
+			attributes[ name ] = gl.getAttribLocation( program, name );
+
+		}
+
+		return attributes;
+
+	}
+
+	function filterEmptyLine( string ) {
+
+		return string !== '';
+
+	}
+
+	function replaceLightNums( string, parameters ) {
+
+		return string
+			.replace( /NUM_DIR_LIGHTS/g, parameters.numDirLights )
+			.replace( /NUM_SPOT_LIGHTS/g, parameters.numSpotLights )
+			.replace( /NUM_RECT_AREA_LIGHTS/g, parameters.numRectAreaLights )
+			.replace( /NUM_POINT_LIGHTS/g, parameters.numPointLights )
+			.replace( /NUM_HEMI_LIGHTS/g, parameters.numHemiLights );
+
+	}
+
+	function replaceClippingPlaneNums( string, parameters ) {
+
+		return string
+			.replace( /NUM_CLIPPING_PLANES/g, parameters.numClippingPlanes )
+			.replace( /UNION_CLIPPING_PLANES/g, ( parameters.numClippingPlanes - parameters.numClipIntersection ) );
+
+	}
+
+	function parseIncludes( string ) {
+
+		var pattern = /^[ \t]*#include +<([\w\d./]+)>/gm;
+
+		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 = /#pragma unroll_loop[\s]+?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, extensions, code, material, shader, parameters, capabilities, textures ) {
+
+		var gl = renderer.context;
+
+		var defines = material.defines;
+
+		var vertexShader = shader.vertexShader;
+		var fragmentShader = shader.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 = capabilities.isWebGL2 ? '' : generateExtensions( material.extensions, parameters, extensions );
+
+		var customDefines = generateDefines( defines );
+
+		//
+
+		var program = gl.createProgram();
+
+		var prefixVertex, prefixFragment;
+
+		if ( material.isRawShaderMaterial ) {
+
+			prefixVertex = [
+
+				customDefines
+
+			].filter( filterEmptyLine ).join( '\n' );
+
+			if ( prefixVertex.length > 0 ) {
+
+				prefixVertex += '\n';
+
+			}
+
+			prefixFragment = [
+
+				customExtensions,
+				customDefines
+
+			].filter( filterEmptyLine ).join( '\n' );
+
+			if ( prefixFragment.length > 0 ) {
+
+				prefixFragment += '\n';
+
+			}
+
+		} else {
+
+			prefixVertex = [
+
+				'precision ' + parameters.precision + ' float;',
+				'precision ' + parameters.precision + ' int;',
+
+				'#define SHADER_NAME ' + shader.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.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
+				parameters.displacementMap && parameters.supportsVertexTextures ? '#define USE_DISPLACEMENTMAP' : '',
+				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
+				parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
+				parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
+				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
+
+				parameters.vertexTangents ? '#define USE_TANGENT' : '',
+				parameters.vertexColors ? '#define USE_COLOR' : '',
+
+				parameters.flatShading ? '#define FLAT_SHADED' : '',
+
+				parameters.skinning ? '#define USE_SKINNING' : '',
+				parameters.useVertexTexture ? '#define BONE_TEXTURE' : '',
+
+				parameters.morphTargets ? '#define USE_MORPHTARGETS' : '',
+				parameters.morphNormals && parameters.flatShading === false ? '#define USE_MORPHNORMALS' : '',
+				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+				parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+
+				parameters.sizeAttenuation ? '#define USE_SIZEATTENUATION' : '',
+
+				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+				parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
+
+				'uniform mat4 modelMatrix;',
+				'uniform mat4 modelViewMatrix;',
+				'uniform mat4 projectionMatrix;',
+				'uniform mat4 viewMatrix;',
+				'uniform mat3 normalMatrix;',
+				'uniform vec3 cameraPosition;',
+
+				'attribute vec3 position;',
+				'attribute vec3 normal;',
+				'attribute vec2 uv;',
+
+				'#ifdef USE_TANGENT',
+
+				'	attribute vec4 tangent;',
+
+				'#endif',
+
+				'#ifdef USE_COLOR',
+
+				'	attribute vec3 color;',
+
+				'#endif',
+
+				'#ifdef USE_MORPHTARGETS',
+
+				'	attribute vec3 morphTarget0;',
+				'	attribute vec3 morphTarget1;',
+				'	attribute vec3 morphTarget2;',
+				'	attribute vec3 morphTarget3;',
+
+				'	#ifdef USE_MORPHNORMALS',
+
+				'		attribute vec3 morphNormal0;',
+				'		attribute vec3 morphNormal1;',
+				'		attribute vec3 morphNormal2;',
+				'		attribute vec3 morphNormal3;',
+
+				'	#else',
+
+				'		attribute vec3 morphTarget4;',
+				'		attribute vec3 morphTarget5;',
+				'		attribute vec3 morphTarget6;',
+				'		attribute vec3 morphTarget7;',
+
+				'	#endif',
+
+				'#endif',
+
+				'#ifdef USE_SKINNING',
+
+				'	attribute vec4 skinIndex;',
+				'	attribute vec4 skinWeight;',
+
+				'#endif',
+
+				'\n'
+
+			].filter( filterEmptyLine ).join( '\n' );
+
+			prefixFragment = [
+
+				customExtensions,
+
+				'precision ' + parameters.precision + ' float;',
+				'precision ' + parameters.precision + ' int;',
+
+				'#define SHADER_NAME ' + shader.name,
+
+				customDefines,
+
+				parameters.alphaTest ? '#define ALPHATEST ' + parameters.alphaTest + ( parameters.alphaTest % 1 ? '' : '.0' ) : '', // add '.0' if integer
+
+				'#define GAMMA_FACTOR ' + gammaFactorDefine,
+
+				( parameters.useFog && parameters.fog ) ? '#define USE_FOG' : '',
+				( parameters.useFog && parameters.fogExp ) ? '#define FOG_EXP2' : '',
+
+				parameters.map ? '#define USE_MAP' : '',
+				parameters.matcap ? '#define USE_MATCAP' : '',
+				parameters.envMap ? '#define USE_ENVMAP' : '',
+				parameters.envMap ? '#define ' + envMapTypeDefine : '',
+				parameters.envMap ? '#define ' + envMapModeDefine : '',
+				parameters.envMap ? '#define ' + envMapBlendingDefine : '',
+				parameters.lightMap ? '#define USE_LIGHTMAP' : '',
+				parameters.aoMap ? '#define USE_AOMAP' : '',
+				parameters.emissiveMap ? '#define USE_EMISSIVEMAP' : '',
+				parameters.bumpMap ? '#define USE_BUMPMAP' : '',
+				parameters.normalMap ? '#define USE_NORMALMAP' : '',
+				( parameters.normalMap && parameters.objectSpaceNormalMap ) ? '#define OBJECTSPACE_NORMALMAP' : '',
+				parameters.specularMap ? '#define USE_SPECULARMAP' : '',
+				parameters.roughnessMap ? '#define USE_ROUGHNESSMAP' : '',
+				parameters.metalnessMap ? '#define USE_METALNESSMAP' : '',
+				parameters.alphaMap ? '#define USE_ALPHAMAP' : '',
+
+				parameters.vertexTangents ? '#define USE_TANGENT' : '',
+				parameters.vertexColors ? '#define USE_COLOR' : '',
+
+				parameters.gradientMap ? '#define USE_GRADIENTMAP' : '',
+
+				parameters.flatShading ? '#define FLAT_SHADED' : '',
+
+				parameters.doubleSided ? '#define DOUBLE_SIDED' : '',
+				parameters.flipSided ? '#define FLIP_SIDED' : '',
+
+				parameters.shadowMapEnabled ? '#define USE_SHADOWMAP' : '',
+				parameters.shadowMapEnabled ? '#define ' + shadowMapTypeDefine : '',
+
+				parameters.premultipliedAlpha ? '#define PREMULTIPLIED_ALPHA' : '',
+
+				parameters.physicallyCorrectLights ? '#define PHYSICALLY_CORRECT_LIGHTS' : '',
+
+				parameters.logarithmicDepthBuffer ? '#define USE_LOGDEPTHBUF' : '',
+				parameters.logarithmicDepthBuffer && ( capabilities.isWebGL2 || extensions.get( 'EXT_frag_depth' ) ) ? '#define USE_LOGDEPTHBUF_EXT' : '',
+
+				parameters.envMap && ( capabilities.isWebGL2 || 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.dithering ? '#define DITHERING' : '',
+
+				( parameters.outputEncoding || parameters.mapEncoding || parameters.matcapEncoding || parameters.envMapEncoding || parameters.emissiveMapEncoding ) ?
+					ShaderChunk[ 'encodings_pars_fragment' ] : '', // this code is required here because it is used by the various encoding/decoding function defined below
+				parameters.mapEncoding ? getTexelDecodingFunction( 'mapTexelToLinear', parameters.mapEncoding ) : '',
+				parameters.matcapEncoding ? getTexelDecodingFunction( 'matcapTexelToLinear', parameters.matcapEncoding ) : '',
+				parameters.envMapEncoding ? getTexelDecodingFunction( 'envMapTexelToLinear', parameters.envMapEncoding ) : '',
+				parameters.emissiveMapEncoding ? getTexelDecodingFunction( 'emissiveMapTexelToLinear', parameters.emissiveMapEncoding ) : '',
+				parameters.outputEncoding ? getTexelEncodingFunction( 'linearToOutputTexel', parameters.outputEncoding ) : '',
+
+				parameters.depthPacking ? '#define DEPTH_PACKING ' + material.depthPacking : '',
+
+				'\n'
+
+			].filter( filterEmptyLine ).join( '\n' );
+
+		}
+
+		vertexShader = parseIncludes( vertexShader );
+		vertexShader = replaceLightNums( vertexShader, parameters );
+		vertexShader = replaceClippingPlaneNums( vertexShader, parameters );
+
+		fragmentShader = parseIncludes( fragmentShader );
+		fragmentShader = replaceLightNums( fragmentShader, parameters );
+		fragmentShader = replaceClippingPlaneNums( fragmentShader, parameters );
+
+		vertexShader = unrollLoops( vertexShader );
+		fragmentShader = unrollLoops( fragmentShader );
+
+		if ( capabilities.isWebGL2 && ! material.isRawShaderMaterial ) {
+
+			var isGLSL3ShaderMaterial = false;
+
+			var versionRegex = /^\s*#version\s+300\s+es\s*\n/;
+
+			if ( material.isShaderMaterial &&
+				vertexShader.match( versionRegex ) !== null &&
+				fragmentShader.match( versionRegex ) !== null ) {
+
+				isGLSL3ShaderMaterial = true;
+
+				vertexShader = vertexShader.replace( versionRegex, '' );
+				fragmentShader = fragmentShader.replace( versionRegex, '' );
+
+			}
+
+			// GLSL 3.0 conversion
+			prefixVertex = [
+				'#version 300 es\n',
+				'#define attribute in',
+				'#define varying out',
+				'#define texture2D texture'
+			].join( '\n' ) + '\n' + prefixVertex;
+
+			prefixFragment = [
+				'#version 300 es\n',
+				'#define varying in',
+				isGLSL3ShaderMaterial ? '' : 'out highp vec4 pc_fragColor;',
+				isGLSL3ShaderMaterial ? '' : '#define gl_FragColor pc_fragColor',
+				'#define gl_FragDepthEXT gl_FragDepth',
+				'#define texture2D texture',
+				'#define textureCube texture',
+				'#define texture2DProj textureProj',
+				'#define texture2DLodEXT textureLod',
+				'#define texture2DProjLodEXT textureProjLod',
+				'#define textureCubeLodEXT textureLod',
+				'#define texture2DGradEXT textureGrad',
+				'#define texture2DProjGradEXT textureProjGrad',
+				'#define textureCubeGradEXT textureGrad'
+			].join( '\n' ) + '\n' + prefixFragment;
+
+		}
+
+		var vertexGlsl = prefixVertex + vertexShader;
+		var fragmentGlsl = prefixFragment + fragmentShader;
+
+		// console.log( '*VERTEX*', vertexGlsl );
+		// console.log( '*FRAGMENT*', fragmentGlsl );
+
+		var glVertexShader = WebGLShader( gl, 35633, vertexGlsl );
+		var glFragmentShader = WebGLShader( gl, 35632, fragmentGlsl );
+
+		gl.attachShader( program, glVertexShader );
+		gl.attachShader( program, glFragmentShader );
+
+		// Force a particular attribute to index 0.
+
+		if ( material.index0AttributeName !== undefined ) {
+
+			gl.bindAttribLocation( program, 0, material.index0AttributeName );
+
+		} else if ( parameters.morphTargets === true ) {
+
+			// programs with morphTargets displace position out of attribute 0
+			gl.bindAttribLocation( program, 0, 'position' );
+
+		}
+
+		gl.linkProgram( program );
+
+		var programLog = gl.getProgramInfoLog( program ).trim();
+		var vertexLog = gl.getShaderInfoLog( glVertexShader ).trim();
+		var fragmentLog = gl.getShaderInfoLog( glFragmentShader ).trim();
+
+		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, 35714 ) === false ) {
+
+			runnable = false;
+
+			console.error( 'THREE.WebGLProgram: shader error: ', gl.getError(), '35715', gl.getProgramParameter( program, 35715 ), '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, textures );
+
+			}
+
+			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.name = shader.name;
+		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, extensions, capabilities, textures ) {
+
+		var programs = [];
+
+		var shaderIDs = {
+			MeshDepthMaterial: 'depth',
+			MeshDistanceMaterial: 'distanceRGBA',
+			MeshNormalMaterial: 'normal',
+			MeshBasicMaterial: 'basic',
+			MeshLambertMaterial: 'lambert',
+			MeshPhongMaterial: 'phong',
+			MeshToonMaterial: 'phong',
+			MeshStandardMaterial: 'physical',
+			MeshPhysicalMaterial: 'physical',
+			MeshMatcapMaterial: 'matcap',
+			LineBasicMaterial: 'basic',
+			LineDashedMaterial: 'dashed',
+			PointsMaterial: 'points',
+			ShadowMaterial: 'shadow',
+			SpriteMaterial: 'sprite'
+		};
+
+		var parameterNames = [
+			"precision", "supportsVertexTextures", "map", "mapEncoding", "matcap", "matcapEncoding", "envMap", "envMapMode", "envMapEncoding",
+			"lightMap", "aoMap", "emissiveMap", "emissiveMapEncoding", "bumpMap", "normalMap", "objectSpaceNormalMap", "displacementMap", "specularMap",
+			"roughnessMap", "metalnessMap", "gradientMap",
+			"alphaMap", "combine", "vertexColors", "vertexTangents", "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", "dithering"
+		];
+
+
+		function allocateBones( object ) {
+
+			var skeleton = object.skeleton;
+			var bones = skeleton.bones;
+
+			if ( capabilities.floatVertexTextures ) {
+
+				return 1024;
+
+			} else {
+
+				// default for when object is not specified
+				// ( for example when prebuilding shader to be used with multiple objects )
+				//
+				//  - leave some extra space for other uniforms
+				//  - limit here is ANGLE's 254 max uniform vectors
+				//    (up to 54 should be safe)
+
+				var nVertexUniforms = capabilities.maxVertexUniforms;
+				var nVertexMatrices = Math.floor( ( nVertexUniforms - 20 ) / 4 );
+
+				var maxBones = Math.min( nVertexMatrices, bones.length );
+
+				if ( maxBones < bones.length ) {
+
+					console.warn( 'THREE.WebGLRenderer: Skeleton has ' + bones.length + ' bones. This GPU supports ' + maxBones + '.' );
+					return 0;
+
+				}
+
+				return maxBones;
+
+			}
+
+		}
+
+		function getTextureEncodingFromMap( map, gammaOverrideLinear ) {
+
+			var encoding;
+
+			if ( ! map ) {
+
+				encoding = LinearEncoding;
+
+			} else if ( map.isTexture ) {
+
+				encoding = map.encoding;
+
+			} else if ( map.isWebGLRenderTarget ) {
+
+				console.warn( "THREE.WebGLPrograms.getTextureEncodingFromMap: don't use render targets as textures. Use their .texture property instead." );
+				encoding = map.texture.encoding;
+
+			}
+
+			// add backwards compatibility for WebGLRenderer.gammaInput/gammaOutput parameter, should probably be removed at some point.
+			if ( encoding === LinearEncoding && gammaOverrideLinear ) {
+
+				encoding = GammaEncoding;
+
+			}
+
+			return encoding;
+
+		}
+
+		this.getParameters = function ( material, lights, shadows, fog, nClipPlanes, nClipIntersection, object ) {
+
+			var shaderID = shaderIDs[ material.type ];
+
+			// heuristics to create shader parameters according to lights in the scene
+			// (not to blow over maxLights budget)
+
+			var maxBones = object.isSkinnedMesh ? allocateBones( object ) : 0;
+			var precision = capabilities.precision;
+
+			if ( material.precision !== null ) {
+
+				precision = capabilities.getMaxPrecision( material.precision );
+
+				if ( precision !== material.precision ) {
+
+					console.warn( 'THREE.WebGLProgram.getParameters:', material.precision, 'not supported, using', precision, 'instead.' );
+
+				}
+
+			}
+
+			var currentRenderTarget = renderer.getRenderTarget();
+
+			var 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 ),
+				matcap: !! material.matcap,
+				matcapEncoding: getTextureEncodingFromMap( material.matcap, renderer.gammaInput ),
+				envMap: !! material.envMap,
+				envMapMode: material.envMap && material.envMap.mapping,
+				envMapEncoding: getTextureEncodingFromMap( material.envMap, renderer.gammaInput ),
+				envMapCubeUV: ( !! material.envMap ) && ( ( material.envMap.mapping === CubeUVReflectionMapping ) || ( material.envMap.mapping === CubeUVRefractionMapping ) ),
+				lightMap: !! material.lightMap,
+				aoMap: !! material.aoMap,
+				emissiveMap: !! material.emissiveMap,
+				emissiveMapEncoding: getTextureEncodingFromMap( material.emissiveMap, renderer.gammaInput ),
+				bumpMap: !! material.bumpMap,
+				normalMap: !! material.normalMap,
+				objectSpaceNormalMap: material.normalMapType === ObjectSpaceNormalMap,
+				displacementMap: !! material.displacementMap,
+				roughnessMap: !! material.roughnessMap,
+				metalnessMap: !! material.metalnessMap,
+				specularMap: !! material.specularMap,
+				alphaMap: !! material.alphaMap,
+
+				gradientMap: !! material.gradientMap,
+
+				combine: material.combine,
+
+				vertexTangents: ( material.normalMap && material.vertexTangents ),
+				vertexColors: material.vertexColors,
+
+				fog: !! fog,
+				useFog: material.fog,
+				fogExp: ( fog && fog.isFogExp2 ),
+
+				flatShading: material.flatShading,
+
+				sizeAttenuation: material.sizeAttenuation,
+				logarithmicDepthBuffer: capabilities.logarithmicDepthBuffer,
+
+				skinning: material.skinning && maxBones > 0,
+				maxBones: maxBones,
+				useVertexTexture: capabilities.floatVertexTextures,
+
+				morphTargets: material.morphTargets,
+				morphNormals: material.morphNormals,
+				maxMorphTargets: renderer.maxMorphTargets,
+				maxMorphNormals: renderer.maxMorphNormals,
+
+				numDirLights: lights.directional.length,
+				numPointLights: lights.point.length,
+				numSpotLights: lights.spot.length,
+				numRectAreaLights: lights.rectArea.length,
+				numHemiLights: lights.hemi.length,
+
+				numClippingPlanes: nClipPlanes,
+				numClipIntersection: nClipIntersection,
+
+				dithering: material.dithering,
+
+				shadowMapEnabled: renderer.shadowMap.enabled && object.receiveShadow && 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 ] ] );
+
+			}
+
+			array.push( material.onBeforeCompile.toString() );
+
+			array.push( renderer.gammaOutput );
+
+			array.push( renderer.gammaFactor );
+
+			return array.join();
+
+		};
+
+		this.acquireProgram = function ( material, shader, 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, extensions, code, material, shader, parameters, capabilities, textures );
+				programs.push( program );
+
+			}
+
+			return program;
+
+		};
+
+		this.releaseProgram = function ( program ) {
+
+			if ( -- program.usedTimes === 0 ) {
+
+				// Remove from unordered set
+				var i = programs.indexOf( program );
+				programs[ i ] = programs[ programs.length - 1 ];
+				programs.pop();
+
+				// Free WebGL resources
+				program.destroy();
+
+			}
+
+		};
+
+		// Exposed for resource monitoring & error feedback via renderer.info:
+		this.programs = programs;
+
+	}
+
+	/**
+	 * @author fordacious / fordacious.github.io
+	 */
+
+	function WebGLProperties() {
+
+		var properties = new WeakMap();
+
+		function get( object ) {
+
+			var map = properties.get( object );
+
+			if ( map === undefined ) {
+
+				map = {};
+				properties.set( object, map );
+
+			}
+
+			return map;
+
+		}
+
+		function remove( object ) {
+
+			properties.delete( object );
+
+		}
+
+		function update( object, key, value ) {
+
+			properties.get( object )[ key ] = value;
+
+		}
+
+		function dispose() {
+
+			properties = new WeakMap();
+
+		}
+
+		return {
+			get: get,
+			remove: remove,
+			update: update,
+			dispose: dispose
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function painterSortStable( a, b ) {
+
+		if ( a.groupOrder !== b.groupOrder ) {
+
+			return a.groupOrder - b.groupOrder;
+
+		} else if ( a.renderOrder !== b.renderOrder ) {
+
+			return a.renderOrder - b.renderOrder;
+
+		} else if ( a.program !== b.program ) {
+
+			return a.program.id - b.program.id;
+
+		} else if ( a.material.id !== b.material.id ) {
+
+			return a.material.id - b.material.id;
+
+		} else if ( a.z !== b.z ) {
+
+			return a.z - b.z;
+
+		} else {
+
+			return a.id - b.id;
+
+		}
+
+	}
+
+	function reversePainterSortStable( a, b ) {
+
+		if ( a.groupOrder !== b.groupOrder ) {
+
+			return a.groupOrder - b.groupOrder;
+
+		} else if ( a.renderOrder !== b.renderOrder ) {
+
+			return a.renderOrder - b.renderOrder;
+
+		} else if ( a.z !== b.z ) {
+
+			return b.z - a.z;
+
+		} else {
+
+			return a.id - b.id;
+
+		}
+
+	}
+
+
+	function WebGLRenderList() {
+
+		var renderItems = [];
+		var renderItemsIndex = 0;
+
+		var opaque = [];
+		var transparent = [];
+
+		var defaultProgram = { id: - 1 };
+
+		function init() {
+
+			renderItemsIndex = 0;
+
+			opaque.length = 0;
+			transparent.length = 0;
+
+		}
+
+		function getNextRenderItem( object, geometry, material, groupOrder, z, group ) {
+
+			var renderItem = renderItems[ renderItemsIndex ];
+
+			if ( renderItem === undefined ) {
+
+				renderItem = {
+					id: object.id,
+					object: object,
+					geometry: geometry,
+					material: material,
+					program: material.program || defaultProgram,
+					groupOrder: groupOrder,
+					renderOrder: object.renderOrder,
+					z: z,
+					group: group
+				};
+
+				renderItems[ renderItemsIndex ] = renderItem;
+
+			} else {
+
+				renderItem.id = object.id;
+				renderItem.object = object;
+				renderItem.geometry = geometry;
+				renderItem.material = material;
+				renderItem.program = material.program || defaultProgram;
+				renderItem.groupOrder = groupOrder;
+				renderItem.renderOrder = object.renderOrder;
+				renderItem.z = z;
+				renderItem.group = group;
+
+			}
+
+			renderItemsIndex ++;
+
+			return renderItem;
+
+		}
+
+		function push( object, geometry, material, groupOrder, z, group ) {
+
+			var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
+
+			( material.transparent === true ? transparent : opaque ).push( renderItem );
+
+		}
+
+		function unshift( object, geometry, material, groupOrder, z, group ) {
+
+			var renderItem = getNextRenderItem( object, geometry, material, groupOrder, z, group );
+
+			( material.transparent === true ? transparent : opaque ).unshift( renderItem );
+
+		}
+
+		function sort() {
+
+			if ( opaque.length > 1 ) opaque.sort( painterSortStable );
+			if ( transparent.length > 1 ) transparent.sort( reversePainterSortStable );
+
+		}
+
+		return {
+			opaque: opaque,
+			transparent: transparent,
+
+			init: init,
+			push: push,
+			unshift: unshift,
+
+			sort: sort
+		};
+
+	}
+
+	function WebGLRenderLists() {
+
+		var lists = {};
+
+		function onSceneDispose( event ) {
+
+			var scene = event.target;
+
+			scene.removeEventListener( 'dispose', onSceneDispose );
+
+			delete lists[ scene.id ];
+
+		}
+
+		function get( scene, camera ) {
+
+			var cameras = lists[ scene.id ];
+			var list;
+			if ( cameras === undefined ) {
+
+				list = new WebGLRenderList();
+				lists[ scene.id ] = {};
+				lists[ scene.id ][ camera.id ] = list;
+
+				scene.addEventListener( 'dispose', onSceneDispose );
+
+			} else {
+
+				list = cameras[ camera.id ];
+				if ( list === undefined ) {
+
+					list = new WebGLRenderList();
+					cameras[ camera.id ] = list;
+
+				}
+
+			}
+
+			return list;
+
+		}
+
+		function dispose() {
+
+			lists = {};
+
+		}
+
+		return {
+			get: get,
+			dispose: dispose
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function UniformsCache() {
+
+		var lights = {};
+
+		return {
+
+			get: function ( light ) {
+
+				if ( lights[ light.id ] !== undefined ) {
+
+					return lights[ light.id ];
+
+				}
+
+				var uniforms;
+
+				switch ( light.type ) {
+
+					case 'DirectionalLight':
+						uniforms = {
+							direction: new Vector3(),
+							color: new Color(),
+
+							shadow: false,
+							shadowBias: 0,
+							shadowRadius: 1,
+							shadowMapSize: new Vector2()
+						};
+						break;
+
+					case 'SpotLight':
+						uniforms = {
+							position: new Vector3(),
+							direction: new Vector3(),
+							color: new Color(),
+							distance: 0,
+							coneCos: 0,
+							penumbraCos: 0,
+							decay: 0,
+
+							shadow: false,
+							shadowBias: 0,
+							shadowRadius: 1,
+							shadowMapSize: new Vector2()
+						};
+						break;
+
+					case 'PointLight':
+						uniforms = {
+							position: new Vector3(),
+							color: new Color(),
+							distance: 0,
+							decay: 0,
+
+							shadow: false,
+							shadowBias: 0,
+							shadowRadius: 1,
+							shadowMapSize: new Vector2(),
+							shadowCameraNear: 1,
+							shadowCameraFar: 1000
+						};
+						break;
+
+					case 'HemisphereLight':
+						uniforms = {
+							direction: new Vector3(),
+							skyColor: new Color(),
+							groundColor: new Color()
+						};
+						break;
+
+					case 'RectAreaLight':
+						uniforms = {
+							color: new Color(),
+							position: new Vector3(),
+							halfWidth: new Vector3(),
+							halfHeight: new Vector3()
+							// TODO (abelnation): set RectAreaLight shadow uniforms
+						};
+						break;
+
+				}
+
+				lights[ light.id ] = uniforms;
+
+				return uniforms;
+
+			}
+
+		};
+
+	}
+
+	var count = 0;
+
+	function WebGLLights() {
+
+		var cache = new UniformsCache();
+
+		var state = {
+
+			id: count ++,
+
+			hash: {
+				stateID: - 1,
+				directionalLength: - 1,
+				pointLength: - 1,
+				spotLength: - 1,
+				rectAreaLength: - 1,
+				hemiLength: - 1,
+				shadowsLength: - 1
+			},
+
+			ambient: [ 0, 0, 0 ],
+			directional: [],
+			directionalShadowMap: [],
+			directionalShadowMatrix: [],
+			spot: [],
+			spotShadowMap: [],
+			spotShadowMatrix: [],
+			rectArea: [],
+			point: [],
+			pointShadowMap: [],
+			pointShadowMatrix: [],
+			hemi: []
+
+		};
+
+		var vector3 = new Vector3();
+		var matrix4 = new Matrix4();
+		var matrix42 = new Matrix4();
+
+		function setup( lights, shadows, camera ) {
+
+			var r = 0, g = 0, b = 0;
+
+			var directionalLength = 0;
+			var pointLength = 0;
+			var spotLength = 0;
+			var rectAreaLength = 0;
+			var hemiLength = 0;
+
+			var viewMatrix = camera.matrixWorldInverse;
+
+			for ( var i = 0, l = lights.length; i < l; i ++ ) {
+
+				var light = lights[ i ];
+
+				var color = light.color;
+				var intensity = light.intensity;
+				var distance = light.distance;
+
+				var shadowMap = ( light.shadow && light.shadow.map ) ? light.shadow.map.texture : null;
+
+				if ( light.isAmbientLight ) {
+
+					r += color.r * intensity;
+					g += color.g * intensity;
+					b += color.b * intensity;
+
+				} else if ( light.isDirectionalLight ) {
+
+					var uniforms = cache.get( light );
+
+					uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
+					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
+					vector3.setFromMatrixPosition( light.target.matrixWorld );
+					uniforms.direction.sub( vector3 );
+					uniforms.direction.transformDirection( viewMatrix );
+
+					uniforms.shadow = light.castShadow;
+
+					if ( light.castShadow ) {
+
+						var shadow = light.shadow;
+
+						uniforms.shadowBias = shadow.bias;
+						uniforms.shadowRadius = shadow.radius;
+						uniforms.shadowMapSize = shadow.mapSize;
+
+					}
+
+					state.directionalShadowMap[ directionalLength ] = shadowMap;
+					state.directionalShadowMatrix[ directionalLength ] = light.shadow.matrix;
+					state.directional[ directionalLength ] = uniforms;
+
+					directionalLength ++;
+
+				} else if ( light.isSpotLight ) {
+
+					var uniforms = cache.get( light );
+
+					uniforms.position.setFromMatrixPosition( light.matrixWorld );
+					uniforms.position.applyMatrix4( viewMatrix );
+
+					uniforms.color.copy( color ).multiplyScalar( intensity );
+					uniforms.distance = distance;
+
+					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
+					vector3.setFromMatrixPosition( light.target.matrixWorld );
+					uniforms.direction.sub( vector3 );
+					uniforms.direction.transformDirection( viewMatrix );
+
+					uniforms.coneCos = Math.cos( light.angle );
+					uniforms.penumbraCos = Math.cos( light.angle * ( 1 - light.penumbra ) );
+					uniforms.decay = light.decay;
+
+					uniforms.shadow = light.castShadow;
+
+					if ( light.castShadow ) {
+
+						var shadow = light.shadow;
+
+						uniforms.shadowBias = shadow.bias;
+						uniforms.shadowRadius = shadow.radius;
+						uniforms.shadowMapSize = shadow.mapSize;
+
+					}
+
+					state.spotShadowMap[ spotLength ] = shadowMap;
+					state.spotShadowMatrix[ spotLength ] = light.shadow.matrix;
+					state.spot[ spotLength ] = uniforms;
+
+					spotLength ++;
+
+				} else if ( light.isRectAreaLight ) {
+
+					var uniforms = cache.get( light );
+
+					// (a) intensity is the total visible light emitted
+					//uniforms.color.copy( color ).multiplyScalar( intensity / ( light.width * light.height * Math.PI ) );
+
+					// (b) intensity is the brightness of the light
+					uniforms.color.copy( color ).multiplyScalar( intensity );
+
+					uniforms.position.setFromMatrixPosition( light.matrixWorld );
+					uniforms.position.applyMatrix4( viewMatrix );
+
+					// extract local rotation of light to derive width/height half vectors
+					matrix42.identity();
+					matrix4.copy( light.matrixWorld );
+					matrix4.premultiply( viewMatrix );
+					matrix42.extractRotation( matrix4 );
+
+					uniforms.halfWidth.set( light.width * 0.5, 0.0, 0.0 );
+					uniforms.halfHeight.set( 0.0, light.height * 0.5, 0.0 );
+
+					uniforms.halfWidth.applyMatrix4( matrix42 );
+					uniforms.halfHeight.applyMatrix4( matrix42 );
+
+					// TODO (abelnation): RectAreaLight distance?
+					// uniforms.distance = distance;
+
+					state.rectArea[ rectAreaLength ] = uniforms;
+
+					rectAreaLength ++;
+
+				} else if ( light.isPointLight ) {
+
+					var uniforms = cache.get( light );
+
+					uniforms.position.setFromMatrixPosition( light.matrixWorld );
+					uniforms.position.applyMatrix4( viewMatrix );
+
+					uniforms.color.copy( light.color ).multiplyScalar( light.intensity );
+					uniforms.distance = light.distance;
+					uniforms.decay = light.decay;
+
+					uniforms.shadow = light.castShadow;
+
+					if ( light.castShadow ) {
+
+						var shadow = light.shadow;
+
+						uniforms.shadowBias = shadow.bias;
+						uniforms.shadowRadius = shadow.radius;
+						uniforms.shadowMapSize = shadow.mapSize;
+						uniforms.shadowCameraNear = shadow.camera.near;
+						uniforms.shadowCameraFar = shadow.camera.far;
+
+					}
+
+					state.pointShadowMap[ pointLength ] = shadowMap;
+					state.pointShadowMatrix[ pointLength ] = light.shadow.matrix;
+					state.point[ pointLength ] = uniforms;
+
+					pointLength ++;
+
+				} else if ( light.isHemisphereLight ) {
+
+					var uniforms = cache.get( light );
+
+					uniforms.direction.setFromMatrixPosition( light.matrixWorld );
+					uniforms.direction.transformDirection( viewMatrix );
+					uniforms.direction.normalize();
+
+					uniforms.skyColor.copy( light.color ).multiplyScalar( intensity );
+					uniforms.groundColor.copy( light.groundColor ).multiplyScalar( intensity );
+
+					state.hemi[ hemiLength ] = uniforms;
+
+					hemiLength ++;
+
+				}
+
+			}
+
+			state.ambient[ 0 ] = r;
+			state.ambient[ 1 ] = g;
+			state.ambient[ 2 ] = b;
+
+			state.directional.length = directionalLength;
+			state.spot.length = spotLength;
+			state.rectArea.length = rectAreaLength;
+			state.point.length = pointLength;
+			state.hemi.length = hemiLength;
+
+			state.hash.stateID = state.id;
+			state.hash.directionalLength = directionalLength;
+			state.hash.pointLength = pointLength;
+			state.hash.spotLength = spotLength;
+			state.hash.rectAreaLength = rectAreaLength;
+			state.hash.hemiLength = hemiLength;
+			state.hash.shadowsLength = shadows.length;
+
+		}
+
+		return {
+			setup: setup,
+			state: state
+		};
+
+	}
+
+	/**
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	function WebGLRenderState() {
+
+		var lights = new WebGLLights();
+
+		var lightsArray = [];
+		var shadowsArray = [];
+
+		function init() {
+
+			lightsArray.length = 0;
+			shadowsArray.length = 0;
+
+		}
+
+		function pushLight( light ) {
+
+			lightsArray.push( light );
+
+		}
+
+		function pushShadow( shadowLight ) {
+
+			shadowsArray.push( shadowLight );
+
+		}
+
+		function setupLights( camera ) {
+
+			lights.setup( lightsArray, shadowsArray, camera );
+
+		}
+
+		var state = {
+			lightsArray: lightsArray,
+			shadowsArray: shadowsArray,
+
+			lights: lights
+		};
+
+		return {
+			init: init,
+			state: state,
+			setupLights: setupLights,
+
+			pushLight: pushLight,
+			pushShadow: pushShadow
+		};
+
+	}
+
+	function WebGLRenderStates() {
+
+		var renderStates = {};
+
+		function onSceneDispose( event ) {
+
+			var scene = event.target;
+
+			scene.removeEventListener( 'dispose', onSceneDispose );
+
+			delete renderStates[ scene.id ];
+
+		}
+
+		function get( scene, camera ) {
+
+			var renderState;
+
+			if ( renderStates[ scene.id ] === undefined ) {
+
+				renderState = new WebGLRenderState();
+				renderStates[ scene.id ] = {};
+				renderStates[ scene.id ][ camera.id ] = renderState;
+
+				scene.addEventListener( 'dispose', onSceneDispose );
+
+			} else {
+
+				if ( renderStates[ scene.id ][ camera.id ] === undefined ) {
+
+					renderState = new WebGLRenderState();
+					renderStates[ scene.id ][ camera.id ] = renderState;
+
+				} else {
+
+					renderState = renderStates[ scene.id ][ camera.id ];
+
+				}
+
+			}
+
+			return renderState;
+
+		}
+
+		function dispose() {
+
+			renderStates = {};
+
+		}
+
+		return {
+			get: get,
+			dispose: dispose
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author bhouston / https://clara.io
+	 * @author WestLangley / http://github.com/WestLangley
+	 *
+	 * parameters = {
+	 *
+	 *  opacity: <float>,
+	 *
+	 *  map: new THREE.Texture( <Image> ),
+	 *
+	 *  alphaMap: new THREE.Texture( <Image> ),
+	 *
+	 *  displacementMap: new THREE.Texture( <Image> ),
+	 *  displacementScale: <float>,
+	 *  displacementBias: <float>,
+	 *
+	 *  wireframe: <boolean>,
+	 *  wireframeLinewidth: <float>
+	 * }
+	 */
+
+	function MeshDepthMaterial( parameters ) {
+
+		Material.call( this );
+
+		this.type = 'MeshDepthMaterial';
+
+		this.depthPacking = BasicDepthPacking;
+
+		this.skinning = false;
+		this.morphTargets = false;
+
+		this.map = null;
+
+		this.alphaMap = null;
+
+		this.displacementMap = null;
+		this.displacementScale = 1;
+		this.displacementBias = 0;
+
+		this.wireframe = false;
+		this.wireframeLinewidth = 1;
+
+		this.fog = false;
+		this.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 WestLangley / http://github.com/WestLangley
+	 *
+	 * parameters = {
+	 *
+	 *  referencePosition: <float>,
+	 *  nearDistance: <float>,
+	 *  farDistance: <float>,
+	 *
+	 *  skinning: <bool>,
+	 *  morphTargets: <bool>,
+	 *
+	 *  map: new THREE.Texture( <Image> ),
+	 *
+	 *  alphaMap: new THREE.Texture( <Image> ),
+	 *
+	 *  displacementMap: new THREE.Texture( <Image> ),
+	 *  displacementScale: <float>,
+	 *  displacementBias: <float>
+	 *
+	 * }
+	 */
+
+	function MeshDistanceMaterial( parameters ) {
+
+		Material.call( this );
+
+		this.type = 'MeshDistanceMaterial';
+
+		this.referencePosition = new Vector3();
+		this.nearDistance = 1;
+		this.farDistance = 1000;
+
+		this.skinning = false;
+		this.morphTargets = false;
+
+		this.map = null;
+
+		this.alphaMap = null;
+
+		this.displacementMap = null;
+		this.displacementScale = 1;
+		this.displacementBias = 0;
+
+		this.fog = false;
+		this.lights = false;
+
+		this.setValues( parameters );
+
+	}
+
+	MeshDistanceMaterial.prototype = Object.create( Material.prototype );
+	MeshDistanceMaterial.prototype.constructor = MeshDistanceMaterial;
+
+	MeshDistanceMaterial.prototype.isMeshDistanceMaterial = true;
+
+	MeshDistanceMaterial.prototype.copy = function ( source ) {
+
+		Material.prototype.copy.call( this, source );
+
+		this.referencePosition.copy( source.referencePosition );
+		this.nearDistance = source.nearDistance;
+		this.farDistance = source.farDistance;
+
+		this.skinning = source.skinning;
+		this.morphTargets = source.morphTargets;
+
+		this.map = source.map;
+
+		this.alphaMap = source.alphaMap;
+
+		this.displacementMap = source.displacementMap;
+		this.displacementScale = source.displacementScale;
+		this.displacementBias = source.displacementBias;
+
+		return this;
+
+	};
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
+
+		var _frustum = new Frustum(),
+			_projScreenMatrix = new Matrix4(),
+
+			_shadowMapSize = new Vector2(),
+			_maxShadowMapSize = new Vector2( maxTextureSize, maxTextureSize ),
+
+			_lookTarget = new Vector3(),
+			_lightPositionWorld = new Vector3(),
+
+			_MorphingFlag = 1,
+			_SkinningFlag = 2,
+
+			_NumberOfMaterialVariants = ( _MorphingFlag | _SkinningFlag ) + 1,
+
+			_depthMaterials = new Array( _NumberOfMaterialVariants ),
+			_distanceMaterials = new Array( _NumberOfMaterialVariants ),
+
+			_materialCache = {};
+
+		var shadowSide = { 0: BackSide, 1: FrontSide, 2: DoubleSide };
+
+		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
+
+		for ( var i = 0; i !== _NumberOfMaterialVariants; ++ i ) {
+
+			var useMorphing = ( i & _MorphingFlag ) !== 0;
+			var useSkinning = ( i & _SkinningFlag ) !== 0;
+
+			var depthMaterial = new MeshDepthMaterial( {
+
+				depthPacking: RGBADepthPacking,
+
+				morphTargets: useMorphing,
+				skinning: useSkinning
+
+			} );
+
+			_depthMaterials[ i ] = depthMaterial;
+
+			//
+
+			var distanceMaterial = new MeshDistanceMaterial( {
+
+				morphTargets: useMorphing,
+				skinning: useSkinning
+
+			} );
+
+			_distanceMaterials[ i ] = distanceMaterial;
+
+		}
+
+		//
+
+		var scope = this;
+
+		this.enabled = false;
+
+		this.autoUpdate = true;
+		this.needsUpdate = false;
+
+		this.type = PCFShadowMap;
+
+		this.render = function ( lights, scene, camera ) {
+
+			if ( scope.enabled === false ) return;
+			if ( scope.autoUpdate === false && scope.needsUpdate === false ) return;
+
+			if ( lights.length === 0 ) return;
+
+			var currentRenderTarget = _renderer.getRenderTarget();
+
+			var _state = _renderer.state;
+
+			// Set GL state for depth map.
+			_state.setBlending( NoBlending );
+			_state.buffers.color.setClear( 1, 1, 1, 1 );
+			_state.buffers.depth.setTest( true );
+			_state.setScissorTest( false );
+
+			// render depth map
+
+			var faceCount;
+
+			for ( var i = 0, il = lights.length; i < il; i ++ ) {
+
+				var light = lights[ i ];
+				var shadow = light.shadow;
+				var isPointLight = light && light.isPointLight;
+
+				if ( shadow === undefined ) {
+
+					console.warn( 'THREE.WebGLShadowMap:', light, 'has no shadow.' );
+					continue;
+
+				}
+
+				var shadowCamera = shadow.camera;
+
+				_shadowMapSize.copy( shadow.mapSize );
+				_shadowMapSize.min( _maxShadowMapSize );
+
+				if ( isPointLight ) {
+
+					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;
+
+				}
+
+				if ( shadow.map === null ) {
+
+					var pars = { minFilter: NearestFilter, magFilter: NearestFilter, format: RGBAFormat };
+
+					shadow.map = new WebGLRenderTarget( _shadowMapSize.x, _shadowMapSize.y, pars );
+					shadow.map.texture.name = light.name + ".shadowMap";
+
+					shadowCamera.updateProjectionMatrix();
+
+				}
+
+				if ( shadow.isSpotLightShadow ) {
+
+					shadow.update( light );
+
+				}
+
+				var shadowMap = shadow.map;
+				var shadowMatrix = shadow.matrix;
+
+				_lightPositionWorld.setFromMatrixPosition( light.matrixWorld );
+				shadowCamera.position.copy( _lightPositionWorld );
+
+				if ( isPointLight ) {
+
+					faceCount = 6;
+
+					// for point lights we set the shadow matrix to be a translation-only matrix
+					// equal to inverse of the light's position
+
+					shadowMatrix.makeTranslation( - _lightPositionWorld.x, - _lightPositionWorld.y, - _lightPositionWorld.z );
+
+				} else {
+
+					faceCount = 1;
+
+					_lookTarget.setFromMatrixPosition( light.target.matrixWorld );
+					shadowCamera.lookAt( _lookTarget );
+					shadowCamera.updateMatrixWorld();
+
+					// 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 );
+
+				}
+
+				_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 );
+						shadowCamera.updateMatrixWorld();
+
+						var vpDimensions = cube2DViewPorts[ face ];
+						_state.viewport( vpDimensions );
+
+					}
+
+					// update camera matrices and frustum
+
+					_projScreenMatrix.multiplyMatrices( shadowCamera.projectionMatrix, shadowCamera.matrixWorldInverse );
+					_frustum.setFromMatrix( _projScreenMatrix );
+
+					// set object matrices & frustum culling
+
+					renderObject( scene, camera, shadowCamera, isPointLight );
+
+				}
+
+			}
+
+			scope.needsUpdate = false;
+
+			_renderer.setRenderTarget( currentRenderTarget );
+
+		};
+
+		function getDepthMaterial( object, material, isPointLight, lightPositionWorld, shadowCameraNear, shadowCameraFar ) {
+
+			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;
+
+					}
+
+				}
+
+				if ( object.isSkinnedMesh && material.skinning === false ) {
+
+					console.warn( 'THREE.WebGLShadowMap: THREE.SkinnedMesh with material.skinning set to false:', object );
+
+				}
+
+				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;
+
+			result.side = ( material.shadowSide != null ) ? material.shadowSide : shadowSide[ material.side ];
+
+			result.clipShadows = material.clipShadows;
+			result.clippingPlanes = material.clippingPlanes;
+			result.clipIntersection = material.clipIntersection;
+
+			result.wireframeLinewidth = material.wireframeLinewidth;
+			result.linewidth = material.linewidth;
+
+			if ( isPointLight && result.isMeshDistanceMaterial ) {
+
+				result.referencePosition.copy( lightPositionWorld );
+				result.nearDistance = shadowCameraNear;
+				result.farDistance = shadowCameraFar;
+
+			}
+
+			return result;
+
+		}
+
+		function renderObject( object, camera, shadowCamera, isPointLight ) {
+
+			if ( object.visible === false ) return;
+
+			var visible = object.layers.test( camera.layers );
+
+			if ( visible && ( object.isMesh || object.isLine || object.isPoints ) ) {
+
+				if ( object.castShadow && ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) ) {
+
+					object.modelViewMatrix.multiplyMatrices( shadowCamera.matrixWorldInverse, object.matrixWorld );
+
+					var geometry = _objects.update( object );
+					var material = object.material;
+
+					if ( Array.isArray( material ) ) {
+
+						var groups = geometry.groups;
+
+						for ( var k = 0, kl = groups.length; k < kl; k ++ ) {
+
+							var group = groups[ k ];
+							var groupMaterial = material[ group.materialIndex ];
+
+							if ( groupMaterial && groupMaterial.visible ) {
+
+								var depthMaterial = getDepthMaterial( object, groupMaterial, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
+								_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, group );
+
+							}
+
+						}
+
+					} else if ( material.visible ) {
+
+						var depthMaterial = getDepthMaterial( object, material, isPointLight, _lightPositionWorld, shadowCamera.near, shadowCamera.far );
+						_renderer.renderBufferDirect( shadowCamera, null, geometry, depthMaterial, object, null );
+
+					}
+
+				}
+
+			}
+
+			var children = object.children;
+
+			for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+				renderObject( children[ i ], camera, shadowCamera, isPointLight );
+
+			}
+
+		}
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLState( gl, extensions, utils, capabilities ) {
+
+		function ColorBuffer() {
+
+			var locked = false;
+
+			var color = new Vector4();
+			var currentColorMask = null;
+			var currentColorClear = new Vector4( 0, 0, 0, 0 );
+
+			return {
+
+				setMask: function ( colorMask ) {
+
+					if ( currentColorMask !== colorMask && ! locked ) {
+
+						gl.colorMask( colorMask, colorMask, colorMask, colorMask );
+						currentColorMask = colorMask;
+
+					}
+
+				},
+
+				setLocked: function ( lock ) {
+
+					locked = lock;
+
+				},
+
+				setClear: function ( r, g, b, a, premultipliedAlpha ) {
+
+					if ( premultipliedAlpha === true ) {
+
+						r *= a; g *= a; b *= a;
+
+					}
+
+					color.set( r, g, b, a );
+
+					if ( currentColorClear.equals( color ) === false ) {
+
+						gl.clearColor( r, g, b, a );
+						currentColorClear.copy( color );
+
+					}
+
+				},
+
+				reset: function () {
+
+					locked = false;
+
+					currentColorMask = null;
+					currentColorClear.set( - 1, 0, 0, 0 ); // set to invalid state
+
+				}
+
+			};
+
+		}
+
+		function DepthBuffer() {
+
+			var locked = false;
+
+			var currentDepthMask = null;
+			var currentDepthFunc = null;
+			var currentDepthClear = null;
+
+			return {
+
+				setTest: function ( depthTest ) {
+
+					if ( depthTest ) {
+
+						enable( 2929 );
+
+					} else {
+
+						disable( 2929 );
+
+					}
+
+				},
+
+				setMask: function ( depthMask ) {
+
+					if ( currentDepthMask !== depthMask && ! locked ) {
+
+						gl.depthMask( depthMask );
+						currentDepthMask = depthMask;
+
+					}
+
+				},
+
+				setFunc: function ( depthFunc ) {
+
+					if ( currentDepthFunc !== depthFunc ) {
+
+						if ( depthFunc ) {
+
+							switch ( depthFunc ) {
+
+								case NeverDepth:
+
+									gl.depthFunc( 512 );
+									break;
+
+								case AlwaysDepth:
+
+									gl.depthFunc( 519 );
+									break;
+
+								case LessDepth:
+
+									gl.depthFunc( 513 );
+									break;
+
+								case LessEqualDepth:
+
+									gl.depthFunc( 515 );
+									break;
+
+								case EqualDepth:
+
+									gl.depthFunc( 514 );
+									break;
+
+								case GreaterEqualDepth:
+
+									gl.depthFunc( 518 );
+									break;
+
+								case GreaterDepth:
+
+									gl.depthFunc( 516 );
+									break;
+
+								case NotEqualDepth:
+
+									gl.depthFunc( 517 );
+									break;
+
+								default:
+
+									gl.depthFunc( 515 );
+
+							}
+
+						} else {
+
+							gl.depthFunc( 515 );
+
+						}
+
+						currentDepthFunc = depthFunc;
+
+					}
+
+				},
+
+				setLocked: function ( lock ) {
+
+					locked = lock;
+
+				},
+
+				setClear: function ( depth ) {
+
+					if ( currentDepthClear !== depth ) {
+
+						gl.clearDepth( depth );
+						currentDepthClear = depth;
+
+					}
+
+				},
+
+				reset: function () {
+
+					locked = false;
+
+					currentDepthMask = null;
+					currentDepthFunc = null;
+					currentDepthClear = null;
+
+				}
+
+			};
+
+		}
+
+		function StencilBuffer() {
+
+			var locked = false;
+
+			var currentStencilMask = null;
+			var currentStencilFunc = null;
+			var currentStencilRef = null;
+			var currentStencilFuncMask = null;
+			var currentStencilFail = null;
+			var currentStencilZFail = null;
+			var currentStencilZPass = null;
+			var currentStencilClear = null;
+
+			return {
+
+				setTest: function ( stencilTest ) {
+
+					if ( stencilTest ) {
+
+						enable( 2960 );
+
+					} else {
+
+						disable( 2960 );
+
+					}
+
+				},
+
+				setMask: function ( stencilMask ) {
+
+					if ( currentStencilMask !== stencilMask && ! locked ) {
+
+						gl.stencilMask( stencilMask );
+						currentStencilMask = stencilMask;
+
+					}
+
+				},
+
+				setFunc: function ( stencilFunc, stencilRef, stencilMask ) {
+
+					if ( currentStencilFunc !== stencilFunc ||
+					     currentStencilRef 	!== stencilRef 	||
+					     currentStencilFuncMask !== stencilMask ) {
+
+						gl.stencilFunc( stencilFunc, stencilRef, stencilMask );
+
+						currentStencilFunc = stencilFunc;
+						currentStencilRef = stencilRef;
+						currentStencilFuncMask = stencilMask;
+
+					}
+
+				},
+
+				setOp: function ( stencilFail, stencilZFail, stencilZPass ) {
+
+					if ( currentStencilFail	 !== stencilFail 	||
+					     currentStencilZFail !== stencilZFail ||
+					     currentStencilZPass !== stencilZPass ) {
+
+						gl.stencilOp( stencilFail, stencilZFail, stencilZPass );
+
+						currentStencilFail = stencilFail;
+						currentStencilZFail = stencilZFail;
+						currentStencilZPass = stencilZPass;
+
+					}
+
+				},
+
+				setLocked: function ( lock ) {
+
+					locked = lock;
+
+				},
+
+				setClear: function ( stencil ) {
+
+					if ( currentStencilClear !== stencil ) {
+
+						gl.clearStencil( stencil );
+						currentStencilClear = stencil;
+
+					}
+
+				},
+
+				reset: function () {
+
+					locked = false;
+
+					currentStencilMask = null;
+					currentStencilFunc = null;
+					currentStencilRef = null;
+					currentStencilFuncMask = null;
+					currentStencilFail = null;
+					currentStencilZFail = null;
+					currentStencilZPass = null;
+					currentStencilClear = null;
+
+				}
+
+			};
+
+		}
+
+		//
+
+		var colorBuffer = new ColorBuffer();
+		var depthBuffer = new DepthBuffer();
+		var stencilBuffer = new StencilBuffer();
+
+		var maxVertexAttributes = gl.getParameter( 34921 );
+		var newAttributes = new Uint8Array( maxVertexAttributes );
+		var enabledAttributes = new Uint8Array( maxVertexAttributes );
+		var attributeDivisors = new Uint8Array( maxVertexAttributes );
+
+		var enabledCapabilities = {};
+
+		var compressedTextureFormats = null;
+
+		var currentProgram = null;
+
+		var currentBlendingEnabled = null;
+		var currentBlending = null;
+		var currentBlendEquation = null;
+		var currentBlendSrc = null;
+		var currentBlendDst = null;
+		var currentBlendEquationAlpha = null;
+		var currentBlendSrcAlpha = null;
+		var currentBlendDstAlpha = null;
+		var currentPremultipledAlpha = false;
+
+		var currentFlipSided = null;
+		var currentCullFace = null;
+
+		var currentLineWidth = null;
+
+		var currentPolygonOffsetFactor = null;
+		var currentPolygonOffsetUnits = null;
+
+		var maxTextures = gl.getParameter( 35661 );
+
+		var lineWidthAvailable = false;
+		var version = 0;
+		var glVersion = gl.getParameter( 7938 );
+
+		if ( glVersion.indexOf( 'WebGL' ) !== - 1 ) {
+
+			version = parseFloat( /^WebGL\ ([0-9])/.exec( glVersion )[ 1 ] );
+			lineWidthAvailable = ( version >= 1.0 );
+
+		} else if ( glVersion.indexOf( 'OpenGL ES' ) !== - 1 ) {
+
+			version = parseFloat( /^OpenGL\ ES\ ([0-9])/.exec( glVersion )[ 1 ] );
+			lineWidthAvailable = ( version >= 2.0 );
+
+		}
+
+		var currentTextureSlot = null;
+		var currentBoundTextures = {};
+
+		var currentScissor = new Vector4();
+		var currentViewport = new Vector4();
+
+		function createTexture( type, target, count ) {
+
+			var data = new Uint8Array( 4 ); // 4 is required to match default unpack alignment of 4.
+			var texture = gl.createTexture();
+
+			gl.bindTexture( type, texture );
+			gl.texParameteri( type, 10241, 9728 );
+			gl.texParameteri( type, 10240, 9728 );
+
+			for ( var i = 0; i < count; i ++ ) {
+
+				gl.texImage2D( target + i, 0, 6408, 1, 1, 0, 6408, 5121, data );
+
+			}
+
+			return texture;
+
+		}
+
+		var emptyTextures = {};
+		emptyTextures[ 3553 ] = createTexture( 3553, 3553, 1 );
+		emptyTextures[ 34067 ] = createTexture( 34067, 34069, 6 );
+
+		// init
+
+		colorBuffer.setClear( 0, 0, 0, 1 );
+		depthBuffer.setClear( 1 );
+		stencilBuffer.setClear( 0 );
+
+		enable( 2929 );
+		depthBuffer.setFunc( LessEqualDepth );
+
+		setFlipSided( false );
+		setCullFace( CullFaceBack );
+		enable( 2884 );
+
+		setBlending( NoBlending );
+
+		//
+
+		function initAttributes() {
+
+			for ( var i = 0, l = newAttributes.length; i < l; i ++ ) {
+
+				newAttributes[ i ] = 0;
+
+			}
+
+		}
+
+		function enableAttribute( attribute ) {
+
+			enableAttributeAndDivisor( attribute, 0 );
+
+		}
+
+		function enableAttributeAndDivisor( attribute, meshPerAttribute ) {
+
+			newAttributes[ attribute ] = 1;
+
+			if ( enabledAttributes[ attribute ] === 0 ) {
+
+				gl.enableVertexAttribArray( attribute );
+				enabledAttributes[ attribute ] = 1;
+
+			}
+
+			if ( attributeDivisors[ attribute ] !== meshPerAttribute ) {
+
+				var extension = capabilities.isWebGL2 ? gl : extensions.get( 'ANGLE_instanced_arrays' );
+
+				extension[ capabilities.isWebGL2 ? 'vertexAttribDivisor' : 'vertexAttribDivisorANGLE' ]( attribute, meshPerAttribute );
+				attributeDivisors[ attribute ] = meshPerAttribute;
+
+			}
+
+		}
+
+		function disableUnusedAttributes() {
+
+			for ( var i = 0, l = enabledAttributes.length; i !== l; ++ i ) {
+
+				if ( enabledAttributes[ i ] !== newAttributes[ i ] ) {
+
+					gl.disableVertexAttribArray( i );
+					enabledAttributes[ i ] = 0;
+
+				}
+
+			}
+
+		}
+
+		function enable( id ) {
+
+			if ( enabledCapabilities[ id ] !== true ) {
+
+				gl.enable( id );
+				enabledCapabilities[ id ] = true;
+
+			}
+
+		}
+
+		function disable( id ) {
+
+			if ( enabledCapabilities[ id ] !== false ) {
+
+				gl.disable( id );
+				enabledCapabilities[ id ] = false;
+
+			}
+
+		}
+
+		function getCompressedTextureFormats() {
+
+			if ( compressedTextureFormats === null ) {
+
+				compressedTextureFormats = [];
+
+				if ( extensions.get( 'WEBGL_compressed_texture_pvrtc' ) ||
+				     extensions.get( 'WEBGL_compressed_texture_s3tc' ) ||
+				     extensions.get( 'WEBGL_compressed_texture_etc1' ) ||
+				     extensions.get( 'WEBGL_compressed_texture_astc' ) ) {
+
+					var formats = gl.getParameter( 34467 );
+
+					for ( var i = 0; i < formats.length; i ++ ) {
+
+						compressedTextureFormats.push( formats[ i ] );
+
+					}
+
+				}
+
+			}
+
+			return compressedTextureFormats;
+
+		}
+
+		function useProgram( program ) {
+
+			if ( currentProgram !== program ) {
+
+				gl.useProgram( program );
+
+				currentProgram = program;
+
+				return true;
+
+			}
+
+			return false;
+
+		}
+
+		function setBlending( blending, blendEquation, blendSrc, blendDst, blendEquationAlpha, blendSrcAlpha, blendDstAlpha, premultipliedAlpha ) {
+
+			if ( blending === NoBlending ) {
+
+				if ( currentBlendingEnabled ) {
+
+					disable( 3042 );
+					currentBlendingEnabled = false;
+
+				}
+
+				return;
+
+			}
+
+			if ( ! currentBlendingEnabled ) {
+
+				enable( 3042 );
+				currentBlendingEnabled = true;
+
+			}
+
+			if ( blending !== CustomBlending ) {
+
+				if ( blending !== currentBlending || premultipliedAlpha !== currentPremultipledAlpha ) {
+
+					if ( currentBlendEquation !== AddEquation || currentBlendEquationAlpha !== AddEquation ) {
+
+						gl.blendEquation( 32774 );
+
+						currentBlendEquation = AddEquation;
+						currentBlendEquationAlpha = AddEquation;
+
+					}
+
+					if ( premultipliedAlpha ) {
+
+						switch ( blending ) {
+
+							case NormalBlending:
+								gl.blendFuncSeparate( 1, 771, 1, 771 );
+								break;
+
+							case AdditiveBlending:
+								gl.blendFunc( 1, 1 );
+								break;
+
+							case SubtractiveBlending:
+								gl.blendFuncSeparate( 0, 0, 769, 771 );
+								break;
+
+							case MultiplyBlending:
+								gl.blendFuncSeparate( 0, 768, 0, 770 );
+								break;
+
+							default:
+								console.error( 'THREE.WebGLState: Invalid blending: ', blending );
+								break;
+
+						}
+
+					} else {
+
+						switch ( blending ) {
+
+							case NormalBlending:
+								gl.blendFuncSeparate( 770, 771, 1, 771 );
+								break;
+
+							case AdditiveBlending:
+								gl.blendFunc( 770, 1 );
+								break;
+
+							case SubtractiveBlending:
+								gl.blendFunc( 0, 769 );
+								break;
+
+							case MultiplyBlending:
+								gl.blendFunc( 0, 768 );
+								break;
+
+							default:
+								console.error( 'THREE.WebGLState: Invalid blending: ', blending );
+								break;
+
+						}
+
+					}
+
+					currentBlendSrc = null;
+					currentBlendDst = null;
+					currentBlendSrcAlpha = null;
+					currentBlendDstAlpha = null;
+
+					currentBlending = blending;
+					currentPremultipledAlpha = premultipliedAlpha;
+
+				}
+
+				return;
+
+			}
+
+			// custom blending
+
+			blendEquationAlpha = blendEquationAlpha || blendEquation;
+			blendSrcAlpha = blendSrcAlpha || blendSrc;
+			blendDstAlpha = blendDstAlpha || blendDst;
+
+			if ( blendEquation !== currentBlendEquation || blendEquationAlpha !== currentBlendEquationAlpha ) {
+
+				gl.blendEquationSeparate( utils.convert( blendEquation ), utils.convert( blendEquationAlpha ) );
+
+				currentBlendEquation = blendEquation;
+				currentBlendEquationAlpha = blendEquationAlpha;
+
+			}
+
+			if ( blendSrc !== currentBlendSrc || blendDst !== currentBlendDst || blendSrcAlpha !== currentBlendSrcAlpha || blendDstAlpha !== currentBlendDstAlpha ) {
+
+				gl.blendFuncSeparate( utils.convert( blendSrc ), utils.convert( blendDst ), utils.convert( blendSrcAlpha ), utils.convert( blendDstAlpha ) );
+
+				currentBlendSrc = blendSrc;
+				currentBlendDst = blendDst;
+				currentBlendSrcAlpha = blendSrcAlpha;
+				currentBlendDstAlpha = blendDstAlpha;
+
+			}
+
+			currentBlending = blending;
+			currentPremultipledAlpha = null;
+
+		}
+
+		function setMaterial( material, frontFaceCW ) {
+
+			material.side === DoubleSide
+				? disable( 2884 )
+				: enable( 2884 );
+
+			var flipSided = ( material.side === BackSide );
+			if ( frontFaceCW ) flipSided = ! flipSided;
+
+			setFlipSided( flipSided );
+
+			( material.blending === NormalBlending && material.transparent === false )
+				? setBlending( NoBlending )
+				: setBlending( material.blending, material.blendEquation, material.blendSrc, material.blendDst, material.blendEquationAlpha, material.blendSrcAlpha, material.blendDstAlpha, material.premultipliedAlpha );
+
+			depthBuffer.setFunc( material.depthFunc );
+			depthBuffer.setTest( material.depthTest );
+			depthBuffer.setMask( material.depthWrite );
+			colorBuffer.setMask( material.colorWrite );
+
+			setPolygonOffset( material.polygonOffset, material.polygonOffsetFactor, material.polygonOffsetUnits );
+
+		}
+
+		//
+
+		function setFlipSided( flipSided ) {
+
+			if ( currentFlipSided !== flipSided ) {
+
+				if ( flipSided ) {
+
+					gl.frontFace( 2304 );
+
+				} else {
+
+					gl.frontFace( 2305 );
+
+				}
+
+				currentFlipSided = flipSided;
+
+			}
+
+		}
+
+		function setCullFace( cullFace ) {
+
+			if ( cullFace !== CullFaceNone ) {
+
+				enable( 2884 );
+
+				if ( cullFace !== currentCullFace ) {
+
+					if ( cullFace === CullFaceBack ) {
+
+						gl.cullFace( 1029 );
+
+					} else if ( cullFace === CullFaceFront ) {
+
+						gl.cullFace( 1028 );
+
+					} else {
+
+						gl.cullFace( 1032 );
+
+					}
+
+				}
+
+			} else {
+
+				disable( 2884 );
+
+			}
+
+			currentCullFace = cullFace;
+
+		}
+
+		function setLineWidth( width ) {
+
+			if ( width !== currentLineWidth ) {
+
+				if ( lineWidthAvailable ) gl.lineWidth( width );
+
+				currentLineWidth = width;
+
+			}
+
+		}
+
+		function setPolygonOffset( polygonOffset, factor, units ) {
+
+			if ( polygonOffset ) {
+
+				enable( 32823 );
+
+				if ( currentPolygonOffsetFactor !== factor || currentPolygonOffsetUnits !== units ) {
+
+					gl.polygonOffset( factor, units );
+
+					currentPolygonOffsetFactor = factor;
+					currentPolygonOffsetUnits = units;
+
+				}
+
+			} else {
+
+				disable( 32823 );
+
+			}
+
+		}
+
+		function setScissorTest( scissorTest ) {
+
+			if ( scissorTest ) {
+
+				enable( 3089 );
+
+			} else {
+
+				disable( 3089 );
+
+			}
+
+		}
+
+		// texture
+
+		function activeTexture( webglSlot ) {
+
+			if ( webglSlot === undefined ) webglSlot = 33984 + maxTextures - 1;
+
+			if ( currentTextureSlot !== webglSlot ) {
+
+				gl.activeTexture( webglSlot );
+				currentTextureSlot = webglSlot;
+
+			}
+
+		}
+
+		function bindTexture( webglType, webglTexture ) {
+
+			if ( currentTextureSlot === null ) {
+
+				activeTexture();
+
+			}
+
+			var boundTexture = currentBoundTextures[ currentTextureSlot ];
+
+			if ( boundTexture === undefined ) {
+
+				boundTexture = { type: undefined, texture: undefined };
+				currentBoundTextures[ currentTextureSlot ] = boundTexture;
+
+			}
+
+			if ( boundTexture.type !== webglType || boundTexture.texture !== webglTexture ) {
+
+				gl.bindTexture( webglType, webglTexture || emptyTextures[ webglType ] );
+
+				boundTexture.type = webglType;
+				boundTexture.texture = webglTexture;
+
+			}
+
+		}
+
+		function compressedTexImage2D() {
+
+			try {
+
+				gl.compressedTexImage2D.apply( gl, arguments );
+
+			} catch ( error ) {
+
+				console.error( 'THREE.WebGLState:', error );
+
+			}
+
+		}
+
+		function texImage2D() {
+
+			try {
+
+				gl.texImage2D.apply( gl, arguments );
+
+			} catch ( error ) {
+
+				console.error( 'THREE.WebGLState:', error );
+
+			}
+
+		}
+
+		function texImage3D() {
+
+			try {
+
+				gl.texImage3D.apply( gl, arguments );
+
+			} catch ( error ) {
+
+				console.error( 'THREE.WebGLState:', error );
+
+			}
+
+		}
+
+		//
+
+		function scissor( scissor ) {
+
+			if ( currentScissor.equals( scissor ) === false ) {
+
+				gl.scissor( scissor.x, scissor.y, scissor.z, scissor.w );
+				currentScissor.copy( scissor );
+
+			}
+
+		}
+
+		function viewport( viewport ) {
+
+			if ( currentViewport.equals( viewport ) === false ) {
+
+				gl.viewport( viewport.x, viewport.y, viewport.z, viewport.w );
+				currentViewport.copy( viewport );
+
+			}
+
+		}
+
+		//
+
+		function reset() {
+
+			for ( var i = 0; i < enabledAttributes.length; i ++ ) {
+
+				if ( enabledAttributes[ i ] === 1 ) {
+
+					gl.disableVertexAttribArray( i );
+					enabledAttributes[ i ] = 0;
+
+				}
+
+			}
+
+			enabledCapabilities = {};
+
+			compressedTextureFormats = null;
+
+			currentTextureSlot = null;
+			currentBoundTextures = {};
+
+			currentProgram = null;
+
+			currentBlending = null;
+
+			currentFlipSided = null;
+			currentCullFace = null;
+
+			colorBuffer.reset();
+			depthBuffer.reset();
+			stencilBuffer.reset();
+
+		}
+
+		return {
+
+			buffers: {
+				color: colorBuffer,
+				depth: depthBuffer,
+				stencil: stencilBuffer
+			},
+
+			initAttributes: initAttributes,
+			enableAttribute: enableAttribute,
+			enableAttributeAndDivisor: enableAttributeAndDivisor,
+			disableUnusedAttributes: disableUnusedAttributes,
+			enable: enable,
+			disable: disable,
+			getCompressedTextureFormats: getCompressedTextureFormats,
+
+			useProgram: useProgram,
+
+			setBlending: setBlending,
+			setMaterial: setMaterial,
+
+			setFlipSided: setFlipSided,
+			setCullFace: setCullFace,
+
+			setLineWidth: setLineWidth,
+			setPolygonOffset: setPolygonOffset,
+
+			setScissorTest: setScissorTest,
+
+			activeTexture: activeTexture,
+			bindTexture: bindTexture,
+			compressedTexImage2D: compressedTexImage2D,
+			texImage2D: texImage2D,
+			texImage3D: texImage3D,
+
+			scissor: scissor,
+			viewport: viewport,
+
+			reset: reset
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info ) {
+
+		var _videoTextures = {};
+		var _canvas;
+
+		//
+
+		var useOffscreenCanvas = typeof OffscreenCanvas !== 'undefined';
+
+		function createCanvas( width, height ) {
+
+			// Use OffscreenCanvas when available. Specially needed in web workers
+
+			return useOffscreenCanvas ?
+				new OffscreenCanvas( width, height ) :
+				document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' );
+
+		}
+
+		function resizeImage( image, needsPowerOfTwo, needsNewCanvas, maxSize ) {
+
+			var scale = 1;
+
+			// handle case if texture exceeds max size
+
+			if ( image.width > maxSize || image.height > maxSize ) {
+
+				scale = maxSize / Math.max( image.width, image.height );
+
+			}
+
+			// only perform resize if necessary
+
+			if ( scale < 1 || needsPowerOfTwo === true ) {
+
+				// only perform resize for certain image types
+
+				if ( ( typeof HTMLImageElement !== 'undefined' && image instanceof HTMLImageElement ) ||
+					( typeof HTMLCanvasElement !== 'undefined' && image instanceof HTMLCanvasElement ) ||
+					( typeof ImageBitmap !== 'undefined' && image instanceof ImageBitmap ) ) {
+
+					var floor = needsPowerOfTwo ? _Math.floorPowerOfTwo : Math.floor;
+
+					var width = floor( scale * image.width );
+					var height = floor( scale * image.height );
+
+					if ( _canvas === undefined ) _canvas = createCanvas( width, height );
+
+					// cube textures can't reuse the same canvas
+
+					var canvas = needsNewCanvas ? createCanvas( width, height ) : _canvas;
+
+					canvas.width = width;
+					canvas.height = height;
+
+					var context = canvas.getContext( '2d' );
+					context.drawImage( image, 0, 0, width, height );
+
+					console.warn( 'THREE.WebGLRenderer: Texture has been resized from (' + image.width + 'x' + image.height + ') to (' + width + 'x' + height + ').' );
+
+					return canvas;
+
+				} else {
+
+					if ( 'data' in image ) {
+
+						console.warn( 'THREE.WebGLRenderer: Image in DataTexture is too big (' + image.width + 'x' + image.height + ').' );
+
+					}
+
+					return image;
+
+				}
+
+			}
+
+			return image;
+
+		}
+
+		function isPowerOfTwo( image ) {
+
+			return _Math.isPowerOfTwo( image.width ) && _Math.isPowerOfTwo( image.height );
+
+		}
+
+		function textureNeedsPowerOfTwo( texture ) {
+
+			if ( capabilities.isWebGL2 ) return false;
+
+			return ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) ||
+				( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter );
+
+		}
+
+		function textureNeedsGenerateMipmaps( texture, supportsMips ) {
+
+			return texture.generateMipmaps && supportsMips &&
+				texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter;
+
+		}
+
+		function generateMipmap( target, texture, width, height ) {
+
+			_gl.generateMipmap( target );
+
+			var textureProperties = properties.get( texture );
+
+			// Note: Math.log( x ) * Math.LOG2E used instead of Math.log2( x ) which is not supported by IE11
+			textureProperties.__maxMipLevel = Math.log( Math.max( width, height ) ) * Math.LOG2E;
+
+		}
+
+		function getInternalFormat( glFormat, glType ) {
+
+			if ( ! capabilities.isWebGL2 ) return glFormat;
+
+			var internalFormat = glFormat;
+
+			if ( glFormat === 6403 ) {
+
+				if ( glType === 5126 ) internalFormat = 33326;
+				if ( glType === 5131 ) internalFormat = 33325;
+				if ( glType === 5121 ) internalFormat = 33321;
+
+			}
+
+			if ( glFormat === 6407 ) {
+
+				if ( glType === 5126 ) internalFormat = 34837;
+				if ( glType === 5131 ) internalFormat = 34843;
+				if ( glType === 5121 ) internalFormat = 32849;
+
+			}
+
+			if ( glFormat === 6408 ) {
+
+				if ( glType === 5126 ) internalFormat = 34836;
+				if ( glType === 5131 ) internalFormat = 34842;
+				if ( glType === 5121 ) internalFormat = 32856;
+
+			}
+
+			if ( internalFormat === 33325 || internalFormat === 33326 ||
+				internalFormat === 34842 || internalFormat === 34836 ) {
+
+				extensions.get( 'EXT_color_buffer_float' );
+
+			} else if ( internalFormat === 34843 || internalFormat === 34837 ) {
+
+				console.warn( 'THREE.WebGLRenderer: Floating point textures with RGB format not supported. Please use RGBA instead.' );
+
+			}
+
+			return internalFormat;
+
+		}
+
+		// Fallback filters for non-power-of-2 textures
+
+		function filterFallback( f ) {
+
+			if ( f === NearestFilter || f === NearestMipMapNearestFilter || f === NearestMipMapLinearFilter ) {
+
+				return 9728;
+
+			}
+
+			return 9729;
+
+		}
+
+		//
+
+		function onTextureDispose( event ) {
+
+			var texture = event.target;
+
+			texture.removeEventListener( 'dispose', onTextureDispose );
+
+			deallocateTexture( texture );
+
+			if ( texture.isVideoTexture ) {
+
+				delete _videoTextures[ texture.id ];
+
+			}
+
+			info.memory.textures --;
+
+		}
+
+		function onRenderTargetDispose( event ) {
+
+			var renderTarget = event.target;
+
+			renderTarget.removeEventListener( 'dispose', onRenderTargetDispose );
+
+			deallocateRenderTarget( renderTarget );
+
+			info.memory.textures --;
+
+		}
+
+		//
+
+		function deallocateTexture( texture ) {
+
+			var textureProperties = properties.get( texture );
+
+			if ( textureProperties.__webglInit === undefined ) return;
+
+			_gl.deleteTexture( textureProperties.__webglTexture );
+
+			properties.remove( texture );
+
+		}
+
+		function deallocateRenderTarget( renderTarget ) {
+
+			var renderTargetProperties = properties.get( renderTarget );
+			var textureProperties = properties.get( renderTarget.texture );
+
+			if ( ! renderTarget ) return;
+
+			if ( textureProperties.__webglTexture !== undefined ) {
+
+				_gl.deleteTexture( textureProperties.__webglTexture );
+
+			}
+
+			if ( renderTarget.depthTexture ) {
+
+				renderTarget.depthTexture.dispose();
+
+			}
+
+			if ( renderTarget.isWebGLRenderTargetCube ) {
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer[ i ] );
+					if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer[ i ] );
+
+				}
+
+			} else {
+
+				_gl.deleteFramebuffer( renderTargetProperties.__webglFramebuffer );
+				if ( renderTargetProperties.__webglDepthbuffer ) _gl.deleteRenderbuffer( renderTargetProperties.__webglDepthbuffer );
+
+			}
+
+			properties.remove( renderTarget.texture );
+			properties.remove( renderTarget );
+
+		}
+
+		//
+
+		var textureUnits = 0;
+
+		function resetTextureUnits() {
+
+			textureUnits = 0;
+
+		}
+
+		function allocateTextureUnit() {
+
+			var textureUnit = textureUnits;
+
+			if ( textureUnit >= capabilities.maxTextures ) {
+
+				console.warn( 'THREE.WebGLTextures: Trying to use ' + textureUnit + ' texture units while this GPU supports only ' + capabilities.maxTextures );
+
+			}
+
+			textureUnits += 1;
+
+			return textureUnit;
+
+		}
+
+		//
+
+		function setTexture2D( texture, slot ) {
+
+			var textureProperties = properties.get( texture );
+
+			if ( texture.isVideoTexture ) updateVideoTexture( texture );
+
+			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
+
+				var image = texture.image;
+
+				if ( image === undefined ) {
+
+					console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is undefined' );
+
+				} else if ( image.complete === false ) {
+
+					console.warn( 'THREE.WebGLRenderer: Texture marked for update but image is incomplete' );
+
+				} else {
+
+					uploadTexture( textureProperties, texture, slot );
+					return;
+
+				}
+
+			}
+
+			state.activeTexture( 33984 + slot );
+			state.bindTexture( 3553, textureProperties.__webglTexture );
+
+		}
+
+		function setTexture2DArray( texture, slot ) {
+
+			var textureProperties = properties.get( texture );
+
+			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
+
+				uploadTexture( textureProperties, texture, slot );
+				return;
+
+			}
+
+			state.activeTexture( 33984 + slot );
+			state.bindTexture( 35866, textureProperties.__webglTexture );
+
+		}
+
+		function setTexture3D( texture, slot ) {
+
+			var textureProperties = properties.get( texture );
+
+			if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
+
+				uploadTexture( textureProperties, texture, slot );
+				return;
+
+			}
+
+			state.activeTexture( 33984 + slot );
+			state.bindTexture( 32879, textureProperties.__webglTexture );
+
+		}
+
+		function setTextureCube( texture, slot ) {
+
+			var textureProperties = properties.get( texture );
+
+			if ( texture.image.length === 6 ) {
+
+				if ( texture.version > 0 && textureProperties.__version !== texture.version ) {
+
+					initTexture( textureProperties, texture );
+
+					state.activeTexture( 33984 + slot );
+					state.bindTexture( 34067, textureProperties.__webglTexture );
+
+					_gl.pixelStorei( 37440, texture.flipY );
+
+					var isCompressed = ( texture && texture.isCompressedTexture );
+					var isDataTexture = ( texture.image[ 0 ] && texture.image[ 0 ].isDataTexture );
+
+					var cubeImage = [];
+
+					for ( var i = 0; i < 6; i ++ ) {
+
+						if ( ! isCompressed && ! isDataTexture ) {
+
+							cubeImage[ i ] = resizeImage( texture.image[ i ], false, true, capabilities.maxCubemapSize );
+
+						} else {
+
+							cubeImage[ i ] = isDataTexture ? texture.image[ i ].image : texture.image[ i ];
+
+						}
+
+					}
+
+					var image = cubeImage[ 0 ],
+						supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
+						glFormat = utils.convert( texture.format ),
+						glType = utils.convert( texture.type ),
+						glInternalFormat = getInternalFormat( glFormat, glType );
+
+					setTextureParameters( 34067, texture, supportsMips );
+
+					for ( var i = 0; i < 6; i ++ ) {
+
+						if ( ! isCompressed ) {
+
+							if ( isDataTexture ) {
+
+								state.texImage2D( 34069 + i, 0, glInternalFormat, cubeImage[ i ].width, cubeImage[ i ].height, 0, glFormat, glType, cubeImage[ i ].data );
+
+							} else {
+
+								state.texImage2D( 34069 + i, 0, glInternalFormat, 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( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+									} else {
+
+										console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .setTextureCube()' );
+
+									}
+
+								} else {
+
+									state.texImage2D( 34069 + i, j, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+								}
+
+							}
+
+						}
+
+					}
+
+					if ( ! isCompressed ) {
+
+						textureProperties.__maxMipLevel = 0;
+
+					} else {
+
+						textureProperties.__maxMipLevel = mipmaps.length - 1;
+
+					}
+
+					if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
+
+						// We assume images for cube map have the same size.
+						generateMipmap( 34067, texture, image.width, image.height );
+
+					}
+
+					textureProperties.__version = texture.version;
+
+					if ( texture.onUpdate ) texture.onUpdate( texture );
+
+				} else {
+
+					state.activeTexture( 33984 + slot );
+					state.bindTexture( 34067, textureProperties.__webglTexture );
+
+				}
+
+			}
+
+		}
+
+		function setTextureCubeDynamic( texture, slot ) {
+
+			state.activeTexture( 33984 + slot );
+			state.bindTexture( 34067, properties.get( texture ).__webglTexture );
+
+		}
+
+		function setTextureParameters( textureType, texture, supportsMips ) {
+
+			var extension;
+
+			if ( supportsMips ) {
+
+				_gl.texParameteri( textureType, 10242, utils.convert( texture.wrapS ) );
+				_gl.texParameteri( textureType, 10243, utils.convert( texture.wrapT ) );
+
+				if ( textureType === 32879 || textureType === 35866 ) {
+
+					_gl.texParameteri( textureType, 32882, utils.convert( texture.wrapR ) );
+
+				}
+
+				_gl.texParameteri( textureType, 10240, utils.convert( texture.magFilter ) );
+				_gl.texParameteri( textureType, 10241, utils.convert( texture.minFilter ) );
+
+			} else {
+
+				_gl.texParameteri( textureType, 10242, 33071 );
+				_gl.texParameteri( textureType, 10243, 33071 );
+
+				if ( textureType === 32879 || textureType === 35866 ) {
+
+					_gl.texParameteri( textureType, 32882, 33071 );
+
+				}
+
+				if ( texture.wrapS !== ClampToEdgeWrapping || texture.wrapT !== ClampToEdgeWrapping ) {
+
+					console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.wrapS and Texture.wrapT should be set to THREE.ClampToEdgeWrapping.' );
+
+				}
+
+				_gl.texParameteri( textureType, 10240, filterFallback( texture.magFilter ) );
+				_gl.texParameteri( textureType, 10241, filterFallback( texture.minFilter ) );
+
+				if ( texture.minFilter !== NearestFilter && texture.minFilter !== LinearFilter ) {
+
+					console.warn( 'THREE.WebGLRenderer: Texture is not power of two. Texture.minFilter should be set to THREE.NearestFilter or THREE.LinearFilter.' );
+
+				}
+
+			}
+
+			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 && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_half_float_linear' ) ) === null ) return;
+
+				if ( texture.anisotropy > 1 || properties.get( texture ).__currentAnisotropy ) {
+
+					_gl.texParameterf( textureType, extension.TEXTURE_MAX_ANISOTROPY_EXT, Math.min( texture.anisotropy, capabilities.getMaxAnisotropy() ) );
+					properties.get( texture ).__currentAnisotropy = texture.anisotropy;
+
+				}
+
+			}
+
+		}
+
+		function initTexture( textureProperties, texture ) {
+
+			if ( textureProperties.__webglInit === undefined ) {
+
+				textureProperties.__webglInit = true;
+
+				texture.addEventListener( 'dispose', onTextureDispose );
+
+				textureProperties.__webglTexture = _gl.createTexture();
+
+				info.memory.textures ++;
+
+			}
+
+		}
+
+		function uploadTexture( textureProperties, texture, slot ) {
+
+			var textureType = 3553;
+
+			if ( texture.isDataTexture2DArray ) textureType = 35866;
+			if ( texture.isDataTexture3D ) textureType = 32879;
+
+			initTexture( textureProperties, texture );
+
+			state.activeTexture( 33984 + slot );
+			state.bindTexture( textureType, textureProperties.__webglTexture );
+
+			_gl.pixelStorei( 37440, texture.flipY );
+			_gl.pixelStorei( 37441, texture.premultiplyAlpha );
+			_gl.pixelStorei( 3317, texture.unpackAlignment );
+
+			var needsPowerOfTwo = textureNeedsPowerOfTwo( texture ) && isPowerOfTwo( texture.image ) === false;
+			var image = resizeImage( texture.image, needsPowerOfTwo, false, capabilities.maxTextureSize );
+
+			var supportsMips = isPowerOfTwo( image ) || capabilities.isWebGL2,
+				glFormat = utils.convert( texture.format ),
+				glType = utils.convert( texture.type ),
+				glInternalFormat = getInternalFormat( glFormat, glType );
+
+			setTextureParameters( textureType, texture, supportsMips );
+
+			var mipmap, mipmaps = texture.mipmaps;
+
+			if ( texture.isDepthTexture ) {
+
+				// populate depth texture with dummy data
+
+				glInternalFormat = 6402;
+
+				if ( texture.type === FloatType ) {
+
+					if ( ! capabilities.isWebGL2 ) throw new Error( 'Float Depth Texture only supported in WebGL2.0' );
+					glInternalFormat = 36012;
+
+				} else if ( capabilities.isWebGL2 ) {
+
+					// WebGL 2.0 requires signed internalformat for glTexImage2D
+					glInternalFormat = 33189;
+
+				}
+
+				if ( texture.format === DepthFormat && glInternalFormat === 6402 ) {
+
+					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
+					// DEPTH_COMPONENT and type is not UNSIGNED_SHORT or UNSIGNED_INT
+					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
+					if ( texture.type !== UnsignedShortType && texture.type !== UnsignedIntType ) {
+
+						console.warn( 'THREE.WebGLRenderer: Use UnsignedShortType or UnsignedIntType for DepthFormat DepthTexture.' );
+
+						texture.type = UnsignedShortType;
+						glType = utils.convert( texture.type );
+
+					}
+
+				}
+
+				// Depth stencil textures need the DEPTH_STENCIL internal format
+				// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
+				if ( texture.format === DepthStencilFormat ) {
+
+					glInternalFormat = 34041;
+
+					// The error INVALID_OPERATION is generated by texImage2D if format and internalformat are
+					// DEPTH_STENCIL and type is not UNSIGNED_INT_24_8_WEBGL.
+					// (https://www.khronos.org/registry/webgl/extensions/WEBGL_depth_texture/)
+					if ( texture.type !== UnsignedInt248Type ) {
+
+						console.warn( 'THREE.WebGLRenderer: Use UnsignedInt248Type for DepthStencilFormat DepthTexture.' );
+
+						texture.type = UnsignedInt248Type;
+						glType = utils.convert( texture.type );
+
+					}
+
+				}
+
+				state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, null );
+
+			} else if ( texture.isDataTexture ) {
+
+				// use manually created mipmaps if available
+				// if there are no manual mipmaps
+				// set 0 level mipmap and then use GL to generate other mipmap levels
+
+				if ( mipmaps.length > 0 && supportsMips ) {
+
+					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+						mipmap = mipmaps[ i ];
+						state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+					}
+
+					texture.generateMipmaps = false;
+					textureProperties.__maxMipLevel = mipmaps.length - 1;
+
+				} else {
+
+					state.texImage2D( 3553, 0, glInternalFormat, image.width, image.height, 0, glFormat, glType, image.data );
+					textureProperties.__maxMipLevel = 0;
+
+				}
+
+			} else if ( texture.isCompressedTexture ) {
+
+				for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+					mipmap = mipmaps[ i ];
+
+					if ( texture.format !== RGBAFormat && texture.format !== RGBFormat ) {
+
+						if ( state.getCompressedTextureFormats().indexOf( glFormat ) > - 1 ) {
+
+							state.compressedTexImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, mipmap.data );
+
+						} else {
+
+							console.warn( 'THREE.WebGLRenderer: Attempt to load unsupported compressed texture format in .uploadTexture()' );
+
+						}
+
+					} else {
+
+						state.texImage2D( 3553, i, glInternalFormat, mipmap.width, mipmap.height, 0, glFormat, glType, mipmap.data );
+
+					}
+
+				}
+
+				textureProperties.__maxMipLevel = mipmaps.length - 1;
+
+			} else if ( texture.isDataTexture2DArray ) {
+
+				state.texImage3D( 35866, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
+				textureProperties.__maxMipLevel = 0;
+
+			} else if ( texture.isDataTexture3D ) {
+
+				state.texImage3D( 32879, 0, glInternalFormat, image.width, image.height, image.depth, 0, glFormat, glType, image.data );
+				textureProperties.__maxMipLevel = 0;
+
+			} else {
+
+				// regular Texture (image, video, canvas)
+
+				// use manually created mipmaps if available
+				// if there are no manual mipmaps
+				// set 0 level mipmap and then use GL to generate other mipmap levels
+
+				if ( mipmaps.length > 0 && supportsMips ) {
+
+					for ( var i = 0, il = mipmaps.length; i < il; i ++ ) {
+
+						mipmap = mipmaps[ i ];
+						state.texImage2D( 3553, i, glInternalFormat, glFormat, glType, mipmap );
+
+					}
+
+					texture.generateMipmaps = false;
+					textureProperties.__maxMipLevel = mipmaps.length - 1;
+
+				} else {
+
+					state.texImage2D( 3553, 0, glInternalFormat, glFormat, glType, image );
+					textureProperties.__maxMipLevel = 0;
+
+				}
+
+			}
+
+			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
+
+				generateMipmap( 3553, texture, image.width, image.height );
+
+			}
+
+			textureProperties.__version = texture.version;
+
+			if ( texture.onUpdate ) texture.onUpdate( texture );
+
+		}
+
+		// Render targets
+
+		// Setup storage for target texture and bind it to correct framebuffer
+		function setupFrameBufferTexture( framebuffer, renderTarget, attachment, textureTarget ) {
+
+			var glFormat = utils.convert( renderTarget.texture.format );
+			var glType = utils.convert( renderTarget.texture.type );
+			var glInternalFormat = getInternalFormat( glFormat, glType );
+			state.texImage2D( textureTarget, 0, glInternalFormat, renderTarget.width, renderTarget.height, 0, glFormat, glType, null );
+			_gl.bindFramebuffer( 36160, framebuffer );
+			_gl.framebufferTexture2D( 36160, attachment, textureTarget, properties.get( renderTarget.texture ).__webglTexture, 0 );
+			_gl.bindFramebuffer( 36160, null );
+
+		}
+
+		// Setup storage for internal depth/stencil buffers and bind to correct framebuffer
+		function setupRenderBufferStorage( renderbuffer, renderTarget, isMultisample ) {
+
+			_gl.bindRenderbuffer( 36161, renderbuffer );
+
+			if ( renderTarget.depthBuffer && ! renderTarget.stencilBuffer ) {
+
+				if ( isMultisample ) {
+
+					var samples = getRenderTargetSamples( renderTarget );
+
+					_gl.renderbufferStorageMultisample( 36161, samples, 33189, renderTarget.width, renderTarget.height );
+
+				} else {
+
+					_gl.renderbufferStorage( 36161, 33189, renderTarget.width, renderTarget.height );
+
+				}
+
+				_gl.framebufferRenderbuffer( 36160, 36096, 36161, renderbuffer );
+
+			} else if ( renderTarget.depthBuffer && renderTarget.stencilBuffer ) {
+
+				if ( isMultisample ) {
+
+					var samples = getRenderTargetSamples( renderTarget );
+
+					_gl.renderbufferStorageMultisample( 36161, samples, 34041, renderTarget.width, renderTarget.height );
+
+				} else {
+
+					_gl.renderbufferStorage( 36161, 34041, renderTarget.width, renderTarget.height );
+
+				}
+
+
+				_gl.framebufferRenderbuffer( 36160, 33306, 36161, renderbuffer );
+
+			} else {
+
+				var glFormat = utils.convert( renderTarget.texture.format );
+				var glType = utils.convert( renderTarget.texture.type );
+				var glInternalFormat = getInternalFormat( glFormat, glType );
+
+				if ( isMultisample ) {
+
+					var samples = getRenderTargetSamples( renderTarget );
+
+					_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
+
+				} else {
+
+					_gl.renderbufferStorage( 36161, glInternalFormat, renderTarget.width, renderTarget.height );
+
+				}
+
+			}
+
+			_gl.bindRenderbuffer( 36161, null );
+
+		}
+
+		// Setup resources for a Depth Texture for a FBO (needs an extension)
+		function setupDepthTexture( framebuffer, renderTarget ) {
+
+			var isCube = ( renderTarget && renderTarget.isWebGLRenderTargetCube );
+			if ( isCube ) throw new Error( 'Depth Texture with cube render targets is not supported' );
+
+			_gl.bindFramebuffer( 36160, framebuffer );
+
+			if ( ! ( renderTarget.depthTexture && renderTarget.depthTexture.isDepthTexture ) ) {
+
+				throw new Error( 'renderTarget.depthTexture must be an instance of THREE.DepthTexture' );
+
+			}
+
+			// upload an empty depth texture with framebuffer size
+			if ( ! properties.get( renderTarget.depthTexture ).__webglTexture ||
+					renderTarget.depthTexture.image.width !== renderTarget.width ||
+					renderTarget.depthTexture.image.height !== renderTarget.height ) {
+
+				renderTarget.depthTexture.image.width = renderTarget.width;
+				renderTarget.depthTexture.image.height = renderTarget.height;
+				renderTarget.depthTexture.needsUpdate = true;
+
+			}
+
+			setTexture2D( renderTarget.depthTexture, 0 );
+
+			var webglDepthTexture = properties.get( renderTarget.depthTexture ).__webglTexture;
+
+			if ( renderTarget.depthTexture.format === DepthFormat ) {
+
+				_gl.framebufferTexture2D( 36160, 36096, 3553, webglDepthTexture, 0 );
+
+			} else if ( renderTarget.depthTexture.format === DepthStencilFormat ) {
+
+				_gl.framebufferTexture2D( 36160, 33306, 3553, webglDepthTexture, 0 );
+
+			} else {
+
+				throw new Error( 'Unknown depthTexture format' );
+
+			}
+
+		}
+
+		// Setup GL resources for a non-texture depth buffer
+		function setupDepthRenderbuffer( renderTarget ) {
+
+			var renderTargetProperties = properties.get( renderTarget );
+
+			var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
+
+			if ( renderTarget.depthTexture ) {
+
+				if ( isCube ) throw new Error( 'target.depthTexture not supported in Cube render targets' );
+
+				setupDepthTexture( renderTargetProperties.__webglFramebuffer, renderTarget );
+
+			} else {
+
+				if ( isCube ) {
+
+					renderTargetProperties.__webglDepthbuffer = [];
+
+					for ( var i = 0; i < 6; i ++ ) {
+
+						_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer[ i ] );
+						renderTargetProperties.__webglDepthbuffer[ i ] = _gl.createRenderbuffer();
+						setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer[ i ], renderTarget );
+
+					}
+
+				} else {
+
+					_gl.bindFramebuffer( 36160, renderTargetProperties.__webglFramebuffer );
+					renderTargetProperties.__webglDepthbuffer = _gl.createRenderbuffer();
+					setupRenderBufferStorage( renderTargetProperties.__webglDepthbuffer, renderTarget );
+
+				}
+
+			}
+
+			_gl.bindFramebuffer( 36160, null );
+
+		}
+
+		// Set up GL resources for the render target
+		function setupRenderTarget( renderTarget ) {
+
+			var renderTargetProperties = properties.get( renderTarget );
+			var textureProperties = properties.get( renderTarget.texture );
+
+			renderTarget.addEventListener( 'dispose', onRenderTargetDispose );
+
+			textureProperties.__webglTexture = _gl.createTexture();
+
+			info.memory.textures ++;
+
+			var isCube = ( renderTarget.isWebGLRenderTargetCube === true );
+			var isMultisample = ( renderTarget.isWebGLMultisampleRenderTarget === true );
+			var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
+
+			// Setup framebuffer
+
+			if ( isCube ) {
+
+				renderTargetProperties.__webglFramebuffer = [];
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					renderTargetProperties.__webglFramebuffer[ i ] = _gl.createFramebuffer();
+
+				}
+
+			} else {
+
+				renderTargetProperties.__webglFramebuffer = _gl.createFramebuffer();
+
+				if ( isMultisample ) {
+
+					if ( capabilities.isWebGL2 ) {
+
+						renderTargetProperties.__webglMultisampledFramebuffer = _gl.createFramebuffer();
+						renderTargetProperties.__webglColorRenderbuffer = _gl.createRenderbuffer();
+
+						_gl.bindRenderbuffer( 36161, renderTargetProperties.__webglColorRenderbuffer );
+						var glFormat = utils.convert( renderTarget.texture.format );
+						var glType = utils.convert( renderTarget.texture.type );
+						var glInternalFormat = getInternalFormat( glFormat, glType );
+						var samples = getRenderTargetSamples( renderTarget );
+						_gl.renderbufferStorageMultisample( 36161, samples, glInternalFormat, renderTarget.width, renderTarget.height );
+
+						_gl.bindFramebuffer( 36160, renderTargetProperties.__webglMultisampledFramebuffer );
+						_gl.framebufferRenderbuffer( 36160, 36064, 36161, renderTargetProperties.__webglColorRenderbuffer );
+						_gl.bindRenderbuffer( 36161, null );
+
+						if ( renderTarget.depthBuffer ) {
+
+							renderTargetProperties.__webglDepthRenderbuffer = _gl.createRenderbuffer();
+							setupRenderBufferStorage( renderTargetProperties.__webglDepthRenderbuffer, renderTarget, true );
+
+						}
+
+						_gl.bindFramebuffer( 36160, null );
+
+
+					} else {
+
+						console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
+
+					}
+
+				}
+
+			}
+
+			// Setup color buffer
+
+			if ( isCube ) {
+
+				state.bindTexture( 34067, textureProperties.__webglTexture );
+				setTextureParameters( 34067, renderTarget.texture, supportsMips );
+
+				for ( var i = 0; i < 6; i ++ ) {
+
+					setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer[ i ], renderTarget, 36064, 34069 + i );
+
+				}
+
+				if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
+
+					generateMipmap( 34067, renderTarget.texture, renderTarget.width, renderTarget.height );
+
+				}
+
+				state.bindTexture( 34067, null );
+
+			} else {
+
+				state.bindTexture( 3553, textureProperties.__webglTexture );
+				setTextureParameters( 3553, renderTarget.texture, supportsMips );
+				setupFrameBufferTexture( renderTargetProperties.__webglFramebuffer, renderTarget, 36064, 3553 );
+
+				if ( textureNeedsGenerateMipmaps( renderTarget.texture, supportsMips ) ) {
+
+					generateMipmap( 3553, renderTarget.texture, renderTarget.width, renderTarget.height );
+
+				}
+
+				state.bindTexture( 3553, null );
+
+			}
+
+			// Setup depth and stencil buffers
+
+			if ( renderTarget.depthBuffer ) {
+
+				setupDepthRenderbuffer( renderTarget );
+
+			}
+
+		}
+
+		function updateRenderTargetMipmap( renderTarget ) {
+
+			var texture = renderTarget.texture;
+			var supportsMips = isPowerOfTwo( renderTarget ) || capabilities.isWebGL2;
+
+			if ( textureNeedsGenerateMipmaps( texture, supportsMips ) ) {
+
+				var target = renderTarget.isWebGLRenderTargetCube ? 34067 : 3553;
+				var webglTexture = properties.get( texture ).__webglTexture;
+
+				state.bindTexture( target, webglTexture );
+				generateMipmap( target, texture, renderTarget.width, renderTarget.height );
+				state.bindTexture( target, null );
+
+			}
+
+		}
+
+		function updateMultisampleRenderTarget( renderTarget ) {
+
+			if ( renderTarget.isWebGLMultisampleRenderTarget ) {
+
+				if ( capabilities.isWebGL2 ) {
+
+					var renderTargetProperties = properties.get( renderTarget );
+
+					_gl.bindFramebuffer( 36008, renderTargetProperties.__webglMultisampledFramebuffer );
+					_gl.bindFramebuffer( 36009, renderTargetProperties.__webglFramebuffer );
+
+					var width = renderTarget.width;
+					var height = renderTarget.height;
+					var mask = 16384;
+
+					if ( renderTarget.depthBuffer ) mask |= 256;
+					if ( renderTarget.stencilBuffer ) mask |= 1024;
+
+					_gl.blitFramebuffer( 0, 0, width, height, 0, 0, width, height, mask, 9728 );
+
+				} else {
+
+					console.warn( 'THREE.WebGLRenderer: WebGLMultisampleRenderTarget can only be used with WebGL2.' );
+
+				}
+
+			}
+
+		}
+
+		function getRenderTargetSamples( renderTarget ) {
+
+			return ( capabilities.isWebGL2 && renderTarget.isWebGLMultisampleRenderTarget ) ?
+				Math.min( capabilities.maxSamples, renderTarget.samples ) : 0;
+
+		}
+
+		function updateVideoTexture( texture ) {
+
+			var id = texture.id;
+			var frame = info.render.frame;
+
+			// Check the last frame we updated the VideoTexture
+
+			if ( _videoTextures[ id ] !== frame ) {
+
+				_videoTextures[ id ] = frame;
+				texture.update();
+
+			}
+
+		}
+
+		// backwards compatibility
+
+		var warnedTexture2D = false;
+		var warnedTextureCube = false;
+
+		function safeSetTexture2D( texture, slot ) {
+
+			if ( texture && texture.isWebGLRenderTarget ) {
+
+				if ( warnedTexture2D === false ) {
+
+					console.warn( "THREE.WebGLTextures.safeSetTexture2D: don't use render targets as textures. Use their .texture property instead." );
+					warnedTexture2D = true;
+
+				}
+
+				texture = texture.texture;
+
+			}
+
+			setTexture2D( texture, slot );
+
+		}
+
+		function safeSetTextureCube( texture, slot ) {
+
+			if ( texture && texture.isWebGLRenderTargetCube ) {
+
+				if ( warnedTextureCube === false ) {
+
+					console.warn( "THREE.WebGLTextures.safeSetTextureCube: don't use cube render targets as textures. Use their .texture property instead." );
+					warnedTextureCube = true;
+
+				}
+
+				texture = texture.texture;
+
+			}
+
+			// currently relying on the fact that WebGLRenderTargetCube.texture is a Texture and NOT a CubeTexture
+			// TODO: unify these code paths
+			if ( ( texture && texture.isCubeTexture ) ||
+				( Array.isArray( texture.image ) && texture.image.length === 6 ) ) {
+
+				// CompressedTexture can have Array in image :/
+
+				// this function alone should take care of cube textures
+				setTextureCube( texture, slot );
+
+			} else {
+
+				// assumed: texture property of THREE.WebGLRenderTargetCube
+				setTextureCubeDynamic( texture, slot );
+
+			}
+
+		}
+
+		//
+
+		this.allocateTextureUnit = allocateTextureUnit;
+		this.resetTextureUnits = resetTextureUnits;
+
+		this.setTexture2D = setTexture2D;
+		this.setTexture2DArray = setTexture2DArray;
+		this.setTexture3D = setTexture3D;
+		this.setTextureCube = setTextureCube;
+		this.setTextureCubeDynamic = setTextureCubeDynamic;
+		this.setupRenderTarget = setupRenderTarget;
+		this.updateRenderTargetMipmap = updateRenderTargetMipmap;
+		this.updateMultisampleRenderTarget = updateMultisampleRenderTarget;
+
+		this.safeSetTexture2D = safeSetTexture2D;
+		this.safeSetTextureCube = safeSetTextureCube;
+
+	}
+
+	/**
+	 * @author thespite / http://www.twitter.com/thespite
+	 */
+
+	function WebGLUtils( gl, extensions, capabilities ) {
+
+		function convert( p ) {
+
+			var extension;
+
+			if ( p === RepeatWrapping ) return 10497;
+			if ( p === ClampToEdgeWrapping ) return 33071;
+			if ( p === MirroredRepeatWrapping ) return 33648;
+
+			if ( p === NearestFilter ) return 9728;
+			if ( p === NearestMipMapNearestFilter ) return 9984;
+			if ( p === NearestMipMapLinearFilter ) return 9986;
+
+			if ( p === LinearFilter ) return 9729;
+			if ( p === LinearMipMapNearestFilter ) return 9985;
+			if ( p === LinearMipMapLinearFilter ) return 9987;
+
+			if ( p === UnsignedByteType ) return 5121;
+			if ( p === UnsignedShort4444Type ) return 32819;
+			if ( p === UnsignedShort5551Type ) return 32820;
+			if ( p === UnsignedShort565Type ) return 33635;
+
+			if ( p === ByteType ) return 5120;
+			if ( p === ShortType ) return 5122;
+			if ( p === UnsignedShortType ) return 5123;
+			if ( p === IntType ) return 5124;
+			if ( p === UnsignedIntType ) return 5125;
+			if ( p === FloatType ) return 5126;
+
+			if ( p === HalfFloatType ) {
+
+				if ( capabilities.isWebGL2 ) return 5131;
+
+				extension = extensions.get( 'OES_texture_half_float' );
+
+				if ( extension !== null ) return extension.HALF_FLOAT_OES;
+
+			}
+
+			if ( p === AlphaFormat ) return 6406;
+			if ( p === RGBFormat ) return 6407;
+			if ( p === RGBAFormat ) return 6408;
+			if ( p === LuminanceFormat ) return 6409;
+			if ( p === LuminanceAlphaFormat ) return 6410;
+			if ( p === DepthFormat ) return 6402;
+			if ( p === DepthStencilFormat ) return 34041;
+			if ( p === RedFormat ) return 6403;
+
+			if ( p === AddEquation ) return 32774;
+			if ( p === SubtractEquation ) return 32778;
+			if ( p === ReverseSubtractEquation ) return 32779;
+
+			if ( p === ZeroFactor ) return 0;
+			if ( p === OneFactor ) return 1;
+			if ( p === SrcColorFactor ) return 768;
+			if ( p === OneMinusSrcColorFactor ) return 769;
+			if ( p === SrcAlphaFactor ) return 770;
+			if ( p === OneMinusSrcAlphaFactor ) return 771;
+			if ( p === DstAlphaFactor ) return 772;
+			if ( p === OneMinusDstAlphaFactor ) return 773;
+
+			if ( p === DstColorFactor ) return 774;
+			if ( p === OneMinusDstColorFactor ) return 775;
+			if ( p === SrcAlphaSaturateFactor ) return 776;
+
+			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 === RGBA_ASTC_4x4_Format || p === RGBA_ASTC_5x4_Format || p === RGBA_ASTC_5x5_Format ||
+				p === RGBA_ASTC_6x5_Format || p === RGBA_ASTC_6x6_Format || p === RGBA_ASTC_8x5_Format ||
+				p === RGBA_ASTC_8x6_Format || p === RGBA_ASTC_8x8_Format || p === RGBA_ASTC_10x5_Format ||
+				p === RGBA_ASTC_10x6_Format || p === RGBA_ASTC_10x8_Format || p === RGBA_ASTC_10x10_Format ||
+				p === RGBA_ASTC_12x10_Format || p === RGBA_ASTC_12x12_Format ) {
+
+				extension = extensions.get( 'WEBGL_compressed_texture_astc' );
+
+				if ( extension !== null ) {
+
+					return p;
+
+				}
+
+			}
+
+			if ( p === MinEquation || p === MaxEquation ) {
+
+				if ( capabilities.isWebGL2 ) {
+
+					if ( p === MinEquation ) return 32775;
+					if ( p === MaxEquation ) return 32776;
+
+				}
+
+				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 ) {
+
+				if ( capabilities.isWebGL2 ) return 34042;
+
+				extension = extensions.get( 'WEBGL_depth_texture' );
+
+				if ( extension !== null ) return extension.UNSIGNED_INT_24_8_WEBGL;
+
+			}
+
+			return 0;
+
+		}
+
+		return { convert: convert };
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function Group() {
+
+		Object3D.call( this );
+
+		this.type = 'Group';
+
+	}
+
+	Group.prototype = Object.assign( Object.create( Object3D.prototype ), {
+
+		constructor: Group,
+
+		isGroup: true
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author mikael emtinger / http://gomo.se/
+	 * @author WestLangley / http://github.com/WestLangley
+	*/
+
+	function Camera() {
+
+		Object3D.call( this );
+
+		this.type = 'Camera';
+
+		this.matrixWorldInverse = new Matrix4();
+
+		this.projectionMatrix = new Matrix4();
+		this.projectionMatrixInverse = new Matrix4();
+
+	}
+
+	Camera.prototype = Object.assign( Object.create( Object3D.prototype ), {
+
+		constructor: Camera,
+
+		isCamera: true,
+
+		copy: function ( source, recursive ) {
+
+			Object3D.prototype.copy.call( this, source, recursive );
+
+			this.matrixWorldInverse.copy( source.matrixWorldInverse );
+
+			this.projectionMatrix.copy( source.projectionMatrix );
+			this.projectionMatrixInverse.copy( source.projectionMatrixInverse );
+
+			return this;
+
+		},
+
+		getWorldDirection: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Camera: .getWorldDirection() target is now required' );
+				target = new Vector3();
+
+			}
+
+			this.updateMatrixWorld( true );
+
+			var e = this.matrixWorld.elements;
+
+			return target.set( - e[ 8 ], - e[ 9 ], - e[ 10 ] ).normalize();
+
+		},
+
+		updateMatrixWorld: function ( force ) {
+
+			Object3D.prototype.updateMatrixWorld.call( this, force );
+
+			this.matrixWorldInverse.getInverse( this.matrixWorld );
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author greggman / http://games.greggman.com/
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 * @author tschw
+	 */
+
+	function PerspectiveCamera( fov, aspect, near, far ) {
+
+		Camera.call( this );
+
+		this.type = 'PerspectiveCamera';
+
+		this.fov = fov !== undefined ? fov : 50;
+		this.zoom = 1;
+
+		this.near = near !== undefined ? near : 0.1;
+		this.far = far !== undefined ? far : 2000;
+		this.focus = 10;
+
+		this.aspect = aspect !== undefined ? aspect : 1;
+		this.view = null;
+
+		this.filmGauge = 35;	// width of the film (default in millimeters)
+		this.filmOffset = 0;	// horizontal film offset (same unit as gauge)
+
+		this.updateProjectionMatrix();
+
+	}
+
+	PerspectiveCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
+
+		constructor: PerspectiveCamera,
+
+		isPerspectiveCamera: true,
+
+		copy: function ( source, recursive ) {
+
+			Camera.prototype.copy.call( this, source, recursive );
+
+			this.fov = source.fov;
+			this.zoom = source.zoom;
+
+			this.near = source.near;
+			this.far = source.far;
+			this.focus = source.focus;
+
+			this.aspect = source.aspect;
+			this.view = source.view === null ? null : Object.assign( {}, source.view );
+
+			this.filmGauge = source.filmGauge;
+			this.filmOffset = source.filmOffset;
+
+			return this;
+
+		},
+
+		/**
+		 * Sets the FOV by focal length in respect to the current .filmGauge.
+		 *
+		 * The default film gauge is 35, so that the focal length can be specified for
+		 * a 35mm (full frame) camera.
+		 *
+		 * Values for focal length and film gauge must have the same unit.
+		 */
+		setFocalLength: function ( focalLength ) {
+
+			// see http://www.bobatkins.com/photography/technical/field_of_view.html
+			var vExtentSlope = 0.5 * this.getFilmHeight() / focalLength;
+
+			this.fov = _Math.RAD2DEG * 2 * Math.atan( vExtentSlope );
+			this.updateProjectionMatrix();
+
+		},
+
+		/**
+		 * Calculates the focal length from the current .fov and .filmGauge.
+		 */
+		getFocalLength: function () {
+
+			var vExtentSlope = Math.tan( _Math.DEG2RAD * 0.5 * this.fov );
+
+			return 0.5 * this.getFilmHeight() / vExtentSlope;
+
+		},
+
+		getEffectiveFOV: function () {
+
+			return _Math.RAD2DEG * 2 * Math.atan(
+				Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom );
+
+		},
+
+		getFilmWidth: function () {
+
+			// film not completely covered in portrait format (aspect < 1)
+			return this.filmGauge * Math.min( this.aspect, 1 );
+
+		},
+
+		getFilmHeight: function () {
+
+			// film not completely covered in landscape format (aspect > 1)
+			return this.filmGauge / Math.max( this.aspect, 1 );
+
+		},
+
+		/**
+		 * Sets an offset in a larger frustum. This is useful for multi-window or
+		 * multi-monitor/multi-machine setups.
+		 *
+		 * For example, if you have 3x2 monitors and each monitor is 1920x1080 and
+		 * the monitors are in grid like this
+		 *
+		 *   +---+---+---+
+		 *   | A | B | C |
+		 *   +---+---+---+
+		 *   | D | E | F |
+		 *   +---+---+---+
+		 *
+		 * then for each monitor you would call it like this
+		 *
+		 *   var w = 1920;
+		 *   var h = 1080;
+		 *   var fullWidth = w * 3;
+		 *   var fullHeight = h * 2;
+		 *
+		 *   --A--
+		 *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 0, w, h );
+		 *   --B--
+		 *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 0, w, h );
+		 *   --C--
+		 *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 0, w, h );
+		 *   --D--
+		 *   camera.setViewOffset( fullWidth, fullHeight, w * 0, h * 1, w, h );
+		 *   --E--
+		 *   camera.setViewOffset( fullWidth, fullHeight, w * 1, h * 1, w, h );
+		 *   --F--
+		 *   camera.setViewOffset( fullWidth, fullHeight, w * 2, h * 1, w, h );
+		 *
+		 *   Note there is no reason monitors have to be the same size or in a grid.
+		 */
+		setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
+
+			this.aspect = fullWidth / fullHeight;
+
+			if ( this.view === null ) {
+
+				this.view = {
+					enabled: true,
+					fullWidth: 1,
+					fullHeight: 1,
+					offsetX: 0,
+					offsetY: 0,
+					width: 1,
+					height: 1
+				};
+
+			}
+
+			this.view.enabled = true;
+			this.view.fullWidth = fullWidth;
+			this.view.fullHeight = fullHeight;
+			this.view.offsetX = x;
+			this.view.offsetY = y;
+			this.view.width = width;
+			this.view.height = height;
+
+			this.updateProjectionMatrix();
+
+		},
+
+		clearViewOffset: function () {
+
+			if ( this.view !== null ) {
+
+				this.view.enabled = false;
+
+			}
+
+			this.updateProjectionMatrix();
+
+		},
+
+		updateProjectionMatrix: function () {
+
+			var near = this.near,
+				top = near * Math.tan( _Math.DEG2RAD * 0.5 * this.fov ) / this.zoom,
+				height = 2 * top,
+				width = this.aspect * height,
+				left = - 0.5 * width,
+				view = this.view;
+
+			if ( this.view !== null && this.view.enabled ) {
+
+				var fullWidth = view.fullWidth,
+					fullHeight = view.fullHeight;
+
+				left += view.offsetX * width / fullWidth;
+				top -= view.offsetY * height / fullHeight;
+				width *= view.width / fullWidth;
+				height *= view.height / fullHeight;
+
+			}
+
+			var skew = this.filmOffset;
+			if ( skew !== 0 ) left += near * skew / this.getFilmWidth();
+
+			this.projectionMatrix.makePerspective( left, left + width, top, top - height, near, this.far );
+
+			this.projectionMatrixInverse.getInverse( this.projectionMatrix );
+
+		},
+
+		toJSON: function ( meta ) {
+
+			var data = Object3D.prototype.toJSON.call( this, meta );
+
+			data.object.fov = this.fov;
+			data.object.zoom = this.zoom;
+
+			data.object.near = this.near;
+			data.object.far = this.far;
+			data.object.focus = this.focus;
+
+			data.object.aspect = this.aspect;
+
+			if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
+
+			data.object.filmGauge = this.filmGauge;
+			data.object.filmOffset = this.filmOffset;
+
+			return data;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function ArrayCamera( array ) {
+
+		PerspectiveCamera.call( this );
+
+		this.cameras = array || [];
+
+	}
+
+	ArrayCamera.prototype = Object.assign( Object.create( PerspectiveCamera.prototype ), {
+
+		constructor: ArrayCamera,
+
+		isArrayCamera: true
+
+	} );
+
+	/**
+	 * @author jsantell / https://www.jsantell.com/
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	var cameraLPos = new Vector3();
+	var cameraRPos = new Vector3();
+
+	/**
+	 * Assumes 2 cameras that are parallel and share an X-axis, and that
+	 * the cameras' projection and world matrices have already been set.
+	 * And that near and far planes are identical for both cameras.
+	 * Visualization of this technique: https://computergraphics.stackexchange.com/a/4765
+	 */
+	function setProjectionFromUnion( camera, cameraL, cameraR ) {
+
+		cameraLPos.setFromMatrixPosition( cameraL.matrixWorld );
+		cameraRPos.setFromMatrixPosition( cameraR.matrixWorld );
+
+		var ipd = cameraLPos.distanceTo( cameraRPos );
+
+		var projL = cameraL.projectionMatrix.elements;
+		var projR = cameraR.projectionMatrix.elements;
+
+		// VR systems will have identical far and near planes, and
+		// most likely identical top and bottom frustum extents.
+		// Use the left camera for these values.
+		var near = projL[ 14 ] / ( projL[ 10 ] - 1 );
+		var far = projL[ 14 ] / ( projL[ 10 ] + 1 );
+		var topFov = ( projL[ 9 ] + 1 ) / projL[ 5 ];
+		var bottomFov = ( projL[ 9 ] - 1 ) / projL[ 5 ];
+
+		var leftFov = ( projL[ 8 ] - 1 ) / projL[ 0 ];
+		var rightFov = ( projR[ 8 ] + 1 ) / projR[ 0 ];
+		var left = near * leftFov;
+		var right = near * rightFov;
+
+		// Calculate the new camera's position offset from the
+		// left camera. xOffset should be roughly half `ipd`.
+		var zOffset = ipd / ( - leftFov + rightFov );
+		var xOffset = zOffset * - leftFov;
+
+		// TODO: Better way to apply this offset?
+		cameraL.matrixWorld.decompose( camera.position, camera.quaternion, camera.scale );
+		camera.translateX( xOffset );
+		camera.translateZ( zOffset );
+		camera.matrixWorld.compose( camera.position, camera.quaternion, camera.scale );
+		camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		// Find the union of the frustum values of the cameras and scale
+		// the values so that the near plane's position does not change in world space,
+		// although must now be relative to the new union camera.
+		var near2 = near + zOffset;
+		var far2 = far + zOffset;
+		var left2 = left - xOffset;
+		var right2 = right + ( ipd - xOffset );
+		var top2 = topFov * far / far2 * near2;
+		var bottom2 = bottomFov * far / far2 * near2;
+
+		camera.projectionMatrix.makePerspective( left2, right2, top2, bottom2, near2, far2 );
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebVRManager( renderer ) {
+
+		var scope = this;
+
+		var device = null;
+		var frameData = null;
+
+		var poseTarget = null;
+
+		var controllers = [];
+		var standingMatrix = new Matrix4();
+		var standingMatrixInverse = new Matrix4();
+
+		var framebufferScaleFactor = 1.0;
+
+		var frameOfReferenceType = 'stage';
+
+		if ( typeof window !== 'undefined' && 'VRFrameData' in window ) {
+
+			frameData = new window.VRFrameData();
+			window.addEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange, false );
+
+		}
+
+		var matrixWorldInverse = new Matrix4();
+		var tempQuaternion = new Quaternion();
+		var tempPosition = new Vector3();
+
+		var cameraL = new PerspectiveCamera();
+		cameraL.bounds = new Vector4( 0.0, 0.0, 0.5, 1.0 );
+		cameraL.layers.enable( 1 );
+
+		var cameraR = new PerspectiveCamera();
+		cameraR.bounds = new Vector4( 0.5, 0.0, 0.5, 1.0 );
+		cameraR.layers.enable( 2 );
+
+		var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
+		cameraVR.layers.enable( 1 );
+		cameraVR.layers.enable( 2 );
+
+		//
+
+		function isPresenting() {
+
+			return device !== null && device.isPresenting === true;
+
+		}
+
+		var currentSize = new Vector2(), currentPixelRatio;
+
+		function onVRDisplayPresentChange() {
+
+			if ( isPresenting() ) {
+
+				var eyeParameters = device.getEyeParameters( 'left' );
+				var renderWidth = eyeParameters.renderWidth * framebufferScaleFactor;
+				var renderHeight = eyeParameters.renderHeight * framebufferScaleFactor;
+
+				currentPixelRatio = renderer.getPixelRatio();
+				renderer.getSize( currentSize );
+
+				renderer.setDrawingBufferSize( renderWidth * 2, renderHeight, 1 );
+
+				animation.start();
+
+			} else {
+
+				if ( scope.enabled ) {
+
+					renderer.setDrawingBufferSize( currentSize.width, currentSize.height, currentPixelRatio );
+
+				}
+
+				animation.stop();
+
+			}
+
+		}
+
+		//
+
+		var triggers = [];
+
+		function findGamepad( id ) {
+
+			var gamepads = navigator.getGamepads && navigator.getGamepads();
+
+			for ( var i = 0, j = 0, l = gamepads.length; i < l; i ++ ) {
+
+				var gamepad = gamepads[ i ];
+
+				if ( gamepad && ( gamepad.id === 'Daydream Controller' ||
+					gamepad.id === 'Gear VR Controller' || gamepad.id === 'Oculus Go Controller' ||
+					gamepad.id === 'OpenVR Gamepad' || gamepad.id.startsWith( 'Oculus Touch' ) ||
+					gamepad.id.startsWith( 'Spatial Controller' ) ) ) {
+
+					if ( j === id ) return gamepad;
+
+					j ++;
+
+				}
+
+			}
+
+		}
+
+		function updateControllers() {
+
+			for ( var i = 0; i < controllers.length; i ++ ) {
+
+				var controller = controllers[ i ];
+
+				var gamepad = findGamepad( i );
+
+				if ( gamepad !== undefined && gamepad.pose !== undefined ) {
+
+					if ( gamepad.pose === null ) return;
+
+					//  Pose
+
+					var pose = gamepad.pose;
+
+					if ( pose.hasPosition === false ) controller.position.set( 0.2, - 0.6, - 0.05 );
+
+					if ( pose.position !== null ) controller.position.fromArray( pose.position );
+					if ( pose.orientation !== null ) controller.quaternion.fromArray( pose.orientation );
+					controller.matrix.compose( controller.position, controller.quaternion, controller.scale );
+					controller.matrix.premultiply( standingMatrix );
+					controller.matrix.decompose( controller.position, controller.quaternion, controller.scale );
+					controller.matrixWorldNeedsUpdate = true;
+					controller.visible = true;
+
+					//  Trigger
+
+					var buttonId = gamepad.id === 'Daydream Controller' ? 0 : 1;
+
+					if ( triggers[ i ] !== gamepad.buttons[ buttonId ].pressed ) {
+
+						triggers[ i ] = gamepad.buttons[ buttonId ].pressed;
+
+						if ( triggers[ i ] === true ) {
+
+							controller.dispatchEvent( { type: 'selectstart' } );
+
+						} else {
+
+							controller.dispatchEvent( { type: 'selectend' } );
+							controller.dispatchEvent( { type: 'select' } );
+
+						}
+
+					}
+
+				} else {
+
+					controller.visible = false;
+
+				}
+
+			}
+
+		}
+
+		//
+
+		this.enabled = false;
+
+		this.getController = function ( id ) {
+
+			var controller = controllers[ id ];
+
+			if ( controller === undefined ) {
+
+				controller = new Group();
+				controller.matrixAutoUpdate = false;
+				controller.visible = false;
+
+				controllers[ id ] = controller;
+
+			}
+
+			return controller;
+
+		};
+
+		this.getDevice = function () {
+
+			return device;
+
+		};
+
+		this.setDevice = function ( value ) {
+
+			if ( value !== undefined ) device = value;
+
+			animation.setContext( value );
+
+		};
+
+		this.setFramebufferScaleFactor = function ( value ) {
+
+			framebufferScaleFactor = value;
+
+		};
+
+		this.setFrameOfReferenceType = function ( value ) {
+
+			frameOfReferenceType = value;
+
+		};
+
+		this.setPoseTarget = function ( object ) {
+
+			if ( object !== undefined ) poseTarget = object;
+
+		};
+
+		this.getCamera = function ( camera ) {
+
+			var userHeight = frameOfReferenceType === 'stage' ? 1.6 : 0;
+
+			if ( isPresenting() === false ) {
+
+				camera.position.set( 0, userHeight, 0 );
+				camera.rotation.set( 0, 0, 0 );
+
+				return camera;
+
+			}
+
+			device.depthNear = camera.near;
+			device.depthFar = camera.far;
+
+			device.getFrameData( frameData );
+
+			//
+
+			if ( frameOfReferenceType === 'stage' ) {
+
+				var stageParameters = device.stageParameters;
+
+				if ( stageParameters ) {
+
+					standingMatrix.fromArray( stageParameters.sittingToStandingTransform );
+
+				} else {
+
+					standingMatrix.makeTranslation( 0, userHeight, 0 );
+
+				}
+
+			}
+
+
+			var pose = frameData.pose;
+			var poseObject = poseTarget !== null ? poseTarget : camera;
+
+			// We want to manipulate poseObject by its position and quaternion components since users may rely on them.
+			poseObject.matrix.copy( standingMatrix );
+			poseObject.matrix.decompose( poseObject.position, poseObject.quaternion, poseObject.scale );
+
+			if ( pose.orientation !== null ) {
+
+				tempQuaternion.fromArray( pose.orientation );
+				poseObject.quaternion.multiply( tempQuaternion );
+
+			}
+
+			if ( pose.position !== null ) {
+
+				tempQuaternion.setFromRotationMatrix( standingMatrix );
+				tempPosition.fromArray( pose.position );
+				tempPosition.applyQuaternion( tempQuaternion );
+				poseObject.position.add( tempPosition );
+
+			}
+
+			poseObject.updateMatrixWorld();
+
+			//
+
+			cameraL.near = camera.near;
+			cameraR.near = camera.near;
+
+			cameraL.far = camera.far;
+			cameraR.far = camera.far;
+
+			cameraL.matrixWorldInverse.fromArray( frameData.leftViewMatrix );
+			cameraR.matrixWorldInverse.fromArray( frameData.rightViewMatrix );
+
+			// TODO (mrdoob) Double check this code
+
+			standingMatrixInverse.getInverse( standingMatrix );
+
+			if ( frameOfReferenceType === 'stage' ) {
+
+				cameraL.matrixWorldInverse.multiply( standingMatrixInverse );
+				cameraR.matrixWorldInverse.multiply( standingMatrixInverse );
+
+			}
+
+			var parent = poseObject.parent;
+
+			if ( parent !== null ) {
+
+				matrixWorldInverse.getInverse( parent.matrixWorld );
+
+				cameraL.matrixWorldInverse.multiply( matrixWorldInverse );
+				cameraR.matrixWorldInverse.multiply( matrixWorldInverse );
+
+			}
+
+			// envMap and Mirror needs camera.matrixWorld
+
+			cameraL.matrixWorld.getInverse( cameraL.matrixWorldInverse );
+			cameraR.matrixWorld.getInverse( cameraR.matrixWorldInverse );
+
+			cameraL.projectionMatrix.fromArray( frameData.leftProjectionMatrix );
+			cameraR.projectionMatrix.fromArray( frameData.rightProjectionMatrix );
+
+			setProjectionFromUnion( cameraVR, cameraL, cameraR );
+
+			//
+
+			var layers = device.getLayers();
+
+			if ( layers.length ) {
+
+				var layer = layers[ 0 ];
+
+				if ( layer.leftBounds !== null && layer.leftBounds.length === 4 ) {
+
+					cameraL.bounds.fromArray( layer.leftBounds );
+
+				}
+
+				if ( layer.rightBounds !== null && layer.rightBounds.length === 4 ) {
+
+					cameraR.bounds.fromArray( layer.rightBounds );
+
+				}
+
+			}
+
+			updateControllers();
+
+			return cameraVR;
+
+		};
+
+		this.getStandingMatrix = function () {
+
+			return standingMatrix;
+
+		};
+
+		this.isPresenting = isPresenting;
+
+		// Animation Loop
+
+		var animation = new WebGLAnimation();
+
+		this.setAnimationLoop = function ( callback ) {
+
+			animation.setAnimationLoop( callback );
+
+			if ( isPresenting() ) animation.start();
+
+		};
+
+		this.submitFrame = function () {
+
+			if ( isPresenting() ) device.submitFrame();
+
+		};
+
+		this.dispose = function () {
+
+			if ( typeof window !== 'undefined' ) {
+
+				window.removeEventListener( 'vrdisplaypresentchange', onVRDisplayPresentChange );
+
+			}
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function WebXRManager( renderer ) {
+
+		var gl = renderer.context;
+
+		var device = null;
+		var session = null;
+
+		var framebufferScaleFactor = 1.0;
+
+		var frameOfReference = null;
+		var frameOfReferenceType = 'stage';
+
+		var pose = null;
+
+		var controllers = [];
+		var inputSources = [];
+
+		function isPresenting() {
+
+			return session !== null && frameOfReference !== null;
+
+		}
+
+		//
+
+		var cameraL = new PerspectiveCamera();
+		cameraL.layers.enable( 1 );
+		cameraL.viewport = new Vector4();
+
+		var cameraR = new PerspectiveCamera();
+		cameraR.layers.enable( 2 );
+		cameraR.viewport = new Vector4();
+
+		var cameraVR = new ArrayCamera( [ cameraL, cameraR ] );
+		cameraVR.layers.enable( 1 );
+		cameraVR.layers.enable( 2 );
+
+		//
+
+		this.enabled = false;
+
+		this.getController = function ( id ) {
+
+			var controller = controllers[ id ];
+
+			if ( controller === undefined ) {
+
+				controller = new Group();
+				controller.matrixAutoUpdate = false;
+				controller.visible = false;
+
+				controllers[ id ] = controller;
+
+			}
+
+			return controller;
+
+		};
+
+		this.getDevice = function () {
+
+			return device;
+
+		};
+
+		this.setDevice = function ( value ) {
+
+			if ( value !== undefined ) device = value;
+			if ( value instanceof XRDevice ) gl.setCompatibleXRDevice( value );
+
+		};
+
+		//
+
+		function onSessionEvent( event ) {
+
+			var controller = controllers[ inputSources.indexOf( event.inputSource ) ];
+			if ( controller ) controller.dispatchEvent( { type: event.type } );
+
+		}
+
+		function onSessionEnd() {
+
+			renderer.setFramebuffer( null );
+			renderer.setRenderTarget( renderer.getRenderTarget() ); // Hack #15830
+			animation.stop();
+
+		}
+
+		this.setFramebufferScaleFactor = function ( value ) {
+
+			framebufferScaleFactor = value;
+
+		};
+
+		this.setFrameOfReferenceType = function ( value ) {
+
+			frameOfReferenceType = value;
+
+		};
+
+		this.setSession = function ( value ) {
+
+			session = value;
+
+			if ( session !== null ) {
+
+				session.addEventListener( 'select', onSessionEvent );
+				session.addEventListener( 'selectstart', onSessionEvent );
+				session.addEventListener( 'selectend', onSessionEvent );
+				session.addEventListener( 'end', onSessionEnd );
+
+				session.baseLayer = new XRWebGLLayer( session, gl, { framebufferScaleFactor: framebufferScaleFactor } );
+				session.requestFrameOfReference( frameOfReferenceType ).then( function ( value ) {
+
+					frameOfReference = value;
+
+					renderer.setFramebuffer( session.baseLayer.framebuffer );
+
+					animation.setContext( session );
+					animation.start();
+
+				} );
+
+				//
+
+				inputSources = session.getInputSources();
+
+				session.addEventListener( 'inputsourceschange', function () {
+
+					inputSources = session.getInputSources();
+					console.log( inputSources );
+
+					for ( var i = 0; i < controllers.length; i ++ ) {
+
+						var controller = controllers[ i ];
+						controller.userData.inputSource = inputSources[ i ];
+
+					}
+
+				} );
+
+			}
+
+		};
+
+		function updateCamera( camera, parent ) {
+
+			if ( parent === null ) {
+
+				camera.matrixWorld.copy( camera.matrix );
+
+			} else {
+
+				camera.matrixWorld.multiplyMatrices( parent.matrixWorld, camera.matrix );
+
+			}
+
+			camera.matrixWorldInverse.getInverse( camera.matrixWorld );
+
+		}
+
+		this.getCamera = function ( camera ) {
+
+			if ( isPresenting() ) {
+
+				var parent = camera.parent;
+				var cameras = cameraVR.cameras;
+
+				updateCamera( cameraVR, parent );
+
+				for ( var i = 0; i < cameras.length; i ++ ) {
+
+					updateCamera( cameras[ i ], parent );
+
+				}
+
+				// update camera and its children
+
+				camera.matrixWorld.copy( cameraVR.matrixWorld );
+
+				var children = camera.children;
+
+				for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+					children[ i ].updateMatrixWorld( true );
+
+				}
+
+				setProjectionFromUnion( cameraVR, cameraL, cameraR );
+
+				return cameraVR;
+
+			}
+
+			return camera;
+
+		};
+
+		this.isPresenting = isPresenting;
+
+		// Animation Loop
+
+		var onAnimationFrameCallback = null;
+
+		function onAnimationFrame( time, frame ) {
+
+			pose = frame.getDevicePose( frameOfReference );
+
+			if ( pose !== null ) {
+
+				var layer = session.baseLayer;
+				var views = frame.views;
+
+				for ( var i = 0; i < views.length; i ++ ) {
+
+					var view = views[ i ];
+					var viewport = layer.getViewport( view );
+					var viewMatrix = pose.getViewMatrix( view );
+
+					var camera = cameraVR.cameras[ i ];
+					camera.matrix.fromArray( viewMatrix ).getInverse( camera.matrix );
+					camera.projectionMatrix.fromArray( view.projectionMatrix );
+					camera.viewport.set( viewport.x, viewport.y, viewport.width, viewport.height );
+
+					if ( i === 0 ) {
+
+						cameraVR.matrix.copy( camera.matrix );
+
+					}
+
+				}
+
+			}
+
+			//
+
+			for ( var i = 0; i < controllers.length; i ++ ) {
+
+				var controller = controllers[ i ];
+
+				var inputSource = inputSources[ i ];
+
+				if ( inputSource ) {
+
+					var inputPose = frame.getInputPose( inputSource, frameOfReference );
+
+					if ( inputPose !== null ) {
+
+						if ( 'targetRay' in inputPose ) {
+
+							controller.matrix.elements = inputPose.targetRay.transformMatrix;
+
+						} else if ( 'pointerMatrix' in inputPose ) {
+
+							// DEPRECATED
+
+							controller.matrix.elements = inputPose.pointerMatrix;
+
+						}
+
+						controller.matrix.decompose( controller.position, controller.rotation, controller.scale );
+						controller.visible = true;
+
+						continue;
+
+					}
+
+				}
+
+				controller.visible = false;
+
+			}
+
+			if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
+
+		}
+
+		var animation = new WebGLAnimation();
+		animation.setAnimationLoop( onAnimationFrame );
+
+		this.setAnimationLoop = function ( callback ) {
+
+			onAnimationFrameCallback = callback;
+
+		};
+
+		this.dispose = function () {};
+
+		// DEPRECATED
+
+		this.getStandingMatrix = function () {
+
+			console.warn( 'THREE.WebXRManager: getStandingMatrix() is no longer needed.' );
+			return new Matrix4();
+
+		};
+
+		this.submitFrame = function () {};
+
+	}
+
+	/**
+	 * @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,
+			_powerPreference = parameters.powerPreference !== undefined ? parameters.powerPreference : 'default';
+
+		var currentRenderList = null;
+		var currentRenderState = null;
+
+		// 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,
+
+			_isContextLost = false,
+
+			// internal state cache
+
+			_framebuffer = null,
+
+			_currentRenderTarget = null,
+			_currentFramebuffer = null,
+			_currentMaterialId = - 1,
+
+			// geometry and program caching
+
+			_currentGeometryProgram = {
+				geometry: null,
+				program: null,
+				wireframe: false
+			},
+
+			_currentCamera = null,
+			_currentArrayCamera = null,
+
+			_currentViewport = new Vector4(),
+			_currentScissor = new Vector4(),
+			_currentScissorTest = null,
+
+			//
+
+			_width = _canvas.width,
+			_height = _canvas.height,
+
+			_pixelRatio = 1,
+
+			_viewport = new Vector4( 0, 0, _width, _height ),
+			_scissor = new Vector4( 0, 0, _width, _height ),
+			_scissorTest = false,
+
+			// frustum
+
+			_frustum = new Frustum(),
+
+			// clipping
+
+			_clipping = new WebGLClipping(),
+			_clippingEnabled = false,
+			_localClippingEnabled = false,
+
+			// camera matrices cache
+
+			_projScreenMatrix = new Matrix4(),
+
+			_vector3 = new Vector3();
+
+		function getTargetPixelRatio() {
+
+			return _currentRenderTarget === null ? _pixelRatio : 1;
+
+		}
+
+		// initialize
+
+		var _gl;
+
+		try {
+
+			var contextAttributes = {
+				alpha: _alpha,
+				depth: _depth,
+				stencil: _stencil,
+				antialias: _antialias,
+				premultipliedAlpha: _premultipliedAlpha,
+				preserveDrawingBuffer: _preserveDrawingBuffer,
+				powerPreference: _powerPreference
+			};
+
+			// event listeners must be registered before WebGL context is created, see #12753
+
+			_canvas.addEventListener( 'webglcontextlost', onContextLost, false );
+			_canvas.addEventListener( 'webglcontextrestored', onContextRestore, false );
+
+			_gl = _context || _canvas.getContext( 'webgl', contextAttributes ) || _canvas.getContext( 'experimental-webgl', contextAttributes );
+
+			if ( _gl === null ) {
+
+				if ( _canvas.getContext( 'webgl' ) !== null ) {
+
+					throw new Error( 'Error creating WebGL context with your selected attributes.' );
+
+				} else {
+
+					throw new Error( 'Error creating WebGL context.' );
+
+				}
+
+			}
+
+			// Some experimental-webgl implementations do not have getShaderPrecisionFormat
+
+			if ( _gl.getShaderPrecisionFormat === undefined ) {
+
+				_gl.getShaderPrecisionFormat = function () {
+
+					return { 'rangeMin': 1, 'rangeMax': 1, 'precision': 1 };
+
+				};
+
+			}
+
+		} catch ( error ) {
+
+			console.error( 'THREE.WebGLRenderer: ' + error.message );
+			throw error;
+
+		}
+
+		var extensions, capabilities, state, info;
+		var properties, textures, attributes, geometries, objects;
+		var programCache, renderLists, renderStates;
+
+		var background, morphtargets, bufferRenderer, indexedBufferRenderer;
+
+		var utils;
+
+		function initGLContext() {
+
+			extensions = new WebGLExtensions( _gl );
+
+			capabilities = new WebGLCapabilities( _gl, extensions, parameters );
+
+			if ( ! capabilities.isWebGL2 ) {
+
+				extensions.get( 'WEBGL_depth_texture' );
+				extensions.get( 'OES_texture_float' );
+				extensions.get( 'OES_texture_half_float' );
+				extensions.get( 'OES_texture_half_float_linear' );
+				extensions.get( 'OES_standard_derivatives' );
+				extensions.get( 'OES_element_index_uint' );
+				extensions.get( 'ANGLE_instanced_arrays' );
+
+			}
+
+			extensions.get( 'OES_texture_float_linear' );
+
+			utils = new WebGLUtils( _gl, extensions, capabilities );
+
+			state = new WebGLState( _gl, extensions, utils, capabilities );
+			state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
+			state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
+
+			info = new WebGLInfo( _gl );
+			properties = new WebGLProperties();
+			textures = new WebGLTextures( _gl, extensions, state, properties, capabilities, utils, info );
+			attributes = new WebGLAttributes( _gl );
+			geometries = new WebGLGeometries( _gl, attributes, info );
+			objects = new WebGLObjects( geometries, info );
+			morphtargets = new WebGLMorphtargets( _gl );
+			programCache = new WebGLPrograms( _this, extensions, capabilities, textures );
+			renderLists = new WebGLRenderLists();
+			renderStates = new WebGLRenderStates();
+
+			background = new WebGLBackground( _this, state, objects, _premultipliedAlpha );
+
+			bufferRenderer = new WebGLBufferRenderer( _gl, extensions, info, capabilities );
+			indexedBufferRenderer = new WebGLIndexedBufferRenderer( _gl, extensions, info, capabilities );
+
+			info.programs = programCache.programs;
+
+			_this.context = _gl;
+			_this.capabilities = capabilities;
+			_this.extensions = extensions;
+			_this.properties = properties;
+			_this.renderLists = renderLists;
+			_this.state = state;
+			_this.info = info;
+
+		}
+
+		initGLContext();
+
+		// vr
+
+		var vr = null;
+
+		if ( typeof navigator !== 'undefined' ) {
+
+			vr = ( 'xr' in navigator ) ? new WebXRManager( _this ) : new WebVRManager( _this );
+
+		}
+
+		this.vr = vr;
+
+		// shadow map
+
+		var shadowMap = new WebGLShadowMap( _this, objects, capabilities.maxTextureSize );
+
+		this.shadowMap = shadowMap;
+
+		// API
+
+		this.getContext = function () {
+
+			return _gl;
+
+		};
+
+		this.getContextAttributes = function () {
+
+			return _gl.getContextAttributes();
+
+		};
+
+		this.forceContextLoss = function () {
+
+			var extension = extensions.get( 'WEBGL_lose_context' );
+			if ( extension ) extension.loseContext();
+
+		};
+
+		this.forceContextRestore = function () {
+
+			var extension = extensions.get( 'WEBGL_lose_context' );
+			if ( extension ) extension.restoreContext();
+
+		};
+
+		this.getPixelRatio = function () {
+
+			return _pixelRatio;
+
+		};
+
+		this.setPixelRatio = function ( value ) {
+
+			if ( value === undefined ) return;
+
+			_pixelRatio = value;
+
+			this.setSize( _width, _height, false );
+
+		};
+
+		this.getSize = function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'WebGLRenderer: .getsize() now requires a Vector2 as an argument' );
+
+				target = new Vector2();
+
+			}
+
+			return target.set( _width, _height );
+
+		};
+
+		this.setSize = function ( width, height, updateStyle ) {
+
+			if ( vr.isPresenting() ) {
+
+				console.warn( 'THREE.WebGLRenderer: Can\'t change size while VR device is presenting.' );
+				return;
+
+			}
+
+			_width = width;
+			_height = height;
+
+			_canvas.width = 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.getDrawingBufferSize = function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'WebGLRenderer: .getdrawingBufferSize() now requires a Vector2 as an argument' );
+
+				target = new Vector2();
+
+			}
+
+			return target.set( _width * _pixelRatio, _height * _pixelRatio );
+
+		};
+
+		this.setDrawingBufferSize = function ( width, height, pixelRatio ) {
+
+			_width = width;
+			_height = height;
+
+			_pixelRatio = pixelRatio;
+
+			_canvas.width = width * pixelRatio;
+			_canvas.height = height * pixelRatio;
+
+			this.setViewport( 0, 0, width, height );
+
+		};
+
+		this.getCurrentViewport = function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'WebGLRenderer: .getCurrentViewport() now requires a Vector4 as an argument' );
+
+				target = new Vector4();
+
+			}
+
+			return target.copy( _currentViewport );
+
+		};
+
+		this.getViewport = function ( target ) {
+
+			return target.copy( _viewport );
+
+		};
+
+		this.setViewport = function ( x, y, width, height ) {
+
+			if ( x.isVector4 ) {
+
+				_viewport.set( x.x, x.y, x.z, x.w );
+
+			} else {
+
+				_viewport.set( x, y, width, height );
+
+			}
+
+			state.viewport( _currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio ) );
+
+		};
+
+		this.getScissor = function ( target ) {
+
+			return target.copy( _scissor );
+
+		};
+
+		this.setScissor = function ( x, y, width, height ) {
+
+			if ( x.isVector4 ) {
+
+				_scissor.set( x.x, x.y, x.z, x.w );
+
+			} else {
+
+				_scissor.set( x, y, width, height );
+
+			}
+
+			state.scissor( _currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio ) );
+
+		};
+
+		this.getScissorTest = function () {
+
+			return _scissorTest;
+
+		};
+
+		this.setScissorTest = function ( boolean ) {
+
+			state.setScissorTest( _scissorTest = boolean );
+
+		};
+
+		// Clearing
+
+		this.getClearColor = function () {
+
+			return background.getClearColor();
+
+		};
+
+		this.setClearColor = function () {
+
+			background.setClearColor.apply( background, arguments );
+
+		};
+
+		this.getClearAlpha = function () {
+
+			return background.getClearAlpha();
+
+		};
+
+		this.setClearAlpha = function () {
+
+			background.setClearAlpha.apply( background, arguments );
+
+		};
+
+		this.clear = function ( color, depth, stencil ) {
+
+			var bits = 0;
+
+			if ( color === undefined || color ) bits |= 16384;
+			if ( depth === undefined || depth ) bits |= 256;
+			if ( stencil === undefined || stencil ) bits |= 1024;
+
+			_gl.clear( bits );
+
+		};
+
+		this.clearColor = function () {
+
+			this.clear( true, false, false );
+
+		};
+
+		this.clearDepth = function () {
+
+			this.clear( false, true, false );
+
+		};
+
+		this.clearStencil = function () {
+
+			this.clear( false, false, true );
+
+		};
+
+		//
+
+		this.dispose = function () {
+
+			_canvas.removeEventListener( 'webglcontextlost', onContextLost, false );
+			_canvas.removeEventListener( 'webglcontextrestored', onContextRestore, false );
+
+			renderLists.dispose();
+			renderStates.dispose();
+			properties.dispose();
+			objects.dispose();
+
+			vr.dispose();
+
+			animation.stop();
+
+		};
+
+		// Events
+
+		function onContextLost( event ) {
+
+			event.preventDefault();
+
+			console.log( 'THREE.WebGLRenderer: Context Lost.' );
+
+			_isContextLost = true;
+
+		}
+
+		function onContextRestore( /* event */ ) {
+
+			console.log( 'THREE.WebGLRenderer: Context Restored.' );
+
+			_isContextLost = false;
+
+			initGLContext();
+
+		}
+
+		function onMaterialDispose( event ) {
+
+			var material = event.target;
+
+			material.removeEventListener( 'dispose', onMaterialDispose );
+
+			deallocateMaterial( material );
+
+		}
+
+		// Buffer deallocation
+
+		function deallocateMaterial( material ) {
+
+			releaseMaterialProgramReference( material );
+
+			properties.remove( material );
+
+		}
+
+
+		function releaseMaterialProgramReference( material ) {
+
+			var programInfo = properties.get( material ).program;
+
+			material.program = undefined;
+
+			if ( programInfo !== undefined ) {
+
+				programCache.releaseProgram( programInfo );
+
+			}
+
+		}
+
+		// Buffer rendering
+
+		function renderObjectImmediate( object, program ) {
+
+			object.render( function ( object ) {
+
+				_this.renderBufferImmediate( object, program );
+
+			} );
+
+		}
+
+		this.renderBufferImmediate = function ( object, program ) {
+
+			state.initAttributes();
+
+			var buffers = properties.get( object );
+
+			if ( object.hasPositions && ! buffers.position ) buffers.position = _gl.createBuffer();
+			if ( object.hasNormals && ! buffers.normal ) buffers.normal = _gl.createBuffer();
+			if ( object.hasUvs && ! buffers.uv ) buffers.uv = _gl.createBuffer();
+			if ( object.hasColors && ! buffers.color ) buffers.color = _gl.createBuffer();
+
+			var programAttributes = program.getAttributes();
+
+			if ( object.hasPositions ) {
+
+				_gl.bindBuffer( 34962, buffers.position );
+				_gl.bufferData( 34962, object.positionArray, 35048 );
+
+				state.enableAttribute( programAttributes.position );
+				_gl.vertexAttribPointer( programAttributes.position, 3, 5126, false, 0, 0 );
+
+			}
+
+			if ( object.hasNormals ) {
+
+				_gl.bindBuffer( 34962, buffers.normal );
+				_gl.bufferData( 34962, object.normalArray, 35048 );
+
+				state.enableAttribute( programAttributes.normal );
+				_gl.vertexAttribPointer( programAttributes.normal, 3, 5126, false, 0, 0 );
+
+			}
+
+			if ( object.hasUvs ) {
+
+				_gl.bindBuffer( 34962, buffers.uv );
+				_gl.bufferData( 34962, object.uvArray, 35048 );
+
+				state.enableAttribute( programAttributes.uv );
+				_gl.vertexAttribPointer( programAttributes.uv, 2, 5126, false, 0, 0 );
+
+			}
+
+			if ( object.hasColors ) {
+
+				_gl.bindBuffer( 34962, buffers.color );
+				_gl.bufferData( 34962, object.colorArray, 35048 );
+
+				state.enableAttribute( programAttributes.color );
+				_gl.vertexAttribPointer( programAttributes.color, 3, 5126, false, 0, 0 );
+
+			}
+
+			state.disableUnusedAttributes();
+
+			_gl.drawArrays( 4, 0, object.count );
+
+			object.count = 0;
+
+		};
+
+		this.renderBufferDirect = function ( camera, fog, geometry, material, object, group ) {
+
+			var frontFaceCW = ( object.isMesh && object.matrixWorld.determinant() < 0 );
+
+			state.setMaterial( material, frontFaceCW );
+
+			var program = setProgram( camera, fog, material, object );
+
+			var updateBuffers = false;
+
+			if ( _currentGeometryProgram.geometry !== geometry.id ||
+				_currentGeometryProgram.program !== program.id ||
+				_currentGeometryProgram.wireframe !== ( material.wireframe === true ) ) {
+
+				_currentGeometryProgram.geometry = geometry.id;
+				_currentGeometryProgram.program = program.id;
+				_currentGeometryProgram.wireframe = material.wireframe === true;
+				updateBuffers = true;
+
+			}
+
+			if ( object.morphTargetInfluences ) {
+
+				morphtargets.update( object, geometry, material, program );
+
+				updateBuffers = true;
+
+			}
+
+			//
+
+			var index = geometry.index;
+			var position = geometry.attributes.position;
+			var rangeFactor = 1;
+
+			if ( material.wireframe === true ) {
+
+				index = geometries.getWireframeAttribute( geometry );
+				rangeFactor = 2;
+
+			}
+
+			var attribute;
+			var renderer = bufferRenderer;
+
+			if ( index !== null ) {
+
+				attribute = attributes.get( index );
+
+				renderer = indexedBufferRenderer;
+				renderer.setIndex( attribute );
+
+			}
+
+			if ( updateBuffers ) {
+
+				setupVertexAttributes( material, program, geometry );
+
+				if ( index !== null ) {
+
+					_gl.bindBuffer( 34963, attribute.buffer );
+
+				}
+
+			}
+
+			//
+
+			var dataCount = Infinity;
+
+			if ( index !== null ) {
+
+				dataCount = index.count;
+
+			} else if ( position !== undefined ) {
+
+				dataCount = position.count;
+
+			}
+
+			var rangeStart = geometry.drawRange.start * rangeFactor;
+			var rangeCount = geometry.drawRange.count * rangeFactor;
+
+			var groupStart = group !== null ? group.start * rangeFactor : 0;
+			var groupCount = group !== null ? group.count * rangeFactor : Infinity;
+
+			var drawStart = Math.max( rangeStart, groupStart );
+			var drawEnd = Math.min( dataCount, rangeStart + rangeCount, groupStart + groupCount ) - 1;
+
+			var drawCount = Math.max( 0, drawEnd - drawStart + 1 );
+
+			if ( drawCount === 0 ) return;
+
+			//
+
+			if ( object.isMesh ) {
+
+				if ( material.wireframe === true ) {
+
+					state.setLineWidth( material.wireframeLinewidth * getTargetPixelRatio() );
+					renderer.setMode( 1 );
+
+				} else {
+
+					switch ( object.drawMode ) {
+
+						case TrianglesDrawMode:
+							renderer.setMode( 4 );
+							break;
+
+						case TriangleStripDrawMode:
+							renderer.setMode( 5 );
+							break;
+
+						case TriangleFanDrawMode:
+							renderer.setMode( 6 );
+							break;
+
+					}
+
+				}
+
+
+			} else if ( object.isLine ) {
+
+				var lineWidth = material.linewidth;
+
+				if ( lineWidth === undefined ) lineWidth = 1; // Not using Line*Material
+
+				state.setLineWidth( lineWidth * getTargetPixelRatio() );
+
+				if ( object.isLineSegments ) {
+
+					renderer.setMode( 1 );
+
+				} else if ( object.isLineLoop ) {
+
+					renderer.setMode( 2 );
+
+				} else {
+
+					renderer.setMode( 3 );
+
+				}
+
+			} else if ( object.isPoints ) {
+
+				renderer.setMode( 0 );
+
+			} else if ( object.isSprite ) {
+
+				renderer.setMode( 4 );
+
+			}
+
+			if ( geometry && geometry.isInstancedBufferGeometry ) {
+
+				if ( geometry.maxInstancedCount > 0 ) {
+
+					renderer.renderInstances( geometry, drawStart, drawCount );
+
+				}
+
+			} else {
+
+				renderer.render( drawStart, drawCount );
+
+			}
+
+		};
+
+		function setupVertexAttributes( material, program, geometry ) {
+
+			if ( geometry && geometry.isInstancedBufferGeometry && ! capabilities.isWebGL2 ) {
+
+				if ( extensions.get( 'ANGLE_instanced_arrays' ) === null ) {
+
+					console.error( 'THREE.WebGLRenderer.setupVertexAttributes: using THREE.InstancedBufferGeometry but hardware does not support extension ANGLE_instanced_arrays.' );
+					return;
+
+				}
+
+			}
+
+			state.initAttributes();
+
+			var geometryAttributes = geometry.attributes;
+
+			var programAttributes = program.getAttributes();
+
+			var materialDefaultAttributeValues = material.defaultAttributeValues;
+
+			for ( var name in programAttributes ) {
+
+				var programAttribute = programAttributes[ name ];
+
+				if ( programAttribute >= 0 ) {
+
+					var geometryAttribute = geometryAttributes[ name ];
+
+					if ( geometryAttribute !== undefined ) {
+
+						var normalized = geometryAttribute.normalized;
+						var size = geometryAttribute.itemSize;
+
+						var attribute = attributes.get( geometryAttribute );
+
+						// TODO Attribute may not be available on context restore
+
+						if ( attribute === undefined ) continue;
+
+						var buffer = attribute.buffer;
+						var type = attribute.type;
+						var bytesPerElement = attribute.bytesPerElement;
+
+						if ( geometryAttribute.isInterleavedBufferAttribute ) {
+
+							var data = geometryAttribute.data;
+							var stride = data.stride;
+							var offset = geometryAttribute.offset;
+
+							if ( data && data.isInstancedInterleavedBuffer ) {
+
+								state.enableAttributeAndDivisor( programAttribute, data.meshPerAttribute );
+
+								if ( geometry.maxInstancedCount === undefined ) {
+
+									geometry.maxInstancedCount = data.meshPerAttribute * data.count;
+
+								}
+
+							} else {
+
+								state.enableAttribute( programAttribute );
+
+							}
+
+							_gl.bindBuffer( 34962, buffer );
+							_gl.vertexAttribPointer( programAttribute, size, type, normalized, stride * bytesPerElement, offset * bytesPerElement );
+
+						} else {
+
+							if ( geometryAttribute.isInstancedBufferAttribute ) {
+
+								state.enableAttributeAndDivisor( programAttribute, geometryAttribute.meshPerAttribute );
+
+								if ( geometry.maxInstancedCount === undefined ) {
+
+									geometry.maxInstancedCount = geometryAttribute.meshPerAttribute * geometryAttribute.count;
+
+								}
+
+							} else {
+
+								state.enableAttribute( programAttribute );
+
+							}
+
+							_gl.bindBuffer( 34962, buffer );
+							_gl.vertexAttribPointer( programAttribute, size, type, normalized, 0, 0 );
+
+						}
+
+					} else if ( materialDefaultAttributeValues !== undefined ) {
+
+						var value = materialDefaultAttributeValues[ name ];
+
+						if ( value !== undefined ) {
+
+							switch ( value.length ) {
+
+								case 2:
+									_gl.vertexAttrib2fv( programAttribute, value );
+									break;
+
+								case 3:
+									_gl.vertexAttrib3fv( programAttribute, value );
+									break;
+
+								case 4:
+									_gl.vertexAttrib4fv( programAttribute, value );
+									break;
+
+								default:
+									_gl.vertexAttrib1fv( programAttribute, value );
+
+							}
+
+						}
+
+					}
+
+				}
+
+			}
+
+			state.disableUnusedAttributes();
+
+		}
+
+		// Compile
+
+		this.compile = function ( scene, camera ) {
+
+			currentRenderState = renderStates.get( scene, camera );
+			currentRenderState.init();
+
+			scene.traverse( function ( object ) {
+
+				if ( object.isLight ) {
+
+					currentRenderState.pushLight( object );
+
+					if ( object.castShadow ) {
+
+						currentRenderState.pushShadow( object );
+
+					}
+
+				}
+
+			} );
+
+			currentRenderState.setupLights( camera );
+
+			scene.traverse( function ( object ) {
+
+				if ( object.material ) {
+
+					if ( Array.isArray( object.material ) ) {
+
+						for ( var i = 0; i < object.material.length; i ++ ) {
+
+							initMaterial( object.material[ i ], scene.fog, object );
+
+						}
+
+					} else {
+
+						initMaterial( object.material, scene.fog, object );
+
+					}
+
+				}
+
+			} );
+
+		};
+
+		// Animation Loop
+
+		var onAnimationFrameCallback = null;
+
+		function onAnimationFrame( time ) {
+
+			if ( vr.isPresenting() ) return;
+			if ( onAnimationFrameCallback ) onAnimationFrameCallback( time );
+
+		}
+
+		var animation = new WebGLAnimation();
+		animation.setAnimationLoop( onAnimationFrame );
+
+		if ( typeof window !== 'undefined' ) animation.setContext( window );
+
+		this.setAnimationLoop = function ( callback ) {
+
+			onAnimationFrameCallback = callback;
+			vr.setAnimationLoop( callback );
+
+			animation.start();
+
+		};
+
+		// Rendering
+
+		this.render = function ( scene, camera ) {
+
+			var renderTarget, forceClear;
+
+			if ( arguments[ 2 ] !== undefined ) {
+
+				console.warn( 'THREE.WebGLRenderer.render(): the renderTarget argument has been removed. Use .setRenderTarget() instead.' );
+				renderTarget = arguments[ 2 ];
+
+			}
+
+			if ( arguments[ 3 ] !== undefined ) {
+
+				console.warn( 'THREE.WebGLRenderer.render(): the forceClear argument has been removed. Use .clear() instead.' );
+				forceClear = arguments[ 3 ];
+
+			}
+
+			if ( ! ( camera && camera.isCamera ) ) {
+
+				console.error( 'THREE.WebGLRenderer.render: camera is not an instance of THREE.Camera.' );
+				return;
+
+			}
+
+			if ( _isContextLost ) return;
+
+			// reset caching for this frame
+
+			_currentGeometryProgram.geometry = null;
+			_currentGeometryProgram.program = null;
+			_currentGeometryProgram.wireframe = false;
+			_currentMaterialId = - 1;
+			_currentCamera = null;
+
+			// update scene graph
+
+			if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
+
+			// update camera matrices and frustum
+
+			if ( camera.parent === null ) camera.updateMatrixWorld();
+
+			if ( vr.enabled ) {
+
+				camera = vr.getCamera( camera );
+
+			}
+
+			//
+
+			currentRenderState = renderStates.get( scene, camera );
+			currentRenderState.init();
+
+			scene.onBeforeRender( _this, scene, camera, renderTarget || _currentRenderTarget );
+
+			_projScreenMatrix.multiplyMatrices( camera.projectionMatrix, camera.matrixWorldInverse );
+			_frustum.setFromMatrix( _projScreenMatrix );
+
+			_localClippingEnabled = this.localClippingEnabled;
+			_clippingEnabled = _clipping.init( this.clippingPlanes, _localClippingEnabled, camera );
+
+			currentRenderList = renderLists.get( scene, camera );
+			currentRenderList.init();
+
+			projectObject( scene, camera, 0, _this.sortObjects );
+
+			if ( _this.sortObjects === true ) {
+
+				currentRenderList.sort();
+
+			}
+
+			//
+
+			if ( _clippingEnabled ) _clipping.beginShadows();
+
+			var shadowsArray = currentRenderState.state.shadowsArray;
+
+			shadowMap.render( shadowsArray, scene, camera );
+
+			currentRenderState.setupLights( camera );
+
+			if ( _clippingEnabled ) _clipping.endShadows();
+
+			//
+
+			if ( this.info.autoReset ) this.info.reset();
+
+			if ( renderTarget !== undefined ) {
+
+				this.setRenderTarget( renderTarget );
+
+			}
+
+			//
+
+			background.render( currentRenderList, scene, camera, forceClear );
+
+			// render scene
+
+			var opaqueObjects = currentRenderList.opaque;
+			var transparentObjects = currentRenderList.transparent;
+
+			if ( scene.overrideMaterial ) {
+
+				var overrideMaterial = scene.overrideMaterial;
+
+				if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera, overrideMaterial );
+				if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera, overrideMaterial );
+
+			} else {
+
+				// opaque pass (front-to-back order)
+
+				if ( opaqueObjects.length ) renderObjects( opaqueObjects, scene, camera );
+
+				// transparent pass (back-to-front order)
+
+				if ( transparentObjects.length ) renderObjects( transparentObjects, scene, camera );
+
+			}
+
+			//
+
+			scene.onAfterRender( _this, scene, camera );
+
+			//
+
+			if ( _currentRenderTarget !== null ) {
+
+				// Generate mipmap if we're using any kind of mipmap filtering
+
+				textures.updateRenderTargetMipmap( _currentRenderTarget );
+
+				// resolve multisample renderbuffers to a single-sample texture if necessary
+
+				textures.updateMultisampleRenderTarget( _currentRenderTarget );
+
+			}
+
+			// Ensure depth buffer writing is enabled so it can be cleared on next render
+
+			state.buffers.depth.setTest( true );
+			state.buffers.depth.setMask( true );
+			state.buffers.color.setMask( true );
+
+			state.setPolygonOffset( false );
+
+			if ( vr.enabled ) {
+
+				vr.submitFrame();
+
+			}
+
+			// _gl.finish();
+
+			currentRenderList = null;
+			currentRenderState = null;
+
+		};
+
+		function projectObject( object, camera, groupOrder, sortObjects ) {
+
+			if ( object.visible === false ) return;
+
+			var visible = object.layers.test( camera.layers );
+
+			if ( visible ) {
+
+				if ( object.isGroup ) {
+
+					groupOrder = object.renderOrder;
+
+				} else if ( object.isLight ) {
+
+					currentRenderState.pushLight( object );
+
+					if ( object.castShadow ) {
+
+						currentRenderState.pushShadow( object );
+
+					}
+
+				} else if ( object.isSprite ) {
+
+					if ( ! object.frustumCulled || _frustum.intersectsSprite( object ) ) {
+
+						if ( sortObjects ) {
+
+							_vector3.setFromMatrixPosition( object.matrixWorld )
+								.applyMatrix4( _projScreenMatrix );
+
+						}
+
+						var geometry = objects.update( object );
+						var material = object.material;
+
+						if ( material.visible ) {
+
+							currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
+
+						}
+
+					}
+
+				} else if ( object.isImmediateRenderObject ) {
+
+					if ( sortObjects ) {
+
+						_vector3.setFromMatrixPosition( object.matrixWorld )
+							.applyMatrix4( _projScreenMatrix );
+
+					}
+
+					currentRenderList.push( object, null, object.material, groupOrder, _vector3.z, null );
+
+				} else if ( object.isMesh || object.isLine || object.isPoints ) {
+
+					if ( object.isSkinnedMesh ) {
+
+						object.skeleton.update();
+
+					}
+
+					if ( ! object.frustumCulled || _frustum.intersectsObject( object ) ) {
+
+						if ( sortObjects ) {
+
+							_vector3.setFromMatrixPosition( object.matrixWorld )
+								.applyMatrix4( _projScreenMatrix );
+
+						}
+
+						var geometry = objects.update( object );
+						var material = object.material;
+
+						if ( Array.isArray( material ) ) {
+
+							var groups = geometry.groups;
+
+							for ( var i = 0, l = groups.length; i < l; i ++ ) {
+
+								var group = groups[ i ];
+								var groupMaterial = material[ group.materialIndex ];
+
+								if ( groupMaterial && groupMaterial.visible ) {
+
+									currentRenderList.push( object, geometry, groupMaterial, groupOrder, _vector3.z, group );
+
+								}
+
+							}
+
+						} else if ( material.visible ) {
+
+							currentRenderList.push( object, geometry, material, groupOrder, _vector3.z, null );
+
+						}
+
+					}
+
+				}
+
+			}
+
+			var children = object.children;
+
+			for ( var i = 0, l = children.length; i < l; i ++ ) {
+
+				projectObject( children[ i ], camera, groupOrder, sortObjects );
+
+			}
+
+		}
+
+		function renderObjects( renderList, scene, camera, overrideMaterial ) {
+
+			for ( var i = 0, l = renderList.length; i < l; i ++ ) {
+
+				var renderItem = renderList[ i ];
+
+				var object = renderItem.object;
+				var geometry = renderItem.geometry;
+				var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
+				var group = renderItem.group;
+
+				if ( camera.isArrayCamera ) {
+
+					_currentArrayCamera = camera;
+
+					var cameras = camera.cameras;
+
+					for ( var j = 0, jl = cameras.length; j < jl; j ++ ) {
+
+						var camera2 = cameras[ j ];
+
+						if ( object.layers.test( camera2.layers ) ) {
+
+							if ( 'viewport' in camera2 ) { // XR
+
+								state.viewport( _currentViewport.copy( camera2.viewport ) );
+
+							} else {
+
+								var bounds = camera2.bounds;
+
+								var x = bounds.x * _width;
+								var y = bounds.y * _height;
+								var width = bounds.z * _width;
+								var height = bounds.w * _height;
+
+								state.viewport( _currentViewport.set( x, y, width, height ).multiplyScalar( _pixelRatio ) );
+
+							}
+
+							currentRenderState.setupLights( camera2 );
+
+							renderObject( object, scene, camera2, geometry, material, group );
+
+						}
+
+					}
+
+				} else {
+
+					_currentArrayCamera = null;
+
+					renderObject( object, scene, camera, geometry, material, group );
+
+				}
+
+			}
+
+		}
+
+		function renderObject( object, scene, camera, geometry, material, group ) {
+
+			object.onBeforeRender( _this, scene, camera, geometry, material, group );
+			currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
+
+			object.modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
+			object.normalMatrix.getNormalMatrix( object.modelViewMatrix );
+
+			if ( object.isImmediateRenderObject ) {
+
+				state.setMaterial( material );
+
+				var program = setProgram( camera, scene.fog, material, object );
+
+				_currentGeometryProgram.geometry = null;
+				_currentGeometryProgram.program = null;
+				_currentGeometryProgram.wireframe = false;
+
+				renderObjectImmediate( object, program );
+
+			} else {
+
+				_this.renderBufferDirect( camera, scene.fog, geometry, material, object, group );
+
+			}
+
+			object.onAfterRender( _this, scene, camera, geometry, material, group );
+			currentRenderState = renderStates.get( scene, _currentArrayCamera || camera );
+
+		}
+
+		function initMaterial( material, fog, object ) {
+
+			var materialProperties = properties.get( material );
+
+			var lights = currentRenderState.state.lights;
+			var shadowsArray = currentRenderState.state.shadowsArray;
+
+			var lightsHash = materialProperties.lightsHash;
+			var lightsStateHash = lights.state.hash;
+
+			var parameters = programCache.getParameters(
+				material, lights.state, shadowsArray, 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 ( lightsHash.stateID !== lightsStateHash.stateID ||
+				lightsHash.directionalLength !== lightsStateHash.directionalLength ||
+				lightsHash.pointLength !== lightsStateHash.pointLength ||
+				lightsHash.spotLength !== lightsStateHash.spotLength ||
+				lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
+				lightsHash.hemiLength !== lightsStateHash.hemiLength ||
+				lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) {
+
+				lightsHash.stateID = lightsStateHash.stateID;
+				lightsHash.directionalLength = lightsStateHash.directionalLength;
+				lightsHash.pointLength = lightsStateHash.pointLength;
+				lightsHash.spotLength = lightsStateHash.spotLength;
+				lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
+				lightsHash.hemiLength = lightsStateHash.hemiLength;
+				lightsHash.shadowsLength = lightsStateHash.shadowsLength;
+
+				programChange = false;
+
+			} else if ( parameters.shaderID !== undefined ) {
+
+				// same glsl and uniform list
+				return;
+
+			} else {
+
+				// only rebuild uniform list
+				programChange = false;
+
+			}
+
+			if ( programChange ) {
+
+				if ( parameters.shaderID ) {
+
+					var shader = ShaderLib[ parameters.shaderID ];
+
+					materialProperties.shader = {
+						name: material.type,
+						uniforms: cloneUniforms( shader.uniforms ),
+						vertexShader: shader.vertexShader,
+						fragmentShader: shader.fragmentShader
+					};
+
+				} else {
+
+					materialProperties.shader = {
+						name: material.type,
+						uniforms: material.uniforms,
+						vertexShader: material.vertexShader,
+						fragmentShader: material.fragmentShader
+					};
+
+				}
+
+				material.onBeforeCompile( materialProperties.shader, _this );
+
+				// Computing code again as onBeforeCompile may have changed the shaders
+				code = programCache.getProgramCode( material, parameters );
+
+				program = programCache.acquireProgram( material, materialProperties.shader, parameters, code );
+
+				materialProperties.program = program;
+				material.program = program;
+
+			}
+
+			var programAttributes = program.getAttributes();
+
+			if ( material.morphTargets ) {
+
+				material.numSupportedMorphTargets = 0;
+
+				for ( var i = 0; i < _this.maxMorphTargets; i ++ ) {
+
+					if ( programAttributes[ 'morphTarget' + i ] >= 0 ) {
+
+						material.numSupportedMorphTargets ++;
+
+					}
+
+				}
+
+			}
+
+			if ( material.morphNormals ) {
+
+				material.numSupportedMorphNormals = 0;
+
+				for ( var i = 0; i < _this.maxMorphNormals; i ++ ) {
+
+					if ( programAttributes[ 'morphNormal' + i ] >= 0 ) {
+
+						material.numSupportedMorphNormals ++;
+
+					}
+
+				}
+
+			}
+
+			var uniforms = materialProperties.shader.uniforms;
+
+			if ( ! material.isShaderMaterial &&
+				! material.isRawShaderMaterial ||
+				material.clipping === true ) {
+
+				materialProperties.numClippingPlanes = _clipping.numPlanes;
+				materialProperties.numIntersection = _clipping.numIntersection;
+				uniforms.clippingPlanes = _clipping.uniform;
+
+			}
+
+			materialProperties.fog = fog;
+
+			// store the light setup it was created for
+			if ( lightsHash === undefined ) {
+
+				materialProperties.lightsHash = lightsHash = {};
+
+			}
+
+			lightsHash.stateID = lightsStateHash.stateID;
+			lightsHash.directionalLength = lightsStateHash.directionalLength;
+			lightsHash.pointLength = lightsStateHash.pointLength;
+			lightsHash.spotLength = lightsStateHash.spotLength;
+			lightsHash.rectAreaLength = lightsStateHash.rectAreaLength;
+			lightsHash.hemiLength = lightsStateHash.hemiLength;
+			lightsHash.shadowsLength = lightsStateHash.shadowsLength;
+
+			if ( material.lights ) {
+
+				// wire up the material to this renderer's lighting state
+
+				uniforms.ambientLightColor.value = lights.state.ambient;
+				uniforms.directionalLights.value = lights.state.directional;
+				uniforms.spotLights.value = lights.state.spot;
+				uniforms.rectAreaLights.value = lights.state.rectArea;
+				uniforms.pointLights.value = lights.state.point;
+				uniforms.hemisphereLights.value = lights.state.hemi;
+
+				uniforms.directionalShadowMap.value = lights.state.directionalShadowMap;
+				uniforms.directionalShadowMatrix.value = lights.state.directionalShadowMatrix;
+				uniforms.spotShadowMap.value = lights.state.spotShadowMap;
+				uniforms.spotShadowMatrix.value = lights.state.spotShadowMatrix;
+				uniforms.pointShadowMap.value = lights.state.pointShadowMap;
+				uniforms.pointShadowMatrix.value = lights.state.pointShadowMatrix;
+				// TODO (abelnation): add area lights shadow info to uniforms
+
+			}
+
+			var progUniforms = materialProperties.program.getUniforms(),
+				uniformsList =
+					WebGLUniforms.seqWithValue( progUniforms.seq, uniforms );
+
+			materialProperties.uniformsList = uniformsList;
+
+		}
+
+		function setProgram( camera, fog, material, object ) {
+
+			textures.resetTextureUnits();
+
+			var materialProperties = properties.get( material );
+			var lights = currentRenderState.state.lights;
+
+			var lightsHash = materialProperties.lightsHash;
+			var lightsStateHash = lights.state.hash;
+
+			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 && ( lightsHash.stateID !== lightsStateHash.stateID ||
+					lightsHash.directionalLength !== lightsStateHash.directionalLength ||
+					lightsHash.pointLength !== lightsStateHash.pointLength ||
+					lightsHash.spotLength !== lightsStateHash.spotLength ||
+					lightsHash.rectAreaLength !== lightsStateHash.rectAreaLength ||
+					lightsHash.hemiLength !== lightsStateHash.hemiLength ||
+					lightsHash.shadowsLength !== lightsStateHash.shadowsLength ) ) {
+
+					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.shader.uniforms;
+
+			if ( state.useProgram( program.program ) ) {
+
+				refreshProgram = true;
+				refreshMaterial = true;
+				refreshLights = true;
+
+			}
+
+			if ( material.id !== _currentMaterialId ) {
+
+				_currentMaterialId = material.id;
+
+				refreshMaterial = true;
+
+			}
+
+			if ( refreshProgram || _currentCamera !== camera ) {
+
+				p_uniforms.setValue( _gl, 'projectionMatrix', camera.projectionMatrix );
+
+				if ( capabilities.logarithmicDepthBuffer ) {
+
+					p_uniforms.setValue( _gl, 'logDepthBufFC',
+						2.0 / ( Math.log( camera.far + 1.0 ) / Math.LN2 ) );
+
+				}
+
+				if ( _currentCamera !== camera ) {
+
+					_currentCamera = camera;
+
+					// lighting uniforms depend on the camera so enforce an update
+					// now, in case this material supports lights - or later, when
+					// the next material that does gets activated:
+
+					refreshMaterial = true;		// set to true on material change
+					refreshLights = true;		// remains set until update done
+
+				}
+
+				// load material specific uniforms
+				// (shader material also gets them for the sake of genericity)
+
+				if ( material.isShaderMaterial ||
+					material.isMeshPhongMaterial ||
+					material.isMeshStandardMaterial ||
+					material.envMap ) {
+
+					var uCamPos = p_uniforms.map.cameraPosition;
+
+					if ( uCamPos !== undefined ) {
+
+						uCamPos.setValue( _gl,
+							_vector3.setFromMatrixPosition( camera.matrixWorld ) );
+
+					}
+
+				}
+
+				if ( material.isMeshPhongMaterial ||
+					material.isMeshLambertMaterial ||
+					material.isMeshBasicMaterial ||
+					material.isMeshStandardMaterial ||
+					material.isShaderMaterial ||
+					material.skinning ) {
+
+					p_uniforms.setValue( _gl, 'viewMatrix', camera.matrixWorldInverse );
+
+				}
+
+			}
+
+			// skinning uniforms must be set even if material didn't change
+			// auto-setting of texture unit for bone texture must go before other textures
+			// not sure why, but otherwise weird things happen
+
+			if ( material.skinning ) {
+
+				p_uniforms.setOptional( _gl, object, 'bindMatrix' );
+				p_uniforms.setOptional( _gl, object, 'bindMatrixInverse' );
+
+				var skeleton = object.skeleton;
+
+				if ( skeleton ) {
+
+					var bones = skeleton.bones;
+
+					if ( capabilities.floatVertexTextures ) {
+
+						if ( skeleton.boneTexture === undefined ) {
+
+							// layout (1 matrix = 4 pixels)
+							//      RGBA RGBA RGBA RGBA (=> column1, column2, column3, column4)
+							//  with  8x8  pixel texture max   16 bones * 4 pixels =  (8 * 8)
+							//       16x16 pixel texture max   64 bones * 4 pixels = (16 * 16)
+							//       32x32 pixel texture max  256 bones * 4 pixels = (32 * 32)
+							//       64x64 pixel texture max 1024 bones * 4 pixels = (64 * 64)
+
+
+							var size = Math.sqrt( bones.length * 4 ); // 4 pixels needed for 1 matrix
+							size = _Math.ceilPowerOfTwo( size );
+							size = Math.max( size, 4 );
+
+							var boneMatrices = new Float32Array( size * size * 4 ); // 4 floats per RGBA pixel
+							boneMatrices.set( skeleton.boneMatrices ); // copy current values
+
+							var boneTexture = new DataTexture( boneMatrices, size, size, RGBAFormat, FloatType );
+							boneTexture.needsUpdate = true;
+
+							skeleton.boneMatrices = boneMatrices;
+							skeleton.boneTexture = boneTexture;
+							skeleton.boneTextureSize = size;
+
+						}
+
+						p_uniforms.setValue( _gl, 'boneTexture', skeleton.boneTexture, textures );
+						p_uniforms.setValue( _gl, 'boneTextureSize', skeleton.boneTextureSize );
+
+					} else {
+
+						p_uniforms.setOptional( _gl, skeleton, 'boneMatrices' );
+
+					}
+
+				}
+
+			}
+
+			if ( refreshMaterial ) {
+
+				p_uniforms.setValue( _gl, 'toneMappingExposure', _this.toneMappingExposure );
+				p_uniforms.setValue( _gl, 'toneMappingWhitePoint', _this.toneMappingWhitePoint );
+
+				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 ) {
+
+					refreshUniformsCommon( m_uniforms, material );
+
+				} else if ( material.isMeshLambertMaterial ) {
+
+					refreshUniformsCommon( m_uniforms, material );
+					refreshUniformsLambert( m_uniforms, material );
+
+				} else if ( material.isMeshPhongMaterial ) {
+
+					refreshUniformsCommon( m_uniforms, material );
+
+					if ( material.isMeshToonMaterial ) {
+
+						refreshUniformsToon( m_uniforms, material );
+
+					} else {
+
+						refreshUniformsPhong( m_uniforms, material );
+
+					}
+
+				} else if ( material.isMeshStandardMaterial ) {
+
+					refreshUniformsCommon( m_uniforms, material );
+
+					if ( material.isMeshPhysicalMaterial ) {
+
+						refreshUniformsPhysical( m_uniforms, material );
+
+					} else {
+
+						refreshUniformsStandard( m_uniforms, material );
+
+					}
+
+				} else if ( material.isMeshMatcapMaterial ) {
+
+					refreshUniformsCommon( m_uniforms, material );
+
+					refreshUniformsMatcap( m_uniforms, material );
+
+				} else if ( material.isMeshDepthMaterial ) {
+
+					refreshUniformsCommon( m_uniforms, material );
+					refreshUniformsDepth( m_uniforms, material );
+
+				} else if ( material.isMeshDistanceMaterial ) {
+
+					refreshUniformsCommon( m_uniforms, material );
+					refreshUniformsDistance( m_uniforms, material );
+
+				} else if ( material.isMeshNormalMaterial ) {
+
+					refreshUniformsCommon( m_uniforms, material );
+					refreshUniformsNormal( m_uniforms, material );
+
+				} else if ( material.isLineBasicMaterial ) {
+
+					refreshUniformsLine( m_uniforms, material );
+
+					if ( material.isLineDashedMaterial ) {
+
+						refreshUniformsDash( m_uniforms, material );
+
+					}
+
+				} else if ( material.isPointsMaterial ) {
+
+					refreshUniformsPoints( m_uniforms, material );
+
+				} else if ( material.isSpriteMaterial ) {
+
+					refreshUniformsSprites( m_uniforms, material );
+
+				} else if ( material.isShadowMaterial ) {
+
+					m_uniforms.color.value = material.color;
+					m_uniforms.opacity.value = material.opacity;
+
+				}
+
+				// RectAreaLight Texture
+				// TODO (mrdoob): Find a nicer implementation
+
+				if ( m_uniforms.ltc_1 !== undefined ) m_uniforms.ltc_1.value = UniformsLib.LTC_1;
+				if ( m_uniforms.ltc_2 !== undefined ) m_uniforms.ltc_2.value = UniformsLib.LTC_2;
+
+				WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
+
+			}
+
+			if ( material.isShaderMaterial && material.uniformsNeedUpdate === true ) {
+
+				WebGLUniforms.upload( _gl, materialProperties.uniformsList, m_uniforms, textures );
+				material.uniformsNeedUpdate = false;
+
+			}
+
+			if ( material.isSpriteMaterial ) {
+
+				p_uniforms.setValue( _gl, 'center', object.center );
+
+			}
+
+			// common matrices
+
+			p_uniforms.setValue( _gl, 'modelViewMatrix', object.modelViewMatrix );
+			p_uniforms.setValue( _gl, 'normalMatrix', object.normalMatrix );
+			p_uniforms.setValue( _gl, 'modelMatrix', object.matrixWorld );
+
+			return program;
+
+		}
+
+		// Uniforms (refresh uniforms objects)
+
+		function refreshUniformsCommon( uniforms, material ) {
+
+			uniforms.opacity.value = material.opacity;
+
+			if ( material.color ) {
+
+				uniforms.diffuse.value = material.color;
+
+			}
+
+			if ( material.emissive ) {
+
+				uniforms.emissive.value.copy( material.emissive ).multiplyScalar( material.emissiveIntensity );
+
+			}
+
+			if ( material.map ) {
+
+				uniforms.map.value = material.map;
+
+			}
+
+			if ( material.alphaMap ) {
+
+				uniforms.alphaMap.value = material.alphaMap;
+
+			}
+
+			if ( material.specularMap ) {
+
+				uniforms.specularMap.value = material.specularMap;
+
+			}
+
+			if ( material.envMap ) {
+
+				uniforms.envMap.value = material.envMap;
+
+				// don't flip CubeTexture envMaps, flip everything else:
+				//  WebGLRenderTargetCube will be flipped for backwards compatibility
+				//  WebGLRenderTargetCube.texture will be flipped because it's a Texture and NOT a CubeTexture
+				// this check must be handled differently, or removed entirely, if WebGLRenderTargetCube uses a CubeTexture in the future
+				uniforms.flipEnvMap.value = material.envMap.isCubeTexture ? - 1 : 1;
+
+				uniforms.reflectivity.value = material.reflectivity;
+				uniforms.refractionRatio.value = material.refractionRatio;
+
+				uniforms.maxMipLevel.value = properties.get( material.envMap ).__maxMipLevel;
+
+			}
+
+			if ( material.lightMap ) {
+
+				uniforms.lightMap.value = material.lightMap;
+				uniforms.lightMapIntensity.value = material.lightMapIntensity;
+
+			}
+
+			if ( material.aoMap ) {
+
+				uniforms.aoMap.value = material.aoMap;
+				uniforms.aoMapIntensity.value = material.aoMapIntensity;
+
+			}
+
+			// uv repeat and offset setting priorities
+			// 1. color map
+			// 2. specular map
+			// 3. normal map
+			// 4. bump map
+			// 5. alpha map
+			// 6. emissive map
+
+			var uvScaleMap;
+
+			if ( material.map ) {
+
+				uvScaleMap = material.map;
+
+			} else if ( material.specularMap ) {
+
+				uvScaleMap = material.specularMap;
+
+			} else if ( material.displacementMap ) {
+
+				uvScaleMap = material.displacementMap;
+
+			} else if ( material.normalMap ) {
+
+				uvScaleMap = material.normalMap;
+
+			} else if ( material.bumpMap ) {
+
+				uvScaleMap = material.bumpMap;
+
+			} else if ( material.roughnessMap ) {
+
+				uvScaleMap = material.roughnessMap;
+
+			} else if ( material.metalnessMap ) {
+
+				uvScaleMap = material.metalnessMap;
+
+			} else if ( material.alphaMap ) {
+
+				uvScaleMap = material.alphaMap;
+
+			} else if ( material.emissiveMap ) {
+
+				uvScaleMap = material.emissiveMap;
+
+			}
+
+			if ( uvScaleMap !== undefined ) {
+
+				// backwards compatibility
+				if ( uvScaleMap.isWebGLRenderTarget ) {
+
+					uvScaleMap = uvScaleMap.texture;
+
+				}
+
+				if ( uvScaleMap.matrixAutoUpdate === true ) {
+
+					uvScaleMap.updateMatrix();
+
+				}
+
+				uniforms.uvTransform.value.copy( uvScaleMap.matrix );
+
+			}
+
+		}
+
+		function refreshUniformsLine( uniforms, material ) {
+
+			uniforms.diffuse.value = 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 ) {
+
+				if ( material.map.matrixAutoUpdate === true ) {
+
+					material.map.updateMatrix();
+
+				}
+
+				uniforms.uvTransform.value.copy( material.map.matrix );
+
+			}
+
+		}
+
+		function refreshUniformsSprites( uniforms, material ) {
+
+			uniforms.diffuse.value = material.color;
+			uniforms.opacity.value = material.opacity;
+			uniforms.rotation.value = material.rotation;
+			uniforms.map.value = material.map;
+
+			if ( material.map !== null ) {
+
+				if ( material.map.matrixAutoUpdate === true ) {
+
+					material.map.updateMatrix();
+
+				}
+
+				uniforms.uvTransform.value.copy( material.map.matrix );
+
+			}
+
+		}
+
+		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.side === BackSide ) uniforms.bumpScale.value *= - 1;
+
+			}
+
+			if ( material.normalMap ) {
+
+				uniforms.normalMap.value = material.normalMap;
+				uniforms.normalScale.value.copy( material.normalScale );
+				if ( material.side === BackSide ) uniforms.normalScale.value.negate();
+
+			}
+
+			if ( material.displacementMap ) {
+
+				uniforms.displacementMap.value = material.displacementMap;
+				uniforms.displacementScale.value = material.displacementScale;
+				uniforms.displacementBias.value = material.displacementBias;
+
+			}
+
+		}
+
+		function refreshUniformsToon( uniforms, material ) {
+
+			refreshUniformsPhong( uniforms, material );
+
+			if ( material.gradientMap ) {
+
+				uniforms.gradientMap.value = material.gradientMap;
+
+			}
+
+		}
+
+		function refreshUniformsStandard( uniforms, material ) {
+
+			uniforms.roughness.value = material.roughness;
+			uniforms.metalness.value = material.metalness;
+
+			if ( material.roughnessMap ) {
+
+				uniforms.roughnessMap.value = material.roughnessMap;
+
+			}
+
+			if ( material.metalnessMap ) {
+
+				uniforms.metalnessMap.value = material.metalnessMap;
+
+			}
+
+			if ( material.emissiveMap ) {
+
+				uniforms.emissiveMap.value = material.emissiveMap;
+
+			}
+
+			if ( material.bumpMap ) {
+
+				uniforms.bumpMap.value = material.bumpMap;
+				uniforms.bumpScale.value = material.bumpScale;
+				if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
+
+			}
+
+			if ( material.normalMap ) {
+
+				uniforms.normalMap.value = material.normalMap;
+				uniforms.normalScale.value.copy( material.normalScale );
+				if ( material.side === BackSide ) uniforms.normalScale.value.negate();
+
+			}
+
+			if ( material.displacementMap ) {
+
+				uniforms.displacementMap.value = material.displacementMap;
+				uniforms.displacementScale.value = material.displacementScale;
+				uniforms.displacementBias.value = material.displacementBias;
+
+			}
+
+			if ( material.envMap ) {
+
+				//uniforms.envMap.value = material.envMap; // part of uniforms common
+				uniforms.envMapIntensity.value = material.envMapIntensity;
+
+			}
+
+		}
+
+		function refreshUniformsPhysical( uniforms, material ) {
+
+			refreshUniformsStandard( uniforms, material );
+
+			uniforms.reflectivity.value = material.reflectivity; // also part of uniforms common
+
+			uniforms.clearCoat.value = material.clearCoat;
+			uniforms.clearCoatRoughness.value = material.clearCoatRoughness;
+
+		}
+
+		function refreshUniformsMatcap( uniforms, material ) {
+
+			if ( material.matcap ) {
+
+				uniforms.matcap.value = material.matcap;
+
+			}
+
+			if ( material.bumpMap ) {
+
+				uniforms.bumpMap.value = material.bumpMap;
+				uniforms.bumpScale.value = material.bumpScale;
+				if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
+
+			}
+
+			if ( material.normalMap ) {
+
+				uniforms.normalMap.value = material.normalMap;
+				uniforms.normalScale.value.copy( material.normalScale );
+				if ( material.side === BackSide ) uniforms.normalScale.value.negate();
+
+			}
+
+			if ( material.displacementMap ) {
+
+				uniforms.displacementMap.value = material.displacementMap;
+				uniforms.displacementScale.value = material.displacementScale;
+				uniforms.displacementBias.value = material.displacementBias;
+
+			}
+
+		}
+
+		function refreshUniformsDepth( uniforms, material ) {
+
+			if ( material.displacementMap ) {
+
+				uniforms.displacementMap.value = material.displacementMap;
+				uniforms.displacementScale.value = material.displacementScale;
+				uniforms.displacementBias.value = material.displacementBias;
+
+			}
+
+		}
+
+		function refreshUniformsDistance( uniforms, material ) {
+
+			if ( material.displacementMap ) {
+
+				uniforms.displacementMap.value = material.displacementMap;
+				uniforms.displacementScale.value = material.displacementScale;
+				uniforms.displacementBias.value = material.displacementBias;
+
+			}
+
+			uniforms.referencePosition.value.copy( material.referencePosition );
+			uniforms.nearDistance.value = material.nearDistance;
+			uniforms.farDistance.value = material.farDistance;
+
+		}
+
+		function refreshUniformsNormal( uniforms, material ) {
+
+			if ( material.bumpMap ) {
+
+				uniforms.bumpMap.value = material.bumpMap;
+				uniforms.bumpScale.value = material.bumpScale;
+				if ( material.side === BackSide ) uniforms.bumpScale.value *= - 1;
+
+			}
+
+			if ( material.normalMap ) {
+
+				uniforms.normalMap.value = material.normalMap;
+				uniforms.normalScale.value.copy( material.normalScale );
+				if ( material.side === BackSide ) uniforms.normalScale.value.negate();
+
+			}
+
+			if ( material.displacementMap ) {
+
+				uniforms.displacementMap.value = material.displacementMap;
+				uniforms.displacementScale.value = material.displacementScale;
+				uniforms.displacementBias.value = material.displacementBias;
+
+			}
+
+		}
+
+		// If uniforms are marked as clean, they don't need to be loaded to the GPU.
+
+		function markUniformsLightsNeedsUpdate( uniforms, value ) {
+
+			uniforms.ambientLightColor.needsUpdate = value;
+
+			uniforms.directionalLights.needsUpdate = value;
+			uniforms.pointLights.needsUpdate = value;
+			uniforms.spotLights.needsUpdate = value;
+			uniforms.rectAreaLights.needsUpdate = value;
+			uniforms.hemisphereLights.needsUpdate = value;
+
+		}
+
+		//
+
+		this.setFramebuffer = function ( value ) {
+
+			_framebuffer = value;
+
+		};
+
+		this.getRenderTarget = function () {
+
+			return _currentRenderTarget;
+
+		};
+
+		this.setRenderTarget = function ( renderTarget, activeCubeFace, activeMipMapLevel ) {
+
+			_currentRenderTarget = renderTarget;
+
+			if ( renderTarget && properties.get( renderTarget ).__webglFramebuffer === undefined ) {
+
+				textures.setupRenderTarget( renderTarget );
+
+			}
+
+			var framebuffer = _framebuffer;
+			var isCube = false;
+
+			if ( renderTarget ) {
+
+				var __webglFramebuffer = properties.get( renderTarget ).__webglFramebuffer;
+
+				if ( renderTarget.isWebGLRenderTargetCube ) {
+
+					framebuffer = __webglFramebuffer[ activeCubeFace || 0 ];
+					isCube = true;
+
+				} else if ( renderTarget.isWebGLMultisampleRenderTarget ) {
+
+					framebuffer = properties.get( renderTarget ).__webglMultisampledFramebuffer;
+
+				} else {
+
+					framebuffer = __webglFramebuffer;
+
+				}
+
+				_currentViewport.copy( renderTarget.viewport );
+				_currentScissor.copy( renderTarget.scissor );
+				_currentScissorTest = renderTarget.scissorTest;
+
+			} else {
+
+				_currentViewport.copy( _viewport ).multiplyScalar( _pixelRatio );
+				_currentScissor.copy( _scissor ).multiplyScalar( _pixelRatio );
+				_currentScissorTest = _scissorTest;
+
+			}
+
+			if ( _currentFramebuffer !== framebuffer ) {
+
+				_gl.bindFramebuffer( 36160, framebuffer );
+				_currentFramebuffer = framebuffer;
+
+			}
+
+			state.viewport( _currentViewport );
+			state.scissor( _currentScissor );
+			state.setScissorTest( _currentScissorTest );
+
+			if ( isCube ) {
+
+				var textureProperties = properties.get( renderTarget.texture );
+				_gl.framebufferTexture2D( 36160, 36064, 34069 + ( activeCubeFace || 0 ), textureProperties.__webglTexture, activeMipMapLevel || 0 );
+
+			}
+
+		};
+
+		this.readRenderTargetPixels = function ( renderTarget, x, y, width, height, buffer ) {
+
+			if ( ! ( renderTarget && renderTarget.isWebGLRenderTarget ) ) {
+
+				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( 36160, framebuffer );
+
+					restore = true;
+
+				}
+
+				try {
+
+					var texture = renderTarget.texture;
+					var textureFormat = texture.format;
+					var textureType = texture.type;
+
+					if ( textureFormat !== RGBAFormat && utils.convert( textureFormat ) !== _gl.getParameter( 35739 ) ) {
+
+						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in RGBA or implementation defined format.' );
+						return;
+
+					}
+
+					if ( textureType !== UnsignedByteType && utils.convert( textureType ) !== _gl.getParameter( 35738 ) && // IE11, Edge and Chrome Mac < 52 (#9513)
+						! ( textureType === FloatType && ( capabilities.isWebGL2 || extensions.get( 'OES_texture_float' ) || extensions.get( 'WEBGL_color_buffer_float' ) ) ) && // Chrome Mac >= 52 and Firefox
+						! ( textureType === HalfFloatType && ( capabilities.isWebGL2 ? extensions.get( 'EXT_color_buffer_float' ) : extensions.get( 'EXT_color_buffer_half_float' ) ) ) ) {
+
+						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: renderTarget is not in UnsignedByteType or implementation defined type.' );
+						return;
+
+					}
+
+					if ( _gl.checkFramebufferStatus( 36160 ) === 36053 ) {
+
+						// the following if statement ensures valid read requests (no out-of-bounds pixels, see #8604)
+
+						if ( ( x >= 0 && x <= ( renderTarget.width - width ) ) && ( y >= 0 && y <= ( renderTarget.height - height ) ) ) {
+
+							_gl.readPixels( x, y, width, height, utils.convert( textureFormat ), utils.convert( textureType ), buffer );
+
+						}
+
+					} else {
+
+						console.error( 'THREE.WebGLRenderer.readRenderTargetPixels: readPixels from renderTarget failed. Framebuffer not complete.' );
+
+					}
+
+				} finally {
+
+					if ( restore ) {
+
+						_gl.bindFramebuffer( 36160, _currentFramebuffer );
+
+					}
+
+				}
+
+			}
+
+		};
+
+		this.copyFramebufferToTexture = function ( position, texture, level ) {
+
+			var width = texture.image.width;
+			var height = texture.image.height;
+			var glFormat = utils.convert( texture.format );
+
+			textures.setTexture2D( texture, 0 );
+
+			_gl.copyTexImage2D( 3553, level || 0, glFormat, position.x, position.y, width, height, 0 );
+
+		};
+
+		this.copyTextureToTexture = function ( position, srcTexture, dstTexture, level ) {
+
+			var width = srcTexture.image.width;
+			var height = srcTexture.image.height;
+			var glFormat = utils.convert( dstTexture.format );
+			var glType = utils.convert( dstTexture.type );
+
+			textures.setTexture2D( dstTexture, 0 );
+
+			if ( srcTexture.isDataTexture ) {
+
+				_gl.texSubImage2D( 3553, level || 0, position.x, position.y, width, height, glFormat, glType, srcTexture.image.data );
+
+			} else {
+
+				_gl.texSubImage2D( 3553, level || 0, position.x, position.y, glFormat, glType, srcTexture.image );
+
+			}
+
+		};
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function FogExp2( color, density ) {
+
+		this.name = '';
+
+		this.color = new Color( color );
+		this.density = ( density !== undefined ) ? density : 0.00025;
+
+	}
+
+	Object.assign( FogExp2.prototype, {
+
+		isFogExp2: true,
+
+		clone: function () {
+
+			return new FogExp2( this.color, this.density );
+
+		},
+
+		toJSON: function ( /* meta */ ) {
+
+			return {
+				type: 'FogExp2',
+				color: this.color.getHex(),
+				density: this.density
+			};
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function Fog( color, near, far ) {
+
+		this.name = '';
+
+		this.color = new Color( color );
+
+		this.near = ( near !== undefined ) ? near : 1;
+		this.far = ( far !== undefined ) ? far : 1000;
+
+	}
+
+	Object.assign( Fog.prototype, {
+
+		isFog: true,
+
+		clone: function () {
+
+			return new Fog( this.color, this.near, this.far );
+
+		},
+
+		toJSON: function ( /* meta */ ) {
+
+			return {
+				type: 'Fog',
+				color: this.color.getHex(),
+				near: this.near,
+				far: this.far
+			};
+
+		}
+
+	} );
+
+	/**
+	 * @author 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.assign( Object.create( Object3D.prototype ), {
+
+		constructor: Scene,
+
+		isScene: true,
+
+		copy: function ( source, recursive ) {
+
+			Object3D.prototype.copy.call( this, source, recursive );
+
+			if ( source.background !== null ) this.background = source.background.clone();
+			if ( source.fog !== null ) this.fog = source.fog.clone();
+			if ( source.overrideMaterial !== null ) this.overrideMaterial = source.overrideMaterial.clone();
+
+			this.autoUpdate = source.autoUpdate;
+			this.matrixAutoUpdate = source.matrixAutoUpdate;
+
+			return this;
+
+		},
+
+		toJSON: function ( meta ) {
+
+			var data = Object3D.prototype.toJSON.call( this, meta );
+
+			if ( this.background !== null ) data.object.background = this.background.toJSON( meta );
+			if ( this.fog !== null ) data.object.fog = this.fog.toJSON();
+
+			return data;
+
+		},
+
+		dispose: function () {
+
+			this.dispatchEvent( { type: 'dispose' } );
+
+		}
+
+	} );
+
+	/**
+	 * @author benaadams / https://twitter.com/ben_a_adams
+	 */
+
+	function InterleavedBuffer( array, stride ) {
+
+		this.array = array;
+		this.stride = stride;
+		this.count = array !== undefined ? array.length / stride : 0;
+
+		this.dynamic = false;
+		this.updateRange = { offset: 0, count: - 1 };
+
+		this.version = 0;
+
+	}
+
+	Object.defineProperty( InterleavedBuffer.prototype, 'needsUpdate', {
+
+		set: function ( value ) {
+
+			if ( value === true ) this.version ++;
+
+		}
+
+	} );
+
+	Object.assign( InterleavedBuffer.prototype, {
+
+		isInterleavedBuffer: true,
+
+		onUploadCallback: function () {},
+
+		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;
+
+			return this;
+
+		},
+
+		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 InterleavedBufferAttribute( interleavedBuffer, itemSize, offset, normalized ) {
+
+		this.data = interleavedBuffer;
+		this.itemSize = itemSize;
+		this.offset = offset;
+
+		this.normalized = normalized === true;
+
+	}
+
+	Object.defineProperties( InterleavedBufferAttribute.prototype, {
+
+		count: {
+
+			get: function () {
+
+				return this.data.count;
+
+			}
+
+		},
+
+		array: {
+
+			get: function () {
+
+				return this.data.array;
+
+			}
+
+		}
+
+	} );
+
+	Object.assign( InterleavedBufferAttribute.prototype, {
+
+		isInterleavedBufferAttribute: true,
+
+		setX: function ( index, x ) {
+
+			this.data.array[ index * this.data.stride + this.offset ] = x;
+
+			return this;
+
+		},
+
+		setY: function ( index, y ) {
+
+			this.data.array[ index * this.data.stride + this.offset + 1 ] = y;
+
+			return this;
+
+		},
+
+		setZ: function ( index, z ) {
+
+			this.data.array[ index * this.data.stride + this.offset + 2 ] = z;
+
+			return this;
+
+		},
+
+		setW: function ( index, w ) {
+
+			this.data.array[ index * this.data.stride + this.offset + 3 ] = w;
+
+			return this;
+
+		},
+
+		getX: function ( index ) {
+
+			return this.data.array[ index * this.data.stride + this.offset ];
+
+		},
+
+		getY: function ( index ) {
+
+			return this.data.array[ index * this.data.stride + this.offset + 1 ];
+
+		},
+
+		getZ: function ( index ) {
+
+			return this.data.array[ index * this.data.stride + this.offset + 2 ];
+
+		},
+
+		getW: function ( index ) {
+
+			return this.data.array[ index * this.data.stride + this.offset + 3 ];
+
+		},
+
+		setXY: function ( index, x, y ) {
+
+			index = index * this.data.stride + this.offset;
+
+			this.data.array[ index + 0 ] = x;
+			this.data.array[ index + 1 ] = y;
+
+			return this;
+
+		},
+
+		setXYZ: function ( index, x, y, z ) {
+
+			index = index * this.data.stride + this.offset;
+
+			this.data.array[ index + 0 ] = x;
+			this.data.array[ index + 1 ] = y;
+			this.data.array[ index + 2 ] = z;
+
+			return this;
+
+		},
+
+		setXYZW: function ( index, x, y, z, w ) {
+
+			index = index * this.data.stride + this.offset;
+
+			this.data.array[ index + 0 ] = x;
+			this.data.array[ index + 1 ] = y;
+			this.data.array[ index + 2 ] = z;
+			this.data.array[ index + 3 ] = w;
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 *
+	 * parameters = {
+	 *  color: <hex>,
+	 *  map: new THREE.Texture( <Image> ),
+	 *  rotation: <float>,
+	 *  sizeAttenuation: <bool>
+	 * }
+	 */
+
+	function SpriteMaterial( parameters ) {
+
+		Material.call( this );
+
+		this.type = 'SpriteMaterial';
+
+		this.color = new Color( 0xffffff );
+		this.map = null;
+
+		this.rotation = 0;
+
+		this.sizeAttenuation = true;
+
+		this.lights = false;
+		this.transparent = true;
+
+		this.setValues( parameters );
+
+	}
+
+	SpriteMaterial.prototype = Object.create( Material.prototype );
+	SpriteMaterial.prototype.constructor = SpriteMaterial;
+	SpriteMaterial.prototype.isSpriteMaterial = true;
+
+	SpriteMaterial.prototype.copy = function ( source ) {
+
+		Material.prototype.copy.call( this, source );
+
+		this.color.copy( source.color );
+		this.map = source.map;
+
+		this.rotation = source.rotation;
+
+		this.sizeAttenuation = source.sizeAttenuation;
+
+		return this;
+
+	};
+
+	/**
+	 * @author mikael emtinger / http://gomo.se/
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	var geometry;
+
+	function Sprite( material ) {
+
+		Object3D.call( this );
+
+		this.type = 'Sprite';
+
+		if ( geometry === undefined ) {
+
+			geometry = new BufferGeometry();
+
+			var float32Array = new Float32Array( [
+				- 0.5, - 0.5, 0, 0, 0,
+				0.5, - 0.5, 0, 1, 0,
+				0.5, 0.5, 0, 1, 1,
+				- 0.5, 0.5, 0, 0, 1
+			] );
+
+			var interleavedBuffer = new InterleavedBuffer( float32Array, 5 );
+
+			geometry.setIndex( [ 0, 1, 2,	0, 2, 3 ] );
+			geometry.addAttribute( 'position', new InterleavedBufferAttribute( interleavedBuffer, 3, 0, false ) );
+			geometry.addAttribute( 'uv', new InterleavedBufferAttribute( interleavedBuffer, 2, 3, false ) );
+
+		}
+
+		this.geometry = geometry;
+		this.material = ( material !== undefined ) ? material : new SpriteMaterial();
+
+		this.center = new Vector2( 0.5, 0.5 );
+
+	}
+
+	Sprite.prototype = Object.assign( Object.create( Object3D.prototype ), {
+
+		constructor: Sprite,
+
+		isSprite: true,
+
+		raycast: ( function () {
+
+			var intersectPoint = new Vector3();
+			var worldScale = new Vector3();
+			var mvPosition = new Vector3();
+
+			var alignedPosition = new Vector2();
+			var rotatedPosition = new Vector2();
+			var viewWorldMatrix = new Matrix4();
+
+			var vA = new Vector3();
+			var vB = new Vector3();
+			var vC = new Vector3();
+
+			var uvA = new Vector2();
+			var uvB = new Vector2();
+			var uvC = new Vector2();
+
+			function transformVertex( vertexPosition, mvPosition, center, scale, sin, cos ) {
+
+				// compute position in camera space
+				alignedPosition.subVectors( vertexPosition, center ).addScalar( 0.5 ).multiply( scale );
+
+				// to check if rotation is not zero
+				if ( sin !== undefined ) {
+
+					rotatedPosition.x = ( cos * alignedPosition.x ) - ( sin * alignedPosition.y );
+					rotatedPosition.y = ( sin * alignedPosition.x ) + ( cos * alignedPosition.y );
+
+				} else {
+
+					rotatedPosition.copy( alignedPosition );
+
+				}
+
+
+				vertexPosition.copy( mvPosition );
+				vertexPosition.x += rotatedPosition.x;
+				vertexPosition.y += rotatedPosition.y;
+
+				// transform to world space
+				vertexPosition.applyMatrix4( viewWorldMatrix );
+
+			}
+
+			return function raycast( raycaster, intersects ) {
+
+				worldScale.setFromMatrixScale( this.matrixWorld );
+				viewWorldMatrix.getInverse( this.modelViewMatrix ).premultiply( this.matrixWorld );
+				mvPosition.setFromMatrixPosition( this.modelViewMatrix );
+
+				var rotation = this.material.rotation;
+				var sin, cos;
+				if ( rotation !== 0 ) {
+
+					cos = Math.cos( rotation );
+					sin = Math.sin( rotation );
+
+				}
+
+				var center = this.center;
+
+				transformVertex( vA.set( - 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
+				transformVertex( vB.set( 0.5, - 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
+				transformVertex( vC.set( 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
+
+				uvA.set( 0, 0 );
+				uvB.set( 1, 0 );
+				uvC.set( 1, 1 );
+
+				// check first triangle
+				var intersect = raycaster.ray.intersectTriangle( vA, vB, vC, false, intersectPoint );
+
+				if ( intersect === null ) {
+
+					// check second triangle
+					transformVertex( vB.set( - 0.5, 0.5, 0 ), mvPosition, center, worldScale, sin, cos );
+					uvB.set( 0, 1 );
+
+					intersect = raycaster.ray.intersectTriangle( vA, vC, vB, false, intersectPoint );
+					if ( intersect === null ) {
+
+						return;
+
+					}
+
+				}
+
+				var distance = raycaster.ray.origin.distanceTo( intersectPoint );
+
+				if ( distance < raycaster.near || distance > raycaster.far ) return;
+
+				intersects.push( {
+
+					distance: distance,
+					point: intersectPoint.clone(),
+					uv: Triangle.getUV( intersectPoint, vA, vB, vC, uvA, uvB, uvC, new Vector2() ),
+					face: null,
+					object: this
+
+				} );
+
+			};
+
+		}() ),
+
+		clone: function () {
+
+			return new this.constructor( this.material ).copy( this );
+
+		},
+
+		copy: function ( source ) {
+
+			Object3D.prototype.copy.call( this, source );
+
+			if ( source.center !== undefined ) this.center.copy( source.center );
+
+			return this;
+
+		}
+
+
+	} );
+
+	/**
+	 * @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 ikerr / http://verold.com
+	 */
+
+	function SkinnedMesh( geometry, material ) {
+
+		if ( geometry && geometry.isGeometry ) {
+
+			console.error( 'THREE.SkinnedMesh no longer supports THREE.Geometry. Use THREE.BufferGeometry instead.' );
+
+		}
+
+		Mesh.call( this, geometry, material );
+
+		this.type = 'SkinnedMesh';
+
+		this.bindMode = 'attached';
+		this.bindMatrix = new Matrix4();
+		this.bindMatrixInverse = new Matrix4();
+
+	}
+
+	SkinnedMesh.prototype = Object.assign( Object.create( Mesh.prototype ), {
+
+		constructor: SkinnedMesh,
+
+		isSkinnedMesh: true,
+
+		bind: function ( skeleton, bindMatrix ) {
+
+			this.skeleton = skeleton;
+
+			if ( bindMatrix === undefined ) {
+
+				this.updateMatrixWorld( true );
+
+				this.skeleton.calculateInverses();
+
+				bindMatrix = this.matrixWorld;
+
+			}
+
+			this.bindMatrix.copy( bindMatrix );
+			this.bindMatrixInverse.getInverse( bindMatrix );
+
+		},
+
+		pose: function () {
+
+			this.skeleton.pose();
+
+		},
+
+		normalizeSkinWeights: function () {
+
+			var vector = new Vector4();
+
+			var skinWeight = this.geometry.attributes.skinWeight;
+
+			for ( var i = 0, l = skinWeight.count; i < l; i ++ ) {
+
+				vector.x = skinWeight.getX( i );
+				vector.y = skinWeight.getY( i );
+				vector.z = skinWeight.getZ( i );
+				vector.w = skinWeight.getW( i );
+
+				var scale = 1.0 / vector.manhattanLength();
+
+				if ( scale !== Infinity ) {
+
+					vector.multiplyScalar( scale );
+
+				} else {
+
+					vector.set( 1, 0, 0, 0 ); // do something reasonable
+
+				}
+
+				skinWeight.setXYZW( i, vector.x, vector.y, vector.z, vector.w );
+
+			}
+
+		},
+
+		updateMatrixWorld: function ( force ) {
+
+			Mesh.prototype.updateMatrixWorld.call( this, force );
+
+			if ( this.bindMode === 'attached' ) {
+
+				this.bindMatrixInverse.getInverse( this.matrixWorld );
+
+			} else if ( this.bindMode === 'detached' ) {
+
+				this.bindMatrixInverse.getInverse( this.bindMatrix );
+
+			} else {
+
+				console.warn( 'THREE.SkinnedMesh: Unrecognized bindMode: ' + this.bindMode );
+
+			}
+
+		},
+
+		clone: function () {
+
+			return new this.constructor( this.geometry, this.material ).copy( this );
+
+		}
+
+	} );
+
+	/**
+	 * @author mikael emtinger / http://gomo.se/
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author michael guerrero / http://realitymeltdown.com
+	 * @author ikerr / http://verold.com
+	 */
+
+	function Skeleton( bones, boneInverses ) {
+
+		// copy the bone array
+
+		bones = bones || [];
+
+		this.bones = bones.slice( 0 );
+		this.boneMatrices = new Float32Array( this.bones.length * 16 );
+
+		// use the supplied bone inverses or calculate the inverses
+
+		if ( boneInverses === undefined ) {
+
+			this.calculateInverses();
+
+		} else {
+
+			if ( this.bones.length === boneInverses.length ) {
+
+				this.boneInverses = boneInverses.slice( 0 );
+
+			} else {
+
+				console.warn( 'THREE.Skeleton boneInverses is the wrong length.' );
+
+				this.boneInverses = [];
+
+				for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
+
+					this.boneInverses.push( new Matrix4() );
+
+				}
+
+			}
+
+		}
+
+	}
+
+	Object.assign( Skeleton.prototype, {
+
+		calculateInverses: function () {
+
+			this.boneInverses = [];
+
+			for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
+
+				var inverse = new Matrix4();
+
+				if ( this.bones[ i ] ) {
+
+					inverse.getInverse( this.bones[ i ].matrixWorld );
+
+				}
+
+				this.boneInverses.push( inverse );
+
+			}
+
+		},
+
+		pose: function () {
+
+			var bone, i, il;
+
+			// recover the bind-time world matrices
+
+			for ( i = 0, il = this.bones.length; i < il; i ++ ) {
+
+				bone = this.bones[ i ];
+
+				if ( bone ) {
+
+					bone.matrixWorld.getInverse( this.boneInverses[ i ] );
+
+				}
+
+			}
+
+			// compute the local matrices, positions, rotations and scales
+
+			for ( i = 0, il = this.bones.length; i < il; i ++ ) {
+
+				bone = this.bones[ i ];
+
+				if ( bone ) {
+
+					if ( bone.parent && bone.parent.isBone ) {
+
+						bone.matrix.getInverse( bone.parent.matrixWorld );
+						bone.matrix.multiply( bone.matrixWorld );
+
+					} else {
+
+						bone.matrix.copy( bone.matrixWorld );
+
+					}
+
+					bone.matrix.decompose( bone.position, bone.quaternion, bone.scale );
+
+				}
+
+			}
+
+		},
+
+		update: ( function () {
+
+			var offsetMatrix = new Matrix4();
+			var identityMatrix = new Matrix4();
+
+			return function update() {
+
+				var bones = this.bones;
+				var boneInverses = this.boneInverses;
+				var boneMatrices = this.boneMatrices;
+				var boneTexture = this.boneTexture;
+
+				// flatten bone matrices to array
+
+				for ( var i = 0, il = bones.length; i < il; i ++ ) {
+
+					// compute the offset between the current and the original transform
+
+					var matrix = bones[ i ] ? bones[ i ].matrixWorld : identityMatrix;
+
+					offsetMatrix.multiplyMatrices( matrix, boneInverses[ i ] );
+					offsetMatrix.toArray( boneMatrices, i * 16 );
+
+				}
+
+				if ( boneTexture !== undefined ) {
+
+					boneTexture.needsUpdate = true;
+
+				}
+
+			};
+
+		} )(),
+
+		clone: function () {
+
+			return new Skeleton( this.bones, this.boneInverses );
+
+		},
+
+		getBoneByName: function ( name ) {
+
+			for ( var i = 0, il = this.bones.length; i < il; i ++ ) {
+
+				var bone = this.bones[ i ];
+
+				if ( bone.name === name ) {
+
+					return bone;
+
+				}
+
+			}
+
+			return undefined;
+
+		}
+
+	} );
+
+	/**
+	 * @author mikael emtinger / http://gomo.se/
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author ikerr / http://verold.com
+	 */
+
+	function Bone() {
+
+		Object3D.call( this );
+
+		this.type = 'Bone';
+
+	}
+
+	Bone.prototype = Object.assign( Object.create( Object3D.prototype ), {
+
+		constructor: Bone,
+
+		isBone: true
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @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.error( 'THREE.Line: parameter THREE.LinePieces no longer supported. Use THREE.LineSegments instead.' );
+
+		}
+
+		Object3D.call( this );
+
+		this.type = 'Line';
+
+		this.geometry = geometry !== undefined ? geometry : new BufferGeometry();
+		this.material = material !== undefined ? material : new LineBasicMaterial( { color: Math.random() * 0xffffff } );
+
+	}
+
+	Line.prototype = Object.assign( Object.create( Object3D.prototype ), {
+
+		constructor: Line,
+
+		isLine: true,
+
+		computeLineDistances: ( function () {
+
+			var start = new Vector3();
+			var end = new Vector3();
+
+			return function computeLineDistances() {
+
+				var geometry = this.geometry;
+
+				if ( geometry.isBufferGeometry ) {
+
+					// we assume non-indexed geometry
+
+					if ( geometry.index === null ) {
+
+						var positionAttribute = geometry.attributes.position;
+						var lineDistances = [ 0 ];
+
+						for ( var i = 1, l = positionAttribute.count; i < l; i ++ ) {
+
+							start.fromBufferAttribute( positionAttribute, i - 1 );
+							end.fromBufferAttribute( positionAttribute, i );
+
+							lineDistances[ i ] = lineDistances[ i - 1 ];
+							lineDistances[ i ] += start.distanceTo( end );
+
+						}
+
+						geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
+
+					} else {
+
+						console.warn( 'THREE.Line.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
+
+					}
+
+				} else if ( geometry.isGeometry ) {
+
+					var vertices = geometry.vertices;
+					var lineDistances = geometry.lineDistances;
+
+					lineDistances[ 0 ] = 0;
+
+					for ( var i = 1, l = vertices.length; i < l; i ++ ) {
+
+						lineDistances[ i ] = lineDistances[ i - 1 ];
+						lineDistances[ i ] += vertices[ i - 1 ].distanceTo( vertices[ i ] );
+
+					}
+
+				}
+
+				return this;
+
+			};
+
+		}() ),
+
+		raycast: ( function () {
+
+			var inverseMatrix = new Matrix4();
+			var ray = new Ray();
+			var sphere = new Sphere();
+
+			return function raycast( raycaster, intersects ) {
+
+				var precision = raycaster.linePrecision;
+
+				var geometry = this.geometry;
+				var matrixWorld = this.matrixWorld;
+
+				// Checking boundingSphere distance to ray
+
+				if ( geometry.boundingSphere === null ) geometry.computeBoundingSphere();
+
+				sphere.copy( geometry.boundingSphere );
+				sphere.applyMatrix4( matrixWorld );
+				sphere.radius += precision;
+
+				if ( raycaster.ray.intersectsSphere( sphere ) === false ) return;
+
+				//
+
+				inverseMatrix.getInverse( matrixWorld );
+				ray.copy( raycaster.ray ).applyMatrix4( inverseMatrix );
+
+				var localPrecision = precision / ( ( this.scale.x + this.scale.y + this.scale.z ) / 3 );
+				var localPrecisionSq = localPrecision * localPrecision;
+
+				var vStart = new Vector3();
+				var vEnd = new Vector3();
+				var interSegment = new Vector3();
+				var interRay = new Vector3();
+				var step = ( this && this.isLineSegments ) ? 2 : 1;
+
+				if ( geometry.isBufferGeometry ) {
+
+					var index = geometry.index;
+					var attributes = geometry.attributes;
+					var positions = attributes.position.array;
+
+					if ( index !== null ) {
+
+						var indices = index.array;
+
+						for ( var i = 0, l = indices.length - 1; i < l; i += step ) {
+
+							var a = indices[ i ];
+							var b = indices[ i + 1 ];
+
+							vStart.fromArray( positions, a * 3 );
+							vEnd.fromArray( positions, b * 3 );
+
+							var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
+
+							if ( distSq > localPrecisionSq ) continue;
+
+							interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
+
+							var distance = raycaster.ray.origin.distanceTo( interRay );
+
+							if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+							intersects.push( {
+
+								distance: distance,
+								// What do we want? intersection point on the ray or on the segment??
+								// point: raycaster.ray.at( distance ),
+								point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+								index: i,
+								face: null,
+								faceIndex: null,
+								object: this
+
+							} );
+
+						}
+
+					} else {
+
+						for ( var i = 0, l = positions.length / 3 - 1; i < l; i += step ) {
+
+							vStart.fromArray( positions, 3 * i );
+							vEnd.fromArray( positions, 3 * i + 3 );
+
+							var distSq = ray.distanceSqToSegment( vStart, vEnd, interRay, interSegment );
+
+							if ( distSq > localPrecisionSq ) continue;
+
+							interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
+
+							var distance = raycaster.ray.origin.distanceTo( interRay );
+
+							if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+							intersects.push( {
+
+								distance: distance,
+								// What do we want? intersection point on the ray or on the segment??
+								// point: raycaster.ray.at( distance ),
+								point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+								index: i,
+								face: null,
+								faceIndex: null,
+								object: this
+
+							} );
+
+						}
+
+					}
+
+				} else if ( geometry.isGeometry ) {
+
+					var vertices = geometry.vertices;
+					var nbVertices = vertices.length;
+
+					for ( var i = 0; i < nbVertices - 1; i += step ) {
+
+						var distSq = ray.distanceSqToSegment( vertices[ i ], vertices[ i + 1 ], interRay, interSegment );
+
+						if ( distSq > localPrecisionSq ) continue;
+
+						interRay.applyMatrix4( this.matrixWorld ); //Move back to world space for distance calculation
+
+						var distance = raycaster.ray.origin.distanceTo( interRay );
+
+						if ( distance < raycaster.near || distance > raycaster.far ) continue;
+
+						intersects.push( {
+
+							distance: distance,
+							// What do we want? intersection point on the ray or on the segment??
+							// point: raycaster.ray.at( distance ),
+							point: interSegment.clone().applyMatrix4( this.matrixWorld ),
+							index: i,
+							face: null,
+							faceIndex: null,
+							object: this
+
+						} );
+
+					}
+
+				}
+
+			};
+
+		}() ),
+
+		clone: function () {
+
+			return new this.constructor( this.geometry, this.material ).copy( this );
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function LineSegments( geometry, material ) {
+
+		Line.call( this, geometry, material );
+
+		this.type = 'LineSegments';
+
+	}
+
+	LineSegments.prototype = Object.assign( Object.create( Line.prototype ), {
+
+		constructor: LineSegments,
+
+		isLineSegments: true,
+
+		computeLineDistances: ( function () {
+
+			var start = new Vector3();
+			var end = new Vector3();
+
+			return function computeLineDistances() {
+
+				var geometry = this.geometry;
+
+				if ( geometry.isBufferGeometry ) {
+
+					// we assume non-indexed geometry
+
+					if ( geometry.index === null ) {
+
+						var positionAttribute = geometry.attributes.position;
+						var lineDistances = [];
+
+						for ( var i = 0, l = positionAttribute.count; i < l; i += 2 ) {
+
+							start.fromBufferAttribute( positionAttribute, i );
+							end.fromBufferAttribute( positionAttribute, i + 1 );
+
+							lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
+							lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
+
+						}
+
+						geometry.addAttribute( 'lineDistance', new Float32BufferAttribute( lineDistances, 1 ) );
+
+					} else {
+
+						console.warn( 'THREE.LineSegments.computeLineDistances(): Computation only possible with non-indexed BufferGeometry.' );
+
+					}
+
+				} else if ( geometry.isGeometry ) {
+
+					var vertices = geometry.vertices;
+					var lineDistances = geometry.lineDistances;
+
+					for ( var i = 0, l = vertices.length; i < l; i += 2 ) {
+
+						start.copy( vertices[ i ] );
+						end.copy( vertices[ i + 1 ] );
+
+						lineDistances[ i ] = ( i === 0 ) ? 0 : lineDistances[ i - 1 ];
+						lineDistances[ i + 1 ] = lineDistances[ i ] + start.distanceTo( end );
+
+					}
+
+				}
+
+				return this;
+
+			};
+
+		}() )
+
+	} );
+
+	/**
+	 * @author mgreter / http://github.com/mgreter
+	 */
+
+	function LineLoop( geometry, material ) {
+
+		Line.call( this, geometry, material );
+
+		this.type = 'LineLoop';
+
+	}
+
+	LineLoop.prototype = Object.assign( Object.create( Line.prototype ), {
+
+		constructor: LineLoop,
+
+		isLineLoop: true,
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 *
+	 * parameters = {
+	 *  color: <hex>,
+	 *  opacity: <float>,
+	 *  map: new THREE.Texture( <Image> ),
+	 *
+	 *  size: <float>,
+	 *  sizeAttenuation: <bool>
+	 *
+	 *  morphTargets: <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.morphTargets = false;
+
+		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;
+
+		this.morphTargets = source.morphTargets;
+
+		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 );
+				sphere.radius += threshold;
+
+				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();
+				var intersectPoint = new Vector3();
+
+				function testPoint( point, index ) {
+
+					var rayPointDistanceSq = ray.distanceSqToPoint( point );
+
+					if ( rayPointDistanceSq < localThresholdSq ) {
+
+						ray.closestPointToPoint( point, intersectPoint );
+						intersectPoint.applyMatrix4( matrixWorld );
+
+						var distance = raycaster.ray.origin.distanceTo( intersectPoint );
+
+						if ( distance < raycaster.near || distance > raycaster.far ) return;
+
+						intersects.push( {
+
+							distance: distance,
+							distanceToRay: Math.sqrt( rayPointDistanceSq ),
+							point: intersectPoint.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 VideoTexture( video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+		Texture.call( this, video, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+		this.format = format !== undefined ? format : RGBFormat;
+
+		this.minFilter = minFilter !== undefined ? minFilter : LinearFilter;
+		this.magFilter = magFilter !== undefined ? magFilter : LinearFilter;
+
+		this.generateMipmaps = false;
+
+	}
+
+	VideoTexture.prototype = Object.assign( Object.create( Texture.prototype ), {
+
+		constructor: VideoTexture,
+
+		isVideoTexture: true,
+
+		update: function () {
+
+			var video = this.image;
+
+			if ( video.readyState >= video.HAVE_CURRENT_DATA ) {
+
+				this.needsUpdate = true;
+
+			}
+
+		}
+
+	} );
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function CompressedTexture( mipmaps, width, height, format, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, encoding ) {
+
+		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy, encoding );
+
+		this.image = { width: width, height: height };
+		this.mipmaps = mipmaps;
+
+		// no flipping for cube textures
+		// (also flipping doesn't work for compressed textures )
+
+		this.flipY = false;
+
+		// can't generate mipmaps for compressed textures
+		// mips must be embedded in DDS files
+
+		this.generateMipmaps = false;
+
+	}
+
+	CompressedTexture.prototype = Object.create( Texture.prototype );
+	CompressedTexture.prototype.constructor = CompressedTexture;
+
+	CompressedTexture.prototype.isCompressedTexture = true;
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function CanvasTexture( canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy ) {
+
+		Texture.call( this, canvas, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+		this.needsUpdate = true;
+
+	}
+
+	CanvasTexture.prototype = Object.create( Texture.prototype );
+	CanvasTexture.prototype.constructor = CanvasTexture;
+	CanvasTexture.prototype.isCanvasTexture = true;
+
+	/**
+	 * @author Matt DesLauriers / @mattdesl
+	 * @author atix / arthursilber.de
+	 */
+
+	function DepthTexture( width, height, type, mapping, wrapS, wrapT, magFilter, minFilter, anisotropy, format ) {
+
+		format = format !== undefined ? format : DepthFormat;
+
+		if ( format !== DepthFormat && format !== DepthStencilFormat ) {
+
+			throw new Error( 'DepthTexture format must be either THREE.DepthFormat or THREE.DepthStencilFormat' );
+
+		}
+
+		if ( type === undefined && format === DepthFormat ) type = UnsignedShortType;
+		if ( type === undefined && format === DepthStencilFormat ) type = UnsignedInt248Type;
+
+		Texture.call( this, null, mapping, wrapS, wrapT, magFilter, minFilter, format, type, anisotropy );
+
+		this.image = { width: width, height: height };
+
+		this.magFilter = magFilter !== undefined ? magFilter : NearestFilter;
+		this.minFilter = minFilter !== undefined ? minFilter : NearestFilter;
+
+		this.flipY = false;
+		this.generateMipmaps	= false;
+
+	}
+
+	DepthTexture.prototype = Object.create( Texture.prototype );
+	DepthTexture.prototype.constructor = DepthTexture;
+	DepthTexture.prototype.isDepthTexture = true;
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	function WireframeGeometry( geometry ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'WireframeGeometry';
+
+		// buffer
+
+		var vertices = [];
+
+		// helper variables
+
+		var i, j, l, o, ol;
+		var edge = [ 0, 0 ], edges = {}, e, edge1, edge2;
+		var key, keys = [ 'a', 'b', 'c' ];
+		var vertex;
+
+		// different logic for Geometry and BufferGeometry
+
+		if ( geometry && geometry.isGeometry ) {
+
+			// create a data structure that contains all edges without duplicates
+
+			var faces = geometry.faces;
+
+			for ( i = 0, l = faces.length; i < l; i ++ ) {
+
+				var face = faces[ i ];
+
+				for ( j = 0; j < 3; j ++ ) {
+
+					edge1 = face[ keys[ j ] ];
+					edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
+					edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
+					edge[ 1 ] = Math.max( edge1, edge2 );
+
+					key = edge[ 0 ] + ',' + edge[ 1 ];
+
+					if ( edges[ key ] === undefined ) {
+
+						edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
+
+					}
+
+				}
+
+			}
+
+			// generate vertices
+
+			for ( key in edges ) {
+
+				e = edges[ key ];
+
+				vertex = geometry.vertices[ e.index1 ];
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				vertex = geometry.vertices[ e.index2 ];
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+			}
+
+		} else if ( geometry && geometry.isBufferGeometry ) {
+
+			var position, indices, groups;
+			var group, start, count;
+			var index1, index2;
+
+			vertex = new Vector3();
+
+			if ( geometry.index !== null ) {
+
+				// indexed BufferGeometry
+
+				position = geometry.attributes.position;
+				indices = geometry.index;
+				groups = geometry.groups;
+
+				if ( groups.length === 0 ) {
+
+					groups = [ { start: 0, count: indices.count, materialIndex: 0 } ];
+
+				}
+
+				// create a data structure that contains all eges without duplicates
+
+				for ( o = 0, ol = groups.length; o < ol; ++ o ) {
+
+					group = groups[ o ];
+
+					start = group.start;
+					count = group.count;
+
+					for ( i = start, l = ( start + count ); i < l; i += 3 ) {
+
+						for ( j = 0; j < 3; j ++ ) {
+
+							edge1 = indices.getX( i + j );
+							edge2 = indices.getX( i + ( j + 1 ) % 3 );
+							edge[ 0 ] = Math.min( edge1, edge2 ); // sorting prevents duplicates
+							edge[ 1 ] = Math.max( edge1, edge2 );
+
+							key = edge[ 0 ] + ',' + edge[ 1 ];
+
+							if ( edges[ key ] === undefined ) {
+
+								edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ] };
+
+							}
+
+						}
+
+					}
+
+				}
+
+				// generate vertices
+
+				for ( key in edges ) {
+
+					e = edges[ key ];
+
+					vertex.fromBufferAttribute( position, e.index1 );
+					vertices.push( vertex.x, vertex.y, vertex.z );
+
+					vertex.fromBufferAttribute( position, e.index2 );
+					vertices.push( vertex.x, vertex.y, vertex.z );
+
+				}
+
+			} else {
+
+				// non-indexed BufferGeometry
+
+				position = geometry.attributes.position;
+
+				for ( i = 0, l = ( position.count / 3 ); i < l; i ++ ) {
+
+					for ( j = 0; j < 3; j ++ ) {
+
+						// three edges per triangle, an edge is represented as (index1, index2)
+						// e.g. the first triangle has the following edges: (0,1),(1,2),(2,0)
+
+						index1 = 3 * i + j;
+						vertex.fromBufferAttribute( position, index1 );
+						vertices.push( vertex.x, vertex.y, vertex.z );
+
+						index2 = 3 * i + ( ( j + 1 ) % 3 );
+						vertex.fromBufferAttribute( position, index2 );
+						vertices.push( vertex.x, vertex.y, vertex.z );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		// build geometry
+
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+
+	}
+
+	WireframeGeometry.prototype = Object.create( BufferGeometry.prototype );
+	WireframeGeometry.prototype.constructor = WireframeGeometry;
+
+	/**
+	 * @author zz85 / https://github.com/zz85
+	 * @author Mugen87 / https://github.com/Mugen87
+	 *
+	 * Parametric Surfaces Geometry
+	 * based on the brilliant article by @prideout http://prideout.net/blog/?p=44
+	 */
+
+	// ParametricGeometry
+
+	function ParametricGeometry( func, slices, stacks ) {
+
+		Geometry.call( this );
+
+		this.type = 'ParametricGeometry';
+
+		this.parameters = {
+			func: func,
+			slices: slices,
+			stacks: stacks
+		};
+
+		this.fromBufferGeometry( new ParametricBufferGeometry( func, slices, stacks ) );
+		this.mergeVertices();
+
+	}
+
+	ParametricGeometry.prototype = Object.create( Geometry.prototype );
+	ParametricGeometry.prototype.constructor = ParametricGeometry;
+
+	// ParametricBufferGeometry
+
+	function ParametricBufferGeometry( func, slices, stacks ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'ParametricBufferGeometry';
+
+		this.parameters = {
+			func: func,
+			slices: slices,
+			stacks: stacks
+		};
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		var EPS = 0.00001;
+
+		var normal = new Vector3();
+
+		var p0 = new Vector3(), p1 = new Vector3();
+		var pu = new Vector3(), pv = new Vector3();
+
+		var i, j;
+
+		if ( func.length < 3 ) {
+
+			console.error( 'THREE.ParametricGeometry: Function must now modify a Vector3 as third parameter.' );
+
+		}
+
+		// generate vertices, normals and uvs
+
+		var sliceCount = slices + 1;
+
+		for ( i = 0; i <= stacks; i ++ ) {
+
+			var v = i / stacks;
+
+			for ( j = 0; j <= slices; j ++ ) {
+
+				var u = j / slices;
+
+				// vertex
+
+				func( u, v, p0 );
+				vertices.push( p0.x, p0.y, p0.z );
+
+				// normal
+
+				// approximate tangent vectors via finite differences
+
+				if ( u - EPS >= 0 ) {
+
+					func( u - EPS, v, p1 );
+					pu.subVectors( p0, p1 );
+
+				} else {
+
+					func( u + EPS, v, p1 );
+					pu.subVectors( p1, p0 );
+
+				}
+
+				if ( v - EPS >= 0 ) {
+
+					func( u, v - EPS, p1 );
+					pv.subVectors( p0, p1 );
+
+				} else {
+
+					func( u, v + EPS, p1 );
+					pv.subVectors( p1, p0 );
+
+				}
+
+				// cross product of tangent vectors returns surface normal
+
+				normal.crossVectors( pu, pv ).normalize();
+				normals.push( normal.x, normal.y, normal.z );
+
+				// uv
+
+				uvs.push( u, v );
+
+			}
+
+		}
+
+		// generate indices
+
+		for ( i = 0; i < stacks; i ++ ) {
+
+			for ( j = 0; j < slices; j ++ ) {
+
+				var a = i * sliceCount + j;
+				var b = i * sliceCount + j + 1;
+				var c = ( i + 1 ) * sliceCount + j + 1;
+				var d = ( i + 1 ) * sliceCount + j;
+
+				// faces one and two
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		this.addAttribute( 'normal', new Float32BufferAttribute( normals, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvs, 2 ) );
+
+	}
+
+	ParametricBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	ParametricBufferGeometry.prototype.constructor = ParametricBufferGeometry;
+
+	/**
+	 * @author clockworkgeek / https://github.com/clockworkgeek
+	 * @author timothypratley / https://github.com/timothypratley
+	 * @author WestLangley / http://github.com/WestLangley
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// PolyhedronGeometry
+
+	function PolyhedronGeometry( vertices, indices, radius, detail ) {
+
+		Geometry.call( this );
+
+		this.type = 'PolyhedronGeometry';
+
+		this.parameters = {
+			vertices: vertices,
+			indices: indices,
+			radius: radius,
+			detail: detail
+		};
+
+		this.fromBufferGeometry( new PolyhedronBufferGeometry( vertices, indices, radius, detail ) );
+		this.mergeVertices();
+
+	}
+
+	PolyhedronGeometry.prototype = Object.create( Geometry.prototype );
+	PolyhedronGeometry.prototype.constructor = PolyhedronGeometry;
+
+	// PolyhedronBufferGeometry
+
+	function PolyhedronBufferGeometry( vertices, indices, radius, detail ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'PolyhedronBufferGeometry';
+
+		this.parameters = {
+			vertices: vertices,
+			indices: indices,
+			radius: radius,
+			detail: detail
+		};
+
+		radius = radius || 1;
+		detail = detail || 0;
+
+		// default buffer data
+
+		var vertexBuffer = [];
+		var uvBuffer = [];
+
+		// the subdivision creates the vertex buffer data
+
+		subdivide( detail );
+
+		// all vertices should lie on a conceptual sphere with a given radius
+
+		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 ) );
+
+		if ( detail === 0 ) {
+
+			this.computeVertexNormals(); // flat normals
+
+		} else {
+
+			this.normalizeNormals(); // smooth normals
+
+		}
+
+		// helper functions
+
+		function subdivide( detail ) {
+
+			var a = new Vector3();
+			var b = new Vector3();
+			var c = new Vector3();
+
+			// iterate over all faces and apply a subdivison with the given detail value
+
+			for ( var i = 0; i < indices.length; i += 3 ) {
+
+				// get the vertices of the face
+
+				getVertexByIndex( indices[ i + 0 ], a );
+				getVertexByIndex( indices[ i + 1 ], b );
+				getVertexByIndex( indices[ i + 2 ], c );
+
+				// perform subdivision
+
+				subdivideFace( a, b, c, detail );
+
+			}
+
+		}
+
+		function subdivideFace( a, b, c, detail ) {
+
+			var cols = Math.pow( 2, detail );
+
+			// we use this multidimensional array as a data structure for creating the subdivision
+
+			var v = [];
+
+			var i, j;
+
+			// construct all of the vertices for this subdivision
+
+			for ( i = 0; i <= cols; i ++ ) {
+
+				v[ i ] = [];
+
+				var aj = a.clone().lerp( c, i / cols );
+				var bj = b.clone().lerp( c, i / cols );
+
+				var rows = cols - i;
+
+				for ( j = 0; j <= rows; j ++ ) {
+
+					if ( j === 0 && i === cols ) {
+
+						v[ i ][ j ] = aj;
+
+					} else {
+
+						v[ i ][ j ] = aj.clone().lerp( bj, j / rows );
+
+					}
+
+				}
+
+			}
+
+			// construct all of the faces
+
+			for ( i = 0; i < cols; i ++ ) {
+
+				for ( j = 0; j < 2 * ( cols - i ) - 1; j ++ ) {
+
+					var k = Math.floor( j / 2 );
+
+					if ( j % 2 === 0 ) {
+
+						pushVertex( v[ i ][ k + 1 ] );
+						pushVertex( v[ i + 1 ][ k ] );
+						pushVertex( v[ i ][ k ] );
+
+					} else {
+
+						pushVertex( v[ i ][ k + 1 ] );
+						pushVertex( v[ i + 1 ][ k + 1 ] );
+						pushVertex( v[ i + 1 ][ k ] );
+
+					}
+
+				}
+
+			}
+
+		}
+
+		function 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
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// TetrahedronGeometry
+
+	function TetrahedronGeometry( radius, detail ) {
+
+		Geometry.call( this );
+
+		this.type = 'TetrahedronGeometry';
+
+		this.parameters = {
+			radius: radius,
+			detail: detail
+		};
+
+		this.fromBufferGeometry( new TetrahedronBufferGeometry( radius, detail ) );
+		this.mergeVertices();
+
+	}
+
+	TetrahedronGeometry.prototype = Object.create( Geometry.prototype );
+	TetrahedronGeometry.prototype.constructor = TetrahedronGeometry;
+
+	// TetrahedronBufferGeometry
+
+	function TetrahedronBufferGeometry( radius, detail ) {
+
+		var vertices = [
+			1, 1, 1, 	- 1, - 1, 1, 	- 1, 1, - 1, 	1, - 1, - 1
+		];
+
+		var indices = [
+			2, 1, 0, 	0, 3, 2,	1, 3, 0,	2, 3, 1
+		];
+
+		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
+
+		this.type = 'TetrahedronBufferGeometry';
+
+		this.parameters = {
+			radius: radius,
+			detail: detail
+		};
+
+	}
+
+	TetrahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
+	TetrahedronBufferGeometry.prototype.constructor = TetrahedronBufferGeometry;
+
+	/**
+	 * @author timothypratley / https://github.com/timothypratley
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// OctahedronGeometry
+
+	function OctahedronGeometry( radius, detail ) {
+
+		Geometry.call( this );
+
+		this.type = 'OctahedronGeometry';
+
+		this.parameters = {
+			radius: radius,
+			detail: detail
+		};
+
+		this.fromBufferGeometry( new OctahedronBufferGeometry( radius, detail ) );
+		this.mergeVertices();
+
+	}
+
+	OctahedronGeometry.prototype = Object.create( Geometry.prototype );
+	OctahedronGeometry.prototype.constructor = OctahedronGeometry;
+
+	// OctahedronBufferGeometry
+
+	function OctahedronBufferGeometry( radius, detail ) {
+
+		var vertices = [
+			1, 0, 0, 	- 1, 0, 0,	0, 1, 0,
+			0, - 1, 0, 	0, 0, 1,	0, 0, - 1
+		];
+
+		var indices = [
+			0, 2, 4,	0, 4, 3,	0, 3, 5,
+			0, 5, 2,	1, 2, 5,	1, 5, 3,
+			1, 3, 4,	1, 4, 2
+		];
+
+		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
+
+		this.type = 'OctahedronBufferGeometry';
+
+		this.parameters = {
+			radius: radius,
+			detail: detail
+		};
+
+	}
+
+	OctahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
+	OctahedronBufferGeometry.prototype.constructor = OctahedronBufferGeometry;
+
+	/**
+	 * @author timothypratley / https://github.com/timothypratley
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// IcosahedronGeometry
+
+	function IcosahedronGeometry( radius, detail ) {
+
+		Geometry.call( this );
+
+		this.type = 'IcosahedronGeometry';
+
+		this.parameters = {
+			radius: radius,
+			detail: detail
+		};
+
+		this.fromBufferGeometry( new IcosahedronBufferGeometry( radius, detail ) );
+		this.mergeVertices();
+
+	}
+
+	IcosahedronGeometry.prototype = Object.create( Geometry.prototype );
+	IcosahedronGeometry.prototype.constructor = IcosahedronGeometry;
+
+	// IcosahedronBufferGeometry
+
+	function IcosahedronBufferGeometry( radius, detail ) {
+
+		var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+
+		var vertices = [
+			- 1, t, 0, 	1, t, 0, 	- 1, - t, 0, 	1, - t, 0,
+			 0, - 1, t, 	0, 1, t,	0, - 1, - t, 	0, 1, - t,
+			 t, 0, - 1, 	t, 0, 1, 	- t, 0, - 1, 	- t, 0, 1
+		];
+
+		var indices = [
+			 0, 11, 5, 	0, 5, 1, 	0, 1, 7, 	0, 7, 10, 	0, 10, 11,
+			 1, 5, 9, 	5, 11, 4,	11, 10, 2,	10, 7, 6,	7, 1, 8,
+			 3, 9, 4, 	3, 4, 2,	3, 2, 6,	3, 6, 8,	3, 8, 9,
+			 4, 9, 5, 	2, 4, 11,	6, 2, 10,	8, 6, 7,	9, 8, 1
+		];
+
+		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
+
+		this.type = 'IcosahedronBufferGeometry';
+
+		this.parameters = {
+			radius: radius,
+			detail: detail
+		};
+
+	}
+
+	IcosahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
+	IcosahedronBufferGeometry.prototype.constructor = IcosahedronBufferGeometry;
+
+	/**
+	 * @author Abe Pazos / https://hamoid.com
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// DodecahedronGeometry
+
+	function DodecahedronGeometry( radius, detail ) {
+
+		Geometry.call( this );
+
+		this.type = 'DodecahedronGeometry';
+
+		this.parameters = {
+			radius: radius,
+			detail: detail
+		};
+
+		this.fromBufferGeometry( new DodecahedronBufferGeometry( radius, detail ) );
+		this.mergeVertices();
+
+	}
+
+	DodecahedronGeometry.prototype = Object.create( Geometry.prototype );
+	DodecahedronGeometry.prototype.constructor = DodecahedronGeometry;
+
+	// DodecahedronBufferGeometry
+
+	function DodecahedronBufferGeometry( radius, detail ) {
+
+		var t = ( 1 + Math.sqrt( 5 ) ) / 2;
+		var r = 1 / t;
+
+		var vertices = [
+
+			// (±1, ±1, ±1)
+			- 1, - 1, - 1,	- 1, - 1, 1,
+			- 1, 1, - 1, - 1, 1, 1,
+			1, - 1, - 1, 1, - 1, 1,
+			1, 1, - 1, 1, 1, 1,
+
+			// (0, ±1/φ, ±φ)
+			 0, - r, - t, 0, - r, t,
+			 0, r, - t, 0, r, t,
+
+			// (��1/φ, ±φ, 0)
+			- r, - t, 0, - r, t, 0,
+			 r, - t, 0, r, t, 0,
+
+			// (±φ, 0, ±1/φ)
+			- t, 0, - r, t, 0, - r,
+			- t, 0, r, t, 0, r
+		];
+
+		var indices = [
+			3, 11, 7, 	3, 7, 15, 	3, 15, 13,
+			7, 19, 17, 	7, 17, 6, 	7, 6, 15,
+			17, 4, 8, 	17, 8, 10, 	17, 10, 6,
+			8, 0, 16, 	8, 16, 2, 	8, 2, 10,
+			0, 12, 1, 	0, 1, 18, 	0, 18, 16,
+			6, 10, 2, 	6, 2, 13, 	6, 13, 15,
+			2, 16, 18, 	2, 18, 3, 	2, 3, 13,
+			18, 1, 9, 	18, 9, 11, 	18, 11, 3,
+			4, 14, 12, 	4, 12, 0, 	4, 0, 8,
+			11, 9, 5, 	11, 5, 19, 	11, 19, 7,
+			19, 5, 14, 	19, 14, 4, 	19, 4, 17,
+			1, 12, 14, 	1, 14, 5, 	1, 5, 9
+		];
+
+		PolyhedronBufferGeometry.call( this, vertices, indices, radius, detail );
+
+		this.type = 'DodecahedronBufferGeometry';
+
+		this.parameters = {
+			radius: radius,
+			detail: detail
+		};
+
+	}
+
+	DodecahedronBufferGeometry.prototype = Object.create( PolyhedronBufferGeometry.prototype );
+	DodecahedronBufferGeometry.prototype.constructor = DodecahedronBufferGeometry;
+
+	/**
+	 * @author oosmoxiecode / https://github.com/oosmoxiecode
+	 * @author WestLangley / https://github.com/WestLangley
+	 * @author zz85 / https://github.com/zz85
+	 * @author miningold / https://github.com/miningold
+	 * @author jonobr1 / https://github.com/jonobr1
+	 * @author Mugen87 / https://github.com/Mugen87
+	 *
+	 */
+
+	// TubeGeometry
+
+	function TubeGeometry( path, tubularSegments, radius, radialSegments, closed, taper ) {
+
+		Geometry.call( this );
+
+		this.type = 'TubeGeometry';
+
+		this.parameters = {
+			path: path,
+			tubularSegments: tubularSegments,
+			radius: radius,
+			radialSegments: radialSegments,
+			closed: closed
+		};
+
+		if ( taper !== undefined ) console.warn( 'THREE.TubeGeometry: taper has been removed.' );
+
+		var bufferGeometry = new TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed );
+
+		// expose internals
+
+		this.tangents = bufferGeometry.tangents;
+		this.normals = bufferGeometry.normals;
+		this.binormals = bufferGeometry.binormals;
+
+		// create geometry
+
+		this.fromBufferGeometry( bufferGeometry );
+		this.mergeVertices();
+
+	}
+
+	TubeGeometry.prototype = Object.create( Geometry.prototype );
+	TubeGeometry.prototype.constructor = TubeGeometry;
+
+	// TubeBufferGeometry
+
+	function TubeBufferGeometry( path, tubularSegments, radius, radialSegments, closed ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'TubeBufferGeometry';
+
+		this.parameters = {
+			path: path,
+			tubularSegments: tubularSegments,
+			radius: radius,
+			radialSegments: radialSegments,
+			closed: closed
+		};
+
+		tubularSegments = tubularSegments || 64;
+		radius = radius || 1;
+		radialSegments = radialSegments || 8;
+		closed = closed || false;
+
+		var frames = path.computeFrenetFrames( tubularSegments, closed );
+
+		// expose internals
+
+		this.tangents = frames.tangents;
+		this.normals = frames.normals;
+		this.binormals = frames.binormals;
+
+		// helper variables
+
+		var vertex = new Vector3();
+		var normal = new Vector3();
+		var uv = new Vector2();
+		var P = new Vector3();
+
+		var i, j;
+
+		// buffer
+
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+		var indices = [];
+
+		// create buffer data
+
+		generateBufferData();
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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
+
+			P = path.getPointAt( i / tubularSegments, P );
+
+			// retrieve corresponding normal and binormal
+
+			var N = frames.normals[ i ];
+			var B = frames.binormals[ i ];
+
+			// generate normals and vertices for the current segment
+
+			for ( j = 0; j <= radialSegments; j ++ ) {
+
+				var v = j / radialSegments * Math.PI * 2;
+
+				var sin = Math.sin( v );
+				var cos = - Math.cos( v );
+
+				// normal
+
+				normal.x = ( cos * N.x + sin * B.x );
+				normal.y = ( cos * N.y + sin * B.y );
+				normal.z = ( cos * N.z + sin * B.z );
+				normal.normalize();
+
+				normals.push( normal.x, normal.y, normal.z );
+
+				// vertex
+
+				vertex.x = P.x + radius * normal.x;
+				vertex.y = P.y + radius * normal.y;
+				vertex.z = P.z + radius * normal.z;
+
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+			}
+
+		}
+
+		function generateIndices() {
+
+			for ( j = 1; j <= tubularSegments; j ++ ) {
+
+				for ( i = 1; i <= radialSegments; i ++ ) {
+
+					var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
+					var b = ( radialSegments + 1 ) * j + ( i - 1 );
+					var c = ( radialSegments + 1 ) * j + i;
+					var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
+
+					// faces
+
+					indices.push( a, b, d );
+					indices.push( b, c, d );
+
+				}
+
+			}
+
+		}
+
+		function generateUVs() {
+
+			for ( i = 0; i <= tubularSegments; i ++ ) {
+
+				for ( j = 0; j <= radialSegments; j ++ ) {
+
+					uv.x = i / tubularSegments;
+					uv.y = j / radialSegments;
+
+					uvs.push( uv.x, uv.y );
+
+				}
+
+			}
+
+		}
+
+	}
+
+	TubeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	TubeBufferGeometry.prototype.constructor = TubeBufferGeometry;
+
+	TubeBufferGeometry.prototype.toJSON = function () {
+
+		var data = BufferGeometry.prototype.toJSON.call( this );
+
+		data.path = this.parameters.path.toJSON();
+
+		return data;
+
+	};
+
+	/**
+	 * @author oosmoxiecode
+	 * @author Mugen87 / https://github.com/Mugen87
+	 *
+	 * based on http://www.blackpawn.com/texts/pqtorus/
+	 */
+
+	// TorusKnotGeometry
+
+	function TorusKnotGeometry( radius, tube, tubularSegments, radialSegments, p, q, heightScale ) {
+
+		Geometry.call( this );
+
+		this.type = 'TorusKnotGeometry';
+
+		this.parameters = {
+			radius: radius,
+			tube: tube,
+			tubularSegments: tubularSegments,
+			radialSegments: radialSegments,
+			p: p,
+			q: q
+		};
+
+		if ( heightScale !== undefined ) console.warn( 'THREE.TorusKnotGeometry: heightScale has been deprecated. Use .scale( x, y, z ) instead.' );
+
+		this.fromBufferGeometry( new TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) );
+		this.mergeVertices();
+
+	}
+
+	TorusKnotGeometry.prototype = Object.create( Geometry.prototype );
+	TorusKnotGeometry.prototype.constructor = TorusKnotGeometry;
+
+	// TorusKnotBufferGeometry
+
+	function TorusKnotBufferGeometry( radius, tube, tubularSegments, radialSegments, p, q ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'TorusKnotBufferGeometry';
+
+		this.parameters = {
+			radius: radius,
+			tube: tube,
+			tubularSegments: tubularSegments,
+			radialSegments: radialSegments,
+			p: p,
+			q: q
+		};
+
+		radius = radius || 1;
+		tube = tube || 0.4;
+		tubularSegments = Math.floor( tubularSegments ) || 64;
+		radialSegments = Math.floor( radialSegments ) || 8;
+		p = p || 2;
+		q = q || 3;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		var i, j;
+
+		var vertex = new Vector3();
+		var normal = new Vector3();
+
+		var P1 = new Vector3();
+		var P2 = new Vector3();
+
+		var B = new Vector3();
+		var T = new Vector3();
+		var N = new Vector3();
+
+		// generate vertices, normals and uvs
+
+		for ( i = 0; i <= tubularSegments; ++ i ) {
+
+			// the radian "u" is used to calculate the position on the torus curve of the current tubular segement
+
+			var u = i / tubularSegments * p * Math.PI * 2;
+
+			// now we calculate two points. P1 is our current position on the curve, P2 is a little farther ahead.
+			// these points are used to create a special "coordinate space", which is necessary to calculate the correct vertex positions
+
+			calculatePositionOnCurve( u, p, q, radius, P1 );
+			calculatePositionOnCurve( u + 0.01, p, q, radius, P2 );
+
+			// calculate orthonormal basis
+
+			T.subVectors( P2, P1 );
+			N.addVectors( P2, P1 );
+			B.crossVectors( T, N );
+			N.crossVectors( B, T );
+
+			// normalize B, N. T can be ignored, we don't use it
+
+			B.normalize();
+			N.normalize();
+
+			for ( j = 0; j <= radialSegments; ++ j ) {
+
+				// now calculate the vertices. they are nothing more than an extrusion of the torus curve.
+				// because we extrude a shape in the xy-plane, there is no need to calculate a z-value.
+
+				var v = j / radialSegments * Math.PI * 2;
+				var cx = - tube * Math.cos( v );
+				var cy = tube * Math.sin( v );
+
+				// now calculate the final vertex position.
+				// first we orient the extrusion with our basis vectos, then we add it to the current position on the curve
+
+				vertex.x = P1.x + ( cx * N.x + cy * B.x );
+				vertex.y = P1.y + ( cx * N.y + cy * B.y );
+				vertex.z = P1.z + ( cx * N.z + cy * B.z );
+
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				// normal (P1 is always the center/origin of the extrusion, thus we can use it to calculate the normal)
+
+				normal.subVectors( vertex, P1 ).normalize();
+
+				normals.push( normal.x, normal.y, normal.z );
+
+				// uv
+
+				uvs.push( i / tubularSegments );
+				uvs.push( j / radialSegments );
+
+			}
+
+		}
+
+		// generate indices
+
+		for ( j = 1; j <= tubularSegments; j ++ ) {
+
+			for ( i = 1; i <= radialSegments; i ++ ) {
+
+				// indices
+
+				var a = ( radialSegments + 1 ) * ( j - 1 ) + ( i - 1 );
+				var b = ( radialSegments + 1 ) * j + ( i - 1 );
+				var c = ( radialSegments + 1 ) * j + i;
+				var d = ( radialSegments + 1 ) * ( j - 1 ) + i;
+
+				// faces
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// TorusGeometry
+
+	function TorusGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
+
+		Geometry.call( this );
+
+		this.type = 'TorusGeometry';
+
+		this.parameters = {
+			radius: radius,
+			tube: tube,
+			radialSegments: radialSegments,
+			tubularSegments: tubularSegments,
+			arc: arc
+		};
+
+		this.fromBufferGeometry( new TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) );
+		this.mergeVertices();
+
+	}
+
+	TorusGeometry.prototype = Object.create( Geometry.prototype );
+	TorusGeometry.prototype.constructor = TorusGeometry;
+
+	// TorusBufferGeometry
+
+	function TorusBufferGeometry( radius, tube, radialSegments, tubularSegments, arc ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'TorusBufferGeometry';
+
+		this.parameters = {
+			radius: radius,
+			tube: tube,
+			radialSegments: radialSegments,
+			tubularSegments: tubularSegments,
+			arc: arc
+		};
+
+		radius = radius || 1;
+		tube = tube || 0.4;
+		radialSegments = Math.floor( radialSegments ) || 8;
+		tubularSegments = Math.floor( tubularSegments ) || 6;
+		arc = arc || Math.PI * 2;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		var center = new Vector3();
+		var vertex = new Vector3();
+		var normal = new Vector3();
+
+		var j, i;
+
+		// generate vertices, normals and uvs
+
+		for ( j = 0; j <= radialSegments; j ++ ) {
+
+			for ( i = 0; i <= tubularSegments; i ++ ) {
+
+				var u = i / tubularSegments * arc;
+				var v = j / radialSegments * Math.PI * 2;
+
+				// vertex
+
+				vertex.x = ( radius + tube * Math.cos( v ) ) * Math.cos( u );
+				vertex.y = ( radius + tube * Math.cos( v ) ) * Math.sin( u );
+				vertex.z = tube * Math.sin( v );
+
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				// normal
+
+				center.x = radius * Math.cos( u );
+				center.y = radius * Math.sin( u );
+				normal.subVectors( vertex, center ).normalize();
+
+				normals.push( normal.x, normal.y, normal.z );
+
+				// uv
+
+				uvs.push( i / tubularSegments );
+				uvs.push( j / radialSegments );
+
+			}
+
+		}
+
+		// generate indices
+
+		for ( j = 1; j <= radialSegments; j ++ ) {
+
+			for ( i = 1; i <= tubularSegments; i ++ ) {
+
+				// indices
+
+				var a = ( tubularSegments + 1 ) * j + i - 1;
+				var b = ( tubularSegments + 1 ) * ( j - 1 ) + i - 1;
+				var c = ( tubularSegments + 1 ) * ( j - 1 ) + i;
+				var d = ( tubularSegments + 1 ) * j + i;
+
+				// faces
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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 Mugen87 / https://github.com/Mugen87
+	 * Port from https://github.com/mapbox/earcut (v2.1.2)
+	 */
+
+	var Earcut = {
+
+		triangulate: function ( data, holeIndices, dim ) {
+
+			dim = dim || 2;
+
+			var hasHoles = holeIndices && holeIndices.length,
+				outerLen = hasHoles ? holeIndices[ 0 ] * dim : data.length,
+				outerNode = linkedList( data, 0, outerLen, dim, true ),
+				triangles = [];
+
+			if ( ! outerNode ) return triangles;
+
+			var minX, minY, maxX, maxY, x, y, invSize;
+
+			if ( hasHoles ) outerNode = eliminateHoles( data, holeIndices, outerNode, dim );
+
+			// if the shape is not too simple, we'll use z-order curve hash later; calculate polygon bbox
+
+			if ( data.length > 80 * dim ) {
+
+				minX = maxX = data[ 0 ];
+				minY = maxY = data[ 1 ];
+
+				for ( var i = dim; i < outerLen; i += dim ) {
+
+					x = data[ i ];
+					y = data[ i + 1 ];
+					if ( x < minX ) minX = x;
+					if ( y < minY ) minY = y;
+					if ( x > maxX ) maxX = x;
+					if ( y > maxY ) maxY = y;
+
+				}
+
+				// minX, minY and invSize are later used to transform coords into integers for z-order calculation
+
+				invSize = Math.max( maxX - minX, maxY - minY );
+				invSize = invSize !== 0 ? 1 / invSize : 0;
+
+			}
+
+			earcutLinked( outerNode, triangles, dim, minX, minY, invSize );
+
+			return triangles;
+
+		}
+
+	};
+
+	// create a circular doubly linked list from polygon points in the specified winding order
+
+	function linkedList( data, start, end, dim, clockwise ) {
+
+		var i, last;
+
+		if ( clockwise === ( signedArea( data, start, end, dim ) > 0 ) ) {
+
+			for ( i = start; i < end; i += dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
+
+		} else {
+
+			for ( i = end - dim; i >= start; i -= dim ) last = insertNode( i, data[ i ], data[ i + 1 ], last );
+
+		}
+
+		if ( last && equals( last, last.next ) ) {
+
+			removeNode( last );
+			last = last.next;
+
+		}
+
+		return last;
+
+	}
+
+	// eliminate colinear or duplicate points
+
+	function filterPoints( start, end ) {
+
+		if ( ! start ) return start;
+		if ( ! end ) end = start;
+
+		var p = start, again;
+
+		do {
+
+			again = false;
+
+			if ( ! p.steiner && ( equals( p, p.next ) || area( p.prev, p, p.next ) === 0 ) ) {
+
+				removeNode( p );
+				p = end = p.prev;
+				if ( p === p.next ) break;
+				again = true;
+
+			} else {
+
+				p = p.next;
+
+			}
+
+		} while ( again || p !== end );
+
+		return end;
+
+	}
+
+	// main ear slicing loop which triangulates a polygon (given as a linked list)
+
+	function earcutLinked( ear, triangles, dim, minX, minY, invSize, pass ) {
+
+		if ( ! ear ) return;
+
+		// interlink polygon nodes in z-order
+
+		if ( ! pass && invSize ) indexCurve( ear, minX, minY, invSize );
+
+		var stop = ear, prev, next;
+
+		// iterate through ears, slicing them one by one
+
+		while ( ear.prev !== ear.next ) {
+
+			prev = ear.prev;
+			next = ear.next;
+
+			if ( invSize ? isEarHashed( ear, minX, minY, invSize ) : isEar( ear ) ) {
+
+				// cut off the triangle
+				triangles.push( prev.i / dim );
+				triangles.push( ear.i / dim );
+				triangles.push( next.i / dim );
+
+				removeNode( ear );
+
+				// skipping the next vertice leads to less sliver triangles
+				ear = next.next;
+				stop = next.next;
+
+				continue;
+
+			}
+
+			ear = next;
+
+			// if we looped through the whole remaining polygon and can't find any more ears
+
+			if ( ear === stop ) {
+
+				// try filtering points and slicing again
+
+				if ( ! pass ) {
+
+					earcutLinked( filterPoints( ear ), triangles, dim, minX, minY, invSize, 1 );
+
+					// if this didn't work, try curing all small self-intersections locally
+
+				} else if ( pass === 1 ) {
+
+					ear = cureLocalIntersections( ear, triangles, dim );
+					earcutLinked( ear, triangles, dim, minX, minY, invSize, 2 );
+
+					// as a last resort, try splitting the remaining polygon into two
+
+				} else if ( pass === 2 ) {
+
+					splitEarcut( ear, triangles, dim, minX, minY, invSize );
+
+				}
+
+				break;
+
+			}
+
+		}
+
+	}
+
+	// check whether a polygon node forms a valid ear with adjacent nodes
+
+	function isEar( ear ) {
+
+		var a = ear.prev,
+			b = ear,
+			c = ear.next;
+
+		if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
+
+		// now make sure we don't have other points inside the potential ear
+		var p = ear.next.next;
+
+		while ( p !== ear.prev ) {
+
+			if ( pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) && area( p.prev, p, p.next ) >= 0 ) {
+
+				return false;
+
+			}
+
+			p = p.next;
+
+		}
+
+		return true;
+
+	}
+
+	function isEarHashed( ear, minX, minY, invSize ) {
+
+		var a = ear.prev,
+			b = ear,
+			c = ear.next;
+
+		if ( area( a, b, c ) >= 0 ) return false; // reflex, can't be an ear
+
+		// triangle bbox; min & max are calculated like this for speed
+
+		var minTX = a.x < b.x ? ( a.x < c.x ? a.x : c.x ) : ( b.x < c.x ? b.x : c.x ),
+			minTY = a.y < b.y ? ( a.y < c.y ? a.y : c.y ) : ( b.y < c.y ? b.y : c.y ),
+			maxTX = a.x > b.x ? ( a.x > c.x ? a.x : c.x ) : ( b.x > c.x ? b.x : c.x ),
+			maxTY = a.y > b.y ? ( a.y > c.y ? a.y : c.y ) : ( b.y > c.y ? b.y : c.y );
+
+		// z-order range for the current triangle bbox;
+
+		var minZ = zOrder( minTX, minTY, minX, minY, invSize ),
+			maxZ = zOrder( maxTX, maxTY, minX, minY, invSize );
+
+		// first look for points inside the triangle in increasing z-order
+
+		var p = ear.nextZ;
+
+		while ( p && p.z <= maxZ ) {
+
+			if ( p !== ear.prev && p !== ear.next &&
+					pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
+					area( p.prev, p, p.next ) >= 0 ) return false;
+			p = p.nextZ;
+
+		}
+
+		// then look for points in decreasing z-order
+
+		p = ear.prevZ;
+
+		while ( p && p.z >= minZ ) {
+
+			if ( p !== ear.prev && p !== ear.next &&
+					pointInTriangle( a.x, a.y, b.x, b.y, c.x, c.y, p.x, p.y ) &&
+					area( p.prev, p, p.next ) >= 0 ) return false;
+
+			p = p.prevZ;
+
+		}
+
+		return true;
+
+	}
+
+	// go through all polygon nodes and cure small local self-intersections
+
+	function cureLocalIntersections( start, triangles, dim ) {
+
+		var p = start;
+
+		do {
+
+			var a = p.prev, b = p.next.next;
+
+			if ( ! equals( a, b ) && intersects( a, p, p.next, b ) && locallyInside( a, b ) && locallyInside( b, a ) ) {
+
+				triangles.push( a.i / dim );
+				triangles.push( p.i / dim );
+				triangles.push( b.i / dim );
+
+				// remove two nodes involved
+
+				removeNode( p );
+				removeNode( p.next );
+
+				p = start = b;
+
+			}
+
+			p = p.next;
+
+		} while ( p !== start );
+
+		return p;
+
+	}
+
+	// try splitting polygon into two and triangulate them independently
+
+	function splitEarcut( start, triangles, dim, minX, minY, invSize ) {
+
+		// look for a valid diagonal that divides the polygon into two
+
+		var a = start;
+
+		do {
+
+			var b = a.next.next;
+
+			while ( b !== a.prev ) {
+
+				if ( a.i !== b.i && isValidDiagonal( a, b ) ) {
+
+					// split the polygon in two by the diagonal
+
+					var c = splitPolygon( a, b );
+
+					// filter colinear points around the cuts
+
+					a = filterPoints( a, a.next );
+					c = filterPoints( c, c.next );
+
+					// run earcut on each half
+
+					earcutLinked( a, triangles, dim, minX, minY, invSize );
+					earcutLinked( c, triangles, dim, minX, minY, invSize );
+					return;
+
+				}
+
+				b = b.next;
+
+			}
+
+			a = a.next;
+
+		} while ( a !== start );
+
+	}
+
+	// link every hole into the outer loop, producing a single-ring polygon without holes
+
+	function eliminateHoles( data, holeIndices, outerNode, dim ) {
+
+		var queue = [], i, len, start, end, list;
+
+		for ( i = 0, len = holeIndices.length; i < len; i ++ ) {
+
+			start = holeIndices[ i ] * dim;
+			end = i < len - 1 ? holeIndices[ i + 1 ] * dim : data.length;
+			list = linkedList( data, start, end, dim, false );
+			if ( list === list.next ) list.steiner = true;
+			queue.push( getLeftmost( list ) );
+
+		}
+
+		queue.sort( compareX );
+
+		// process holes from left to right
+
+		for ( i = 0; i < queue.length; i ++ ) {
+
+			eliminateHole( queue[ i ], outerNode );
+			outerNode = filterPoints( outerNode, outerNode.next );
+
+		}
+
+		return outerNode;
+
+	}
+
+	function compareX( a, b ) {
+
+		return a.x - b.x;
+
+	}
+
+	// find a bridge between vertices that connects hole with an outer ring and and link it
+
+	function eliminateHole( hole, outerNode ) {
+
+		outerNode = findHoleBridge( hole, outerNode );
+
+		if ( outerNode ) {
+
+			var b = splitPolygon( outerNode, hole );
+
+			filterPoints( b, b.next );
+
+		}
+
+	}
+
+	// David Eberly's algorithm for finding a bridge between hole and outer polygon
+
+	function findHoleBridge( hole, outerNode ) {
+
+		var p = outerNode,
+			hx = hole.x,
+			hy = hole.y,
+			qx = - Infinity,
+			m;
+
+		// find a segment intersected by a ray from the hole's leftmost point to the left;
+		// segment's endpoint with lesser x will be potential connection point
+
+		do {
+
+			if ( hy <= p.y && hy >= p.next.y && p.next.y !== p.y ) {
+
+				var x = p.x + ( hy - p.y ) * ( p.next.x - p.x ) / ( p.next.y - p.y );
+
+				if ( x <= hx && x > qx ) {
+
+					qx = x;
+
+					if ( x === hx ) {
+
+						if ( hy === p.y ) return p;
+						if ( hy === p.next.y ) return p.next;
+
+					}
+
+					m = p.x < p.next.x ? p : p.next;
+
+				}
+
+			}
+
+			p = p.next;
+
+		} while ( p !== outerNode );
+
+		if ( ! m ) return null;
+
+		if ( hx === qx ) return m.prev; // hole touches outer segment; pick lower endpoint
+
+		// look for points inside the triangle of hole point, segment intersection and endpoint;
+		// if there are no points found, we have a valid connection;
+		// otherwise choose the point of the minimum angle with the ray as connection point
+
+		var stop = m,
+			mx = m.x,
+			my = m.y,
+			tanMin = Infinity,
+			tan;
+
+		p = m.next;
+
+		while ( p !== stop ) {
+
+			if ( hx >= p.x && p.x >= mx && hx !== p.x &&
+							pointInTriangle( hy < my ? hx : qx, hy, mx, my, hy < my ? qx : hx, hy, p.x, p.y ) ) {
+
+				tan = Math.abs( hy - p.y ) / ( hx - p.x ); // tangential
+
+				if ( ( tan < tanMin || ( tan === tanMin && p.x > m.x ) ) && locallyInside( p, hole ) ) {
+
+					m = p;
+					tanMin = tan;
+
+				}
+
+			}
+
+			p = p.next;
+
+		}
+
+		return m;
+
+	}
+
+	// interlink polygon nodes in z-order
+
+	function indexCurve( start, minX, minY, invSize ) {
+
+		var p = start;
+
+		do {
+
+			if ( p.z === null ) p.z = zOrder( p.x, p.y, minX, minY, invSize );
+			p.prevZ = p.prev;
+			p.nextZ = p.next;
+			p = p.next;
+
+		} while ( p !== start );
+
+		p.prevZ.nextZ = null;
+		p.prevZ = null;
+
+		sortLinked( p );
+
+	}
+
+	// Simon Tatham's linked list merge sort algorithm
+	// http://www.chiark.greenend.org.uk/~sgtatham/algorithms/listsort.html
+
+	function sortLinked( list ) {
+
+		var i, p, q, e, tail, numMerges, pSize, qSize, inSize = 1;
+
+		do {
+
+			p = list;
+			list = null;
+			tail = null;
+			numMerges = 0;
+
+			while ( p ) {
+
+				numMerges ++;
+				q = p;
+				pSize = 0;
+
+				for ( i = 0; i < inSize; i ++ ) {
+
+					pSize ++;
+					q = q.nextZ;
+					if ( ! q ) break;
+
+				}
+
+				qSize = inSize;
+
+				while ( pSize > 0 || ( qSize > 0 && q ) ) {
+
+					if ( pSize !== 0 && ( qSize === 0 || ! q || p.z <= q.z ) ) {
+
+						e = p;
+						p = p.nextZ;
+						pSize --;
+
+					} else {
+
+						e = q;
+						q = q.nextZ;
+						qSize --;
+
+					}
+
+					if ( tail ) tail.nextZ = e;
+					else list = e;
+
+					e.prevZ = tail;
+					tail = e;
+
+				}
+
+				p = q;
+
+			}
+
+			tail.nextZ = null;
+			inSize *= 2;
+
+		} while ( numMerges > 1 );
+
+		return list;
+
+	}
+
+	// z-order of a point given coords and inverse of the longer side of data bbox
+
+	function zOrder( x, y, minX, minY, invSize ) {
+
+		// coords are transformed into non-negative 15-bit integer range
+
+		x = 32767 * ( x - minX ) * invSize;
+		y = 32767 * ( y - minY ) * invSize;
+
+		x = ( x | ( x << 8 ) ) & 0x00FF00FF;
+		x = ( x | ( x << 4 ) ) & 0x0F0F0F0F;
+		x = ( x | ( x << 2 ) ) & 0x33333333;
+		x = ( x | ( x << 1 ) ) & 0x55555555;
+
+		y = ( y | ( y << 8 ) ) & 0x00FF00FF;
+		y = ( y | ( y << 4 ) ) & 0x0F0F0F0F;
+		y = ( y | ( y << 2 ) ) & 0x33333333;
+		y = ( y | ( y << 1 ) ) & 0x55555555;
+
+		return x | ( y << 1 );
+
+	}
+
+	// find the leftmost node of a polygon ring
+
+	function getLeftmost( start ) {
+
+		var p = start, leftmost = start;
+
+		do {
+
+			if ( p.x < leftmost.x ) leftmost = p;
+			p = p.next;
+
+		} while ( p !== start );
+
+		return leftmost;
+
+	}
+
+	// check if a point lies within a convex triangle
+
+	function pointInTriangle( ax, ay, bx, by, cx, cy, px, py ) {
+
+		return ( cx - px ) * ( ay - py ) - ( ax - px ) * ( cy - py ) >= 0 &&
+		 ( ax - px ) * ( by - py ) - ( bx - px ) * ( ay - py ) >= 0 &&
+		 ( bx - px ) * ( cy - py ) - ( cx - px ) * ( by - py ) >= 0;
+
+	}
+
+	// check if a diagonal between two polygon nodes is valid (lies in polygon interior)
+
+	function isValidDiagonal( a, b ) {
+
+		return a.next.i !== b.i && a.prev.i !== b.i && ! intersectsPolygon( a, b ) &&
+			locallyInside( a, b ) && locallyInside( b, a ) && middleInside( a, b );
+
+	}
+
+	// signed area of a triangle
+
+	function area( p, q, r ) {
+
+		return ( q.y - p.y ) * ( r.x - q.x ) - ( q.x - p.x ) * ( r.y - q.y );
+
+	}
+
+	// check if two points are equal
+
+	function equals( p1, p2 ) {
+
+		return p1.x === p2.x && p1.y === p2.y;
+
+	}
+
+	// check if two segments intersect
+
+	function intersects( p1, q1, p2, q2 ) {
+
+		if ( ( equals( p1, q1 ) && equals( p2, q2 ) ) ||
+				( equals( p1, q2 ) && equals( p2, q1 ) ) ) return true;
+
+		return area( p1, q1, p2 ) > 0 !== area( p1, q1, q2 ) > 0 &&
+					 area( p2, q2, p1 ) > 0 !== area( p2, q2, q1 ) > 0;
+
+	}
+
+	// check if a polygon diagonal intersects any polygon segments
+
+	function intersectsPolygon( a, b ) {
+
+		var p = a;
+
+		do {
+
+			if ( p.i !== a.i && p.next.i !== a.i && p.i !== b.i && p.next.i !== b.i &&
+							intersects( p, p.next, a, b ) ) {
+
+				return true;
+
+			}
+
+			p = p.next;
+
+		} while ( p !== a );
+
+		return false;
+
+	}
+
+	// check if a polygon diagonal is locally inside the polygon
+
+	function locallyInside( a, b ) {
+
+		return area( a.prev, a, a.next ) < 0 ?
+			area( a, b, a.next ) >= 0 && area( a, a.prev, b ) >= 0 :
+			area( a, b, a.prev ) < 0 || area( a, a.next, b ) < 0;
+
+	}
+
+	// check if the middle point of a polygon diagonal is inside the polygon
+
+	function middleInside( a, b ) {
+
+		var p = a,
+			inside = false,
+			px = ( a.x + b.x ) / 2,
+			py = ( a.y + b.y ) / 2;
+
+		do {
+
+			if ( ( ( p.y > py ) !== ( p.next.y > py ) ) && p.next.y !== p.y &&
+							( px < ( p.next.x - p.x ) * ( py - p.y ) / ( p.next.y - p.y ) + p.x ) ) {
+
+				inside = ! inside;
+
+			}
+
+			p = p.next;
+
+		} while ( p !== a );
+
+		return inside;
+
+	}
+
+	// link two polygon vertices with a bridge; if the vertices belong to the same ring, it splits polygon into two;
+	// if one belongs to the outer ring and another to a hole, it merges it into a single ring
+
+	function splitPolygon( a, b ) {
+
+		var a2 = new Node( a.i, a.x, a.y ),
+			b2 = new Node( b.i, b.x, b.y ),
+			an = a.next,
+			bp = b.prev;
+
+		a.next = b;
+		b.prev = a;
+
+		a2.next = an;
+		an.prev = a2;
+
+		b2.next = a2;
+		a2.prev = b2;
+
+		bp.next = b2;
+		b2.prev = bp;
+
+		return b2;
+
+	}
+
+	// create a node and optionally link it with previous one (in a circular doubly linked list)
+
+	function insertNode( i, x, y, last ) {
+
+		var p = new Node( i, x, y );
+
+		if ( ! last ) {
+
+			p.prev = p;
+			p.next = p;
+
+		} else {
+
+			p.next = last.next;
+			p.prev = last;
+			last.next.prev = p;
+			last.next = p;
+
+		}
+
+		return p;
+
+	}
+
+	function removeNode( p ) {
+
+		p.next.prev = p.prev;
+		p.prev.next = p.next;
+
+		if ( p.prevZ ) p.prevZ.nextZ = p.nextZ;
+		if ( p.nextZ ) p.nextZ.prevZ = p.prevZ;
+
+	}
+
+	function Node( i, x, y ) {
+
+		// vertice index in coordinates array
+		this.i = i;
+
+		// vertex coordinates
+		this.x = x;
+		this.y = y;
+
+		// previous and next vertice nodes in a polygon ring
+		this.prev = null;
+		this.next = null;
+
+		// z-order curve value
+		this.z = null;
+
+		// previous and next nodes in z-order
+		this.prevZ = null;
+		this.nextZ = null;
+
+		// indicates whether this is a steiner point
+		this.steiner = false;
+
+	}
+
+	function signedArea( data, start, end, dim ) {
+
+		var sum = 0;
+
+		for ( var i = start, j = end - dim; i < end; i += dim ) {
+
+			sum += ( data[ j ] - data[ i ] ) * ( data[ i + 1 ] + data[ j + 1 ] );
+			j = i;
+
+		}
+
+		return sum;
+
+	}
+
+	/**
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 */
+
+	var ShapeUtils = {
+
+		// calculate area of the contour polygon
+
+		area: function ( contour ) {
+
+			var n = contour.length;
+			var a = 0.0;
+
+			for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
+
+				a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
+
+			}
+
+			return a * 0.5;
+
+		},
+
+		isClockWise: function ( pts ) {
+
+			return ShapeUtils.area( pts ) < 0;
+
+		},
+
+		triangulateShape: function ( contour, holes ) {
+
+			var vertices = []; // flat array of vertices like [ x0,y0, x1,y1, x2,y2, ... ]
+			var holeIndices = []; // array of hole indices
+			var faces = []; // final array of vertex indices like [ [ a,b,d ], [ b,c,d ] ]
+
+			removeDupEndPts( contour );
+			addContour( vertices, contour );
+
+			//
+
+			var holeIndex = contour.length;
+
+			holes.forEach( removeDupEndPts );
+
+			for ( var i = 0; i < holes.length; i ++ ) {
+
+				holeIndices.push( holeIndex );
+				holeIndex += holes[ i ].length;
+				addContour( vertices, holes[ i ] );
+
+			}
+
+			//
+
+			var triangles = Earcut.triangulate( vertices, holeIndices );
+
+			//
+
+			for ( var i = 0; i < triangles.length; i += 3 ) {
+
+				faces.push( triangles.slice( i, i + 3 ) );
+
+			}
+
+			return faces;
+
+		}
+
+	};
+
+	function removeDupEndPts( points ) {
+
+		var l = points.length;
+
+		if ( l > 2 && points[ l - 1 ].equals( points[ 0 ] ) ) {
+
+			points.pop();
+
+		}
+
+	}
+
+	function addContour( vertices, contour ) {
+
+		for ( var i = 0; i < contour.length; i ++ ) {
+
+			vertices.push( contour[ i ].x );
+			vertices.push( contour[ i ].y );
+
+		}
+
+	}
+
+	/**
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 *
+	 * Creates extruded geometry from a path shape.
+	 *
+	 * parameters = {
+	 *
+	 *  curveSegments: <int>, // number of points on the curves
+	 *  steps: <int>, // number of points for z-side extrusions / used for subdividing segments of extrude spline too
+	 *  depth: <float>, // Depth to extrude the shape
+	 *
+	 *  bevelEnabled: <bool>, // turn on bevel
+	 *  bevelThickness: <float>, // how deep into the original shape bevel goes
+	 *  bevelSize: <float>, // how far from shape outline is bevel
+	 *  bevelSegments: <int>, // number of bevel layers
+	 *
+	 *  extrudePath: <THREE.Curve> // curve to extrude shape along
+	 *
+	 *  UVGenerator: <Object> // object that provides UV generator functions
+	 *
+	 * }
+	 */
+
+	// ExtrudeGeometry
+
+	function ExtrudeGeometry( shapes, options ) {
+
+		Geometry.call( this );
+
+		this.type = 'ExtrudeGeometry';
+
+		this.parameters = {
+			shapes: shapes,
+			options: options
+		};
+
+		this.fromBufferGeometry( new ExtrudeBufferGeometry( shapes, options ) );
+		this.mergeVertices();
+
+	}
+
+	ExtrudeGeometry.prototype = Object.create( Geometry.prototype );
+	ExtrudeGeometry.prototype.constructor = ExtrudeGeometry;
+
+	ExtrudeGeometry.prototype.toJSON = function () {
+
+		var data = Geometry.prototype.toJSON.call( this );
+
+		var shapes = this.parameters.shapes;
+		var options = this.parameters.options;
+
+		return toJSON( shapes, options, data );
+
+	};
+
+	// ExtrudeBufferGeometry
+
+	function ExtrudeBufferGeometry( shapes, options ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'ExtrudeBufferGeometry';
+
+		this.parameters = {
+			shapes: shapes,
+			options: options
+		};
+
+		shapes = Array.isArray( shapes ) ? shapes : [ shapes ];
+
+		var scope = this;
+
+		var verticesArray = [];
+		var uvArray = [];
+
+		for ( var i = 0, l = shapes.length; i < l; i ++ ) {
+
+			var shape = shapes[ i ];
+			addShape( shape );
+
+		}
+
+		// build geometry
+
+		this.addAttribute( 'position', new Float32BufferAttribute( verticesArray, 3 ) );
+		this.addAttribute( 'uv', new Float32BufferAttribute( uvArray, 2 ) );
+
+		this.computeVertexNormals();
+
+		// functions
+
+		function addShape( shape ) {
+
+			var placeholder = [];
+
+			// options
+
+			var curveSegments = options.curveSegments !== undefined ? options.curveSegments : 12;
+			var steps = options.steps !== undefined ? options.steps : 1;
+			var depth = options.depth !== undefined ? options.depth : 100;
+
+			var bevelEnabled = options.bevelEnabled !== undefined ? options.bevelEnabled : true;
+			var bevelThickness = options.bevelThickness !== undefined ? options.bevelThickness : 6;
+			var bevelSize = options.bevelSize !== undefined ? options.bevelSize : bevelThickness - 2;
+			var bevelSegments = options.bevelSegments !== undefined ? options.bevelSegments : 3;
+
+			var extrudePath = options.extrudePath;
+
+			var uvgen = options.UVGenerator !== undefined ? options.UVGenerator : WorldUVGenerator;
+
+			// deprecated options
+
+			if ( options.amount !== undefined ) {
+
+				console.warn( 'THREE.ExtrudeBufferGeometry: amount has been renamed to depth.' );
+				depth = options.amount;
+
+			}
+
+			//
+
+			var extrudePts, extrudeByPath = false;
+			var splineTube, binormal, normal, position2;
+
+			if ( extrudePath ) {
+
+				extrudePts = extrudePath.getSpacedPoints( steps );
+
+				extrudeByPath = true;
+				bevelEnabled = false; // bevels not supported for path extrusion
+
+				// SETUP TNB variables
+
+				// TODO1 - have a .isClosed in spline?
+
+				splineTube = extrudePath.computeFrenetFrames( steps, false );
+
+				// console.log(splineTube, 'splineTube', splineTube.normals.length, 'steps', steps, 'extrudePts', extrudePts.length);
+
+				binormal = new Vector3();
+				normal = new Vector3();
+				position2 = new Vector3();
+
+			}
+
+			// Safeguards if bevels are not enabled
+
+			if ( ! bevelEnabled ) {
+
+				bevelSegments = 0;
+				bevelThickness = 0;
+				bevelSize = 0;
+
+			}
+
+			// Variables initialization
+
+			var ahole, h, hl; // looping of holes
+
+			var shapePoints = shape.extractPoints( curveSegments );
+
+			var vertices = shapePoints.shape;
+			var holes = shapePoints.holes;
+
+			var reverse = ! ShapeUtils.isClockWise( vertices );
+
+			if ( reverse ) {
+
+				vertices = vertices.reverse();
+
+				// Maybe we should also check if holes are in the opposite direction, just to be safe ...
+
+				for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+					ahole = holes[ h ];
+
+					if ( ShapeUtils.isClockWise( ahole ) ) {
+
+						holes[ h ] = ahole.reverse();
+
+					}
+
+				}
+
+			}
+
+
+			var faces = ShapeUtils.triangulateShape( vertices, holes );
+
+			/* Vertices */
+
+			var contour = vertices; // vertices has all points but contour has only points of circumference
+
+			for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+				ahole = holes[ h ];
+
+				vertices = vertices.concat( ahole );
+
+			}
+
+
+			function scalePt2( pt, vec, size ) {
+
+				if ( ! vec ) console.error( "THREE.ExtrudeGeometry: vec does not exist" );
+
+				return vec.clone().multiplyScalar( size ).add( pt );
+
+			}
+
+			var b, bs, t, z,
+				vert, vlen = vertices.length,
+				face, flen = faces.length;
+
+
+			// Find directions for point movement
+
+
+			function getBevelVec( inPt, inPrev, inNext ) {
+
+				// computes for inPt the corresponding point inPt' on a new contour
+				//   shifted by 1 unit (length of normalized vector) to the left
+				// if we walk along contour clockwise, this new contour is outside the old one
+				//
+				// inPt' is the intersection of the two lines parallel to the two
+				//  adjacent edges of inPt at a distance of 1 unit on the left side.
+
+				var v_trans_x, v_trans_y, shrink_by; // resulting translation vector for inPt
+
+				// good reading for geometry algorithms (here: line-line intersection)
+				// http://geomalgorithms.com/a05-_intersect-1.html
+
+				var v_prev_x = inPt.x - inPrev.x,
+					v_prev_y = inPt.y - inPrev.y;
+				var v_next_x = inNext.x - inPt.x,
+					v_next_y = inNext.y - inPt.y;
+
+				var v_prev_lensq = ( v_prev_x * v_prev_x + v_prev_y * v_prev_y );
+
+				// check for collinear edges
+				var collinear0 = ( v_prev_x * v_next_y - v_prev_y * v_next_x );
+
+				if ( Math.abs( collinear0 ) > Number.EPSILON ) {
+
+					// not collinear
+
+					// length of vectors for normalizing
+
+					var v_prev_len = Math.sqrt( v_prev_lensq );
+					var v_next_len = Math.sqrt( v_next_x * v_next_x + v_next_y * v_next_y );
+
+					// shift adjacent points by unit vectors to the left
+
+					var ptPrevShift_x = ( inPrev.x - v_prev_y / v_prev_len );
+					var ptPrevShift_y = ( inPrev.y + v_prev_x / v_prev_len );
+
+					var ptNextShift_x = ( inNext.x - v_next_y / v_next_len );
+					var ptNextShift_y = ( inNext.y + v_next_x / v_next_len );
+
+					// scaling factor for v_prev to intersection point
+
+					var sf = ( ( ptNextShift_x - ptPrevShift_x ) * v_next_y -
+							( ptNextShift_y - ptPrevShift_y ) * v_next_x ) /
+						( v_prev_x * v_next_y - v_prev_y * v_next_x );
+
+					// vector from inPt to intersection point
+
+					v_trans_x = ( ptPrevShift_x + v_prev_x * sf - inPt.x );
+					v_trans_y = ( ptPrevShift_y + v_prev_y * sf - inPt.y );
+
+					// Don't normalize!, otherwise sharp corners become ugly
+					//  but prevent crazy spikes
+					var v_trans_lensq = ( v_trans_x * v_trans_x + v_trans_y * v_trans_y );
+					if ( v_trans_lensq <= 2 ) {
+
+						return new Vector2( v_trans_x, v_trans_y );
+
+					} else {
+
+						shrink_by = Math.sqrt( v_trans_lensq / 2 );
+
+					}
+
+				} else {
+
+					// handle special case of collinear edges
+
+					var direction_eq = false; // assumes: opposite
+					if ( v_prev_x > Number.EPSILON ) {
+
+						if ( v_next_x > Number.EPSILON ) {
+
+							direction_eq = true;
+
+						}
+
+					} else {
+
+						if ( v_prev_x < - Number.EPSILON ) {
+
+							if ( v_next_x < - Number.EPSILON ) {
+
+								direction_eq = true;
+
+							}
+
+						} else {
+
+							if ( Math.sign( v_prev_y ) === Math.sign( v_next_y ) ) {
+
+								direction_eq = true;
+
+							}
+
+						}
+
+					}
+
+					if ( direction_eq ) {
+
+						// console.log("Warning: lines are a straight sequence");
+						v_trans_x = - v_prev_y;
+						v_trans_y = v_prev_x;
+						shrink_by = Math.sqrt( v_prev_lensq );
+
+					} else {
+
+						// console.log("Warning: lines are a straight spike");
+						v_trans_x = v_prev_x;
+						v_trans_y = v_prev_y;
+						shrink_by = Math.sqrt( v_prev_lensq / 2 );
+
+					}
+
+				}
+
+				return new Vector2( v_trans_x / shrink_by, v_trans_y / shrink_by );
+
+			}
+
+
+			var contourMovements = [];
+
+			for ( var i = 0, il = contour.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+				if ( j === il ) j = 0;
+				if ( k === il ) k = 0;
+
+				//  (j)---(i)---(k)
+				// console.log('i,j,k', i, j , k)
+
+				contourMovements[ i ] = getBevelVec( contour[ i ], contour[ j ], contour[ k ] );
+
+			}
+
+			var holesMovements = [],
+				oneHoleMovements, verticesMovements = contourMovements.concat();
+
+			for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+				ahole = holes[ h ];
+
+				oneHoleMovements = [];
+
+				for ( i = 0, il = ahole.length, j = il - 1, k = i + 1; i < il; i ++, j ++, k ++ ) {
+
+					if ( j === il ) j = 0;
+					if ( k === il ) k = 0;
+
+					//  (j)---(i)---(k)
+					oneHoleMovements[ i ] = getBevelVec( ahole[ i ], ahole[ j ], ahole[ k ] );
+
+				}
+
+				holesMovements.push( oneHoleMovements );
+				verticesMovements = verticesMovements.concat( oneHoleMovements );
+
+			}
+
+
+			// Loop bevelSegments, 1 for the front, 1 for the back
+
+			for ( b = 0; b < bevelSegments; b ++ ) {
+
+				//for ( b = bevelSegments; b > 0; b -- ) {
+
+				t = b / bevelSegments;
+				z = bevelThickness * Math.cos( t * Math.PI / 2 );
+				bs = bevelSize * Math.sin( t * Math.PI / 2 );
+
+				// 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, depth / steps * s );
+
+					} else {
+
+						// v( vert.x, vert.y + extrudePts[ s - 1 ].y, extrudePts[ s - 1 ].x );
+
+						normal.copy( splineTube.normals[ s ] ).multiplyScalar( vert.x );
+						binormal.copy( splineTube.binormals[ s ] ).multiplyScalar( vert.y );
+
+						position2.copy( extrudePts[ s ] ).add( normal ).add( binormal );
+
+						v( position2.x, position2.y, position2.z );
+
+					}
+
+				}
+
+			}
+
+
+			// Add bevel segments planes
+
+			//for ( b = 1; b <= bevelSegments; b ++ ) {
+			for ( b = bevelSegments - 1; b >= 0; b -- ) {
+
+				t = b / bevelSegments;
+				z = bevelThickness * Math.cos( t * Math.PI / 2 );
+				bs = bevelSize * Math.sin( t * Math.PI / 2 );
+
+				// contract shape
+
+				for ( i = 0, il = contour.length; i < il; i ++ ) {
+
+					vert = scalePt2( contour[ i ], contourMovements[ i ], bs );
+					v( vert.x, vert.y, depth + z );
+
+				}
+
+				// expand holes
+
+				for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+					ahole = holes[ h ];
+					oneHoleMovements = holesMovements[ h ];
+
+					for ( i = 0, il = ahole.length; i < il; i ++ ) {
+
+						vert = scalePt2( ahole[ i ], oneHoleMovements[ i ], bs );
+
+						if ( ! extrudeByPath ) {
+
+							v( vert.x, vert.y, depth + z );
+
+						} else {
+
+							v( vert.x, vert.y + extrudePts[ steps - 1 ].y, extrudePts[ steps - 1 ].x + z );
+
+						}
+
+					}
+
+				}
+
+			}
+
+			/* Faces */
+
+			// Top and bottom faces
+
+			buildLidFaces();
+
+			// Sides faces
+
+			buildSideFaces();
+
+
+			/////  Internal functions
+
+			function buildLidFaces() {
+
+				var start = verticesArray.length / 3;
+
+				if ( bevelEnabled ) {
+
+					var layer = 0; // steps + 1
+					var offset = vlen * layer;
+
+					// Bottom faces
+
+					for ( i = 0; i < flen; i ++ ) {
+
+						face = faces[ i ];
+						f3( face[ 2 ] + offset, face[ 1 ] + offset, face[ 0 ] + offset );
+
+					}
+
+					layer = steps + bevelSegments * 2;
+					offset = vlen * layer;
+
+					// Top faces
+
+					for ( i = 0; i < flen; i ++ ) {
+
+						face = faces[ i ];
+						f3( face[ 0 ] + offset, face[ 1 ] + offset, face[ 2 ] + offset );
+
+					}
+
+				} else {
+
+					// Bottom faces
+
+					for ( i = 0; i < flen; i ++ ) {
+
+						face = faces[ i ];
+						f3( face[ 2 ], face[ 1 ], face[ 0 ] );
+
+					}
+
+					// Top faces
+
+					for ( i = 0; i < flen; i ++ ) {
+
+						face = faces[ i ];
+						f3( face[ 0 ] + vlen * steps, face[ 1 ] + vlen * steps, face[ 2 ] + vlen * steps );
+
+					}
+
+				}
+
+				scope.addGroup( start, verticesArray.length / 3 - start, 0 );
+
+			}
+
+			// Create faces for the z-sides of the shape
+
+			function buildSideFaces() {
+
+				var start = verticesArray.length / 3;
+				var layeroffset = 0;
+				sidewalls( contour, layeroffset );
+				layeroffset += contour.length;
+
+				for ( h = 0, hl = holes.length; h < hl; h ++ ) {
+
+					ahole = holes[ h ];
+					sidewalls( ahole, layeroffset );
+
+					//, true
+					layeroffset += ahole.length;
+
+				}
+
+
+				scope.addGroup( start, verticesArray.length / 3 - start, 1 );
+
+
+			}
+
+			function sidewalls( contour, layeroffset ) {
+
+				var j, k;
+				i = contour.length;
+
+				while ( -- i >= 0 ) {
+
+					j = i;
+					k = i - 1;
+					if ( k < 0 ) k = contour.length - 1;
+
+					//console.log('b', i,j, i-1, k,vertices.length);
+
+					var s = 0,
+						sl = steps + bevelSegments * 2;
+
+					for ( s = 0; s < sl; s ++ ) {
+
+						var slen1 = vlen * s;
+						var slen2 = vlen * ( s + 1 );
+
+						var a = layeroffset + j + slen1,
+							b = layeroffset + k + slen1,
+							c = layeroffset + k + slen2,
+							d = layeroffset + j + slen2;
+
+						f4( a, b, c, d );
+
+					}
+
+				}
+
+			}
+
+			function v( x, y, z ) {
+
+				placeholder.push( x );
+				placeholder.push( y );
+				placeholder.push( z );
+
+			}
+
+
+			function f3( a, b, c ) {
+
+				addVertex( a );
+				addVertex( b );
+				addVertex( c );
+
+				var nextIndex = verticesArray.length / 3;
+				var uvs = uvgen.generateTopUV( scope, verticesArray, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
+
+				addUV( uvs[ 0 ] );
+				addUV( uvs[ 1 ] );
+				addUV( uvs[ 2 ] );
+
+			}
+
+			function f4( a, b, c, d ) {
+
+				addVertex( a );
+				addVertex( b );
+				addVertex( d );
+
+				addVertex( b );
+				addVertex( c );
+				addVertex( d );
+
+
+				var nextIndex = verticesArray.length / 3;
+				var uvs = uvgen.generateSideWallUV( scope, verticesArray, nextIndex - 6, nextIndex - 3, nextIndex - 2, nextIndex - 1 );
+
+				addUV( uvs[ 0 ] );
+				addUV( uvs[ 1 ] );
+				addUV( uvs[ 3 ] );
+
+				addUV( uvs[ 1 ] );
+				addUV( uvs[ 2 ] );
+				addUV( uvs[ 3 ] );
+
+			}
+
+			function addVertex( index ) {
+
+				verticesArray.push( placeholder[ index * 3 + 0 ] );
+				verticesArray.push( placeholder[ index * 3 + 1 ] );
+				verticesArray.push( placeholder[ index * 3 + 2 ] );
+
+			}
+
+
+			function addUV( vector2 ) {
+
+				uvArray.push( vector2.x );
+				uvArray.push( vector2.y );
+
+			}
+
+		}
+
+	}
+
+	ExtrudeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	ExtrudeBufferGeometry.prototype.constructor = ExtrudeBufferGeometry;
+
+	ExtrudeBufferGeometry.prototype.toJSON = function () {
+
+		var data = BufferGeometry.prototype.toJSON.call( this );
+
+		var shapes = this.parameters.shapes;
+		var options = this.parameters.options;
+
+		return toJSON( shapes, options, data );
+
+	};
+
+	//
+
+	var WorldUVGenerator = {
+
+		generateTopUV: function ( geometry, vertices, indexA, indexB, indexC ) {
+
+			var a_x = vertices[ indexA * 3 ];
+			var a_y = vertices[ indexA * 3 + 1 ];
+			var b_x = vertices[ indexB * 3 ];
+			var b_y = vertices[ indexB * 3 + 1 ];
+			var c_x = vertices[ indexC * 3 ];
+			var c_y = vertices[ indexC * 3 + 1 ];
+
+			return [
+				new Vector2( a_x, a_y ),
+				new Vector2( b_x, b_y ),
+				new Vector2( c_x, c_y )
+			];
+
+		},
+
+		generateSideWallUV: function ( geometry, vertices, indexA, indexB, indexC, indexD ) {
+
+			var a_x = vertices[ indexA * 3 ];
+			var a_y = vertices[ indexA * 3 + 1 ];
+			var a_z = vertices[ indexA * 3 + 2 ];
+			var b_x = vertices[ indexB * 3 ];
+			var b_y = vertices[ indexB * 3 + 1 ];
+			var b_z = vertices[ indexB * 3 + 2 ];
+			var c_x = vertices[ indexC * 3 ];
+			var c_y = vertices[ indexC * 3 + 1 ];
+			var c_z = vertices[ indexC * 3 + 2 ];
+			var d_x = vertices[ indexD * 3 ];
+			var d_y = vertices[ indexD * 3 + 1 ];
+			var d_z = vertices[ indexD * 3 + 2 ];
+
+			if ( Math.abs( a_y - b_y ) < 0.01 ) {
+
+				return [
+					new Vector2( a_x, 1 - a_z ),
+					new Vector2( b_x, 1 - b_z ),
+					new Vector2( c_x, 1 - c_z ),
+					new Vector2( d_x, 1 - d_z )
+				];
+
+			} else {
+
+				return [
+					new Vector2( a_y, 1 - a_z ),
+					new Vector2( b_y, 1 - b_z ),
+					new Vector2( c_y, 1 - c_z ),
+					new Vector2( d_y, 1 - d_z )
+				];
+
+			}
+
+		}
+	};
+
+	function toJSON( shapes, options, data ) {
+
+		//
+
+		data.shapes = [];
+
+		if ( Array.isArray( shapes ) ) {
+
+			for ( var i = 0, l = shapes.length; i < l; i ++ ) {
+
+				var shape = shapes[ i ];
+
+				data.shapes.push( shape.uuid );
+
+			}
+
+		} else {
+
+			data.shapes.push( shapes.uuid );
+
+		}
+
+		//
+
+		if ( options.extrudePath !== undefined ) data.options.extrudePath = options.extrudePath.toJSON();
+
+		return data;
+
+	}
+
+	/**
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 * @author alteredq / http://alteredqualia.com/
+	 *
+	 * Text = 3D Text
+	 *
+	 * parameters = {
+	 *  font: <THREE.Font>, // font
+	 *
+	 *  size: <float>, // size of the text
+	 *  height: <float>, // thickness to extrude text
+	 *  curveSegments: <int>, // number of points on the curves
+	 *
+	 *  bevelEnabled: <bool>, // turn on bevel
+	 *  bevelThickness: <float>, // how deep into text bevel goes
+	 *  bevelSize: <float> // how far from text outline is bevel
+	 * }
+	 */
+
+	// TextGeometry
+
+	function TextGeometry( text, parameters ) {
+
+		Geometry.call( this );
+
+		this.type = 'TextGeometry';
+
+		this.parameters = {
+			text: text,
+			parameters: parameters
+		};
+
+		this.fromBufferGeometry( new TextBufferGeometry( text, parameters ) );
+		this.mergeVertices();
+
+	}
+
+	TextGeometry.prototype = Object.create( Geometry.prototype );
+	TextGeometry.prototype.constructor = TextGeometry;
+
+	// TextBufferGeometry
+
+	function TextBufferGeometry( text, parameters ) {
+
+		parameters = parameters || {};
+
+		var font = parameters.font;
+
+		if ( ! ( font && font.isFont ) ) {
+
+			console.error( 'THREE.TextGeometry: font parameter is not an instance of THREE.Font.' );
+			return new Geometry();
+
+		}
+
+		var shapes = font.generateShapes( text, parameters.size );
+
+		// translate parameters to ExtrudeGeometry API
+
+		parameters.depth = parameters.height !== undefined ? parameters.height : 50;
+
+		// defaults
+
+		if ( parameters.bevelThickness === undefined ) parameters.bevelThickness = 10;
+		if ( parameters.bevelSize === undefined ) parameters.bevelSize = 8;
+		if ( parameters.bevelEnabled === undefined ) parameters.bevelEnabled = false;
+
+		ExtrudeBufferGeometry.call( this, shapes, parameters );
+
+		this.type = 'TextBufferGeometry';
+
+	}
+
+	TextBufferGeometry.prototype = Object.create( ExtrudeBufferGeometry.prototype );
+	TextBufferGeometry.prototype.constructor = TextBufferGeometry;
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author benaadams / https://twitter.com/ben_a_adams
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// SphereGeometry
+
+	function SphereGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+		Geometry.call( this );
+
+		this.type = 'SphereGeometry';
+
+		this.parameters = {
+			radius: radius,
+			widthSegments: widthSegments,
+			heightSegments: heightSegments,
+			phiStart: phiStart,
+			phiLength: phiLength,
+			thetaStart: thetaStart,
+			thetaLength: thetaLength
+		};
+
+		this.fromBufferGeometry( new SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) );
+		this.mergeVertices();
+
+	}
+
+	SphereGeometry.prototype = Object.create( Geometry.prototype );
+	SphereGeometry.prototype.constructor = SphereGeometry;
+
+	// SphereBufferGeometry
+
+	function SphereBufferGeometry( radius, widthSegments, heightSegments, phiStart, phiLength, thetaStart, thetaLength ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'SphereBufferGeometry';
+
+		this.parameters = {
+			radius: radius,
+			widthSegments: widthSegments,
+			heightSegments: heightSegments,
+			phiStart: phiStart,
+			phiLength: phiLength,
+			thetaStart: thetaStart,
+			thetaLength: thetaLength
+		};
+
+		radius = radius || 1;
+
+		widthSegments = Math.max( 3, Math.floor( widthSegments ) || 8 );
+		heightSegments = Math.max( 2, Math.floor( heightSegments ) || 6 );
+
+		phiStart = phiStart !== undefined ? phiStart : 0;
+		phiLength = phiLength !== undefined ? phiLength : Math.PI * 2;
+
+		thetaStart = thetaStart !== undefined ? thetaStart : 0;
+		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI;
+
+		var thetaEnd = 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;
+
+			// special case for the poles
+
+			var uOffset = ( iy == 0 ) ? 0.5 / widthSegments : ( ( iy == heightSegments ) ? - 0.5 / widthSegments : 0 );
+
+			for ( ix = 0; ix <= widthSegments; ix ++ ) {
+
+				var u = ix / widthSegments;
+
+				// vertex
+
+				vertex.x = - radius * Math.cos( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+				vertex.y = radius * Math.cos( thetaStart + v * thetaLength );
+				vertex.z = radius * Math.sin( phiStart + u * phiLength ) * Math.sin( thetaStart + v * thetaLength );
+
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				// normal
+
+				normal.copy( vertex ).normalize();
+				normals.push( normal.x, normal.y, normal.z );
+
+				// uv
+
+				uvs.push( u + uOffset, 1 - v );
+
+				verticesRow.push( index ++ );
+
+			}
+
+			grid.push( verticesRow );
+
+		}
+
+		// indices
+
+		for ( iy = 0; iy < heightSegments; iy ++ ) {
+
+			for ( ix = 0; ix < widthSegments; ix ++ ) {
+
+				var a = grid[ iy ][ ix + 1 ];
+				var b = grid[ iy ][ ix ];
+				var c = grid[ iy + 1 ][ ix ];
+				var d = grid[ iy + 1 ][ ix + 1 ];
+
+				if ( iy !== 0 || thetaStart > 0 ) indices.push( a, b, d );
+				if ( iy !== heightSegments - 1 || thetaEnd < Math.PI ) indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// RingGeometry
+
+	function RingGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
+
+		Geometry.call( this );
+
+		this.type = 'RingGeometry';
+
+		this.parameters = {
+			innerRadius: innerRadius,
+			outerRadius: outerRadius,
+			thetaSegments: thetaSegments,
+			phiSegments: phiSegments,
+			thetaStart: thetaStart,
+			thetaLength: thetaLength
+		};
+
+		this.fromBufferGeometry( new RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) );
+		this.mergeVertices();
+
+	}
+
+	RingGeometry.prototype = Object.create( Geometry.prototype );
+	RingGeometry.prototype.constructor = RingGeometry;
+
+	// RingBufferGeometry
+
+	function RingBufferGeometry( innerRadius, outerRadius, thetaSegments, phiSegments, thetaStart, thetaLength ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'RingBufferGeometry';
+
+		this.parameters = {
+			innerRadius: innerRadius,
+			outerRadius: outerRadius,
+			thetaSegments: thetaSegments,
+			phiSegments: phiSegments,
+			thetaStart: thetaStart,
+			thetaLength: thetaLength
+		};
+
+		innerRadius = innerRadius || 0.5;
+		outerRadius = outerRadius || 1;
+
+		thetaStart = thetaStart !== undefined ? thetaStart : 0;
+		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+		thetaSegments = thetaSegments !== undefined ? Math.max( 3, thetaSegments ) : 8;
+		phiSegments = phiSegments !== undefined ? Math.max( 1, phiSegments ) : 1;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// some helper variables
+
+		var segment;
+		var radius = innerRadius;
+		var radiusStep = ( ( outerRadius - innerRadius ) / phiSegments );
+		var vertex = new Vector3();
+		var uv = new Vector2();
+		var j, i;
+
+		// generate vertices, normals and uvs
+
+		for ( j = 0; j <= phiSegments; j ++ ) {
+
+			for ( i = 0; i <= thetaSegments; i ++ ) {
+
+				// values are generate from the inside of the ring to the outside
+
+				segment = thetaStart + i / thetaSegments * thetaLength;
+
+				// vertex
+
+				vertex.x = radius * Math.cos( segment );
+				vertex.y = radius * Math.sin( segment );
+
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				// normal
+
+				normals.push( 0, 0, 1 );
+
+				// uv
+
+				uv.x = ( vertex.x / outerRadius + 1 ) / 2;
+				uv.y = ( vertex.y / outerRadius + 1 ) / 2;
+
+				uvs.push( uv.x, uv.y );
+
+			}
+
+			// increase the radius for next row of vertices
+
+			radius += radiusStep;
+
+		}
+
+		// indices
+
+		for ( j = 0; j < phiSegments; j ++ ) {
+
+			var thetaSegmentLevel = j * ( thetaSegments + 1 );
+
+			for ( i = 0; i < thetaSegments; i ++ ) {
+
+				segment = i + thetaSegmentLevel;
+
+				var a = segment;
+				var b = segment + thetaSegments + 1;
+				var c = segment + thetaSegments + 2;
+				var d = segment + 1;
+
+				// faces
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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 zz85 / https://github.com/zz85
+	 * @author bhouston / http://clara.io
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// LatheGeometry
+
+	function LatheGeometry( points, segments, phiStart, phiLength ) {
+
+		Geometry.call( this );
+
+		this.type = 'LatheGeometry';
+
+		this.parameters = {
+			points: points,
+			segments: segments,
+			phiStart: phiStart,
+			phiLength: phiLength
+		};
+
+		this.fromBufferGeometry( new LatheBufferGeometry( points, segments, phiStart, phiLength ) );
+		this.mergeVertices();
+
+	}
+
+	LatheGeometry.prototype = Object.create( Geometry.prototype );
+	LatheGeometry.prototype.constructor = LatheGeometry;
+
+	// LatheBufferGeometry
+
+	function LatheBufferGeometry( points, segments, phiStart, phiLength ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'LatheBufferGeometry';
+
+		this.parameters = {
+			points: points,
+			segments: segments,
+			phiStart: phiStart,
+			phiLength: phiLength
+		};
+
+		segments = Math.floor( segments ) || 12;
+		phiStart = phiStart || 0;
+		phiLength = phiLength || Math.PI * 2;
+
+		// clamp phiLength so it's in range of [ 0, 2PI ]
+
+		phiLength = _Math.clamp( phiLength, 0, Math.PI * 2 );
+
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var uvs = [];
+
+		// helper variables
+
+		var base;
+		var inverseSegments = 1.0 / segments;
+		var vertex = new Vector3();
+		var uv = new Vector2();
+		var i, j;
+
+		// generate vertices and uvs
+
+		for ( i = 0; i <= segments; i ++ ) {
+
+			var phi = phiStart + i * inverseSegments * phiLength;
+
+			var sin = Math.sin( phi );
+			var cos = Math.cos( phi );
+
+			for ( j = 0; j <= ( points.length - 1 ); j ++ ) {
+
+				// vertex
+
+				vertex.x = points[ j ].x * sin;
+				vertex.y = points[ j ].y;
+				vertex.z = points[ j ].x * cos;
+
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				// uv
+
+				uv.x = i / segments;
+				uv.y = j / ( points.length - 1 );
+
+				uvs.push( uv.x, uv.y );
+
+
+			}
+
+		}
+
+		// indices
+
+		for ( i = 0; i < segments; i ++ ) {
+
+			for ( j = 0; j < ( points.length - 1 ); j ++ ) {
+
+				base = j + i * points.length;
+
+				var a = base;
+				var b = base + points.length;
+				var c = base + points.length + 1;
+				var d = base + 1;
+
+				// faces
+
+				indices.push( a, b, d );
+				indices.push( b, c, d );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// ShapeGeometry
+
+	function ShapeGeometry( shapes, curveSegments ) {
+
+		Geometry.call( this );
+
+		this.type = 'ShapeGeometry';
+
+		if ( typeof curveSegments === 'object' ) {
+
+			console.warn( 'THREE.ShapeGeometry: Options parameter has been removed.' );
+
+			curveSegments = curveSegments.curveSegments;
+
+		}
+
+		this.parameters = {
+			shapes: shapes,
+			curveSegments: curveSegments
+		};
+
+		this.fromBufferGeometry( new ShapeBufferGeometry( shapes, curveSegments ) );
+		this.mergeVertices();
+
+	}
+
+	ShapeGeometry.prototype = Object.create( Geometry.prototype );
+	ShapeGeometry.prototype.constructor = ShapeGeometry;
+
+	ShapeGeometry.prototype.toJSON = function () {
+
+		var data = Geometry.prototype.toJSON.call( this );
+
+		var shapes = this.parameters.shapes;
+
+		return toJSON$1( shapes, data );
+
+	};
+
+	// ShapeBufferGeometry
+
+	function ShapeBufferGeometry( shapes, curveSegments ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'ShapeBufferGeometry';
+
+		this.parameters = {
+			shapes: shapes,
+			curveSegments: curveSegments
+		};
+
+		curveSegments = curveSegments || 12;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		var groupStart = 0;
+		var groupCount = 0;
+
+		// allow single and array values for "shapes" parameter
+
+		if ( Array.isArray( shapes ) === false ) {
+
+			addShape( shapes );
+
+		} else {
+
+			for ( var i = 0; i < shapes.length; i ++ ) {
+
+				addShape( shapes[ i ] );
+
+				this.addGroup( groupStart, groupCount, i ); // enables MultiMaterial support
+
+				groupStart += groupCount;
+				groupCount = 0;
+
+			}
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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();
+
+			}
+
+			for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
+
+				shapeHole = shapeHoles[ i ];
+
+				if ( ShapeUtils.isClockWise( shapeHole ) === true ) {
+
+					shapeHoles[ i ] = shapeHole.reverse();
+
+				}
+
+			}
+
+			var faces = ShapeUtils.triangulateShape( shapeVertices, shapeHoles );
+
+			// join vertices of inner and outer paths to a single array
+
+			for ( i = 0, l = shapeHoles.length; i < l; i ++ ) {
+
+				shapeHole = shapeHoles[ i ];
+				shapeVertices = shapeVertices.concat( shapeHole );
+
+			}
+
+			// vertices, normals, uvs
+
+			for ( i = 0, l = shapeVertices.length; i < l; i ++ ) {
+
+				var vertex = shapeVertices[ i ];
+
+				vertices.push( vertex.x, vertex.y, 0 );
+				normals.push( 0, 0, 1 );
+				uvs.push( vertex.x, vertex.y ); // world uvs
+
+			}
+
+			// incides
+
+			for ( i = 0, l = faces.length; i < l; i ++ ) {
+
+				var face = faces[ i ];
+
+				var a = face[ 0 ] + indexOffset;
+				var b = face[ 1 ] + indexOffset;
+				var c = face[ 2 ] + indexOffset;
+
+				indices.push( a, b, c );
+				groupCount += 3;
+
+			}
+
+		}
+
+	}
+
+	ShapeBufferGeometry.prototype = Object.create( BufferGeometry.prototype );
+	ShapeBufferGeometry.prototype.constructor = ShapeBufferGeometry;
+
+	ShapeBufferGeometry.prototype.toJSON = function () {
+
+		var data = BufferGeometry.prototype.toJSON.call( this );
+
+		var shapes = this.parameters.shapes;
+
+		return toJSON$1( shapes, data );
+
+	};
+
+	//
+
+	function toJSON$1( shapes, data ) {
+
+		data.shapes = [];
+
+		if ( Array.isArray( shapes ) ) {
+
+			for ( var i = 0, l = shapes.length; i < l; i ++ ) {
+
+				var shape = shapes[ i ];
+
+				data.shapes.push( shape.uuid );
+
+			}
+
+		} else {
+
+			data.shapes.push( shapes.uuid );
+
+		}
+
+		return data;
+
+	}
+
+	/**
+	 * @author WestLangley / http://github.com/WestLangley
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	function EdgesGeometry( geometry, thresholdAngle ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'EdgesGeometry';
+
+		this.parameters = {
+			thresholdAngle: thresholdAngle
+		};
+
+		thresholdAngle = ( thresholdAngle !== undefined ) ? thresholdAngle : 1;
+
+		// buffer
+
+		var vertices = [];
+
+		// helper variables
+
+		var thresholdDot = Math.cos( _Math.DEG2RAD * thresholdAngle );
+		var edge = [ 0, 0 ], edges = {}, edge1, edge2;
+		var key, keys = [ 'a', 'b', 'c' ];
+
+		// prepare source geometry
+
+		var geometry2;
+
+		if ( geometry.isBufferGeometry ) {
+
+			geometry2 = new Geometry();
+			geometry2.fromBufferGeometry( geometry );
+
+		} else {
+
+			geometry2 = geometry.clone();
+
+		}
+
+		geometry2.mergeVertices();
+		geometry2.computeFaceNormals();
+
+		var sourceVertices = geometry2.vertices;
+		var faces = geometry2.faces;
+
+		// now create a data structure where each entry represents an edge with its adjoining faces
+
+		for ( var i = 0, l = faces.length; i < l; i ++ ) {
+
+			var face = faces[ i ];
+
+			for ( var j = 0; j < 3; j ++ ) {
+
+				edge1 = face[ keys[ j ] ];
+				edge2 = face[ keys[ ( j + 1 ) % 3 ] ];
+				edge[ 0 ] = Math.min( edge1, edge2 );
+				edge[ 1 ] = Math.max( edge1, edge2 );
+
+				key = edge[ 0 ] + ',' + edge[ 1 ];
+
+				if ( edges[ key ] === undefined ) {
+
+					edges[ key ] = { index1: edge[ 0 ], index2: edge[ 1 ], face1: i, face2: undefined };
+
+				} else {
+
+					edges[ key ].face2 = i;
+
+				}
+
+			}
+
+		}
+
+		// generate vertices
+
+		for ( key in edges ) {
+
+			var e = edges[ key ];
+
+			// an edge is only rendered if the angle (in degrees) between the face normals of the adjoining faces exceeds this value. default = 1 degree.
+
+			if ( e.face2 === undefined || faces[ e.face1 ].normal.dot( faces[ e.face2 ].normal ) <= thresholdDot ) {
+
+				var vertex = sourceVertices[ e.index1 ];
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+				vertex = sourceVertices[ e.index2 ];
+				vertices.push( vertex.x, vertex.y, vertex.z );
+
+			}
+
+		}
+
+		// build geometry
+
+		this.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+
+	}
+
+	EdgesGeometry.prototype = Object.create( BufferGeometry.prototype );
+	EdgesGeometry.prototype.constructor = EdgesGeometry;
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	// CylinderGeometry
+
+	function CylinderGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
+
+		Geometry.call( this );
+
+		this.type = 'CylinderGeometry';
+
+		this.parameters = {
+			radiusTop: radiusTop,
+			radiusBottom: radiusBottom,
+			height: height,
+			radialSegments: radialSegments,
+			heightSegments: heightSegments,
+			openEnded: openEnded,
+			thetaStart: thetaStart,
+			thetaLength: thetaLength
+		};
+
+		this.fromBufferGeometry( new CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) );
+		this.mergeVertices();
+
+	}
+
+	CylinderGeometry.prototype = Object.create( Geometry.prototype );
+	CylinderGeometry.prototype.constructor = CylinderGeometry;
+
+	// CylinderBufferGeometry
+
+	function CylinderBufferGeometry( radiusTop, radiusBottom, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'CylinderBufferGeometry';
+
+		this.parameters = {
+			radiusTop: radiusTop,
+			radiusBottom: radiusBottom,
+			height: height,
+			radialSegments: radialSegments,
+			heightSegments: heightSegments,
+			openEnded: openEnded,
+			thetaStart: thetaStart,
+			thetaLength: thetaLength
+		};
+
+		var scope = this;
+
+		radiusTop = radiusTop !== undefined ? radiusTop : 1;
+		radiusBottom = radiusBottom !== undefined ? radiusBottom : 1;
+		height = height || 1;
+
+		radialSegments = Math.floor( radialSegments ) || 8;
+		heightSegments = Math.floor( heightSegments ) || 1;
+
+		openEnded = openEnded !== undefined ? openEnded : false;
+		thetaStart = thetaStart !== undefined ? thetaStart : 0.0;
+		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		var index = 0;
+		var indexArray = [];
+		var halfHeight = height / 2;
+		var groupStart = 0;
+
+		// generate geometry
+
+		generateTorso();
+
+		if ( openEnded === false ) {
+
+			if ( radiusTop > 0 ) generateCap( true );
+			if ( radiusBottom > 0 ) generateCap( false );
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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
+	 */
+
+	// ConeGeometry
+
+	function ConeGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
+
+		CylinderGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
+
+		this.type = 'ConeGeometry';
+
+		this.parameters = {
+			radius: radius,
+			height: height,
+			radialSegments: radialSegments,
+			heightSegments: heightSegments,
+			openEnded: openEnded,
+			thetaStart: thetaStart,
+			thetaLength: thetaLength
+		};
+
+	}
+
+	ConeGeometry.prototype = Object.create( CylinderGeometry.prototype );
+	ConeGeometry.prototype.constructor = ConeGeometry;
+
+	// ConeBufferGeometry
+
+	function ConeBufferGeometry( radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength ) {
+
+		CylinderBufferGeometry.call( this, 0, radius, height, radialSegments, heightSegments, openEnded, thetaStart, thetaLength );
+
+		this.type = 'ConeBufferGeometry';
+
+		this.parameters = {
+			radius: radius,
+			height: height,
+			radialSegments: radialSegments,
+			heightSegments: heightSegments,
+			openEnded: openEnded,
+			thetaStart: thetaStart,
+			thetaLength: thetaLength
+		};
+
+	}
+
+	ConeBufferGeometry.prototype = Object.create( CylinderBufferGeometry.prototype );
+	ConeBufferGeometry.prototype.constructor = ConeBufferGeometry;
+
+	/**
+	 * @author benaadams / https://twitter.com/ben_a_adams
+	 * @author Mugen87 / https://github.com/Mugen87
+	 * @author hughes
+	 */
+
+	// CircleGeometry
+
+	function CircleGeometry( radius, segments, thetaStart, thetaLength ) {
+
+		Geometry.call( this );
+
+		this.type = 'CircleGeometry';
+
+		this.parameters = {
+			radius: radius,
+			segments: segments,
+			thetaStart: thetaStart,
+			thetaLength: thetaLength
+		};
+
+		this.fromBufferGeometry( new CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) );
+		this.mergeVertices();
+
+	}
+
+	CircleGeometry.prototype = Object.create( Geometry.prototype );
+	CircleGeometry.prototype.constructor = CircleGeometry;
+
+	// CircleBufferGeometry
+
+	function CircleBufferGeometry( radius, segments, thetaStart, thetaLength ) {
+
+		BufferGeometry.call( this );
+
+		this.type = 'CircleBufferGeometry';
+
+		this.parameters = {
+			radius: radius,
+			segments: segments,
+			thetaStart: thetaStart,
+			thetaLength: thetaLength
+		};
+
+		radius = radius || 1;
+		segments = segments !== undefined ? Math.max( 3, segments ) : 8;
+
+		thetaStart = thetaStart !== undefined ? thetaStart : 0;
+		thetaLength = thetaLength !== undefined ? thetaLength : Math.PI * 2;
+
+		// buffers
+
+		var indices = [];
+		var vertices = [];
+		var normals = [];
+		var uvs = [];
+
+		// helper variables
+
+		var i, s;
+		var vertex = new Vector3();
+		var uv = new Vector2();
+
+		// center point
+
+		vertices.push( 0, 0, 0 );
+		normals.push( 0, 0, 1 );
+		uvs.push( 0.5, 0.5 );
+
+		for ( s = 0, i = 3; s <= segments; s ++, i += 3 ) {
+
+			var segment = thetaStart + s / segments * thetaLength;
+
+			// vertex
+
+			vertex.x = radius * Math.cos( segment );
+			vertex.y = radius * Math.sin( segment );
+
+			vertices.push( vertex.x, vertex.y, vertex.z );
+
+			// normal
+
+			normals.push( 0, 0, 1 );
+
+			// uvs
+
+			uv.x = ( vertices[ i ] / radius + 1 ) / 2;
+			uv.y = ( vertices[ i + 1 ] / radius + 1 ) / 2;
+
+			uvs.push( uv.x, uv.y );
+
+		}
+
+		// indices
+
+		for ( i = 1; i <= segments; i ++ ) {
+
+			indices.push( i, i + 1, 0 );
+
+		}
+
+		// build geometry
+
+		this.setIndex( indices );
+		this.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 = /*#__PURE__*/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,
+		TextBufferGeometry: TextBufferGeometry,
+		SphereGeometry: SphereGeometry,
+		SphereBufferGeometry: SphereBufferGeometry,
+		RingGeometry: RingGeometry,
+		RingBufferGeometry: RingBufferGeometry,
+		PlaneGeometry: PlaneGeometry,
+		PlaneBufferGeometry: PlaneBufferGeometry,
+		LatheGeometry: LatheGeometry,
+		LatheBufferGeometry: LatheBufferGeometry,
+		ShapeGeometry: ShapeGeometry,
+		ShapeBufferGeometry: ShapeBufferGeometry,
+		ExtrudeGeometry: ExtrudeGeometry,
+		ExtrudeBufferGeometry: ExtrudeBufferGeometry,
+		EdgesGeometry: EdgesGeometry,
+		ConeGeometry: ConeGeometry,
+		ConeBufferGeometry: ConeBufferGeometry,
+		CylinderGeometry: CylinderGeometry,
+		CylinderBufferGeometry: CylinderBufferGeometry,
+		CircleGeometry: CircleGeometry,
+		CircleBufferGeometry: CircleBufferGeometry,
+		BoxGeometry: BoxGeometry,
+		BoxBufferGeometry: BoxBufferGeometry
+	});
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 *
+	 * parameters = {
+	 *  color: <THREE.Color>
+	 * }
+	 */
+
+	function ShadowMaterial( parameters ) {
+
+		Material.call( this );
+
+		this.type = 'ShadowMaterial';
+
+		this.color = new Color( 0x000000 );
+		this.transparent = true;
+
+		this.setValues( parameters );
+
+	}
+
+	ShadowMaterial.prototype = Object.create( Material.prototype );
+	ShadowMaterial.prototype.constructor = ShadowMaterial;
+
+	ShadowMaterial.prototype.isShadowMaterial = true;
+
+	ShadowMaterial.prototype.copy = function ( source ) {
+
+		Material.prototype.copy.call( this, source );
+
+		this.color.copy( source.color );
+
+		return this;
+
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function RawShaderMaterial( parameters ) {
+
+		ShaderMaterial.call( this, parameters );
+
+		this.type = 'RawShaderMaterial';
+
+	}
+
+	RawShaderMaterial.prototype = Object.create( ShaderMaterial.prototype );
+	RawShaderMaterial.prototype.constructor = RawShaderMaterial;
+
+	RawShaderMaterial.prototype.isRawShaderMaterial = true;
+
+	/**
+	 * @author WestLangley / http://github.com/WestLangley
+	 *
+	 * parameters = {
+	 *  color: <hex>,
+	 *  roughness: <float>,
+	 *  metalness: <float>,
+	 *  opacity: <float>,
+	 *
+	 *  map: new THREE.Texture( <Image> ),
+	 *
+	 *  lightMap: new THREE.Texture( <Image> ),
+	 *  lightMapIntensity: <float>
+	 *
+	 *  aoMap: new THREE.Texture( <Image> ),
+	 *  aoMapIntensity: <float>
+	 *
+	 *  emissive: <hex>,
+	 *  emissiveIntensity: <float>
+	 *  emissiveMap: new THREE.Texture( <Image> ),
+	 *
+	 *  bumpMap: new THREE.Texture( <Image> ),
+	 *  bumpScale: <float>,
+	 *
+	 *  normalMap: new THREE.Texture( <Image> ),
+	 *  normalMapType: THREE.TangentSpaceNormalMap,
+	 *  normalScale: <Vector2>,
+	 *
+	 *  displacementMap: new THREE.Texture( <Image> ),
+	 *  displacementScale: <float>,
+	 *  displacementBias: <float>,
+	 *
+	 *  roughnessMap: new THREE.Texture( <Image> ),
+	 *
+	 *  metalnessMap: new THREE.Texture( <Image> ),
+	 *
+	 *  alphaMap: new THREE.Texture( <Image> ),
+	 *
+	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
+	 *  envMapIntensity: <float>
+	 *
+	 *  refractionRatio: <float>,
+	 *
+	 *  wireframe: <boolean>,
+	 *  wireframeLinewidth: <float>,
+	 *
+	 *  skinning: <bool>,
+	 *  morphTargets: <bool>,
+	 *  morphNormals: <bool>
+	 * }
+	 */
+
+	function MeshStandardMaterial( parameters ) {
+
+		Material.call( this );
+
+		this.defines = { 'STANDARD': '' };
+
+		this.type = 'MeshStandardMaterial';
+
+		this.color = new Color( 0xffffff ); // diffuse
+		this.roughness = 0.5;
+		this.metalness = 0.5;
+
+		this.map = null;
+
+		this.lightMap = null;
+		this.lightMapIntensity = 1.0;
+
+		this.aoMap = null;
+		this.aoMapIntensity = 1.0;
+
+		this.emissive = new Color( 0x000000 );
+		this.emissiveIntensity = 1.0;
+		this.emissiveMap = null;
+
+		this.bumpMap = null;
+		this.bumpScale = 1;
+
+		this.normalMap = null;
+		this.normalMapType = TangentSpaceNormalMap;
+		this.normalScale = new Vector2( 1, 1 );
+
+		this.displacementMap = null;
+		this.displacementScale = 1;
+		this.displacementBias = 0;
+
+		this.roughnessMap = null;
+
+		this.metalnessMap = null;
+
+		this.alphaMap = null;
+
+		this.envMap = null;
+		this.envMapIntensity = 1.0;
+
+		this.refractionRatio = 0.98;
+
+		this.wireframe = false;
+		this.wireframeLinewidth = 1;
+		this.wireframeLinecap = 'round';
+		this.wireframeLinejoin = 'round';
+
+		this.skinning = false;
+		this.morphTargets = false;
+		this.morphNormals = false;
+
+		this.setValues( parameters );
+
+	}
+
+	MeshStandardMaterial.prototype = Object.create( Material.prototype );
+	MeshStandardMaterial.prototype.constructor = MeshStandardMaterial;
+
+	MeshStandardMaterial.prototype.isMeshStandardMaterial = true;
+
+	MeshStandardMaterial.prototype.copy = function ( source ) {
+
+		Material.prototype.copy.call( this, source );
+
+		this.defines = { 'STANDARD': '' };
+
+		this.color.copy( source.color );
+		this.roughness = source.roughness;
+		this.metalness = source.metalness;
+
+		this.map = source.map;
+
+		this.lightMap = source.lightMap;
+		this.lightMapIntensity = source.lightMapIntensity;
+
+		this.aoMap = source.aoMap;
+		this.aoMapIntensity = source.aoMapIntensity;
+
+		this.emissive.copy( source.emissive );
+		this.emissiveMap = source.emissiveMap;
+		this.emissiveIntensity = source.emissiveIntensity;
+
+		this.bumpMap = source.bumpMap;
+		this.bumpScale = source.bumpScale;
+
+		this.normalMap = source.normalMap;
+		this.normalMapType = source.normalMapType;
+		this.normalScale.copy( source.normalScale );
+
+		this.displacementMap = source.displacementMap;
+		this.displacementScale = source.displacementScale;
+		this.displacementBias = source.displacementBias;
+
+		this.roughnessMap = source.roughnessMap;
+
+		this.metalnessMap = source.metalnessMap;
+
+		this.alphaMap = source.alphaMap;
+
+		this.envMap = source.envMap;
+		this.envMapIntensity = source.envMapIntensity;
+
+		this.refractionRatio = source.refractionRatio;
+
+		this.wireframe = source.wireframe;
+		this.wireframeLinewidth = source.wireframeLinewidth;
+		this.wireframeLinecap = source.wireframeLinecap;
+		this.wireframeLinejoin = source.wireframeLinejoin;
+
+		this.skinning = source.skinning;
+		this.morphTargets = source.morphTargets;
+		this.morphNormals = source.morphNormals;
+
+		return this;
+
+	};
+
+	/**
+	 * @author WestLangley / http://github.com/WestLangley
+	 *
+	 * parameters = {
+	 *  reflectivity: <float>
+	 *  clearCoat: <float>
+	 *  clearCoatRoughness: <float>
+	 * }
+	 */
+
+	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> ),
+	 *  normalMapType: THREE.TangentSpaceNormalMap,
+	 *  normalScale: <Vector2>,
+	 *
+	 *  displacementMap: new THREE.Texture( <Image> ),
+	 *  displacementScale: <float>,
+	 *  displacementBias: <float>,
+	 *
+	 *  specularMap: new THREE.Texture( <Image> ),
+	 *
+	 *  alphaMap: new THREE.Texture( <Image> ),
+	 *
+	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
+	 *  combine: THREE.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.normalMapType = TangentSpaceNormalMap;
+		this.normalScale = new Vector2( 1, 1 );
+
+		this.displacementMap = null;
+		this.displacementScale = 1;
+		this.displacementBias = 0;
+
+		this.specularMap = null;
+
+		this.alphaMap = null;
+
+		this.envMap = null;
+		this.combine = MultiplyOperation;
+		this.reflectivity = 1;
+		this.refractionRatio = 0.98;
+
+		this.wireframe = false;
+		this.wireframeLinewidth = 1;
+		this.wireframeLinecap = 'round';
+		this.wireframeLinejoin = 'round';
+
+		this.skinning = false;
+		this.morphTargets = false;
+		this.morphNormals = false;
+
+		this.setValues( parameters );
+
+	}
+
+	MeshPhongMaterial.prototype = Object.create( Material.prototype );
+	MeshPhongMaterial.prototype.constructor = MeshPhongMaterial;
+
+	MeshPhongMaterial.prototype.isMeshPhongMaterial = true;
+
+	MeshPhongMaterial.prototype.copy = function ( source ) {
+
+		Material.prototype.copy.call( this, source );
+
+		this.color.copy( source.color );
+		this.specular.copy( source.specular );
+		this.shininess = source.shininess;
+
+		this.map = source.map;
+
+		this.lightMap = source.lightMap;
+		this.lightMapIntensity = source.lightMapIntensity;
+
+		this.aoMap = source.aoMap;
+		this.aoMapIntensity = source.aoMapIntensity;
+
+		this.emissive.copy( source.emissive );
+		this.emissiveMap = source.emissiveMap;
+		this.emissiveIntensity = source.emissiveIntensity;
+
+		this.bumpMap = source.bumpMap;
+		this.bumpScale = source.bumpScale;
+
+		this.normalMap = source.normalMap;
+		this.normalMapType = source.normalMapType;
+		this.normalScale.copy( source.normalScale );
+
+		this.displacementMap = source.displacementMap;
+		this.displacementScale = source.displacementScale;
+		this.displacementBias = source.displacementBias;
+
+		this.specularMap = source.specularMap;
+
+		this.alphaMap = source.alphaMap;
+
+		this.envMap = source.envMap;
+		this.combine = source.combine;
+		this.reflectivity = source.reflectivity;
+		this.refractionRatio = source.refractionRatio;
+
+		this.wireframe = source.wireframe;
+		this.wireframeLinewidth = source.wireframeLinewidth;
+		this.wireframeLinecap = source.wireframeLinecap;
+		this.wireframeLinejoin = source.wireframeLinejoin;
+
+		this.skinning = source.skinning;
+		this.morphTargets = source.morphTargets;
+		this.morphNormals = source.morphNormals;
+
+		return this;
+
+	};
+
+	/**
+	 * @author takahirox / http://github.com/takahirox
+	 *
+	 * parameters = {
+	 *  gradientMap: new THREE.Texture( <Image> )
+	 * }
+	 */
+
+	function MeshToonMaterial( parameters ) {
+
+		MeshPhongMaterial.call( this );
+
+		this.defines = { 'TOON': '' };
+
+		this.type = 'MeshToonMaterial';
+
+		this.gradientMap = null;
+
+		this.setValues( parameters );
+
+	}
+
+	MeshToonMaterial.prototype = Object.create( MeshPhongMaterial.prototype );
+	MeshToonMaterial.prototype.constructor = MeshToonMaterial;
+
+	MeshToonMaterial.prototype.isMeshToonMaterial = true;
+
+	MeshToonMaterial.prototype.copy = function ( source ) {
+
+		MeshPhongMaterial.prototype.copy.call( this, source );
+
+		this.gradientMap = source.gradientMap;
+
+		return this;
+
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author WestLangley / http://github.com/WestLangley
+	 *
+	 * parameters = {
+	 *  opacity: <float>,
+	 *
+	 *  bumpMap: new THREE.Texture( <Image> ),
+	 *  bumpScale: <float>,
+	 *
+	 *  normalMap: new THREE.Texture( <Image> ),
+	 *  normalMapType: THREE.TangentSpaceNormalMap,
+	 *  normalScale: <Vector2>,
+	 *
+	 *  displacementMap: new THREE.Texture( <Image> ),
+	 *  displacementScale: <float>,
+	 *  displacementBias: <float>,
+	 *
+	 *  wireframe: <boolean>,
+	 *  wireframeLinewidth: <float>
+	 *
+	 *  skinning: <bool>,
+	 *  morphTargets: <bool>,
+	 *  morphNormals: <bool>
+	 * }
+	 */
+
+	function MeshNormalMaterial( parameters ) {
+
+		Material.call( this );
+
+		this.type = 'MeshNormalMaterial';
+
+		this.bumpMap = null;
+		this.bumpScale = 1;
+
+		this.normalMap = null;
+		this.normalMapType = TangentSpaceNormalMap;
+		this.normalScale = new Vector2( 1, 1 );
+
+		this.displacementMap = null;
+		this.displacementScale = 1;
+		this.displacementBias = 0;
+
+		this.wireframe = false;
+		this.wireframeLinewidth = 1;
+
+		this.fog = false;
+		this.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.normalMapType = source.normalMapType;
+		this.normalScale.copy( source.normalScale );
+
+		this.displacementMap = source.displacementMap;
+		this.displacementScale = source.displacementScale;
+		this.displacementBias = source.displacementBias;
+
+		this.wireframe = source.wireframe;
+		this.wireframeLinewidth = source.wireframeLinewidth;
+
+		this.skinning = source.skinning;
+		this.morphTargets = source.morphTargets;
+		this.morphNormals = source.morphNormals;
+
+		return this;
+
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 *
+	 * parameters = {
+	 *  color: <hex>,
+	 *  opacity: <float>,
+	 *
+	 *  map: new THREE.Texture( <Image> ),
+	 *
+	 *  lightMap: new THREE.Texture( <Image> ),
+	 *  lightMapIntensity: <float>
+	 *
+	 *  aoMap: new THREE.Texture( <Image> ),
+	 *  aoMapIntensity: <float>
+	 *
+	 *  emissive: <hex>,
+	 *  emissiveIntensity: <float>
+	 *  emissiveMap: new THREE.Texture( <Image> ),
+	 *
+	 *  specularMap: new THREE.Texture( <Image> ),
+	 *
+	 *  alphaMap: new THREE.Texture( <Image> ),
+	 *
+	 *  envMap: new THREE.CubeTexture( [posx, negx, posy, negy, posz, negz] ),
+	 *  combine: THREE.Multiply,
+	 *  reflectivity: <float>,
+	 *  refractionRatio: <float>,
+	 *
+	 *  wireframe: <boolean>,
+	 *  wireframeLinewidth: <float>,
+	 *
+	 *  skinning: <bool>,
+	 *  morphTargets: <bool>,
+	 *  morphNormals: <bool>
+	 * }
+	 */
+
+	function MeshLambertMaterial( parameters ) {
+
+		Material.call( this );
+
+		this.type = 'MeshLambertMaterial';
+
+		this.color = new Color( 0xffffff ); // diffuse
+
+		this.map = null;
+
+		this.lightMap = null;
+		this.lightMapIntensity = 1.0;
+
+		this.aoMap = null;
+		this.aoMapIntensity = 1.0;
+
+		this.emissive = new Color( 0x000000 );
+		this.emissiveIntensity = 1.0;
+		this.emissiveMap = null;
+
+		this.specularMap = null;
+
+		this.alphaMap = null;
+
+		this.envMap = null;
+		this.combine = MultiplyOperation;
+		this.reflectivity = 1;
+		this.refractionRatio = 0.98;
+
+		this.wireframe = false;
+		this.wireframeLinewidth = 1;
+		this.wireframeLinecap = 'round';
+		this.wireframeLinejoin = 'round';
+
+		this.skinning = false;
+		this.morphTargets = false;
+		this.morphNormals = false;
+
+		this.setValues( parameters );
+
+	}
+
+	MeshLambertMaterial.prototype = Object.create( Material.prototype );
+	MeshLambertMaterial.prototype.constructor = MeshLambertMaterial;
+
+	MeshLambertMaterial.prototype.isMeshLambertMaterial = true;
+
+	MeshLambertMaterial.prototype.copy = function ( source ) {
+
+		Material.prototype.copy.call( this, source );
+
+		this.color.copy( source.color );
+
+		this.map = source.map;
+
+		this.lightMap = source.lightMap;
+		this.lightMapIntensity = source.lightMapIntensity;
+
+		this.aoMap = source.aoMap;
+		this.aoMapIntensity = source.aoMapIntensity;
+
+		this.emissive.copy( source.emissive );
+		this.emissiveMap = source.emissiveMap;
+		this.emissiveIntensity = source.emissiveIntensity;
+
+		this.specularMap = source.specularMap;
+
+		this.alphaMap = source.alphaMap;
+
+		this.envMap = source.envMap;
+		this.combine = source.combine;
+		this.reflectivity = source.reflectivity;
+		this.refractionRatio = source.refractionRatio;
+
+		this.wireframe = source.wireframe;
+		this.wireframeLinewidth = source.wireframeLinewidth;
+		this.wireframeLinecap = source.wireframeLinecap;
+		this.wireframeLinejoin = source.wireframeLinejoin;
+
+		this.skinning = source.skinning;
+		this.morphTargets = source.morphTargets;
+		this.morphNormals = source.morphNormals;
+
+		return this;
+
+	};
+
+	/**
+	 * @author WestLangley / http://github.com/WestLangley
+	 *
+	 * parameters = {
+	 *  color: <hex>,
+	 *  opacity: <float>,
+	 *
+	 *  matcap: new THREE.Texture( <Image> ),
+	 *
+	 *  map: new THREE.Texture( <Image> ),
+	 *
+	 *  bumpMap: new THREE.Texture( <Image> ),
+	 *  bumpScale: <float>,
+	 *
+	 *  normalMap: new THREE.Texture( <Image> ),
+	 *  normalMapType: THREE.TangentSpaceNormalMap,
+	 *  normalScale: <Vector2>,
+	 *
+	 *  displacementMap: new THREE.Texture( <Image> ),
+	 *  displacementScale: <float>,
+	 *  displacementBias: <float>,
+	 *
+	 *  alphaMap: new THREE.Texture( <Image> ),
+	 *
+	 *  skinning: <bool>,
+	 *  morphTargets: <bool>,
+	 *  morphNormals: <bool>
+	 * }
+	 */
+
+	function MeshMatcapMaterial( parameters ) {
+
+		Material.call( this );
+
+		this.defines = { 'MATCAP': '' };
+
+		this.type = 'MeshMatcapMaterial';
+
+		this.color = new Color( 0xffffff ); // diffuse
+
+		this.matcap = null;
+
+		this.map = null;
+
+		this.bumpMap = null;
+		this.bumpScale = 1;
+
+		this.normalMap = null;
+		this.normalMapType = TangentSpaceNormalMap;
+		this.normalScale = new Vector2( 1, 1 );
+
+		this.displacementMap = null;
+		this.displacementScale = 1;
+		this.displacementBias = 0;
+
+		this.alphaMap = null;
+
+		this.skinning = false;
+		this.morphTargets = false;
+		this.morphNormals = false;
+
+		this.lights = false;
+
+		this.setValues( parameters );
+
+	}
+
+	MeshMatcapMaterial.prototype = Object.create( Material.prototype );
+	MeshMatcapMaterial.prototype.constructor = MeshMatcapMaterial;
+
+	MeshMatcapMaterial.prototype.isMeshMatcapMaterial = true;
+
+	MeshMatcapMaterial.prototype.copy = function ( source ) {
+
+		Material.prototype.copy.call( this, source );
+
+		this.defines = { 'MATCAP': '' };
+
+		this.color.copy( source.color );
+
+		this.matcap = source.matcap;
+
+		this.map = source.map;
+
+		this.bumpMap = source.bumpMap;
+		this.bumpScale = source.bumpScale;
+
+		this.normalMap = source.normalMap;
+		this.normalMapType = source.normalMapType;
+		this.normalScale.copy( source.normalScale );
+
+		this.displacementMap = source.displacementMap;
+		this.displacementScale = source.displacementScale;
+		this.displacementBias = source.displacementBias;
+
+		this.alphaMap = source.alphaMap;
+
+		this.skinning = source.skinning;
+		this.morphTargets = source.morphTargets;
+		this.morphNormals = source.morphNormals;
+
+		return this;
+
+	};
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 *
+	 * parameters = {
+	 *  color: <hex>,
+	 *  opacity: <float>,
+	 *
+	 *  linewidth: <float>,
+	 *
+	 *  scale: <float>,
+	 *  dashSize: <float>,
+	 *  gapSize: <float>
+	 * }
+	 */
+
+	function LineDashedMaterial( parameters ) {
+
+		LineBasicMaterial.call( this );
+
+		this.type = 'LineDashedMaterial';
+
+		this.scale = 1;
+		this.dashSize = 3;
+		this.gapSize = 1;
+
+		this.setValues( parameters );
+
+	}
+
+	LineDashedMaterial.prototype = Object.create( LineBasicMaterial.prototype );
+	LineDashedMaterial.prototype.constructor = LineDashedMaterial;
+
+	LineDashedMaterial.prototype.isLineDashedMaterial = true;
+
+	LineDashedMaterial.prototype.copy = function ( source ) {
+
+		LineBasicMaterial.prototype.copy.call( this, source );
+
+		this.scale = source.scale;
+		this.dashSize = source.dashSize;
+		this.gapSize = source.gapSize;
+
+		return this;
+
+	};
+
+
+
+	var Materials = /*#__PURE__*/Object.freeze({
+		ShadowMaterial: ShadowMaterial,
+		SpriteMaterial: SpriteMaterial,
+		RawShaderMaterial: RawShaderMaterial,
+		ShaderMaterial: ShaderMaterial,
+		PointsMaterial: PointsMaterial,
+		MeshPhysicalMaterial: MeshPhysicalMaterial,
+		MeshStandardMaterial: MeshStandardMaterial,
+		MeshPhongMaterial: MeshPhongMaterial,
+		MeshToonMaterial: MeshToonMaterial,
+		MeshNormalMaterial: MeshNormalMaterial,
+		MeshLambertMaterial: MeshLambertMaterial,
+		MeshDepthMaterial: MeshDepthMaterial,
+		MeshDistanceMaterial: MeshDistanceMaterial,
+		MeshBasicMaterial: MeshBasicMaterial,
+		MeshMatcapMaterial: MeshMatcapMaterial,
+		LineDashedMaterial: LineDashedMaterial,
+		LineBasicMaterial: LineBasicMaterial,
+		Material: Material
+	});
+
+	/**
+	 * @author tschw
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 */
+
+	var AnimationUtils = {
+
+		// same as Array.prototype.slice, but also works on typed arrays
+		arraySlice: function ( array, from, to ) {
+
+			if ( AnimationUtils.isTypedArray( array ) ) {
+
+				// in ios9 array.subarray(from, undefined) will return empty array
+				// but array.subarray(from) or array.subarray(from, len) is correct
+				return new array.constructor( array.subarray( from, to !== undefined ? to : array.length ) );
+
+			}
+
+			return array.slice( from, to );
+
+		},
+
+		// converts an array to a specific type
+		convertArray: function ( array, type, forceClone ) {
+
+			if ( ! array || // let 'undefined' and 'null' pass
+				! forceClone && array.constructor === type ) return array;
+
+			if ( typeof type.BYTES_PER_ELEMENT === 'number' ) {
+
+				return new type( array ); // create typed array
+
+			}
+
+			return Array.prototype.slice.call( array ); // create Array
+
+		},
+
+		isTypedArray: function ( object ) {
+
+			return ArrayBuffer.isView( object ) &&
+				! ( object instanceof DataView );
+
+		},
+
+		// returns an array by which times and values can be sorted
+		getKeyframeOrder: function ( times ) {
+
+			function compareTime( i, j ) {
+
+				return times[ i ] - times[ j ];
+
+			}
+
+			var n = times.length;
+			var result = new Array( n );
+			for ( var i = 0; i !== n; ++ i ) result[ i ] = i;
+
+			result.sort( compareTime );
+
+			return result;
+
+		},
+
+		// uses the array previously returned by 'getKeyframeOrder' to sort data
+		sortedArray: function ( values, stride, order ) {
+
+			var nValues = values.length;
+			var result = new values.constructor( nValues );
+
+			for ( var i = 0, dstOffset = 0; dstOffset !== nValues; ++ i ) {
+
+				var srcOffset = order[ i ] * stride;
+
+				for ( var j = 0; j !== stride; ++ j ) {
+
+					result[ dstOffset ++ ] = values[ srcOffset + j ];
+
+				}
+
+			}
+
+			return result;
+
+		},
+
+		// function for parsing AOS keyframe formats
+		flattenJSON: function ( jsonKeys, times, values, valuePropertyName ) {
+
+			var i = 1, key = jsonKeys[ 0 ];
+
+			while ( key !== undefined && key[ valuePropertyName ] === undefined ) {
+
+				key = jsonKeys[ i ++ ];
+
+			}
+
+			if ( key === undefined ) return; // no data
+
+			var value = key[ valuePropertyName ];
+			if ( value === undefined ) return; // no data
+
+			if ( Array.isArray( value ) ) {
+
+				do {
+
+					value = key[ valuePropertyName ];
+
+					if ( value !== undefined ) {
+
+						times.push( key.time );
+						values.push.apply( values, value ); // push all elements
+
+					}
+
+					key = jsonKeys[ i ++ ];
+
+				} while ( key !== undefined );
+
+			} else if ( value.toArray !== undefined ) {
+
+				// ...assume THREE.Math-ish
+
+				do {
+
+					value = key[ valuePropertyName ];
+
+					if ( value !== undefined ) {
+
+						times.push( key.time );
+						value.toArray( values, values.length );
+
+					}
+
+					key = jsonKeys[ i ++ ];
+
+				} while ( key !== undefined );
+
+			} else {
+
+				// otherwise push as-is
+
+				do {
+
+					value = key[ valuePropertyName ];
+
+					if ( value !== undefined ) {
+
+						times.push( key.time );
+						values.push( value );
+
+					}
+
+					key = jsonKeys[ i ++ ];
+
+				} while ( key !== undefined );
+
+			}
+
+		}
+
+	};
+
+	/**
+	 * Abstract base class of interpolants over parametric samples.
+	 *
+	 * The parameter domain is one dimensional, typically the time or a path
+	 * along a curve defined by the data.
+	 *
+	 * The sample values can have any dimensionality and derived classes may
+	 * apply special interpretations to the data.
+	 *
+	 * This class provides the interval seek in a Template Method, deferring
+	 * the actual interpolation to derived classes.
+	 *
+	 * Time complexity is O(1) for linear access crossing at most two points
+	 * and O(log N) for random access, where N is the number of positions.
+	 *
+	 * References:
+	 *
+	 * 		http://www.oodesign.com/template-method-pattern.html
+	 *
+	 * @author tschw
+	 */
+
+	function Interpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
+
+		this.parameterPositions = parameterPositions;
+		this._cachedIndex = 0;
+
+		this.resultBuffer = resultBuffer !== undefined ?
+			resultBuffer : new sampleValues.constructor( sampleSize );
+		this.sampleValues = sampleValues;
+		this.valueSize = sampleSize;
+
+	}
+
+	Object.assign( Interpolant.prototype, {
+
+		evaluate: function ( t ) {
+
+			var pp = this.parameterPositions,
+				i1 = this._cachedIndex,
+
+				t1 = pp[ i1 ],
+				t0 = pp[ i1 - 1 ];
+
+			validate_interval: {
+
+				seek: {
+
+					var right;
+
+					linear_scan: {
+
+						//- See http://jsperf.com/comparison-to-undefined/3
+						//- slower code:
+						//-
+						//- 				if ( t >= t1 || t1 === undefined ) {
+						forward_scan: if ( ! ( t < t1 ) ) {
+
+							for ( var giveUpAt = i1 + 2; ; ) {
+
+								if ( t1 === undefined ) {
+
+									if ( t < t0 ) break forward_scan;
+
+									// after end
+
+									i1 = pp.length;
+									this._cachedIndex = i1;
+									return this.afterEnd_( i1 - 1, t, t0 );
+
+								}
+
+								if ( i1 === giveUpAt ) break; // this loop
+
+								t0 = t1;
+								t1 = pp[ ++ i1 ];
+
+								if ( t < t1 ) {
+
+									// we have arrived at the sought interval
+									break seek;
+
+								}
+
+							}
+
+							// prepare binary search on the right side of the index
+							right = pp.length;
+							break linear_scan;
+
+						}
+
+						//- slower code:
+						//-					if ( t < t0 || t0 === undefined ) {
+						if ( ! ( t >= t0 ) ) {
+
+							// looping?
+
+							var t1global = pp[ 1 ];
+
+							if ( t < t1global ) {
+
+								i1 = 2; // + 1, using the scan for the details
+								t0 = t1global;
+
+							}
+
+							// linear reverse scan
+
+							for ( var giveUpAt = i1 - 2; ; ) {
+
+								if ( t0 === undefined ) {
+
+									// before start
+
+									this._cachedIndex = 0;
+									return this.beforeStart_( 0, t, t1 );
+
+								}
+
+								if ( i1 === giveUpAt ) break; // this loop
+
+								t1 = t0;
+								t0 = pp[ -- i1 - 1 ];
+
+								if ( t >= t0 ) {
+
+									// we have arrived at the sought interval
+									break seek;
+
+								}
+
+							}
+
+							// prepare binary search on the left side of the index
+							right = i1;
+							i1 = 0;
+							break linear_scan;
+
+						}
+
+						// the interval is valid
+
+						break validate_interval;
+
+					} // linear scan
+
+					// binary search
+
+					while ( i1 < right ) {
+
+						var mid = ( i1 + right ) >>> 1;
+
+						if ( t < pp[ mid ] ) {
+
+							right = mid;
+
+						} else {
+
+							i1 = mid + 1;
+
+						}
+
+					}
+
+					t1 = pp[ i1 ];
+					t0 = pp[ i1 - 1 ];
+
+					// check boundary cases, again
+
+					if ( t0 === undefined ) {
+
+						this._cachedIndex = 0;
+						return this.beforeStart_( 0, t, t1 );
+
+					}
+
+					if ( t1 === undefined ) {
+
+						i1 = pp.length;
+						this._cachedIndex = i1;
+						return this.afterEnd_( i1 - 1, t0, t );
+
+					}
+
+				} // seek
+
+				this._cachedIndex = i1;
+
+				this.intervalChanged_( i1, t0, t1 );
+
+			} // validate_interval
+
+			return this.interpolate_( i1, t0, t, t1 );
+
+		},
+
+		settings: null, // optional, subclass-specific settings structure
+		// Note: The indirection allows central control of many interpolants.
+
+		// --- Protected interface
+
+		DefaultSettings_: {},
+
+		getSettings_: function () {
+
+			return this.settings || this.DefaultSettings_;
+
+		},
+
+		copySampleValue_: function ( index ) {
+
+			// copies a sample value to the result buffer
+
+			var result = this.resultBuffer,
+				values = this.sampleValues,
+				stride = this.valueSize,
+				offset = index * stride;
+
+			for ( var i = 0; i !== stride; ++ i ) {
+
+				result[ i ] = values[ offset + i ];
+
+			}
+
+			return result;
+
+		},
+
+		// Template methods for derived classes:
+
+		interpolate_: function ( /* i1, t0, t, t1 */ ) {
+
+			throw new Error( 'call to abstract method' );
+			// implementations shall return this.resultBuffer
+
+		},
+
+		intervalChanged_: function ( /* i1, t0, t1 */ ) {
+
+			// empty
+
+		}
+
+	} );
+
+	//!\ DECLARE ALIAS AFTER assign prototype !
+	Object.assign( Interpolant.prototype, {
+
+		//( 0, t, t0 ), returns this.resultBuffer
+		beforeStart_: Interpolant.prototype.copySampleValue_,
+
+		//( N-1, tN-1, t ), returns this.resultBuffer
+		afterEnd_: Interpolant.prototype.copySampleValue_,
+
+	} );
+
+	/**
+	 * Fast and simple cubic spline interpolant.
+	 *
+	 * It was derived from a Hermitian construction setting the first derivative
+	 * at each sample position to the linear slope between neighboring positions
+	 * over their parameter interval.
+	 *
+	 * @author tschw
+	 */
+
+	function CubicInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
+
+		Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
+
+		this._weightPrev = - 0;
+		this._offsetPrev = - 0;
+		this._weightNext = - 0;
+		this._offsetNext = - 0;
+
+	}
+
+	CubicInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
+
+		constructor: CubicInterpolant,
+
+		DefaultSettings_: {
+
+			endingStart: ZeroCurvatureEnding,
+			endingEnd: ZeroCurvatureEnding
+
+		},
+
+		intervalChanged_: function ( i1, t0, t1 ) {
+
+			var pp = this.parameterPositions,
+				iPrev = i1 - 2,
+				iNext = i1 + 1,
+
+				tPrev = pp[ iPrev ],
+				tNext = pp[ iNext ];
+
+			if ( tPrev === undefined ) {
+
+				switch ( this.getSettings_().endingStart ) {
+
+					case ZeroSlopeEnding:
+
+						// f'(t0) = 0
+						iPrev = i1;
+						tPrev = 2 * t0 - t1;
+
+						break;
+
+					case WrapAroundEnding:
+
+						// use the other end of the curve
+						iPrev = pp.length - 2;
+						tPrev = t0 + pp[ iPrev ] - pp[ iPrev + 1 ];
+
+						break;
+
+					default: // ZeroCurvatureEnding
+
+						// f''(t0) = 0 a.k.a. Natural Spline
+						iPrev = i1;
+						tPrev = t1;
+
+				}
+
+			}
+
+			if ( tNext === undefined ) {
+
+				switch ( this.getSettings_().endingEnd ) {
+
+					case ZeroSlopeEnding:
+
+						// f'(tN) = 0
+						iNext = i1;
+						tNext = 2 * t1 - t0;
+
+						break;
+
+					case WrapAroundEnding:
+
+						// use the other end of the curve
+						iNext = 1;
+						tNext = t1 + pp[ 1 ] - pp[ 0 ];
+
+						break;
+
+					default: // ZeroCurvatureEnding
+
+						// f''(tN) = 0, a.k.a. Natural Spline
+						iNext = i1 - 1;
+						tNext = t0;
+
+				}
+
+			}
+
+			var halfDt = ( t1 - t0 ) * 0.5,
+				stride = this.valueSize;
+
+			this._weightPrev = halfDt / ( t0 - tPrev );
+			this._weightNext = halfDt / ( tNext - t1 );
+			this._offsetPrev = iPrev * stride;
+			this._offsetNext = iNext * stride;
+
+		},
+
+		interpolate_: function ( i1, t0, t, t1 ) {
+
+			var result = this.resultBuffer,
+				values = this.sampleValues,
+				stride = this.valueSize,
+
+				o1 = i1 * stride,		o0 = o1 - stride,
+				oP = this._offsetPrev, 	oN = this._offsetNext,
+				wP = this._weightPrev,	wN = this._weightNext,
+
+				p = ( t - t0 ) / ( t1 - t0 ),
+				pp = p * p,
+				ppp = pp * p;
+
+			// evaluate polynomials
+
+			var sP = - wP * ppp + 2 * wP * pp - wP * p;
+			var s0 = ( 1 + wP ) * ppp + ( - 1.5 - 2 * wP ) * pp + ( - 0.5 + wP ) * p + 1;
+			var s1 = ( - 1 - wN ) * ppp + ( 1.5 + wN ) * pp + 0.5 * p;
+			var sN = wN * ppp - wN * pp;
+
+			// combine data linearly
+
+			for ( var i = 0; i !== stride; ++ i ) {
+
+				result[ i ] =
+						sP * values[ oP + i ] +
+						s0 * values[ o0 + i ] +
+						s1 * values[ o1 + i ] +
+						sN * values[ oN + i ];
+
+			}
+
+			return result;
+
+		}
+
+	} );
+
+	/**
+	 * @author tschw
+	 */
+
+	function LinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
+
+		Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
+
+	}
+
+	LinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
+
+		constructor: LinearInterpolant,
+
+		interpolate_: function ( i1, t0, t, t1 ) {
+
+			var result = this.resultBuffer,
+				values = this.sampleValues,
+				stride = this.valueSize,
+
+				offset1 = i1 * stride,
+				offset0 = offset1 - stride,
+
+				weight1 = ( t - t0 ) / ( t1 - t0 ),
+				weight0 = 1 - weight1;
+
+			for ( var i = 0; i !== stride; ++ i ) {
+
+				result[ i ] =
+						values[ offset0 + i ] * weight0 +
+						values[ offset1 + i ] * weight1;
+
+			}
+
+			return result;
+
+		}
+
+	} );
+
+	/**
+	 *
+	 * Interpolant that evaluates to the sample value at the position preceeding
+	 * the parameter.
+	 *
+	 * @author tschw
+	 */
+
+	function DiscreteInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
+
+		Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
+
+	}
+
+	DiscreteInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
+
+		constructor: DiscreteInterpolant,
+
+		interpolate_: function ( i1 /*, t0, t, t1 */ ) {
+
+			return this.copySampleValue_( i1 - 1 );
+
+		}
+
+	} );
+
+	/**
+	 *
+	 * A timed sequence of keyframes for a specific property.
+	 *
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 * @author tschw
+	 */
+
+	function KeyframeTrack( name, times, values, interpolation ) {
+
+		if ( name === undefined ) throw new Error( 'THREE.KeyframeTrack: track name is undefined' );
+		if ( times === undefined || times.length === 0 ) throw new Error( 'THREE.KeyframeTrack: no keyframes in track named ' + name );
+
+		this.name = name;
+
+		this.times = AnimationUtils.convertArray( times, this.TimeBufferType );
+		this.values = AnimationUtils.convertArray( values, this.ValueBufferType );
+
+		this.setInterpolation( interpolation || this.DefaultInterpolation );
+
+	}
+
+	// Static methods
+
+	Object.assign( KeyframeTrack, {
+
+		// Serialization (in static context, because of constructor invocation
+		// and automatic invocation of .toJSON):
+
+		toJSON: function ( track ) {
+
+			var trackType = track.constructor;
+
+			var json;
+
+			// derived classes can define a static toJSON method
+			if ( trackType.toJSON !== undefined ) {
+
+				json = trackType.toJSON( track );
+
+			} else {
+
+				// by default, we assume the data can be serialized as-is
+				json = {
+
+					'name': track.name,
+					'times': AnimationUtils.convertArray( track.times, Array ),
+					'values': AnimationUtils.convertArray( track.values, Array )
+
+				};
+
+				var interpolation = track.getInterpolation();
+
+				if ( interpolation !== track.DefaultInterpolation ) {
+
+					json.interpolation = interpolation;
+
+				}
+
+			}
+
+			json.type = track.ValueTypeName; // mandatory
+
+			return json;
+
+		}
+
+	} );
+
+	Object.assign( KeyframeTrack.prototype, {
+
+		constructor: KeyframeTrack,
+
+		TimeBufferType: Float32Array,
+
+		ValueBufferType: Float32Array,
+
+		DefaultInterpolation: InterpolateLinear,
+
+		InterpolantFactoryMethodDiscrete: function ( result ) {
+
+			return new DiscreteInterpolant( this.times, this.values, this.getValueSize(), result );
+
+		},
+
+		InterpolantFactoryMethodLinear: function ( result ) {
+
+			return new LinearInterpolant( this.times, this.values, this.getValueSize(), result );
+
+		},
+
+		InterpolantFactoryMethodSmooth: function ( result ) {
+
+			return new CubicInterpolant( this.times, this.values, this.getValueSize(), result );
+
+		},
+
+		setInterpolation: function ( interpolation ) {
+
+			var factoryMethod;
+
+			switch ( interpolation ) {
+
+				case InterpolateDiscrete:
+
+					factoryMethod = this.InterpolantFactoryMethodDiscrete;
+
+					break;
+
+				case InterpolateLinear:
+
+					factoryMethod = this.InterpolantFactoryMethodLinear;
+
+					break;
+
+				case InterpolateSmooth:
+
+					factoryMethod = this.InterpolantFactoryMethodSmooth;
+
+					break;
+
+			}
+
+			if ( factoryMethod === undefined ) {
+
+				var message = "unsupported interpolation for " +
+					this.ValueTypeName + " keyframe track named " + this.name;
+
+				if ( this.createInterpolant === undefined ) {
+
+					// fall back to default, unless the default itself is messed up
+					if ( interpolation !== this.DefaultInterpolation ) {
+
+						this.setInterpolation( this.DefaultInterpolation );
+
+					} else {
+
+						throw new Error( message ); // fatal, in this case
+
+					}
+
+				}
+
+				console.warn( 'THREE.KeyframeTrack:', message );
+				return this;
+
+			}
+
+			this.createInterpolant = factoryMethod;
+
+			return this;
+
+		},
+
+		getInterpolation: function () {
+
+			switch ( this.createInterpolant ) {
+
+				case this.InterpolantFactoryMethodDiscrete:
+
+					return InterpolateDiscrete;
+
+				case this.InterpolantFactoryMethodLinear:
+
+					return InterpolateLinear;
+
+				case this.InterpolantFactoryMethodSmooth:
+
+					return InterpolateSmooth;
+
+			}
+
+		},
+
+		getValueSize: function () {
+
+			return this.values.length / this.times.length;
+
+		},
+
+		// move all keyframes either forwards or backwards in time
+		shift: function ( timeOffset ) {
+
+			if ( timeOffset !== 0.0 ) {
+
+				var times = this.times;
+
+				for ( var i = 0, n = times.length; i !== n; ++ i ) {
+
+					times[ i ] += timeOffset;
+
+				}
+
+			}
+
+			return this;
+
+		},
+
+		// scale all keyframe times by a factor (useful for frame <-> seconds conversions)
+		scale: function ( timeScale ) {
+
+			if ( timeScale !== 1.0 ) {
+
+				var times = this.times;
+
+				for ( var i = 0, n = times.length; i !== n; ++ i ) {
+
+					times[ i ] *= timeScale;
+
+				}
+
+			}
+
+			return this;
+
+		},
+
+		// removes keyframes before and after animation without changing any values within the range [startTime, endTime].
+		// IMPORTANT: We do not shift around keys to the start of the track time, because for interpolated keys this will change their values
+		trim: function ( startTime, endTime ) {
+
+			var times = this.times,
+				nKeys = times.length,
+				from = 0,
+				to = nKeys - 1;
+
+			while ( from !== nKeys && times[ from ] < startTime ) {
+
+				++ from;
+
+			}
+
+			while ( to !== - 1 && times[ to ] > endTime ) {
+
+				-- to;
+
+			}
+
+			++ to; // inclusive -> exclusive bound
+
+			if ( from !== 0 || to !== nKeys ) {
+
+				// empty tracks are forbidden, so keep at least one keyframe
+				if ( from >= to ) to = Math.max( to, 1 ), from = to - 1;
+
+				var stride = this.getValueSize();
+				this.times = AnimationUtils.arraySlice( times, from, to );
+				this.values = AnimationUtils.arraySlice( this.values, from * stride, to * stride );
+
+			}
+
+			return this;
+
+		},
+
+		// ensure we do not get a GarbageInGarbageOut situation, make sure tracks are at least minimally viable
+		validate: function () {
+
+			var valid = true;
+
+			var valueSize = this.getValueSize();
+			if ( valueSize - Math.floor( valueSize ) !== 0 ) {
+
+				console.error( 'THREE.KeyframeTrack: Invalid value size in track.', this );
+				valid = false;
+
+			}
+
+			var times = this.times,
+				values = this.values,
+
+				nKeys = times.length;
+
+			if ( nKeys === 0 ) {
+
+				console.error( 'THREE.KeyframeTrack: Track is empty.', this );
+				valid = false;
+
+			}
+
+			var prevTime = null;
+
+			for ( var i = 0; i !== nKeys; i ++ ) {
+
+				var currTime = times[ i ];
+
+				if ( typeof currTime === 'number' && isNaN( currTime ) ) {
+
+					console.error( 'THREE.KeyframeTrack: Time is not a valid number.', this, i, currTime );
+					valid = false;
+					break;
+
+				}
+
+				if ( prevTime !== null && prevTime > currTime ) {
+
+					console.error( 'THREE.KeyframeTrack: Out of order keys.', this, i, currTime, prevTime );
+					valid = false;
+					break;
+
+				}
+
+				prevTime = currTime;
+
+			}
+
+			if ( values !== undefined ) {
+
+				if ( AnimationUtils.isTypedArray( values ) ) {
+
+					for ( var i = 0, n = values.length; i !== n; ++ i ) {
+
+						var value = values[ i ];
+
+						if ( isNaN( value ) ) {
+
+							console.error( 'THREE.KeyframeTrack: Value is not a valid number.', this, i, value );
+							valid = false;
+							break;
+
+						}
+
+					}
+
+				}
+
+			}
+
+			return valid;
+
+		},
+
+		// removes equivalent sequential keys as common in morph target sequences
+		// (0,0,0,0,1,1,1,0,0,0,0,0,0,0) --> (0,0,1,1,0,0)
+		optimize: function () {
+
+			var times = this.times,
+				values = this.values,
+				stride = this.getValueSize(),
+
+				smoothInterpolation = this.getInterpolation() === InterpolateSmooth,
+
+				writeIndex = 1,
+				lastIndex = times.length - 1;
+
+			for ( var i = 1; i < lastIndex; ++ i ) {
+
+				var keep = false;
+
+				var time = times[ i ];
+				var timeNext = times[ i + 1 ];
+
+				// remove adjacent keyframes scheduled at the same time
+
+				if ( time !== timeNext && ( i !== 1 || time !== time[ 0 ] ) ) {
+
+					if ( ! smoothInterpolation ) {
+
+						// remove unnecessary keyframes same as their neighbors
+
+						var offset = i * stride,
+							offsetP = offset - stride,
+							offsetN = offset + stride;
+
+						for ( var j = 0; j !== stride; ++ j ) {
+
+							var value = values[ offset + j ];
+
+							if ( value !== values[ offsetP + j ] ||
+								value !== values[ offsetN + j ] ) {
+
+								keep = true;
+								break;
+
+							}
+
+						}
+
+					} else {
+
+						keep = true;
+
+					}
+
+				}
+
+				// in-place compaction
+
+				if ( keep ) {
+
+					if ( i !== writeIndex ) {
+
+						times[ writeIndex ] = times[ i ];
+
+						var readOffset = i * stride,
+							writeOffset = writeIndex * stride;
+
+						for ( var j = 0; j !== stride; ++ j ) {
+
+							values[ writeOffset + j ] = values[ readOffset + j ];
+
+						}
+
+					}
+
+					++ writeIndex;
+
+				}
+
+			}
+
+			// flush last keyframe (compaction looks ahead)
+
+			if ( lastIndex > 0 ) {
+
+				times[ writeIndex ] = times[ lastIndex ];
+
+				for ( var readOffset = lastIndex * stride, writeOffset = writeIndex * stride, j = 0; j !== stride; ++ j ) {
+
+					values[ writeOffset + j ] = values[ readOffset + j ];
+
+				}
+
+				++ writeIndex;
+
+			}
+
+			if ( writeIndex !== times.length ) {
+
+				this.times = AnimationUtils.arraySlice( times, 0, writeIndex );
+				this.values = AnimationUtils.arraySlice( values, 0, writeIndex * stride );
+
+			}
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			var times = AnimationUtils.arraySlice( this.times, 0 );
+			var values = AnimationUtils.arraySlice( this.values, 0 );
+
+			var TypedKeyframeTrack = this.constructor;
+			var track = new TypedKeyframeTrack( this.name, times, values );
+
+			// Interpolant argument to constructor is not saved, so copy the factory method directly.
+			track.createInterpolant = this.createInterpolant;
+
+			return track;
+
+		}
+
+	} );
+
+	/**
+	 *
+	 * A Track of Boolean keyframe values.
+	 *
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 * @author tschw
+	 */
+
+	function BooleanKeyframeTrack( name, times, values ) {
+
+		KeyframeTrack.call( this, name, times, values );
+
+	}
+
+	BooleanKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
+
+		constructor: BooleanKeyframeTrack,
+
+		ValueTypeName: 'bool',
+		ValueBufferType: Array,
+
+		DefaultInterpolation: InterpolateDiscrete,
+
+		InterpolantFactoryMethodLinear: undefined,
+		InterpolantFactoryMethodSmooth: undefined
+
+		// Note: Actually this track could have a optimized / compressed
+		// representation of a single value and a custom interpolant that
+		// computes "firstValue ^ isOdd( index )".
+
+	} );
+
+	/**
+	 *
+	 * A Track of keyframe values that represent color.
+	 *
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 * @author tschw
+	 */
+
+	function ColorKeyframeTrack( name, times, values, interpolation ) {
+
+		KeyframeTrack.call( this, name, times, values, interpolation );
+
+	}
+
+	ColorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
+
+		constructor: ColorKeyframeTrack,
+
+		ValueTypeName: 'color'
+
+		// ValueBufferType is inherited
+
+		// DefaultInterpolation is inherited
+
+		// Note: Very basic implementation and nothing special yet.
+		// However, this is the place for color space parameterization.
+
+	} );
+
+	/**
+	 *
+	 * A Track of numeric keyframe values.
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 * @author tschw
+	 */
+
+	function NumberKeyframeTrack( name, times, values, interpolation ) {
+
+		KeyframeTrack.call( this, name, times, values, interpolation );
+
+	}
+
+	NumberKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
+
+		constructor: NumberKeyframeTrack,
+
+		ValueTypeName: 'number'
+
+		// ValueBufferType is inherited
+
+		// DefaultInterpolation is inherited
+
+	} );
+
+	/**
+	 * Spherical linear unit quaternion interpolant.
+	 *
+	 * @author tschw
+	 */
+
+	function QuaternionLinearInterpolant( parameterPositions, sampleValues, sampleSize, resultBuffer ) {
+
+		Interpolant.call( this, parameterPositions, sampleValues, sampleSize, resultBuffer );
+
+	}
+
+	QuaternionLinearInterpolant.prototype = Object.assign( Object.create( Interpolant.prototype ), {
+
+		constructor: QuaternionLinearInterpolant,
+
+		interpolate_: function ( i1, t0, t, t1 ) {
+
+			var result = this.resultBuffer,
+				values = this.sampleValues,
+				stride = this.valueSize,
+
+				offset = i1 * stride,
+
+				alpha = ( t - t0 ) / ( t1 - t0 );
+
+			for ( var end = offset + stride; offset !== end; offset += 4 ) {
+
+				Quaternion.slerpFlat( result, 0, values, offset - stride, values, offset, alpha );
+
+			}
+
+			return result;
+
+		}
+
+	} );
+
+	/**
+	 *
+	 * A Track of quaternion keyframe values.
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 * @author tschw
+	 */
+
+	function QuaternionKeyframeTrack( name, times, values, interpolation ) {
+
+		KeyframeTrack.call( this, name, times, values, interpolation );
+
+	}
+
+	QuaternionKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
+
+		constructor: QuaternionKeyframeTrack,
+
+		ValueTypeName: 'quaternion',
+
+		// ValueBufferType is inherited
+
+		DefaultInterpolation: InterpolateLinear,
+
+		InterpolantFactoryMethodLinear: function ( result ) {
+
+			return new QuaternionLinearInterpolant( this.times, this.values, this.getValueSize(), result );
+
+		},
+
+		InterpolantFactoryMethodSmooth: undefined // not yet implemented
+
+	} );
+
+	/**
+	 *
+	 * A Track that interpolates Strings
+	 *
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 * @author tschw
+	 */
+
+	function StringKeyframeTrack( name, times, values, interpolation ) {
+
+		KeyframeTrack.call( this, name, times, values, interpolation );
+
+	}
+
+	StringKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
+
+		constructor: StringKeyframeTrack,
+
+		ValueTypeName: 'string',
+		ValueBufferType: Array,
+
+		DefaultInterpolation: InterpolateDiscrete,
+
+		InterpolantFactoryMethodLinear: undefined,
+
+		InterpolantFactoryMethodSmooth: undefined
+
+	} );
+
+	/**
+	 *
+	 * A Track of vectored keyframe values.
+	 *
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 * @author tschw
+	 */
+
+	function VectorKeyframeTrack( name, times, values, interpolation ) {
+
+		KeyframeTrack.call( this, name, times, values, interpolation );
+
+	}
+
+	VectorKeyframeTrack.prototype = Object.assign( Object.create( KeyframeTrack.prototype ), {
+
+		constructor: VectorKeyframeTrack,
+
+		ValueTypeName: 'vector'
+
+		// ValueBufferType is inherited
+
+		// DefaultInterpolation is inherited
+
+	} );
+
+	/**
+	 *
+	 * Reusable set of Tracks that represent an animation.
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 */
+
+	function AnimationClip( name, duration, tracks ) {
+
+		this.name = name;
+		this.tracks = tracks;
+		this.duration = ( duration !== undefined ) ? duration : - 1;
+
+		this.uuid = _Math.generateUUID();
+
+		// this means it should figure out its duration by scanning the tracks
+		if ( this.duration < 0 ) {
+
+			this.resetDuration();
+
+		}
+
+	}
+
+	function getTrackTypeForValueTypeName( typeName ) {
+
+		switch ( typeName.toLowerCase() ) {
+
+			case 'scalar':
+			case 'double':
+			case 'float':
+			case 'number':
+			case 'integer':
+
+				return NumberKeyframeTrack;
+
+			case 'vector':
+			case 'vector2':
+			case 'vector3':
+			case 'vector4':
+
+				return VectorKeyframeTrack;
+
+			case 'color':
+
+				return ColorKeyframeTrack;
+
+			case 'quaternion':
+
+				return QuaternionKeyframeTrack;
+
+			case 'bool':
+			case 'boolean':
+
+				return BooleanKeyframeTrack;
+
+			case 'string':
+
+				return StringKeyframeTrack;
+
+		}
+
+		throw new Error( 'THREE.KeyframeTrack: Unsupported typeName: ' + typeName );
+
+	}
+
+	function parseKeyframeTrack( json ) {
+
+		if ( json.type === undefined ) {
+
+			throw new Error( 'THREE.KeyframeTrack: track type undefined, can not parse' );
+
+		}
+
+		var trackType = getTrackTypeForValueTypeName( json.type );
+
+		if ( json.times === undefined ) {
+
+			var times = [], values = [];
+
+			AnimationUtils.flattenJSON( json.keys, times, values, 'value' );
+
+			json.times = times;
+			json.values = values;
+
+		}
+
+		// derived classes can define a static parse method
+		if ( trackType.parse !== undefined ) {
+
+			return trackType.parse( json );
+
+		} else {
+
+			// by default, we assume a constructor compatible with the base
+			return new trackType( json.name, json.times, json.values, json.interpolation );
+
+		}
+
+	}
+
+	Object.assign( AnimationClip, {
+
+		parse: function ( json ) {
+
+			var tracks = [],
+				jsonTracks = json.tracks,
+				frameTime = 1.0 / ( json.fps || 1.0 );
+
+			for ( var i = 0, n = jsonTracks.length; i !== n; ++ i ) {
+
+				tracks.push( parseKeyframeTrack( jsonTracks[ i ] ).scale( frameTime ) );
+
+			}
+
+			return new AnimationClip( json.name, json.duration, tracks );
+
+		},
+
+		toJSON: function ( clip ) {
+
+			var tracks = [],
+				clipTracks = clip.tracks;
+
+			var json = {
+
+				'name': clip.name,
+				'duration': clip.duration,
+				'tracks': tracks,
+				'uuid': clip.uuid
+
+			};
+
+			for ( var i = 0, n = clipTracks.length; i !== n; ++ i ) {
+
+				tracks.push( KeyframeTrack.toJSON( clipTracks[ i ] ) );
+
+			}
+
+			return json;
+
+		},
+
+		CreateFromMorphTargetSequence: function ( name, morphTargetSequence, fps, noLoop ) {
+
+			var numMorphTargets = morphTargetSequence.length;
+			var tracks = [];
+
+			for ( var i = 0; i < numMorphTargets; i ++ ) {
+
+				var times = [];
+				var values = [];
+
+				times.push(
+					( i + numMorphTargets - 1 ) % numMorphTargets,
+					i,
+					( i + 1 ) % numMorphTargets );
+
+				values.push( 0, 1, 0 );
+
+				var order = AnimationUtils.getKeyframeOrder( times );
+				times = AnimationUtils.sortedArray( times, 1, order );
+				values = AnimationUtils.sortedArray( values, 1, order );
+
+				// if there is a key at the first frame, duplicate it as the
+				// last frame as well for perfect loop.
+				if ( ! noLoop && times[ 0 ] === 0 ) {
+
+					times.push( numMorphTargets );
+					values.push( values[ 0 ] );
+
+				}
+
+				tracks.push(
+					new NumberKeyframeTrack(
+						'.morphTargetInfluences[' + morphTargetSequence[ i ].name + ']',
+						times, values
+					).scale( 1.0 / fps ) );
+
+			}
+
+			return new AnimationClip( name, - 1, tracks );
+
+		},
+
+		findByName: function ( objectOrClipArray, name ) {
+
+			var clipArray = objectOrClipArray;
+
+			if ( ! Array.isArray( objectOrClipArray ) ) {
+
+				var o = objectOrClipArray;
+				clipArray = o.geometry && o.geometry.animations || o.animations;
+
+			}
+
+			for ( var i = 0; i < clipArray.length; i ++ ) {
+
+				if ( clipArray[ i ].name === name ) {
+
+					return clipArray[ i ];
+
+				}
+
+			}
+
+			return null;
+
+		},
+
+		CreateClipsFromMorphTargetSequences: function ( morphTargets, fps, noLoop ) {
+
+			var animationToMorphTargets = {};
+
+			// tested with https://regex101.com/ on trick sequences
+			// such flamingo_flyA_003, flamingo_run1_003, crdeath0059
+			var pattern = /^([\w-]*?)([\d]+)$/;
+
+			// sort morph target names into animation groups based
+			// patterns like Walk_001, Walk_002, Run_001, Run_002
+			for ( var i = 0, il = morphTargets.length; i < il; i ++ ) {
+
+				var morphTarget = morphTargets[ i ];
+				var parts = morphTarget.name.match( pattern );
+
+				if ( parts && parts.length > 1 ) {
+
+					var name = parts[ 1 ];
+
+					var animationMorphTargets = animationToMorphTargets[ name ];
+					if ( ! animationMorphTargets ) {
+
+						animationToMorphTargets[ name ] = animationMorphTargets = [];
+
+					}
+
+					animationMorphTargets.push( morphTarget );
+
+				}
+
+			}
+
+			var clips = [];
+
+			for ( var name in animationToMorphTargets ) {
+
+				clips.push( AnimationClip.CreateFromMorphTargetSequence( name, animationToMorphTargets[ name ], fps, noLoop ) );
+
+			}
+
+			return clips;
+
+		},
+
+		// parse the animation.hierarchy format
+		parseAnimation: function ( animation, bones ) {
+
+			if ( ! animation ) {
+
+				console.error( 'THREE.AnimationClip: No animation in JSONLoader data.' );
+				return null;
+
+			}
+
+			var addNonemptyTrack = function ( trackType, trackName, animationKeys, propertyName, destTracks ) {
+
+				// only return track if there are actually keys.
+				if ( animationKeys.length !== 0 ) {
+
+					var times = [];
+					var values = [];
+
+					AnimationUtils.flattenJSON( animationKeys, times, values, propertyName );
+
+					// empty keys are filtered out, so check again
+					if ( times.length !== 0 ) {
+
+						destTracks.push( new trackType( trackName, times, values ) );
+
+					}
+
+				}
+
+			};
+
+			var tracks = [];
+
+			var clipName = animation.name || 'default';
+			// automatic length determination in AnimationClip.
+			var duration = animation.length || - 1;
+			var fps = animation.fps || 30;
+
+			var hierarchyTracks = animation.hierarchy || [];
+
+			for ( var h = 0; h < hierarchyTracks.length; h ++ ) {
+
+				var animationKeys = hierarchyTracks[ h ].keys;
+
+				// skip empty tracks
+				if ( ! animationKeys || animationKeys.length === 0 ) continue;
+
+				// process morph targets
+				if ( animationKeys[ 0 ].morphTargets ) {
+
+					// figure out all morph targets used in this track
+					var morphTargetNames = {};
+
+					for ( var k = 0; k < animationKeys.length; k ++ ) {
+
+						if ( animationKeys[ k ].morphTargets ) {
+
+							for ( var m = 0; m < animationKeys[ k ].morphTargets.length; m ++ ) {
+
+								morphTargetNames[ animationKeys[ k ].morphTargets[ m ] ] = - 1;
+
+							}
+
+						}
+
+					}
+
+					// create a track for each morph target with all zero
+					// morphTargetInfluences except for the keys in which
+					// the morphTarget is named.
+					for ( var morphTargetName in morphTargetNames ) {
+
+						var times = [];
+						var values = [];
+
+						for ( var m = 0; m !== animationKeys[ k ].morphTargets.length; ++ m ) {
+
+							var animationKey = animationKeys[ k ];
+
+							times.push( animationKey.time );
+							values.push( ( animationKey.morphTarget === morphTargetName ) ? 1 : 0 );
+
+						}
+
+						tracks.push( new NumberKeyframeTrack( '.morphTargetInfluence[' + morphTargetName + ']', times, values ) );
+
+					}
+
+					duration = morphTargetNames.length * ( fps || 1.0 );
+
+				} else {
+
+					// ...assume skeletal animation
+
+					var boneName = '.bones[' + bones[ h ].name + ']';
+
+					addNonemptyTrack(
+						VectorKeyframeTrack, boneName + '.position',
+						animationKeys, 'pos', tracks );
+
+					addNonemptyTrack(
+						QuaternionKeyframeTrack, boneName + '.quaternion',
+						animationKeys, 'rot', tracks );
+
+					addNonemptyTrack(
+						VectorKeyframeTrack, boneName + '.scale',
+						animationKeys, 'scl', tracks );
+
+				}
+
+			}
+
+			if ( tracks.length === 0 ) {
+
+				return null;
+
+			}
+
+			var clip = new AnimationClip( clipName, duration, tracks );
+
+			return clip;
+
+		}
+
+	} );
+
+	Object.assign( AnimationClip.prototype, {
+
+		resetDuration: function () {
+
+			var tracks = this.tracks, duration = 0;
+
+			for ( var i = 0, n = tracks.length; i !== n; ++ i ) {
+
+				var track = this.tracks[ i ];
+
+				duration = Math.max( duration, track.times[ track.times.length - 1 ] );
+
+			}
+
+			this.duration = duration;
+
+			return this;
+
+		},
+
+		trim: function () {
+
+			for ( var i = 0; i < this.tracks.length; i ++ ) {
+
+				this.tracks[ i ].trim( 0, this.duration );
+
+			}
+
+			return this;
+
+		},
+
+		validate: function () {
+
+			var valid = true;
+
+			for ( var i = 0; i < this.tracks.length; i ++ ) {
+
+				valid = valid && this.tracks[ i ].validate();
+
+			}
+
+			return valid;
+
+		},
+
+		optimize: function () {
+
+			for ( var i = 0; i < this.tracks.length; i ++ ) {
+
+				this.tracks[ i ].optimize();
+
+			}
+
+			return this;
+
+		},
+
+
+		clone: function () {
+
+			var tracks = [];
+
+			for ( var i = 0; i < this.tracks.length; i ++ ) {
+
+				tracks.push( this.tracks[ i ].clone() );
+
+			}
+
+			return new AnimationClip( this.name, this.duration, tracks );
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	var Cache = {
+
+		enabled: false,
+
+		files: {},
+
+		add: function ( key, file ) {
+
+			if ( this.enabled === false ) return;
+
+			// console.log( 'THREE.Cache', 'Adding key:', key );
+
+			this.files[ key ] = file;
+
+		},
+
+		get: function ( key ) {
+
+			if ( this.enabled === false ) return;
+
+			// console.log( 'THREE.Cache', 'Checking key:', key );
+
+			return this.files[ key ];
+
+		},
+
+		remove: function ( key ) {
+
+			delete this.files[ key ];
+
+		},
+
+		clear: function () {
+
+			this.files = {};
+
+		}
+
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function LoadingManager( onLoad, onProgress, onError ) {
+
+		var scope = this;
+
+		var isLoading = false;
+		var itemsLoaded = 0;
+		var itemsTotal = 0;
+		var urlModifier = undefined;
+
+		// Refer to #5689 for the reason why we don't set .onStart
+		// in the constructor
+
+		this.onStart = undefined;
+		this.onLoad = onLoad;
+		this.onProgress = onProgress;
+		this.onError = onError;
+
+		this.itemStart = function ( url ) {
+
+			itemsTotal ++;
+
+			if ( isLoading === false ) {
+
+				if ( scope.onStart !== undefined ) {
+
+					scope.onStart( url, itemsLoaded, itemsTotal );
+
+				}
+
+			}
+
+			isLoading = true;
+
+		};
+
+		this.itemEnd = function ( url ) {
+
+			itemsLoaded ++;
+
+			if ( scope.onProgress !== undefined ) {
+
+				scope.onProgress( url, itemsLoaded, itemsTotal );
+
+			}
+
+			if ( itemsLoaded === itemsTotal ) {
+
+				isLoading = false;
+
+				if ( scope.onLoad !== undefined ) {
+
+					scope.onLoad();
+
+				}
+
+			}
+
+		};
+
+		this.itemError = function ( url ) {
+
+			if ( scope.onError !== undefined ) {
+
+				scope.onError( url );
+
+			}
+
+		};
+
+		this.resolveURL = function ( url ) {
+
+			if ( urlModifier ) {
+
+				return urlModifier( url );
+
+			}
+
+			return url;
+
+		};
+
+		this.setURLModifier = function ( transform ) {
+
+			urlModifier = transform;
+			return this;
+
+		};
+
+	}
+
+	var DefaultLoadingManager = new LoadingManager();
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	var loading = {};
+
+	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;
+
+			url = this.manager.resolveURL( url );
+
+			var scope = this;
+
+			var cached = Cache.get( url );
+
+			if ( cached !== undefined ) {
+
+				scope.manager.itemStart( url );
+
+				setTimeout( function () {
+
+					if ( onLoad ) onLoad( cached );
+
+					scope.manager.itemEnd( url );
+
+				}, 0 );
+
+				return cached;
+
+			}
+
+			// Check if request is duplicate
+
+			if ( loading[ url ] !== undefined ) {
+
+				loading[ url ].push( {
+
+					onLoad: onLoad,
+					onProgress: onProgress,
+					onError: onError
+
+				} );
+
+				return;
+
+			}
+
+			// Check for data: URI
+			var dataUriRegex = /^data:(.*?)(;base64)?,(.*)$/;
+			var dataUriRegexResult = url.match( dataUriRegex );
+
+			// Safari can not handle Data URIs through XMLHttpRequest so process manually
+			if ( dataUriRegexResult ) {
+
+				var mimeType = dataUriRegexResult[ 1 ];
+				var isBase64 = !! dataUriRegexResult[ 2 ];
+				var data = dataUriRegexResult[ 3 ];
+
+				data = decodeURIComponent( data );
+
+				if ( isBase64 ) data = atob( data );
+
+				try {
+
+					var response;
+					var responseType = ( this.responseType || '' ).toLowerCase();
+
+					switch ( responseType ) {
+
+						case 'arraybuffer':
+						case 'blob':
+
+							var view = new Uint8Array( data.length );
+
+							for ( var i = 0; i < data.length; i ++ ) {
+
+								view[ i ] = data.charCodeAt( i );
+
+							}
+
+							if ( responseType === 'blob' ) {
+
+								response = new Blob( [ view.buffer ], { type: mimeType } );
+
+							} else {
+
+								response = view.buffer;
+
+							}
+
+							break;
+
+						case 'document':
+
+							var parser = new DOMParser();
+							response = parser.parseFromString( data, mimeType );
+
+							break;
+
+						case 'json':
+
+							response = JSON.parse( data );
+
+							break;
+
+						default: // 'text' or other
+
+							response = data;
+
+							break;
+
+					}
+
+					// Wait for next browser tick like standard XMLHttpRequest event dispatching does
+					setTimeout( function () {
+
+						if ( onLoad ) onLoad( response );
+
+						scope.manager.itemEnd( url );
+
+					}, 0 );
+
+				} catch ( error ) {
+
+					// Wait for next browser tick like standard XMLHttpRequest event dispatching does
+					setTimeout( function () {
+
+						if ( onError ) onError( error );
+
+						scope.manager.itemError( url );
+						scope.manager.itemEnd( url );
+
+					}, 0 );
+
+				}
+
+			} else {
+
+				// Initialise array for duplicate requests
+
+				loading[ url ] = [];
+
+				loading[ url ].push( {
+
+					onLoad: onLoad,
+					onProgress: onProgress,
+					onError: onError
+
+				} );
+
+				var request = new XMLHttpRequest();
+
+				request.open( 'GET', url, true );
+
+				request.addEventListener( 'load', function ( event ) {
+
+					var response = this.response;
+
+					Cache.add( url, response );
+
+					var callbacks = loading[ url ];
+
+					delete loading[ url ];
+
+					if ( this.status === 200 || this.status === 0 ) {
+
+						// Some browsers return HTTP Status 0 when using non-http protocol
+						// e.g. 'file://' or 'data://'. Handle as success.
+
+						if ( this.status === 0 ) console.warn( 'THREE.FileLoader: HTTP Status 0 received.' );
+
+						for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
+
+							var callback = callbacks[ i ];
+							if ( callback.onLoad ) callback.onLoad( response );
+
+						}
+
+						scope.manager.itemEnd( url );
+
+					} else {
+
+						for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
+
+							var callback = callbacks[ i ];
+							if ( callback.onError ) callback.onError( event );
+
+						}
+
+						scope.manager.itemError( url );
+						scope.manager.itemEnd( url );
+
+					}
+
+				}, false );
+
+				request.addEventListener( 'progress', function ( event ) {
+
+					var callbacks = loading[ url ];
+
+					for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
+
+						var callback = callbacks[ i ];
+						if ( callback.onProgress ) callback.onProgress( event );
+
+					}
+
+				}, false );
+
+				request.addEventListener( 'error', function ( event ) {
+
+					var callbacks = loading[ url ];
+
+					delete loading[ url ];
+
+					for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
+
+						var callback = callbacks[ i ];
+						if ( callback.onError ) callback.onError( event );
+
+					}
+
+					scope.manager.itemError( url );
+					scope.manager.itemEnd( url );
+
+				}, false );
+
+				request.addEventListener( 'abort', function ( event ) {
+
+					var callbacks = loading[ url ];
+
+					delete loading[ url ];
+
+					for ( var i = 0, il = callbacks.length; i < il; i ++ ) {
+
+						var callback = callbacks[ i ];
+						if ( callback.onError ) callback.onError( event );
+
+					}
+
+					scope.manager.itemError( url );
+					scope.manager.itemEnd( url );
+
+				}, false );
+
+				if ( this.responseType !== undefined ) request.responseType = this.responseType;
+				if ( this.withCredentials !== undefined ) request.withCredentials = this.withCredentials;
+
+				if ( request.overrideMimeType ) request.overrideMimeType( this.mimeType !== undefined ? this.mimeType : 'text/plain' );
+
+				for ( var header in this.requestHeader ) {
+
+					request.setRequestHeader( header, this.requestHeader[ header ] );
+
+				}
+
+				request.send( null );
+
+			}
+
+			scope.manager.itemStart( url );
+
+			return request;
+
+		},
+
+		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;
+
+		},
+
+		setRequestHeader: function ( value ) {
+
+			this.requestHeader = value;
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author bhouston / http://clara.io/
+	 */
+
+	function AnimationLoader( manager ) {
+
+		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+
+	}
+
+	Object.assign( AnimationLoader.prototype, {
+
+		load: function ( url, onLoad, onProgress, onError ) {
+
+			var scope = this;
+
+			var loader = new FileLoader( scope.manager );
+			loader.setPath( scope.path );
+			loader.load( url, function ( text ) {
+
+				onLoad( scope.parse( JSON.parse( text ) ) );
+
+			}, onProgress, onError );
+
+		},
+
+		parse: function ( json ) {
+
+			var animations = [];
+
+			for ( var i = 0; i < json.length; i ++ ) {
+
+				var clip = AnimationClip.parse( json[ i ] );
+
+				animations.push( clip );
+
+			}
+
+			return animations;
+
+		},
+
+		setPath: function ( value ) {
+
+			this.path = 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.setPath( this.path );
+			loader.load( url, function ( buffer ) {
+
+				var texData = scope._parser( buffer );
+
+				if ( ! texData ) return;
+
+				if ( texData.image !== undefined ) {
+
+					texture.image = texData.image;
+
+				} else if ( texData.data !== undefined ) {
+
+					texture.image.width = texData.width;
+					texture.image.height = texData.height;
+					texture.image.data = texData.data;
+
+				}
+
+				texture.wrapS = texData.wrapS !== undefined ? texData.wrapS : ClampToEdgeWrapping;
+				texture.wrapT = texData.wrapT !== undefined ? texData.wrapT : ClampToEdgeWrapping;
+
+				texture.magFilter = texData.magFilter !== undefined ? texData.magFilter : LinearFilter;
+				texture.minFilter = texData.minFilter !== undefined ? texData.minFilter : LinearMipMapLinearFilter;
+
+				texture.anisotropy = texData.anisotropy !== undefined ? texData.anisotropy : 1;
+
+				if ( texData.format !== undefined ) {
+
+					texture.format = texData.format;
+
+				}
+				if ( texData.type !== undefined ) {
+
+					texture.type = texData.type;
+
+				}
+
+				if ( texData.mipmaps !== undefined ) {
+
+					texture.mipmaps = texData.mipmaps;
+
+				}
+
+				if ( texData.mipmapCount === 1 ) {
+
+					texture.minFilter = LinearFilter;
+
+				}
+
+				texture.needsUpdate = true;
+
+				if ( onLoad ) onLoad( texture, texData );
+
+			}, onProgress, onError );
+
+
+			return texture;
+
+		},
+
+		setPath: function ( value ) {
+
+			this.path = value;
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+
+	function ImageLoader( manager ) {
+
+		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+
+	}
+
+	Object.assign( ImageLoader.prototype, {
+
+		crossOrigin: 'anonymous',
+
+		load: function ( url, onLoad, onProgress, onError ) {
+
+			if ( url === undefined ) url = '';
+
+			if ( this.path !== undefined ) url = this.path + url;
+
+			url = this.manager.resolveURL( url );
+
+			var scope = this;
+
+			var cached = Cache.get( url );
+
+			if ( cached !== undefined ) {
+
+				scope.manager.itemStart( url );
+
+				setTimeout( function () {
+
+					if ( onLoad ) onLoad( cached );
+
+					scope.manager.itemEnd( url );
+
+				}, 0 );
+
+				return cached;
+
+			}
+
+			var image = document.createElementNS( 'http://www.w3.org/1999/xhtml', 'img' );
+
+			function onImageLoad() {
+
+				image.removeEventListener( 'load', onImageLoad, false );
+				image.removeEventListener( 'error', onImageError, false );
+
+				Cache.add( url, this );
+
+				if ( onLoad ) onLoad( this );
+
+				scope.manager.itemEnd( url );
+
+			}
+
+			function onImageError( event ) {
+
+				image.removeEventListener( 'load', onImageLoad, false );
+				image.removeEventListener( 'error', onImageError, false );
+
+				if ( onError ) onError( event );
+
+				scope.manager.itemError( url );
+				scope.manager.itemEnd( url );
+
+			}
+
+			image.addEventListener( 'load', onImageLoad, false );
+			image.addEventListener( 'error', onImageError, false );
+
+			if ( url.substr( 0, 5 ) !== 'data:' ) {
+
+				if ( this.crossOrigin !== undefined ) image.crossOrigin = this.crossOrigin;
+
+			}
+
+			scope.manager.itemStart( url );
+
+			image.src = url;
+
+			return image;
+
+		},
+
+		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, {
+
+		crossOrigin: 'anonymous',
+
+		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, {
+
+		crossOrigin: 'anonymous',
+
+		load: function ( url, onLoad, onProgress, onError ) {
+
+			var texture = new Texture();
+
+			var loader = new ImageLoader( this.manager );
+			loader.setCrossOrigin( this.crossOrigin );
+			loader.setPath( this.path );
+
+			loader.load( url, function ( image ) {
+
+				texture.image = image;
+
+				// JPEGs can't have an alpha channel, so memory can be saved by storing them as RGB.
+				var isJPEG = url.search( /\.jpe?g($|\?)/i ) > 0 || url.search( /^data\:image\/jpeg/ ) === 0;
+
+				texture.format = isJPEG ? RGBFormat : RGBAFormat;
+				texture.needsUpdate = true;
+
+				if ( onLoad !== undefined ) {
+
+					onLoad( texture );
+
+				}
+
+			}, onProgress, onError );
+
+			return texture;
+
+		},
+
+		setCrossOrigin: function ( value ) {
+
+			this.crossOrigin = value;
+			return this;
+
+		},
+
+		setPath: function ( value ) {
+
+			this.path = value;
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 * Extensible curve object
+	 *
+	 * Some common of curve methods:
+	 * .getPoint( t, optionalTarget ), .getTangent( t )
+	 * .getPointAt( u, optionalTarget ), .getTangentAt( u )
+	 * .getPoints(), .getSpacedPoints()
+	 * .getLength()
+	 * .updateArcLengths()
+	 *
+	 * This following curves inherit from THREE.Curve:
+	 *
+	 * -- 2D curves --
+	 * THREE.ArcCurve
+	 * THREE.CubicBezierCurve
+	 * THREE.EllipseCurve
+	 * THREE.LineCurve
+	 * THREE.QuadraticBezierCurve
+	 * THREE.SplineCurve
+	 *
+	 * -- 3D curves --
+	 * THREE.CatmullRomCurve3
+	 * THREE.CubicBezierCurve3
+	 * THREE.LineCurve3
+	 * THREE.QuadraticBezierCurve3
+	 *
+	 * A series of curves can be represented as a THREE.CurvePath.
+	 *
+	 **/
+
+	/**************************************************************
+	 *	Abstract Curve base class
+	 **************************************************************/
+
+	function Curve() {
+
+		this.type = 'Curve';
+
+		this.arcLengthDivisions = 200;
+
+	}
+
+	Object.assign( Curve.prototype, {
+
+		// Virtual base class method to overwrite and implement in subclasses
+		//	- t [0 .. 1]
+
+		getPoint: function ( /* t, optionalTarget */ ) {
+
+			console.warn( 'THREE.Curve: .getPoint() not implemented.' );
+			return null;
+
+		},
+
+		// Get point at relative position in curve according to arc length
+		// - u [0 .. 1]
+
+		getPointAt: function ( u, optionalTarget ) {
+
+			var t = this.getUtoTmapping( u );
+			return this.getPoint( t, optionalTarget );
+
+		},
+
+		// Get sequence of points using getPoint( t )
+
+		getPoints: function ( divisions ) {
+
+			if ( divisions === undefined ) divisions = 5;
+
+			var points = [];
+
+			for ( var d = 0; d <= divisions; d ++ ) {
+
+				points.push( this.getPoint( d / divisions ) );
+
+			}
+
+			return points;
+
+		},
+
+		// Get sequence of points using getPointAt( u )
+
+		getSpacedPoints: function ( divisions ) {
+
+			if ( divisions === undefined ) divisions = 5;
+
+			var points = [];
+
+			for ( var d = 0; d <= divisions; d ++ ) {
+
+				points.push( this.getPointAt( d / divisions ) );
+
+			}
+
+			return points;
+
+		},
+
+		// Get total curve arc length
+
+		getLength: function () {
+
+			var lengths = this.getLengths();
+			return lengths[ lengths.length - 1 ];
+
+		},
+
+		// Get list of cumulative segment lengths
+
+		getLengths: function ( divisions ) {
+
+			if ( divisions === undefined ) divisions = this.arcLengthDivisions;
+
+			if ( this.cacheArcLengths &&
+				( this.cacheArcLengths.length === divisions + 1 ) &&
+				! this.needsUpdate ) {
+
+				return this.cacheArcLengths;
+
+			}
+
+			this.needsUpdate = false;
+
+			var cache = [];
+			var current, last = this.getPoint( 0 );
+			var p, sum = 0;
+
+			cache.push( 0 );
+
+			for ( p = 1; p <= divisions; p ++ ) {
+
+				current = this.getPoint( p / divisions );
+				sum += current.distanceTo( last );
+				cache.push( sum );
+				last = current;
+
+			}
+
+			this.cacheArcLengths = cache;
+
+			return cache; // { sums: cache, sum: sum }; Sum is in the last element.
+
+		},
+
+		updateArcLengths: function () {
+
+			this.needsUpdate = true;
+			this.getLengths();
+
+		},
+
+		// Given u ( 0 .. 1 ), get a t to find p. This gives you points which are equidistant
+
+		getUtoTmapping: function ( u, distance ) {
+
+			var arcLengths = this.getLengths();
+
+			var i = 0, il = arcLengths.length;
+
+			var targetArcLength; // The targeted u distance value to get
+
+			if ( distance ) {
+
+				targetArcLength = distance;
+
+			} else {
+
+				targetArcLength = u * arcLengths[ il - 1 ];
+
+			}
+
+			// binary search for the index with largest value smaller than target u distance
+
+			var low = 0, high = il - 1, comparison;
+
+			while ( low <= high ) {
+
+				i = Math.floor( low + ( high - low ) / 2 ); // less likely to overflow, though probably not issue here, JS doesn't really have integers, all numbers are floats
+
+				comparison = arcLengths[ i ] - targetArcLength;
+
+				if ( comparison < 0 ) {
+
+					low = i + 1;
+
+				} else if ( comparison > 0 ) {
+
+					high = i - 1;
+
+				} else {
+
+					high = i;
+					break;
+
+					// DONE
+
+				}
+
+			}
+
+			i = high;
+
+			if ( arcLengths[ i ] === targetArcLength ) {
+
+				return i / ( il - 1 );
+
+			}
+
+			// we could get finer grain at lengths, or use simple interpolation between two points
+
+			var lengthBefore = arcLengths[ i ];
+			var lengthAfter = arcLengths[ i + 1 ];
+
+			var segmentLength = lengthAfter - lengthBefore;
+
+			// determine where we are between the 'before' and 'after' points
+
+			var segmentFraction = ( targetArcLength - lengthBefore ) / segmentLength;
+
+			// add that fractional amount to t
+
+			var t = ( i + segmentFraction ) / ( il - 1 );
+
+			return t;
+
+		},
+
+		// Returns a unit vector tangent at t
+		// In case any sub curve does not implement its tangent derivation,
+		// 2 points a small delta apart will be used to find its gradient
+		// which seems to give a reasonable approximation
+
+		getTangent: function ( t ) {
+
+			var delta = 0.0001;
+			var t1 = t - delta;
+			var t2 = t + delta;
+
+			// Capping in case of danger
+
+			if ( t1 < 0 ) t1 = 0;
+			if ( t2 > 1 ) t2 = 1;
+
+			var pt1 = this.getPoint( t1 );
+			var pt2 = this.getPoint( t2 );
+
+			var vec = pt2.clone().sub( pt1 );
+			return vec.normalize();
+
+		},
+
+		getTangentAt: function ( u ) {
+
+			var t = this.getUtoTmapping( u );
+			return this.getTangent( t );
+
+		},
+
+		computeFrenetFrames: function ( segments, closed ) {
+
+			// see http://www.cs.indiana.edu/pub/techreports/TR425.pdf
+
+			var normal = new Vector3();
+
+			var tangents = [];
+			var normals = [];
+			var binormals = [];
+
+			var vec = new Vector3();
+			var mat = new Matrix4();
+
+			var i, u, theta;
+
+			// compute the tangent vectors for each segment on the curve
+
+			for ( i = 0; i <= segments; i ++ ) {
+
+				u = i / segments;
+
+				tangents[ i ] = this.getTangentAt( u );
+				tangents[ i ].normalize();
+
+			}
+
+			// select an initial normal vector perpendicular to the first tangent vector,
+			// and in the direction of the minimum tangent xyz component
+
+			normals[ 0 ] = new Vector3();
+			binormals[ 0 ] = new Vector3();
+			var min = Number.MAX_VALUE;
+			var tx = Math.abs( tangents[ 0 ].x );
+			var ty = Math.abs( tangents[ 0 ].y );
+			var tz = Math.abs( tangents[ 0 ].z );
+
+			if ( tx <= min ) {
+
+				min = tx;
+				normal.set( 1, 0, 0 );
+
+			}
+
+			if ( ty <= min ) {
+
+				min = ty;
+				normal.set( 0, 1, 0 );
+
+			}
+
+			if ( tz <= min ) {
+
+				normal.set( 0, 0, 1 );
+
+			}
+
+			vec.crossVectors( tangents[ 0 ], normal ).normalize();
+
+			normals[ 0 ].crossVectors( tangents[ 0 ], vec );
+			binormals[ 0 ].crossVectors( tangents[ 0 ], normals[ 0 ] );
+
+
+			// compute the slowly-varying normal and binormal vectors for each segment on the curve
+
+			for ( i = 1; i <= segments; i ++ ) {
+
+				normals[ i ] = normals[ i - 1 ].clone();
+
+				binormals[ i ] = binormals[ i - 1 ].clone();
+
+				vec.crossVectors( tangents[ i - 1 ], tangents[ i ] );
+
+				if ( vec.length() > Number.EPSILON ) {
+
+					vec.normalize();
+
+					theta = Math.acos( _Math.clamp( tangents[ i - 1 ].dot( tangents[ i ] ), - 1, 1 ) ); // clamp for floating pt errors
+
+					normals[ i ].applyMatrix4( mat.makeRotationAxis( vec, theta ) );
+
+				}
+
+				binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+			}
+
+			// if the curve is closed, postprocess the vectors so the first and last normal vectors are the same
+
+			if ( closed === true ) {
+
+				theta = Math.acos( _Math.clamp( normals[ 0 ].dot( normals[ segments ] ), - 1, 1 ) );
+				theta /= segments;
+
+				if ( tangents[ 0 ].dot( vec.crossVectors( normals[ 0 ], normals[ segments ] ) ) > 0 ) {
+
+					theta = - theta;
+
+				}
+
+				for ( i = 1; i <= segments; i ++ ) {
+
+					// twist a little...
+					normals[ i ].applyMatrix4( mat.makeRotationAxis( tangents[ i ], theta * i ) );
+					binormals[ i ].crossVectors( tangents[ i ], normals[ i ] );
+
+				}
+
+			}
+
+			return {
+				tangents: tangents,
+				normals: normals,
+				binormals: binormals
+			};
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( source ) {
+
+			this.arcLengthDivisions = source.arcLengthDivisions;
+
+			return this;
+
+		},
+
+		toJSON: function () {
+
+			var data = {
+				metadata: {
+					version: 4.5,
+					type: 'Curve',
+					generator: 'Curve.toJSON'
+				}
+			};
+
+			data.arcLengthDivisions = this.arcLengthDivisions;
+			data.type = this.type;
+
+			return data;
+
+		},
+
+		fromJSON: function ( json ) {
+
+			this.arcLengthDivisions = json.arcLengthDivisions;
+
+			return this;
+
+		}
+
+	} );
+
+	function EllipseCurve( aX, aY, xRadius, yRadius, aStartAngle, aEndAngle, aClockwise, aRotation ) {
+
+		Curve.call( this );
+
+		this.type = 'EllipseCurve';
+
+		this.aX = aX || 0;
+		this.aY = aY || 0;
+
+		this.xRadius = xRadius || 1;
+		this.yRadius = yRadius || 1;
+
+		this.aStartAngle = aStartAngle || 0;
+		this.aEndAngle = aEndAngle || 2 * Math.PI;
+
+		this.aClockwise = aClockwise || false;
+
+		this.aRotation = aRotation || 0;
+
+	}
+
+	EllipseCurve.prototype = Object.create( Curve.prototype );
+	EllipseCurve.prototype.constructor = EllipseCurve;
+
+	EllipseCurve.prototype.isEllipseCurve = true;
+
+	EllipseCurve.prototype.getPoint = function ( t, optionalTarget ) {
+
+		var point = optionalTarget || new Vector2();
+
+		var twoPi = Math.PI * 2;
+		var deltaAngle = this.aEndAngle - this.aStartAngle;
+		var samePoints = Math.abs( deltaAngle ) < Number.EPSILON;
+
+		// ensures that deltaAngle is 0 .. 2 PI
+		while ( deltaAngle < 0 ) deltaAngle += twoPi;
+		while ( deltaAngle > twoPi ) deltaAngle -= twoPi;
+
+		if ( deltaAngle < Number.EPSILON ) {
+
+			if ( samePoints ) {
+
+				deltaAngle = 0;
+
+			} else {
+
+				deltaAngle = twoPi;
+
+			}
+
+		}
+
+		if ( this.aClockwise === true && ! samePoints ) {
+
+			if ( deltaAngle === twoPi ) {
+
+				deltaAngle = - twoPi;
+
+			} else {
+
+				deltaAngle = deltaAngle - twoPi;
+
+			}
+
+		}
+
+		var angle = this.aStartAngle + t * deltaAngle;
+		var x = this.aX + this.xRadius * Math.cos( angle );
+		var y = this.aY + this.yRadius * Math.sin( angle );
+
+		if ( this.aRotation !== 0 ) {
+
+			var cos = Math.cos( this.aRotation );
+			var sin = Math.sin( this.aRotation );
+
+			var tx = x - this.aX;
+			var ty = y - this.aY;
+
+			// Rotate the point about the center of the ellipse.
+			x = tx * cos - ty * sin + this.aX;
+			y = tx * sin + ty * cos + this.aY;
+
+		}
+
+		return point.set( x, y );
+
+	};
+
+	EllipseCurve.prototype.copy = function ( source ) {
+
+		Curve.prototype.copy.call( this, source );
+
+		this.aX = source.aX;
+		this.aY = source.aY;
+
+		this.xRadius = source.xRadius;
+		this.yRadius = source.yRadius;
+
+		this.aStartAngle = source.aStartAngle;
+		this.aEndAngle = source.aEndAngle;
+
+		this.aClockwise = source.aClockwise;
+
+		this.aRotation = source.aRotation;
+
+		return this;
+
+	};
+
+
+	EllipseCurve.prototype.toJSON = function () {
+
+		var data = Curve.prototype.toJSON.call( this );
+
+		data.aX = this.aX;
+		data.aY = this.aY;
+
+		data.xRadius = this.xRadius;
+		data.yRadius = this.yRadius;
+
+		data.aStartAngle = this.aStartAngle;
+		data.aEndAngle = this.aEndAngle;
+
+		data.aClockwise = this.aClockwise;
+
+		data.aRotation = this.aRotation;
+
+		return data;
+
+	};
+
+	EllipseCurve.prototype.fromJSON = function ( json ) {
+
+		Curve.prototype.fromJSON.call( this, json );
+
+		this.aX = json.aX;
+		this.aY = json.aY;
+
+		this.xRadius = json.xRadius;
+		this.yRadius = json.yRadius;
+
+		this.aStartAngle = json.aStartAngle;
+		this.aEndAngle = json.aEndAngle;
+
+		this.aClockwise = json.aClockwise;
+
+		this.aRotation = json.aRotation;
+
+		return this;
+
+	};
+
+	function ArcCurve( aX, aY, aRadius, aStartAngle, aEndAngle, aClockwise ) {
+
+		EllipseCurve.call( this, aX, aY, aRadius, aRadius, aStartAngle, aEndAngle, aClockwise );
+
+		this.type = 'ArcCurve';
+
+	}
+
+	ArcCurve.prototype = Object.create( EllipseCurve.prototype );
+	ArcCurve.prototype.constructor = ArcCurve;
+
+	ArcCurve.prototype.isArcCurve = true;
+
+	/**
+	 * @author zz85 https://github.com/zz85
+	 *
+	 * Centripetal CatmullRom Curve - which is useful for avoiding
+	 * cusps and self-intersections in non-uniform catmull rom curves.
+	 * http://www.cemyuksel.com/research/catmullrom_param/catmullrom.pdf
+	 *
+	 * curve.type accepts centripetal(default), chordal and catmullrom
+	 * curve.tension is used for catmullrom which defaults to 0.5
+	 */
+
+
+	/*
+	Based on an optimized c++ solution in
+	 - http://stackoverflow.com/questions/9489736/catmull-rom-curve-with-no-cusps-and-no-self-intersections/
+	 - http://ideone.com/NoEbVM
+
+	This CubicPoly class could be used for reusing some variables and calculations,
+	but for three.js curve use, it could be possible inlined and flatten into a single function call
+	which can be placed in CurveUtils.
+	*/
+
+	function CubicPoly() {
+
+		var c0 = 0, c1 = 0, c2 = 0, c3 = 0;
+
+		/*
+		 * Compute coefficients for a cubic polynomial
+		 *   p(s) = c0 + c1*s + c2*s^2 + c3*s^3
+		 * such that
+		 *   p(0) = x0, p(1) = x1
+		 *  and
+		 *   p'(0) = t0, p'(1) = t1.
+		 */
+		function init( x0, x1, t0, t1 ) {
+
+			c0 = x0;
+			c1 = t0;
+			c2 = - 3 * x0 + 3 * x1 - 2 * t0 - t1;
+			c3 = 2 * x0 - 2 * x1 + t0 + t1;
+
+		}
+
+		return {
+
+			initCatmullRom: function ( x0, x1, x2, x3, tension ) {
+
+				init( x1, x2, tension * ( x2 - x0 ), tension * ( x3 - x1 ) );
+
+			},
+
+			initNonuniformCatmullRom: function ( x0, x1, x2, x3, dt0, dt1, dt2 ) {
+
+				// compute tangents when parameterized in [t1,t2]
+				var t1 = ( x1 - x0 ) / dt0 - ( x2 - x0 ) / ( dt0 + dt1 ) + ( x2 - x1 ) / dt1;
+				var t2 = ( x2 - x1 ) / dt1 - ( x3 - x1 ) / ( dt1 + dt2 ) + ( x3 - x2 ) / dt2;
+
+				// rescale tangents for parametrization in [0,1]
+				t1 *= dt1;
+				t2 *= dt1;
+
+				init( x1, x2, t1, t2 );
+
+			},
+
+			calc: function ( t ) {
+
+				var t2 = t * t;
+				var t3 = t2 * t;
+				return c0 + c1 * t + c2 * t2 + c3 * t3;
+
+			}
+
+		};
+
+	}
+
+	//
+
+	var tmp = new Vector3();
+	var px = new CubicPoly(), py = new CubicPoly(), pz = new CubicPoly();
+
+	function CatmullRomCurve3( points, closed, curveType, tension ) {
+
+		Curve.call( this );
+
+		this.type = 'CatmullRomCurve3';
+
+		this.points = points || [];
+		this.closed = closed || false;
+		this.curveType = curveType || 'centripetal';
+		this.tension = tension || 0.5;
+
+	}
+
+	CatmullRomCurve3.prototype = Object.create( Curve.prototype );
+	CatmullRomCurve3.prototype.constructor = CatmullRomCurve3;
+
+	CatmullRomCurve3.prototype.isCatmullRomCurve3 = true;
+
+	CatmullRomCurve3.prototype.getPoint = function ( t, optionalTarget ) {
+
+		var point = optionalTarget || new Vector3();
+
+		var points = this.points;
+		var l = points.length;
+
+		var p = ( l - ( this.closed ? 0 : 1 ) ) * t;
+		var intPoint = Math.floor( p );
+		var weight = p - intPoint;
+
+		if ( this.closed ) {
+
+			intPoint += intPoint > 0 ? 0 : ( Math.floor( Math.abs( intPoint ) / l ) + 1 ) * l;
+
+		} else if ( weight === 0 && intPoint === l - 1 ) {
+
+			intPoint = l - 2;
+			weight = 1;
+
+		}
+
+		var p0, p1, p2, p3; // 4 points
+
+		if ( this.closed || intPoint > 0 ) {
+
+			p0 = points[ ( intPoint - 1 ) % l ];
+
+		} else {
+
+			// extrapolate first point
+			tmp.subVectors( points[ 0 ], points[ 1 ] ).add( points[ 0 ] );
+			p0 = tmp;
+
+		}
+
+		p1 = points[ intPoint % l ];
+		p2 = points[ ( intPoint + 1 ) % l ];
+
+		if ( this.closed || intPoint + 2 < l ) {
+
+			p3 = points[ ( intPoint + 2 ) % l ];
+
+		} else {
+
+			// extrapolate last point
+			tmp.subVectors( points[ l - 1 ], points[ l - 2 ] ).add( points[ l - 1 ] );
+			p3 = tmp;
+
+		}
+
+		if ( this.curveType === 'centripetal' || this.curveType === 'chordal' ) {
+
+			// init Centripetal / Chordal Catmull-Rom
+			var pow = this.curveType === 'chordal' ? 0.5 : 0.25;
+			var dt0 = Math.pow( p0.distanceToSquared( p1 ), pow );
+			var dt1 = Math.pow( p1.distanceToSquared( p2 ), pow );
+			var dt2 = Math.pow( p2.distanceToSquared( p3 ), pow );
+
+			// safety check for repeated points
+			if ( dt1 < 1e-4 ) dt1 = 1.0;
+			if ( dt0 < 1e-4 ) dt0 = dt1;
+			if ( dt2 < 1e-4 ) dt2 = dt1;
+
+			px.initNonuniformCatmullRom( p0.x, p1.x, p2.x, p3.x, dt0, dt1, dt2 );
+			py.initNonuniformCatmullRom( p0.y, p1.y, p2.y, p3.y, dt0, dt1, dt2 );
+			pz.initNonuniformCatmullRom( p0.z, p1.z, p2.z, p3.z, dt0, dt1, dt2 );
+
+		} else if ( this.curveType === 'catmullrom' ) {
+
+			px.initCatmullRom( p0.x, p1.x, p2.x, p3.x, this.tension );
+			py.initCatmullRom( p0.y, p1.y, p2.y, p3.y, this.tension );
+			pz.initCatmullRom( p0.z, p1.z, p2.z, p3.z, this.tension );
+
+		}
+
+		point.set(
+			px.calc( weight ),
+			py.calc( weight ),
+			pz.calc( weight )
+		);
+
+		return point;
+
+	};
+
+	CatmullRomCurve3.prototype.copy = function ( source ) {
+
+		Curve.prototype.copy.call( this, source );
+
+		this.points = [];
+
+		for ( var i = 0, l = source.points.length; i < l; i ++ ) {
+
+			var point = source.points[ i ];
+
+			this.points.push( point.clone() );
+
+		}
+
+		this.closed = source.closed;
+		this.curveType = source.curveType;
+		this.tension = source.tension;
+
+		return this;
+
+	};
+
+	CatmullRomCurve3.prototype.toJSON = function () {
+
+		var data = Curve.prototype.toJSON.call( this );
+
+		data.points = [];
+
+		for ( var i = 0, l = this.points.length; i < l; i ++ ) {
+
+			var point = this.points[ i ];
+			data.points.push( point.toArray() );
+
+		}
+
+		data.closed = this.closed;
+		data.curveType = this.curveType;
+		data.tension = this.tension;
+
+		return data;
+
+	};
+
+	CatmullRomCurve3.prototype.fromJSON = function ( json ) {
+
+		Curve.prototype.fromJSON.call( this, json );
+
+		this.points = [];
+
+		for ( var i = 0, l = json.points.length; i < l; i ++ ) {
+
+			var point = json.points[ i ];
+			this.points.push( new Vector3().fromArray( point ) );
+
+		}
+
+		this.closed = json.closed;
+		this.curveType = json.curveType;
+		this.tension = json.tension;
+
+		return this;
+
+	};
+
+	/**
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 *
+	 * Bezier Curves formulas obtained from
+	 * http://en.wikipedia.org/wiki/Bézier_curve
+	 */
+
+	function CatmullRom( t, p0, p1, p2, p3 ) {
+
+		var v0 = ( p2 - p0 ) * 0.5;
+		var v1 = ( p3 - p1 ) * 0.5;
+		var t2 = t * t;
+		var t3 = t * t2;
+		return ( 2 * p1 - 2 * p2 + v0 + v1 ) * t3 + ( - 3 * p1 + 3 * p2 - 2 * v0 - v1 ) * t2 + v0 * t + p1;
+
+	}
+
+	//
+
+	function QuadraticBezierP0( t, p ) {
+
+		var k = 1 - t;
+		return k * k * p;
+
+	}
+
+	function QuadraticBezierP1( t, p ) {
+
+		return 2 * ( 1 - t ) * t * p;
+
+	}
+
+	function QuadraticBezierP2( t, p ) {
+
+		return t * t * p;
+
+	}
+
+	function QuadraticBezier( t, p0, p1, p2 ) {
+
+		return QuadraticBezierP0( t, p0 ) + QuadraticBezierP1( t, p1 ) +
+			QuadraticBezierP2( t, p2 );
+
+	}
+
+	//
+
+	function CubicBezierP0( t, p ) {
+
+		var k = 1 - t;
+		return k * k * k * p;
+
+	}
+
+	function CubicBezierP1( t, p ) {
+
+		var k = 1 - t;
+		return 3 * k * k * t * p;
+
+	}
+
+	function CubicBezierP2( t, p ) {
+
+		return 3 * ( 1 - t ) * t * t * p;
+
+	}
+
+	function CubicBezierP3( t, p ) {
+
+		return t * t * t * p;
+
+	}
+
+	function CubicBezier( t, p0, p1, p2, p3 ) {
+
+		return CubicBezierP0( t, p0 ) + CubicBezierP1( t, p1 ) + CubicBezierP2( t, p2 ) +
+			CubicBezierP3( t, p3 );
+
+	}
+
+	function CubicBezierCurve( v0, v1, v2, v3 ) {
+
+		Curve.call( this );
+
+		this.type = 'CubicBezierCurve';
+
+		this.v0 = v0 || new Vector2();
+		this.v1 = v1 || new Vector2();
+		this.v2 = v2 || new Vector2();
+		this.v3 = v3 || new Vector2();
+
+	}
+
+	CubicBezierCurve.prototype = Object.create( Curve.prototype );
+	CubicBezierCurve.prototype.constructor = CubicBezierCurve;
+
+	CubicBezierCurve.prototype.isCubicBezierCurve = true;
+
+	CubicBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
+
+		var point = optionalTarget || new Vector2();
+
+		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
+
+		point.set(
+			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
+			CubicBezier( t, v0.y, v1.y, v2.y, v3.y )
+		);
+
+		return point;
+
+	};
+
+	CubicBezierCurve.prototype.copy = function ( source ) {
+
+		Curve.prototype.copy.call( this, source );
+
+		this.v0.copy( source.v0 );
+		this.v1.copy( source.v1 );
+		this.v2.copy( source.v2 );
+		this.v3.copy( source.v3 );
+
+		return this;
+
+	};
+
+	CubicBezierCurve.prototype.toJSON = function () {
+
+		var data = Curve.prototype.toJSON.call( this );
+
+		data.v0 = this.v0.toArray();
+		data.v1 = this.v1.toArray();
+		data.v2 = this.v2.toArray();
+		data.v3 = this.v3.toArray();
+
+		return data;
+
+	};
+
+	CubicBezierCurve.prototype.fromJSON = function ( json ) {
+
+		Curve.prototype.fromJSON.call( this, json );
+
+		this.v0.fromArray( json.v0 );
+		this.v1.fromArray( json.v1 );
+		this.v2.fromArray( json.v2 );
+		this.v3.fromArray( json.v3 );
+
+		return this;
+
+	};
+
+	function CubicBezierCurve3( v0, v1, v2, v3 ) {
+
+		Curve.call( this );
+
+		this.type = 'CubicBezierCurve3';
+
+		this.v0 = v0 || new Vector3();
+		this.v1 = v1 || new Vector3();
+		this.v2 = v2 || new Vector3();
+		this.v3 = v3 || new Vector3();
+
+	}
+
+	CubicBezierCurve3.prototype = Object.create( Curve.prototype );
+	CubicBezierCurve3.prototype.constructor = CubicBezierCurve3;
+
+	CubicBezierCurve3.prototype.isCubicBezierCurve3 = true;
+
+	CubicBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
+
+		var point = optionalTarget || new Vector3();
+
+		var v0 = this.v0, v1 = this.v1, v2 = this.v2, v3 = this.v3;
+
+		point.set(
+			CubicBezier( t, v0.x, v1.x, v2.x, v3.x ),
+			CubicBezier( t, v0.y, v1.y, v2.y, v3.y ),
+			CubicBezier( t, v0.z, v1.z, v2.z, v3.z )
+		);
+
+		return point;
+
+	};
+
+	CubicBezierCurve3.prototype.copy = function ( source ) {
+
+		Curve.prototype.copy.call( this, source );
+
+		this.v0.copy( source.v0 );
+		this.v1.copy( source.v1 );
+		this.v2.copy( source.v2 );
+		this.v3.copy( source.v3 );
+
+		return this;
+
+	};
+
+	CubicBezierCurve3.prototype.toJSON = function () {
+
+		var data = Curve.prototype.toJSON.call( this );
+
+		data.v0 = this.v0.toArray();
+		data.v1 = this.v1.toArray();
+		data.v2 = this.v2.toArray();
+		data.v3 = this.v3.toArray();
+
+		return data;
+
+	};
+
+	CubicBezierCurve3.prototype.fromJSON = function ( json ) {
+
+		Curve.prototype.fromJSON.call( this, json );
+
+		this.v0.fromArray( json.v0 );
+		this.v1.fromArray( json.v1 );
+		this.v2.fromArray( json.v2 );
+		this.v3.fromArray( json.v3 );
+
+		return this;
+
+	};
+
+	function LineCurve( v1, v2 ) {
+
+		Curve.call( this );
+
+		this.type = 'LineCurve';
+
+		this.v1 = v1 || new Vector2();
+		this.v2 = v2 || new Vector2();
+
+	}
+
+	LineCurve.prototype = Object.create( Curve.prototype );
+	LineCurve.prototype.constructor = LineCurve;
+
+	LineCurve.prototype.isLineCurve = true;
+
+	LineCurve.prototype.getPoint = function ( t, optionalTarget ) {
+
+		var point = optionalTarget || new Vector2();
+
+		if ( t === 1 ) {
+
+			point.copy( this.v2 );
+
+		} else {
+
+			point.copy( this.v2 ).sub( this.v1 );
+			point.multiplyScalar( t ).add( this.v1 );
+
+		}
+
+		return point;
+
+	};
+
+	// Line curve is linear, so we can overwrite default getPointAt
+
+	LineCurve.prototype.getPointAt = function ( u, optionalTarget ) {
+
+		return this.getPoint( u, optionalTarget );
+
+	};
+
+	LineCurve.prototype.getTangent = function ( /* t */ ) {
+
+		var tangent = this.v2.clone().sub( this.v1 );
+
+		return tangent.normalize();
+
+	};
+
+	LineCurve.prototype.copy = function ( source ) {
+
+		Curve.prototype.copy.call( this, source );
+
+		this.v1.copy( source.v1 );
+		this.v2.copy( source.v2 );
+
+		return this;
+
+	};
+
+	LineCurve.prototype.toJSON = function () {
+
+		var data = Curve.prototype.toJSON.call( this );
+
+		data.v1 = this.v1.toArray();
+		data.v2 = this.v2.toArray();
+
+		return data;
+
+	};
+
+	LineCurve.prototype.fromJSON = function ( json ) {
+
+		Curve.prototype.fromJSON.call( this, json );
+
+		this.v1.fromArray( json.v1 );
+		this.v2.fromArray( json.v2 );
+
+		return this;
+
+	};
+
+	function LineCurve3( v1, v2 ) {
+
+		Curve.call( this );
+
+		this.type = 'LineCurve3';
+
+		this.v1 = v1 || new Vector3();
+		this.v2 = v2 || new Vector3();
+
+	}
+
+	LineCurve3.prototype = Object.create( Curve.prototype );
+	LineCurve3.prototype.constructor = LineCurve3;
+
+	LineCurve3.prototype.isLineCurve3 = true;
+
+	LineCurve3.prototype.getPoint = function ( t, optionalTarget ) {
+
+		var point = optionalTarget || new Vector3();
+
+		if ( t === 1 ) {
+
+			point.copy( this.v2 );
+
+		} else {
+
+			point.copy( this.v2 ).sub( this.v1 );
+			point.multiplyScalar( t ).add( this.v1 );
+
+		}
+
+		return point;
+
+	};
+
+	// Line curve is linear, so we can overwrite default getPointAt
+
+	LineCurve3.prototype.getPointAt = function ( u, optionalTarget ) {
+
+		return this.getPoint( u, optionalTarget );
+
+	};
+
+	LineCurve3.prototype.copy = function ( source ) {
+
+		Curve.prototype.copy.call( this, source );
+
+		this.v1.copy( source.v1 );
+		this.v2.copy( source.v2 );
+
+		return this;
+
+	};
+
+	LineCurve3.prototype.toJSON = function () {
+
+		var data = Curve.prototype.toJSON.call( this );
+
+		data.v1 = this.v1.toArray();
+		data.v2 = this.v2.toArray();
+
+		return data;
+
+	};
+
+	LineCurve3.prototype.fromJSON = function ( json ) {
+
+		Curve.prototype.fromJSON.call( this, json );
+
+		this.v1.fromArray( json.v1 );
+		this.v2.fromArray( json.v2 );
+
+		return this;
+
+	};
+
+	function QuadraticBezierCurve( v0, v1, v2 ) {
+
+		Curve.call( this );
+
+		this.type = 'QuadraticBezierCurve';
+
+		this.v0 = v0 || new Vector2();
+		this.v1 = v1 || new Vector2();
+		this.v2 = v2 || new Vector2();
+
+	}
+
+	QuadraticBezierCurve.prototype = Object.create( Curve.prototype );
+	QuadraticBezierCurve.prototype.constructor = QuadraticBezierCurve;
+
+	QuadraticBezierCurve.prototype.isQuadraticBezierCurve = true;
+
+	QuadraticBezierCurve.prototype.getPoint = function ( t, optionalTarget ) {
+
+		var point = optionalTarget || new Vector2();
+
+		var v0 = this.v0, v1 = this.v1, v2 = this.v2;
+
+		point.set(
+			QuadraticBezier( t, v0.x, v1.x, v2.x ),
+			QuadraticBezier( t, v0.y, v1.y, v2.y )
+		);
+
+		return point;
+
+	};
+
+	QuadraticBezierCurve.prototype.copy = function ( source ) {
+
+		Curve.prototype.copy.call( this, source );
+
+		this.v0.copy( source.v0 );
+		this.v1.copy( source.v1 );
+		this.v2.copy( source.v2 );
+
+		return this;
+
+	};
+
+	QuadraticBezierCurve.prototype.toJSON = function () {
+
+		var data = Curve.prototype.toJSON.call( this );
+
+		data.v0 = this.v0.toArray();
+		data.v1 = this.v1.toArray();
+		data.v2 = this.v2.toArray();
+
+		return data;
+
+	};
+
+	QuadraticBezierCurve.prototype.fromJSON = function ( json ) {
+
+		Curve.prototype.fromJSON.call( this, json );
+
+		this.v0.fromArray( json.v0 );
+		this.v1.fromArray( json.v1 );
+		this.v2.fromArray( json.v2 );
+
+		return this;
+
+	};
+
+	function QuadraticBezierCurve3( v0, v1, v2 ) {
+
+		Curve.call( this );
+
+		this.type = 'QuadraticBezierCurve3';
+
+		this.v0 = v0 || new Vector3();
+		this.v1 = v1 || new Vector3();
+		this.v2 = v2 || new Vector3();
+
+	}
+
+	QuadraticBezierCurve3.prototype = Object.create( Curve.prototype );
+	QuadraticBezierCurve3.prototype.constructor = QuadraticBezierCurve3;
+
+	QuadraticBezierCurve3.prototype.isQuadraticBezierCurve3 = true;
+
+	QuadraticBezierCurve3.prototype.getPoint = function ( t, optionalTarget ) {
+
+		var point = optionalTarget || new Vector3();
+
+		var v0 = this.v0, v1 = this.v1, v2 = this.v2;
+
+		point.set(
+			QuadraticBezier( t, v0.x, v1.x, v2.x ),
+			QuadraticBezier( t, v0.y, v1.y, v2.y ),
+			QuadraticBezier( t, v0.z, v1.z, v2.z )
+		);
+
+		return point;
+
+	};
+
+	QuadraticBezierCurve3.prototype.copy = function ( source ) {
+
+		Curve.prototype.copy.call( this, source );
+
+		this.v0.copy( source.v0 );
+		this.v1.copy( source.v1 );
+		this.v2.copy( source.v2 );
+
+		return this;
+
+	};
+
+	QuadraticBezierCurve3.prototype.toJSON = function () {
+
+		var data = Curve.prototype.toJSON.call( this );
+
+		data.v0 = this.v0.toArray();
+		data.v1 = this.v1.toArray();
+		data.v2 = this.v2.toArray();
+
+		return data;
+
+	};
+
+	QuadraticBezierCurve3.prototype.fromJSON = function ( json ) {
+
+		Curve.prototype.fromJSON.call( this, json );
+
+		this.v0.fromArray( json.v0 );
+		this.v1.fromArray( json.v1 );
+		this.v2.fromArray( json.v2 );
+
+		return this;
+
+	};
+
+	function SplineCurve( points /* array of Vector2 */ ) {
+
+		Curve.call( this );
+
+		this.type = 'SplineCurve';
+
+		this.points = points || [];
+
+	}
+
+	SplineCurve.prototype = Object.create( Curve.prototype );
+	SplineCurve.prototype.constructor = SplineCurve;
+
+	SplineCurve.prototype.isSplineCurve = true;
+
+	SplineCurve.prototype.getPoint = function ( t, optionalTarget ) {
+
+		var point = optionalTarget || new Vector2();
+
+		var points = this.points;
+		var p = ( points.length - 1 ) * t;
+
+		var intPoint = Math.floor( p );
+		var weight = p - intPoint;
+
+		var p0 = points[ intPoint === 0 ? intPoint : intPoint - 1 ];
+		var p1 = points[ intPoint ];
+		var p2 = points[ intPoint > points.length - 2 ? points.length - 1 : intPoint + 1 ];
+		var p3 = points[ intPoint > points.length - 3 ? points.length - 1 : intPoint + 2 ];
+
+		point.set(
+			CatmullRom( weight, p0.x, p1.x, p2.x, p3.x ),
+			CatmullRom( weight, p0.y, p1.y, p2.y, p3.y )
+		);
+
+		return point;
+
+	};
+
+	SplineCurve.prototype.copy = function ( source ) {
+
+		Curve.prototype.copy.call( this, source );
+
+		this.points = [];
+
+		for ( var i = 0, l = source.points.length; i < l; i ++ ) {
+
+			var point = source.points[ i ];
+
+			this.points.push( point.clone() );
+
+		}
+
+		return this;
+
+	};
+
+	SplineCurve.prototype.toJSON = function () {
+
+		var data = Curve.prototype.toJSON.call( this );
+
+		data.points = [];
+
+		for ( var i = 0, l = this.points.length; i < l; i ++ ) {
+
+			var point = this.points[ i ];
+			data.points.push( point.toArray() );
+
+		}
+
+		return data;
+
+	};
+
+	SplineCurve.prototype.fromJSON = function ( json ) {
+
+		Curve.prototype.fromJSON.call( this, json );
+
+		this.points = [];
+
+		for ( var i = 0, l = json.points.length; i < l; i ++ ) {
+
+			var point = json.points[ i ];
+			this.points.push( new Vector2().fromArray( point ) );
+
+		}
+
+		return this;
+
+	};
+
+
+
+	var Curves = /*#__PURE__*/Object.freeze({
+		ArcCurve: ArcCurve,
+		CatmullRomCurve3: CatmullRomCurve3,
+		CubicBezierCurve: CubicBezierCurve,
+		CubicBezierCurve3: CubicBezierCurve3,
+		EllipseCurve: EllipseCurve,
+		LineCurve: LineCurve,
+		LineCurve3: LineCurve3,
+		QuadraticBezierCurve: QuadraticBezierCurve,
+		QuadraticBezierCurve3: QuadraticBezierCurve3,
+		SplineCurve: SplineCurve
+	});
+
+	/**
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 *
+	 **/
+
+	/**************************************************************
+	 *	Curved Path - a curve path is simply a array of connected
+	 *  curves, but retains the api of a curve
+	 **************************************************************/
+
+	function CurvePath() {
+
+		Curve.call( this );
+
+		this.type = 'CurvePath';
+
+		this.curves = [];
+		this.autoClose = false; // Automatically closes the path
+
+	}
+
+	CurvePath.prototype = Object.assign( Object.create( Curve.prototype ), {
+
+		constructor: CurvePath,
+
+		add: function ( curve ) {
+
+			this.curves.push( curve );
+
+		},
+
+		closePath: function () {
+
+			// Add a line curve if start and end of lines are not connected
+			var startPoint = this.curves[ 0 ].getPoint( 0 );
+			var endPoint = this.curves[ this.curves.length - 1 ].getPoint( 1 );
+
+			if ( ! startPoint.equals( endPoint ) ) {
+
+				this.curves.push( new LineCurve( endPoint, startPoint ) );
+
+			}
+
+		},
+
+		// To get accurate point with reference to
+		// entire path distance at time t,
+		// following has to be done:
+
+		// 1. Length of each sub path have to be known
+		// 2. Locate and identify type of curve
+		// 3. Get t for the curve
+		// 4. Return curve.getPointAt(t')
+
+		getPoint: function ( t ) {
+
+			var d = t * this.getLength();
+			var curveLengths = this.getCurveLengths();
+			var i = 0;
+
+			// To think about boundaries points.
+
+			while ( i < curveLengths.length ) {
+
+				if ( curveLengths[ i ] >= d ) {
+
+					var diff = curveLengths[ i ] - d;
+					var curve = this.curves[ i ];
+
+					var segmentLength = curve.getLength();
+					var u = segmentLength === 0 ? 0 : 1 - diff / segmentLength;
+
+					return curve.getPointAt( u );
+
+				}
+
+				i ++;
+
+			}
+
+			return null;
+
+			// loop where sum != 0, sum > d , sum+1 <d
+
+		},
+
+		// We cannot use the default THREE.Curve getPoint() with getLength() because in
+		// THREE.Curve, getLength() depends on getPoint() but in THREE.CurvePath
+		// getPoint() depends on getLength
+
+		getLength: function () {
+
+			var lens = this.getCurveLengths();
+			return lens[ lens.length - 1 ];
+
+		},
+
+		// cacheLengths must be recalculated.
+		updateArcLengths: function () {
+
+			this.needsUpdate = true;
+			this.cacheLengths = null;
+			this.getCurveLengths();
+
+		},
+
+		// Compute lengths and cache them
+		// We cannot overwrite getLengths() because UtoT mapping uses it.
+
+		getCurveLengths: function () {
+
+			// We use cache values if curves and cache array are same length
+
+			if ( this.cacheLengths && this.cacheLengths.length === this.curves.length ) {
+
+				return this.cacheLengths;
+
+			}
+
+			// Get length of sub-curve
+			// Push sums into cached array
+
+			var lengths = [], sums = 0;
+
+			for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
+
+				sums += this.curves[ i ].getLength();
+				lengths.push( sums );
+
+			}
+
+			this.cacheLengths = lengths;
+
+			return lengths;
+
+		},
+
+		getSpacedPoints: function ( divisions ) {
+
+			if ( divisions === undefined ) divisions = 40;
+
+			var points = [];
+
+			for ( var i = 0; i <= divisions; i ++ ) {
+
+				points.push( this.getPoint( i / divisions ) );
+
+			}
+
+			if ( this.autoClose ) {
+
+				points.push( points[ 0 ] );
+
+			}
+
+			return points;
+
+		},
+
+		getPoints: function ( divisions ) {
+
+			divisions = divisions || 12;
+
+			var points = [], last;
+
+			for ( var i = 0, curves = this.curves; i < curves.length; i ++ ) {
+
+				var curve = curves[ i ];
+				var resolution = ( curve && curve.isEllipseCurve ) ? divisions * 2
+					: ( curve && ( curve.isLineCurve || curve.isLineCurve3 ) ) ? 1
+						: ( curve && curve.isSplineCurve ) ? divisions * curve.points.length
+							: divisions;
+
+				var pts = curve.getPoints( resolution );
+
+				for ( var j = 0; j < pts.length; j ++ ) {
+
+					var point = pts[ j ];
+
+					if ( last && last.equals( point ) ) continue; // ensures no consecutive points are duplicates
+
+					points.push( point );
+					last = point;
+
+				}
+
+			}
+
+			if ( this.autoClose && points.length > 1 && ! points[ points.length - 1 ].equals( points[ 0 ] ) ) {
+
+				points.push( points[ 0 ] );
+
+			}
+
+			return points;
+
+		},
+
+		copy: function ( source ) {
+
+			Curve.prototype.copy.call( this, source );
+
+			this.curves = [];
+
+			for ( var i = 0, l = source.curves.length; i < l; i ++ ) {
+
+				var curve = source.curves[ i ];
+
+				this.curves.push( curve.clone() );
+
+			}
+
+			this.autoClose = source.autoClose;
+
+			return this;
+
+		},
+
+		toJSON: function () {
+
+			var data = Curve.prototype.toJSON.call( this );
+
+			data.autoClose = this.autoClose;
+			data.curves = [];
+
+			for ( var i = 0, l = this.curves.length; i < l; i ++ ) {
+
+				var curve = this.curves[ i ];
+				data.curves.push( curve.toJSON() );
+
+			}
+
+			return data;
+
+		},
+
+		fromJSON: function ( json ) {
+
+			Curve.prototype.fromJSON.call( this, json );
+
+			this.autoClose = json.autoClose;
+			this.curves = [];
+
+			for ( var i = 0, l = json.curves.length; i < l; i ++ ) {
+
+				var curve = json.curves[ i ];
+				this.curves.push( new Curves[ curve.type ]().fromJSON( curve ) );
+
+			}
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 * Creates free form 2d path using series of points, lines or curves.
+	 **/
+
+	function Path( points ) {
+
+		CurvePath.call( this );
+
+		this.type = 'Path';
+
+		this.currentPoint = new Vector2();
+
+		if ( points ) {
+
+			this.setFromPoints( points );
+
+		}
+
+	}
+
+	Path.prototype = Object.assign( Object.create( CurvePath.prototype ), {
+
+		constructor: Path,
+
+		setFromPoints: function ( points ) {
+
+			this.moveTo( points[ 0 ].x, points[ 0 ].y );
+
+			for ( var i = 1, l = points.length; i < l; i ++ ) {
+
+				this.lineTo( points[ i ].x, points[ i ].y );
+
+			}
+
+		},
+
+		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 );
+
+		},
+
+		copy: function ( source ) {
+
+			CurvePath.prototype.copy.call( this, source );
+
+			this.currentPoint.copy( source.currentPoint );
+
+			return this;
+
+		},
+
+		toJSON: function () {
+
+			var data = CurvePath.prototype.toJSON.call( this );
+
+			data.currentPoint = this.currentPoint.toArray();
+
+			return data;
+
+		},
+
+		fromJSON: function ( json ) {
+
+			CurvePath.prototype.fromJSON.call( this, json );
+
+			this.currentPoint.fromArray( json.currentPoint );
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 * Defines a 2d shape plane using paths.
+	 **/
+
+	// STEP 1 Create a path.
+	// STEP 2 Turn path into shape.
+	// STEP 3 ExtrudeGeometry takes in Shape/Shapes
+	// STEP 3a - Extract points from each shape, turn to vertices
+	// STEP 3b - Triangulate each shape, add faces.
+
+	function Shape( points ) {
+
+		Path.call( this, points );
+
+		this.uuid = _Math.generateUUID();
+
+		this.type = 'Shape';
+
+		this.holes = [];
+
+	}
+
+	Shape.prototype = Object.assign( Object.create( Path.prototype ), {
+
+		constructor: Shape,
+
+		getPointsHoles: function ( divisions ) {
+
+			var holesPts = [];
+
+			for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
+
+				holesPts[ i ] = this.holes[ i ].getPoints( divisions );
+
+			}
+
+			return holesPts;
+
+		},
+
+		// get points of shape and holes (keypoints based on segments parameter)
+
+		extractPoints: function ( divisions ) {
+
+			return {
+
+				shape: this.getPoints( divisions ),
+				holes: this.getPointsHoles( divisions )
+
+			};
+
+		},
+
+		copy: function ( source ) {
+
+			Path.prototype.copy.call( this, source );
+
+			this.holes = [];
+
+			for ( var i = 0, l = source.holes.length; i < l; i ++ ) {
+
+				var hole = source.holes[ i ];
+
+				this.holes.push( hole.clone() );
+
+			}
+
+			return this;
+
+		},
+
+		toJSON: function () {
+
+			var data = Path.prototype.toJSON.call( this );
+
+			data.uuid = this.uuid;
+			data.holes = [];
+
+			for ( var i = 0, l = this.holes.length; i < l; i ++ ) {
+
+				var hole = this.holes[ i ];
+				data.holes.push( hole.toJSON() );
+
+			}
+
+			return data;
+
+		},
+
+		fromJSON: function ( json ) {
+
+			Path.prototype.fromJSON.call( this, json );
+
+			this.uuid = json.uuid;
+			this.holes = [];
+
+			for ( var i = 0, l = json.holes.length; i < l; i ++ ) {
+
+				var hole = json.holes[ i ];
+				this.holes.push( new Path().fromJSON( hole ) );
+
+			}
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function Light( color, intensity ) {
+
+		Object3D.call( this );
+
+		this.type = 'Light';
+
+		this.color = new Color( color );
+		this.intensity = intensity !== undefined ? intensity : 1;
+
+		this.receiveShadow = undefined;
+
+	}
+
+	Light.prototype = Object.assign( Object.create( Object3D.prototype ), {
+
+		constructor: Light,
+
+		isLight: true,
+
+		copy: function ( source ) {
+
+			Object3D.prototype.copy.call( this, source );
+
+			this.color.copy( source.color );
+			this.intensity = source.intensity;
+
+			return this;
+
+		},
+
+		toJSON: function ( meta ) {
+
+			var data = Object3D.prototype.toJSON.call( this, meta );
+
+			data.object.color = this.color.getHex();
+			data.object.intensity = this.intensity;
+
+			if ( this.groundColor !== undefined ) data.object.groundColor = this.groundColor.getHex();
+
+			if ( this.distance !== undefined ) data.object.distance = this.distance;
+			if ( this.angle !== undefined ) data.object.angle = this.angle;
+			if ( this.decay !== undefined ) data.object.decay = this.decay;
+			if ( this.penumbra !== undefined ) data.object.penumbra = this.penumbra;
+
+			if ( this.shadow !== undefined ) data.object.shadow = this.shadow.toJSON();
+
+			return data;
+
+		}
+
+	} );
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function HemisphereLight( skyColor, groundColor, intensity ) {
+
+		Light.call( this, skyColor, intensity );
+
+		this.type = 'HemisphereLight';
+
+		this.castShadow = undefined;
+
+		this.position.copy( Object3D.DefaultUp );
+		this.updateMatrix();
+
+		this.groundColor = new Color( groundColor );
+
+	}
+
+	HemisphereLight.prototype = Object.assign( Object.create( Light.prototype ), {
+
+		constructor: HemisphereLight,
+
+		isHemisphereLight: true,
+
+		copy: function ( source ) {
+
+			Light.prototype.copy.call( this, source );
+
+			this.groundColor.copy( source.groundColor );
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function LightShadow( camera ) {
+
+		this.camera = camera;
+
+		this.bias = 0;
+		this.radius = 1;
+
+		this.mapSize = new Vector2( 512, 512 );
+
+		this.map = null;
+		this.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 camera = this.camera;
+
+			var fov = _Math.RAD2DEG * 2 * light.angle;
+			var aspect = this.mapSize.width / this.mapSize.height;
+			var far = light.distance || camera.far;
+
+			if ( fov !== camera.fov || aspect !== camera.aspect || far !== camera.far ) {
+
+				camera.fov = fov;
+				camera.aspect = aspect;
+				camera.far = far;
+				camera.updateProjectionMatrix();
+
+			}
+
+		}
+
+	} );
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function SpotLight( color, intensity, distance, angle, penumbra, decay ) {
+
+		Light.call( this, color, intensity );
+
+		this.type = 'SpotLight';
+
+		this.position.copy( Object3D.DefaultUp );
+		this.updateMatrix();
+
+		this.target = new Object3D();
+
+		Object.defineProperty( this, 'power', {
+			get: function () {
+
+				// intensity = power per solid angle.
+				// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
+				return this.intensity * Math.PI;
+
+			},
+			set: function ( power ) {
+
+				// intensity = power per solid angle.
+				// ref: equation (17) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
+				this.intensity = power / Math.PI;
+
+			}
+		} );
+
+		this.distance = ( distance !== undefined ) ? distance : 0;
+		this.angle = ( angle !== undefined ) ? angle : Math.PI / 3;
+		this.penumbra = ( penumbra !== undefined ) ? penumbra : 0;
+		this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
+
+		this.shadow = new SpotLightShadow();
+
+	}
+
+	SpotLight.prototype = Object.assign( Object.create( Light.prototype ), {
+
+		constructor: SpotLight,
+
+		isSpotLight: true,
+
+		copy: function ( source ) {
+
+			Light.prototype.copy.call( this, source );
+
+			this.distance = source.distance;
+			this.angle = source.angle;
+			this.penumbra = source.penumbra;
+			this.decay = source.decay;
+
+			this.target = source.target.clone();
+
+			this.shadow = source.shadow.clone();
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+
+	function PointLight( color, intensity, distance, decay ) {
+
+		Light.call( this, color, intensity );
+
+		this.type = 'PointLight';
+
+		Object.defineProperty( this, 'power', {
+			get: function () {
+
+				// intensity = power per solid angle.
+				// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
+				return this.intensity * 4 * Math.PI;
+
+			},
+			set: function ( power ) {
+
+				// intensity = power per solid angle.
+				// ref: equation (15) from https://seblagarde.files.wordpress.com/2015/07/course_notes_moving_frostbite_to_pbr_v32.pdf
+				this.intensity = power / ( 4 * Math.PI );
+
+			}
+		} );
+
+		this.distance = ( distance !== undefined ) ? distance : 0;
+		this.decay = ( decay !== undefined ) ? decay : 1;	// for physically correct lights, should be 2.
+
+		this.shadow = new 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 alteredq / http://alteredqualia.com/
+	 * @author arose / http://github.com/arose
+	 */
+
+	function OrthographicCamera( left, right, top, bottom, near, far ) {
+
+		Camera.call( this );
+
+		this.type = 'OrthographicCamera';
+
+		this.zoom = 1;
+		this.view = null;
+
+		this.left = ( left !== undefined ) ? left : - 1;
+		this.right = ( right !== undefined ) ? right : 1;
+		this.top = ( top !== undefined ) ? top : 1;
+		this.bottom = ( bottom !== undefined ) ? bottom : - 1;
+
+		this.near = ( near !== undefined ) ? near : 0.1;
+		this.far = ( far !== undefined ) ? far : 2000;
+
+		this.updateProjectionMatrix();
+
+	}
+
+	OrthographicCamera.prototype = Object.assign( Object.create( Camera.prototype ), {
+
+		constructor: OrthographicCamera,
+
+		isOrthographicCamera: true,
+
+		copy: function ( source, recursive ) {
+
+			Camera.prototype.copy.call( this, source, recursive );
+
+			this.left = source.left;
+			this.right = source.right;
+			this.top = source.top;
+			this.bottom = source.bottom;
+			this.near = source.near;
+			this.far = source.far;
+
+			this.zoom = source.zoom;
+			this.view = source.view === null ? null : Object.assign( {}, source.view );
+
+			return this;
+
+		},
+
+		setViewOffset: function ( fullWidth, fullHeight, x, y, width, height ) {
+
+			if ( this.view === null ) {
+
+				this.view = {
+					enabled: true,
+					fullWidth: 1,
+					fullHeight: 1,
+					offsetX: 0,
+					offsetY: 0,
+					width: 1,
+					height: 1
+				};
+
+			}
+
+			this.view.enabled = true;
+			this.view.fullWidth = fullWidth;
+			this.view.fullHeight = fullHeight;
+			this.view.offsetX = x;
+			this.view.offsetY = y;
+			this.view.width = width;
+			this.view.height = height;
+
+			this.updateProjectionMatrix();
+
+		},
+
+		clearViewOffset: function () {
+
+			if ( this.view !== null ) {
+
+				this.view.enabled = false;
+
+			}
+
+			this.updateProjectionMatrix();
+
+		},
+
+		updateProjectionMatrix: function () {
+
+			var dx = ( this.right - this.left ) / ( 2 * this.zoom );
+			var dy = ( this.top - this.bottom ) / ( 2 * this.zoom );
+			var cx = ( this.right + this.left ) / 2;
+			var cy = ( this.top + this.bottom ) / 2;
+
+			var left = cx - dx;
+			var right = cx + dx;
+			var top = cy + dy;
+			var bottom = cy - dy;
+
+			if ( this.view !== null && this.view.enabled ) {
+
+				var zoomW = this.zoom / ( this.view.width / this.view.fullWidth );
+				var zoomH = this.zoom / ( this.view.height / this.view.fullHeight );
+				var scaleW = ( this.right - this.left ) / this.view.width;
+				var scaleH = ( this.top - this.bottom ) / this.view.height;
+
+				left += scaleW * ( this.view.offsetX / zoomW );
+				right = left + scaleW * ( this.view.width / zoomW );
+				top -= scaleH * ( this.view.offsetY / zoomH );
+				bottom = top - scaleH * ( this.view.height / zoomH );
+
+			}
+
+			this.projectionMatrix.makeOrthographic( left, right, top, bottom, this.near, this.far );
+
+			this.projectionMatrixInverse.getInverse( this.projectionMatrix );
+
+		},
+
+		toJSON: function ( meta ) {
+
+			var data = Object3D.prototype.toJSON.call( this, meta );
+
+			data.object.zoom = this.zoom;
+			data.object.left = this.left;
+			data.object.right = this.right;
+			data.object.top = this.top;
+			data.object.bottom = this.bottom;
+			data.object.near = this.near;
+			data.object.far = this.far;
+
+			if ( this.view !== null ) data.object.view = Object.assign( {}, this.view );
+
+			return data;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function DirectionalLightShadow( ) {
+
+		LightShadow.call( this, new OrthographicCamera( - 5, 5, 5, - 5, 0.5, 500 ) );
+
+	}
+
+	DirectionalLightShadow.prototype = Object.assign( Object.create( LightShadow.prototype ), {
+
+		constructor: DirectionalLightShadow
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function DirectionalLight( color, intensity ) {
+
+		Light.call( this, color, intensity );
+
+		this.type = 'DirectionalLight';
+
+		this.position.copy( Object3D.DefaultUp );
+		this.updateMatrix();
+
+		this.target = new Object3D();
+
+		this.shadow = new DirectionalLightShadow();
+
+	}
+
+	DirectionalLight.prototype = Object.assign( Object.create( Light.prototype ), {
+
+		constructor: DirectionalLight,
+
+		isDirectionalLight: true,
+
+		copy: function ( source ) {
+
+			Light.prototype.copy.call( this, source );
+
+			this.target = source.target.clone();
+
+			this.shadow = source.shadow.clone();
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function AmbientLight( color, intensity ) {
+
+		Light.call( this, color, intensity );
+
+		this.type = 'AmbientLight';
+
+		this.castShadow = undefined;
+
+	}
+
+	AmbientLight.prototype = Object.assign( Object.create( Light.prototype ), {
+
+		constructor: AmbientLight,
+
+		isAmbientLight: true
+
+	} );
+
+	/**
+	 * @author abelnation / http://github.com/abelnation
+	 */
+
+	function RectAreaLight( color, intensity, width, height ) {
+
+		Light.call( this, color, intensity );
+
+		this.type = 'RectAreaLight';
+
+		this.width = ( width !== undefined ) ? width : 10;
+		this.height = ( height !== undefined ) ? height : 10;
+
+	}
+
+	RectAreaLight.prototype = Object.assign( Object.create( Light.prototype ), {
+
+		constructor: RectAreaLight,
+
+		isRectAreaLight: true,
+
+		copy: function ( source ) {
+
+			Light.prototype.copy.call( this, source );
+
+			this.width = source.width;
+			this.height = source.height;
+
+			return this;
+
+		},
+
+		toJSON: function ( meta ) {
+
+			var data = Light.prototype.toJSON.call( this, meta );
+
+			data.object.width = this.width;
+			data.object.height = this.height;
+
+			return data;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function MaterialLoader( manager ) {
+
+		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.setPath( scope.path );
+			loader.load( url, function ( text ) {
+
+				onLoad( scope.parse( JSON.parse( text ) ) );
+
+			}, onProgress, onError );
+
+		},
+
+		parse: function ( json ) {
+
+			var textures = this.textures;
+
+			function getTexture( name ) {
+
+				if ( textures[ name ] === undefined ) {
+
+					console.warn( 'THREE.MaterialLoader: Undefined texture', name );
+
+				}
+
+				return textures[ name ];
+
+			}
+
+			var material = new Materials[ json.type ]();
+
+			if ( json.uuid !== undefined ) material.uuid = json.uuid;
+			if ( json.name !== undefined ) material.name = json.name;
+			if ( json.color !== undefined ) material.color.setHex( json.color );
+			if ( json.roughness !== undefined ) material.roughness = json.roughness;
+			if ( json.metalness !== undefined ) material.metalness = json.metalness;
+			if ( json.emissive !== undefined ) material.emissive.setHex( json.emissive );
+			if ( json.specular !== undefined ) material.specular.setHex( json.specular );
+			if ( json.shininess !== undefined ) material.shininess = json.shininess;
+			if ( json.clearCoat !== undefined ) material.clearCoat = json.clearCoat;
+			if ( json.clearCoatRoughness !== undefined ) material.clearCoatRoughness = json.clearCoatRoughness;
+			if ( json.vertexColors !== undefined ) material.vertexColors = json.vertexColors;
+			if ( json.fog !== undefined ) material.fog = json.fog;
+			if ( json.flatShading !== undefined ) material.flatShading = json.flatShading;
+			if ( json.blending !== undefined ) material.blending = json.blending;
+			if ( json.combine !== undefined ) material.combine = json.combine;
+			if ( json.side !== undefined ) material.side = json.side;
+			if ( json.opacity !== undefined ) material.opacity = json.opacity;
+			if ( json.transparent !== undefined ) material.transparent = json.transparent;
+			if ( json.alphaTest !== undefined ) material.alphaTest = json.alphaTest;
+			if ( json.depthTest !== undefined ) material.depthTest = json.depthTest;
+			if ( json.depthWrite !== undefined ) material.depthWrite = json.depthWrite;
+			if ( json.colorWrite !== undefined ) material.colorWrite = json.colorWrite;
+			if ( json.wireframe !== undefined ) material.wireframe = json.wireframe;
+			if ( json.wireframeLinewidth !== undefined ) material.wireframeLinewidth = json.wireframeLinewidth;
+			if ( json.wireframeLinecap !== undefined ) material.wireframeLinecap = json.wireframeLinecap;
+			if ( json.wireframeLinejoin !== undefined ) material.wireframeLinejoin = json.wireframeLinejoin;
+
+			if ( json.rotation !== undefined ) material.rotation = json.rotation;
+
+			if ( json.linewidth !== 1 ) material.linewidth = json.linewidth;
+			if ( json.dashSize !== undefined ) material.dashSize = json.dashSize;
+			if ( json.gapSize !== undefined ) material.gapSize = json.gapSize;
+			if ( json.scale !== undefined ) material.scale = json.scale;
+
+			if ( json.polygonOffset !== undefined ) material.polygonOffset = json.polygonOffset;
+			if ( json.polygonOffsetFactor !== undefined ) material.polygonOffsetFactor = json.polygonOffsetFactor;
+			if ( json.polygonOffsetUnits !== undefined ) material.polygonOffsetUnits = json.polygonOffsetUnits;
+
+			if ( json.skinning !== undefined ) material.skinning = json.skinning;
+			if ( json.morphTargets !== undefined ) material.morphTargets = json.morphTargets;
+			if ( json.dithering !== undefined ) material.dithering = json.dithering;
+
+			if ( json.visible !== undefined ) material.visible = json.visible;
+			if ( json.userData !== undefined ) material.userData = json.userData;
+
+			// Shader Material
+
+			if ( json.uniforms !== undefined ) {
+
+				for ( var name in json.uniforms ) {
+
+					var uniform = json.uniforms[ name ];
+
+					material.uniforms[ name ] = {};
+
+					switch ( uniform.type ) {
+
+						case 't':
+							material.uniforms[ name ].value = getTexture( uniform.value );
+							break;
+
+						case 'c':
+							material.uniforms[ name ].value = new Color().setHex( uniform.value );
+							break;
+
+						case 'v2':
+							material.uniforms[ name ].value = new Vector2().fromArray( uniform.value );
+							break;
+
+						case 'v3':
+							material.uniforms[ name ].value = new Vector3().fromArray( uniform.value );
+							break;
+
+						case 'v4':
+							material.uniforms[ name ].value = new Vector4().fromArray( uniform.value );
+							break;
+
+						case 'm3':
+							material.uniforms[ name ].value = new Matrix3().fromArray( uniform.value );
+
+						case 'm4':
+							material.uniforms[ name ].value = new Matrix4().fromArray( uniform.value );
+							break;
+
+						default:
+							material.uniforms[ name ].value = uniform.value;
+
+					}
+
+				}
+
+			}
+
+			if ( json.defines !== undefined ) material.defines = json.defines;
+			if ( json.vertexShader !== undefined ) material.vertexShader = json.vertexShader;
+			if ( json.fragmentShader !== undefined ) material.fragmentShader = json.fragmentShader;
+
+			if ( json.extensions !== undefined ) {
+
+				for ( var key in json.extensions ) {
+
+					material.extensions[ key ] = json.extensions[ key ];
+
+				}
+
+			}
+
+			// Deprecated
+
+			if ( json.shading !== undefined ) material.flatShading = json.shading === 1; // THREE.FlatShading
+
+			// for PointsMaterial
+
+			if ( json.size !== undefined ) material.size = json.size;
+			if ( json.sizeAttenuation !== undefined ) material.sizeAttenuation = json.sizeAttenuation;
+
+			// maps
+
+			if ( json.map !== undefined ) material.map = getTexture( json.map );
+
+			if ( json.alphaMap !== undefined ) {
+
+				material.alphaMap = getTexture( json.alphaMap );
+				material.transparent = true;
+
+			}
+
+			if ( json.bumpMap !== undefined ) material.bumpMap = getTexture( json.bumpMap );
+			if ( json.bumpScale !== undefined ) material.bumpScale = json.bumpScale;
+
+			if ( json.normalMap !== undefined ) material.normalMap = getTexture( json.normalMap );
+			if ( json.normalMapType !== undefined ) material.normalMapType = json.normalMapType;
+			if ( json.normalScale !== undefined ) {
+
+				var normalScale = json.normalScale;
+
+				if ( Array.isArray( normalScale ) === false ) {
+
+					// Blender exporter used to export a scalar. See #7459
+
+					normalScale = [ normalScale, normalScale ];
+
+				}
+
+				material.normalScale = new Vector2().fromArray( normalScale );
+
+			}
+
+			if ( json.displacementMap !== undefined ) material.displacementMap = getTexture( json.displacementMap );
+			if ( json.displacementScale !== undefined ) material.displacementScale = json.displacementScale;
+			if ( json.displacementBias !== undefined ) material.displacementBias = json.displacementBias;
+
+			if ( json.roughnessMap !== undefined ) material.roughnessMap = getTexture( json.roughnessMap );
+			if ( json.metalnessMap !== undefined ) material.metalnessMap = getTexture( json.metalnessMap );
+
+			if ( json.emissiveMap !== undefined ) material.emissiveMap = getTexture( json.emissiveMap );
+			if ( json.emissiveIntensity !== undefined ) material.emissiveIntensity = json.emissiveIntensity;
+
+			if ( json.specularMap !== undefined ) material.specularMap = getTexture( json.specularMap );
+
+			if ( json.envMap !== undefined ) material.envMap = getTexture( json.envMap );
+			if ( json.envMapIntensity !== undefined ) material.envMapIntensity = json.envMapIntensity;
+
+			if ( json.reflectivity !== undefined ) material.reflectivity = json.reflectivity;
+
+			if ( json.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 );
+
+			return material;
+
+		},
+
+		setPath: function ( value ) {
+
+			this.path = value;
+			return this;
+
+		},
+
+		setTextures: function ( value ) {
+
+			this.textures = value;
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author Don McCurdy / https://www.donmccurdy.com
+	 */
+
+	var LoaderUtils = {
+
+		decodeText: function ( array ) {
+
+			if ( typeof TextDecoder !== 'undefined' ) {
+
+				return new TextDecoder().decode( array );
+
+			}
+
+			// Avoid the String.fromCharCode.apply(null, array) shortcut, which
+			// throws a "maximum call stack size exceeded" error for large arrays.
+
+			var s = '';
+
+			for ( var i = 0, il = array.length; i < il; i ++ ) {
+
+				// Implicitly assumes little-endian.
+				s += String.fromCharCode( array[ i ] );
+
+			}
+
+			// Merges multi-byte utf-8 characters.
+			return decodeURIComponent( escape( s ) );
+
+		},
+
+		extractUrlBase: function ( url ) {
+
+			var index = url.lastIndexOf( '/' );
+
+			if ( index === - 1 ) return './';
+
+			return url.substr( 0, index + 1 );
+
+		}
+
+	};
+
+	/**
+	 * @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.setPath( scope.path );
+			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;
+
+			if ( index !== undefined ) {
+
+				var typedArray = new TYPED_ARRAYS[ index.type ]( index.array );
+				geometry.setIndex( new BufferAttribute( typedArray, 1 ) );
+
+			}
+
+			var attributes = json.data.attributes;
+
+			for ( var key in attributes ) {
+
+				var attribute = attributes[ key ];
+				var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
+
+				var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
+				if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
+				geometry.addAttribute( key, bufferAttribute );
+
+			}
+
+			var morphAttributes = json.data.morphAttributes;
+
+			if ( morphAttributes ) {
+
+				for ( var key in morphAttributes ) {
+
+					var attributeArray = morphAttributes[ key ];
+
+					var array = [];
+
+					for ( var i = 0, il = attributeArray.length; i < il; i ++ ) {
+
+						var attribute = attributeArray[ i ];
+						var typedArray = new TYPED_ARRAYS[ attribute.type ]( attribute.array );
+
+						var bufferAttribute = new BufferAttribute( typedArray, attribute.itemSize, attribute.normalized );
+						if ( attribute.name !== undefined ) bufferAttribute.name = attribute.name;
+						array.push( bufferAttribute );
+
+					}
+
+					geometry.morphAttributes[ key ] = array;
+
+				}
+
+			}
+
+			var groups = json.data.groups || json.data.drawcalls || json.data.offsets;
+
+			if ( groups !== undefined ) {
+
+				for ( var i = 0, n = groups.length; i !== n; ++ i ) {
+
+					var group = groups[ i ];
+
+					geometry.addGroup( group.start, group.count, group.materialIndex );
+
+				}
+
+			}
+
+			var boundingSphere = json.data.boundingSphere;
+
+			if ( boundingSphere !== undefined ) {
+
+				var center = new Vector3();
+
+				if ( boundingSphere.center !== undefined ) {
+
+					center.fromArray( boundingSphere.center );
+
+				}
+
+				geometry.boundingSphere = new Sphere( center, boundingSphere.radius );
+
+			}
+
+			if ( json.name ) geometry.name = json.name;
+			if ( json.userData ) geometry.userData = json.userData;
+
+			return geometry;
+
+		},
+
+		setPath: function ( value ) {
+
+			this.path = value;
+			return this;
+
+		}
+
+	} );
+
+	var TYPED_ARRAYS = {
+		Int8Array: Int8Array,
+		Uint8Array: Uint8Array,
+		// Workaround for IE11 pre KB2929437. See #11440
+		Uint8ClampedArray: typeof Uint8ClampedArray !== 'undefined' ? Uint8ClampedArray : Uint8Array,
+		Int16Array: Int16Array,
+		Uint16Array: Uint16Array,
+		Int32Array: Int32Array,
+		Uint32Array: Uint32Array,
+		Float32Array: Float32Array,
+		Float64Array: Float64Array
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function ObjectLoader( manager ) {
+
+		this.manager = ( manager !== undefined ) ? manager : DefaultLoadingManager;
+		this.resourcePath = '';
+
+	}
+
+	Object.assign( ObjectLoader.prototype, {
+
+		crossOrigin: 'anonymous',
+
+		load: function ( url, onLoad, onProgress, onError ) {
+
+			var scope = this;
+
+			var path = ( this.path === undefined ) ? LoaderUtils.extractUrlBase( url ) : this.path;
+			this.resourcePath = this.resourcePath || path;
+
+			var loader = new FileLoader( scope.manager );
+			loader.setPath( this.path );
+			loader.load( url, function ( text ) {
+
+				var json = null;
+
+				try {
+
+					json = JSON.parse( text );
+
+				} catch ( error ) {
+
+					if ( onError !== undefined ) onError( error );
+
+					console.error( 'THREE:ObjectLoader: Can\'t parse ' + url + '.', error.message );
+
+					return;
+
+				}
+
+				var metadata = json.metadata;
+
+				if ( metadata === undefined || metadata.type === undefined || metadata.type.toLowerCase() === 'geometry' ) {
+
+					console.error( 'THREE.ObjectLoader: Can\'t load ' + url );
+					return;
+
+				}
+
+				scope.parse( json, onLoad );
+
+			}, onProgress, onError );
+
+		},
+
+		setPath: function ( value ) {
+
+			this.path = value;
+			return this;
+
+		},
+
+		setResourcePath: function ( value ) {
+
+			this.resourcePath = value;
+			return this;
+
+		},
+
+		setCrossOrigin: function ( value ) {
+
+			this.crossOrigin = value;
+			return this;
+
+		},
+
+		parse: function ( json, onLoad ) {
+
+			var shapes = this.parseShape( json.shapes );
+			var geometries = this.parseGeometries( json.geometries, shapes );
+
+			var images = this.parseImages( json.images, function () {
+
+				if ( onLoad !== undefined ) onLoad( object );
+
+			} );
+
+			var textures = this.parseTextures( json.textures, images );
+			var materials = this.parseMaterials( json.materials, textures );
+
+			var object = this.parseObject( json.object, geometries, materials );
+
+			if ( json.animations ) {
+
+				object.animations = this.parseAnimations( json.animations );
+
+			}
+
+			if ( json.images === undefined || json.images.length === 0 ) {
+
+				if ( onLoad !== undefined ) onLoad( object );
+
+			}
+
+			return object;
+
+		},
+
+		parseShape: function ( json ) {
+
+			var shapes = {};
+
+			if ( json !== undefined ) {
+
+				for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+					var shape = new Shape().fromJSON( json[ i ] );
+
+					shapes[ shape.uuid ] = shape;
+
+				}
+
+			}
+
+			return shapes;
+
+		},
+
+		parseGeometries: function ( json, shapes ) {
+
+			var geometries = {};
+
+			if ( json !== undefined ) {
+
+				var bufferGeometryLoader = new BufferGeometryLoader();
+
+				for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+					var geometry;
+					var data = json[ i ];
+
+					switch ( data.type ) {
+
+						case 'PlaneGeometry':
+						case 'PlaneBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.width,
+								data.height,
+								data.widthSegments,
+								data.heightSegments
+							);
+
+							break;
+
+						case 'BoxGeometry':
+						case 'BoxBufferGeometry':
+						case 'CubeGeometry': // backwards compatible
+
+							geometry = new Geometries[ data.type ](
+								data.width,
+								data.height,
+								data.depth,
+								data.widthSegments,
+								data.heightSegments,
+								data.depthSegments
+							);
+
+							break;
+
+						case 'CircleGeometry':
+						case 'CircleBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.radius,
+								data.segments,
+								data.thetaStart,
+								data.thetaLength
+							);
+
+							break;
+
+						case 'CylinderGeometry':
+						case 'CylinderBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.radiusTop,
+								data.radiusBottom,
+								data.height,
+								data.radialSegments,
+								data.heightSegments,
+								data.openEnded,
+								data.thetaStart,
+								data.thetaLength
+							);
+
+							break;
+
+						case 'ConeGeometry':
+						case 'ConeBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.radius,
+								data.height,
+								data.radialSegments,
+								data.heightSegments,
+								data.openEnded,
+								data.thetaStart,
+								data.thetaLength
+							);
+
+							break;
+
+						case 'SphereGeometry':
+						case 'SphereBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.radius,
+								data.widthSegments,
+								data.heightSegments,
+								data.phiStart,
+								data.phiLength,
+								data.thetaStart,
+								data.thetaLength
+							);
+
+							break;
+
+						case 'DodecahedronGeometry':
+						case 'DodecahedronBufferGeometry':
+						case 'IcosahedronGeometry':
+						case 'IcosahedronBufferGeometry':
+						case 'OctahedronGeometry':
+						case 'OctahedronBufferGeometry':
+						case 'TetrahedronGeometry':
+						case 'TetrahedronBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.radius,
+								data.detail
+							);
+
+							break;
+
+						case 'RingGeometry':
+						case 'RingBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.innerRadius,
+								data.outerRadius,
+								data.thetaSegments,
+								data.phiSegments,
+								data.thetaStart,
+								data.thetaLength
+							);
+
+							break;
+
+						case 'TorusGeometry':
+						case 'TorusBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.radius,
+								data.tube,
+								data.radialSegments,
+								data.tubularSegments,
+								data.arc
+							);
+
+							break;
+
+						case 'TorusKnotGeometry':
+						case 'TorusKnotBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.radius,
+								data.tube,
+								data.tubularSegments,
+								data.radialSegments,
+								data.p,
+								data.q
+							);
+
+							break;
+
+						case 'TubeGeometry':
+						case 'TubeBufferGeometry':
+
+							// This only works for built-in curves (e.g. CatmullRomCurve3).
+							// User defined curves or instances of CurvePath will not be deserialized.
+							geometry = new Geometries[ data.type ](
+								new Curves[ data.path.type ]().fromJSON( data.path ),
+								data.tubularSegments,
+								data.radius,
+								data.radialSegments,
+								data.closed
+							);
+
+							break;
+
+						case 'LatheGeometry':
+						case 'LatheBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.points,
+								data.segments,
+								data.phiStart,
+								data.phiLength
+							);
+
+							break;
+
+						case 'PolyhedronGeometry':
+						case 'PolyhedronBufferGeometry':
+
+							geometry = new Geometries[ data.type ](
+								data.vertices,
+								data.indices,
+								data.radius,
+								data.details
+							);
+
+							break;
+
+						case 'ShapeGeometry':
+						case 'ShapeBufferGeometry':
+
+							var geometryShapes = [];
+
+							for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
+
+								var shape = shapes[ data.shapes[ j ] ];
+
+								geometryShapes.push( shape );
+
+							}
+
+							geometry = new Geometries[ data.type ](
+								geometryShapes,
+								data.curveSegments
+							);
+
+							break;
+
+
+						case 'ExtrudeGeometry':
+						case 'ExtrudeBufferGeometry':
+
+							var geometryShapes = [];
+
+							for ( var j = 0, jl = data.shapes.length; j < jl; j ++ ) {
+
+								var shape = shapes[ data.shapes[ j ] ];
+
+								geometryShapes.push( shape );
+
+							}
+
+							var extrudePath = data.options.extrudePath;
+
+							if ( extrudePath !== undefined ) {
+
+								data.options.extrudePath = new Curves[ extrudePath.type ]().fromJSON( extrudePath );
+
+							}
+
+							geometry = new Geometries[ data.type ](
+								geometryShapes,
+								data.options
+							);
+
+							break;
+
+						case 'BufferGeometry':
+
+							geometry = bufferGeometryLoader.parse( data );
+
+							break;
+
+						case 'Geometry':
+
+							if ( 'THREE' in window && 'LegacyJSONLoader' in THREE ) {
+
+								var geometryLoader = new THREE.LegacyJSONLoader();
+								geometry = geometryLoader.parse( data, this.resourcePath ).geometry;
+
+
+							} else {
+
+								console.error( 'THREE.ObjectLoader: You have to import LegacyJSONLoader in order load geometry data of type "Geometry".' );
+
+							}
+
+							break;
+
+						default:
+
+							console.warn( 'THREE.ObjectLoader: Unsupported geometry type "' + data.type + '"' );
+
+							continue;
+
+					}
+
+					geometry.uuid = data.uuid;
+
+					if ( data.name !== undefined ) geometry.name = data.name;
+					if ( geometry.isBufferGeometry === true && data.userData !== undefined ) geometry.userData = data.userData;
+
+					geometries[ data.uuid ] = geometry;
+
+				}
+
+			}
+
+			return geometries;
+
+		},
+
+		parseMaterials: function ( json, textures ) {
+
+			var cache = {}; // MultiMaterial
+			var materials = {};
+
+			if ( json !== undefined ) {
+
+				var loader = new MaterialLoader();
+				loader.setTextures( textures );
+
+				for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+					var data = json[ i ];
+
+					if ( data.type === 'MultiMaterial' ) {
+
+						// Deprecated
+
+						var array = [];
+
+						for ( var j = 0; j < data.materials.length; j ++ ) {
+
+							var material = data.materials[ j ];
+
+							if ( cache[ material.uuid ] === undefined ) {
+
+								cache[ material.uuid ] = loader.parse( material );
+
+							}
+
+							array.push( cache[ material.uuid ] );
+
+						}
+
+						materials[ data.uuid ] = array;
+
+					} else {
+
+						if ( cache[ data.uuid ] === undefined ) {
+
+							cache[ data.uuid ] = loader.parse( data );
+
+						}
+
+						materials[ data.uuid ] = cache[ data.uuid ];
+
+					}
+
+				}
+
+			}
+
+			return materials;
+
+		},
+
+		parseAnimations: function ( json ) {
+
+			var animations = [];
+
+			for ( var i = 0; i < json.length; i ++ ) {
+
+				var data = json[ i ];
+
+				var clip = AnimationClip.parse( data );
+
+				if ( data.uuid !== undefined ) clip.uuid = data.uuid;
+
+				animations.push( clip );
+
+			}
+
+			return animations;
+
+		},
+
+		parseImages: function ( json, onLoad ) {
+
+			var scope = this;
+			var images = {};
+
+			function loadImage( url ) {
+
+				scope.manager.itemStart( url );
+
+				return loader.load( url, function () {
+
+					scope.manager.itemEnd( url );
+
+				}, undefined, function () {
+
+					scope.manager.itemError( url );
+					scope.manager.itemEnd( url );
+
+				} );
+
+			}
+
+			if ( json !== undefined && json.length > 0 ) {
+
+				var manager = new LoadingManager( onLoad );
+
+				var loader = new ImageLoader( manager );
+				loader.setCrossOrigin( this.crossOrigin );
+
+				for ( var i = 0, il = json.length; i < il; i ++ ) {
+
+					var image = json[ i ];
+					var url = image.url;
+
+					if ( Array.isArray( url ) ) {
+
+						// load array of images e.g CubeTexture
+
+						images[ image.uuid ] = [];
+
+						for ( var j = 0, jl = url.length; j < jl; j ++ ) {
+
+							var currentUrl = url[ j ];
+
+							var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( currentUrl ) ? currentUrl : scope.resourcePath + currentUrl;
+
+							images[ image.uuid ].push( loadImage( path ) );
+
+						}
+
+					} else {
+
+						// load single image
+
+						var path = /^(\/\/)|([a-z]+:(\/\/)?)/i.test( image.url ) ? image.url : scope.resourcePath + image.url;
+
+						images[ image.uuid ] = loadImage( path );
+
+					}
+
+				}
+
+			}
+
+			return images;
+
+		},
+
+		parseTextures: function ( json, images ) {
+
+			function parseConstant( value, type ) {
+
+				if ( typeof value === 'number' ) return value;
+
+				console.warn( 'THREE.ObjectLoader.parseTexture: Constant should be in numeric form.', value );
+
+				return type[ value ];
+
+			}
+
+			var textures = {};
+
+			if ( json !== undefined ) {
+
+				for ( var i = 0, l = json.length; i < l; i ++ ) {
+
+					var data = json[ i ];
+
+					if ( data.image === undefined ) {
+
+						console.warn( 'THREE.ObjectLoader: No "image" specified for', data.uuid );
+
+					}
+
+					if ( images[ data.image ] === undefined ) {
+
+						console.warn( 'THREE.ObjectLoader: Undefined image', data.image );
+
+					}
+
+					var texture;
+
+					if ( Array.isArray( images[ data.image ] ) ) {
+
+						texture = new CubeTexture( images[ data.image ] );
+
+					} else {
+
+						texture = new Texture( images[ data.image ] );
+
+					}
+
+					texture.needsUpdate = true;
+
+					texture.uuid = data.uuid;
+
+					if ( data.name !== undefined ) texture.name = data.name;
+
+					if ( data.mapping !== undefined ) texture.mapping = parseConstant( data.mapping, TEXTURE_MAPPING );
+
+					if ( data.offset !== undefined ) texture.offset.fromArray( data.offset );
+					if ( data.repeat !== undefined ) texture.repeat.fromArray( data.repeat );
+					if ( data.center !== undefined ) texture.center.fromArray( data.center );
+					if ( data.rotation !== undefined ) texture.rotation = data.rotation;
+
+					if ( data.wrap !== undefined ) {
+
+						texture.wrapS = parseConstant( data.wrap[ 0 ], TEXTURE_WRAPPING );
+						texture.wrapT = parseConstant( data.wrap[ 1 ], TEXTURE_WRAPPING );
+
+					}
+
+					if ( data.format !== undefined ) texture.format = data.format;
+					if ( data.type !== undefined ) texture.type = data.type;
+					if ( data.encoding !== undefined ) texture.encoding = data.encoding;
+
+					if ( data.minFilter !== undefined ) texture.minFilter = parseConstant( data.minFilter, TEXTURE_FILTER );
+					if ( data.magFilter !== undefined ) texture.magFilter = parseConstant( data.magFilter, TEXTURE_FILTER );
+					if ( data.anisotropy !== undefined ) texture.anisotropy = data.anisotropy;
+
+					if ( data.flipY !== undefined ) texture.flipY = data.flipY;
+
+					if ( data.premultiplyAlpha !== undefined ) texture.premultiplyAlpha = data.premultiplyAlpha;
+					if ( data.unpackAlignment !== undefined ) texture.unpackAlignment = data.unpackAlignment;
+
+					textures[ data.uuid ] = texture;
+
+				}
+
+			}
+
+			return textures;
+
+		},
+
+		parseObject: function ( data, geometries, materials ) {
+
+			var object;
+
+			function getGeometry( name ) {
+
+				if ( geometries[ name ] === undefined ) {
+
+					console.warn( 'THREE.ObjectLoader: Undefined geometry', name );
+
+				}
+
+				return geometries[ name ];
+
+			}
+
+			function getMaterial( name ) {
+
+				if ( name === undefined ) return undefined;
+
+				if ( Array.isArray( name ) ) {
+
+					var array = [];
+
+					for ( var i = 0, l = name.length; i < l; i ++ ) {
+
+						var uuid = name[ i ];
+
+						if ( materials[ uuid ] === undefined ) {
+
+							console.warn( 'THREE.ObjectLoader: Undefined material', uuid );
+
+						}
+
+						array.push( materials[ uuid ] );
+
+					}
+
+					return array;
+
+				}
+
+				if ( materials[ name ] === undefined ) {
+
+					console.warn( 'THREE.ObjectLoader: Undefined material', name );
+
+				}
+
+				return materials[ name ];
+
+			}
+
+			switch ( data.type ) {
+
+				case 'Scene':
+
+					object = new Scene();
+
+					if ( data.background !== undefined ) {
+
+						if ( Number.isInteger( data.background ) ) {
+
+							object.background = new Color( data.background );
+
+						}
+
+					}
+
+					if ( data.fog !== undefined ) {
+
+						if ( data.fog.type === 'Fog' ) {
+
+							object.fog = new Fog( data.fog.color, data.fog.near, data.fog.far );
+
+						} else if ( data.fog.type === 'FogExp2' ) {
+
+							object.fog = new FogExp2( data.fog.color, data.fog.density );
+
+						}
+
+					}
+
+					break;
+
+				case 'PerspectiveCamera':
+
+					object = new PerspectiveCamera( data.fov, data.aspect, data.near, data.far );
+
+					if ( data.focus !== undefined ) object.focus = data.focus;
+					if ( data.zoom !== undefined ) object.zoom = data.zoom;
+					if ( data.filmGauge !== undefined ) object.filmGauge = data.filmGauge;
+					if ( data.filmOffset !== undefined ) object.filmOffset = data.filmOffset;
+					if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
+
+					break;
+
+				case 'OrthographicCamera':
+
+					object = new OrthographicCamera( data.left, data.right, data.top, data.bottom, data.near, data.far );
+
+					if ( data.zoom !== undefined ) object.zoom = data.zoom;
+					if ( data.view !== undefined ) object.view = Object.assign( {}, data.view );
+
+					break;
+
+				case 'AmbientLight':
+
+					object = new AmbientLight( data.color, data.intensity );
+
+					break;
+
+				case 'DirectionalLight':
+
+					object = new DirectionalLight( data.color, data.intensity );
+
+					break;
+
+				case 'PointLight':
+
+					object = new PointLight( data.color, data.intensity, data.distance, data.decay );
+
+					break;
+
+				case 'RectAreaLight':
+
+					object = new RectAreaLight( data.color, data.intensity, data.width, data.height );
+
+					break;
+
+				case 'SpotLight':
+
+					object = new SpotLight( data.color, data.intensity, data.distance, data.angle, data.penumbra, data.decay );
+
+					break;
+
+				case 'HemisphereLight':
+
+					object = new HemisphereLight( data.color, data.groundColor, data.intensity );
+
+					break;
+
+				case 'SkinnedMesh':
+
+					console.warn( 'THREE.ObjectLoader.parseObject() does not support SkinnedMesh yet.' );
+
+				case 'Mesh':
+
+					var geometry = getGeometry( data.geometry );
+					var material = getMaterial( data.material );
+
+					if ( geometry.bones && geometry.bones.length > 0 ) {
+
+						object = new SkinnedMesh( geometry, material );
+
+					} else {
+
+						object = new Mesh( geometry, material );
+
+					}
+
+					if ( data.drawMode !== undefined ) object.setDrawMode( data.drawMode );
+
+					break;
+
+				case 'LOD':
+
+					object = new LOD();
+
+					break;
+
+				case 'Line':
+
+					object = new Line( getGeometry( data.geometry ), getMaterial( data.material ), data.mode );
+
+					break;
+
+				case 'LineLoop':
+
+					object = new LineLoop( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+					break;
+
+				case 'LineSegments':
+
+					object = new LineSegments( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+					break;
+
+				case 'PointCloud':
+				case 'Points':
+
+					object = new Points( getGeometry( data.geometry ), getMaterial( data.material ) );
+
+					break;
+
+				case 'Sprite':
+
+					object = new Sprite( getMaterial( data.material ) );
+
+					break;
+
+				case 'Group':
+
+					object = new Group();
+
+					break;
+
+				default:
+
+					object = new Object3D();
+
+			}
+
+			object.uuid = data.uuid;
+
+			if ( data.name !== undefined ) object.name = data.name;
+
+			if ( data.matrix !== undefined ) {
+
+				object.matrix.fromArray( data.matrix );
+
+				if ( data.matrixAutoUpdate !== undefined ) object.matrixAutoUpdate = data.matrixAutoUpdate;
+				if ( object.matrixAutoUpdate ) object.matrix.decompose( object.position, object.quaternion, object.scale );
+
+			} else {
+
+				if ( data.position !== undefined ) object.position.fromArray( data.position );
+				if ( data.rotation !== undefined ) object.rotation.fromArray( data.rotation );
+				if ( data.quaternion !== undefined ) object.quaternion.fromArray( data.quaternion );
+				if ( data.scale !== undefined ) object.scale.fromArray( data.scale );
+
+			}
+
+			if ( data.castShadow !== undefined ) object.castShadow = data.castShadow;
+			if ( data.receiveShadow !== undefined ) object.receiveShadow = data.receiveShadow;
+
+			if ( data.shadow ) {
+
+				if ( data.shadow.bias !== undefined ) object.shadow.bias = data.shadow.bias;
+				if ( data.shadow.radius !== undefined ) object.shadow.radius = data.shadow.radius;
+				if ( data.shadow.mapSize !== undefined ) object.shadow.mapSize.fromArray( data.shadow.mapSize );
+				if ( data.shadow.camera !== undefined ) object.shadow.camera = this.parseObject( data.shadow.camera );
+
+			}
+
+			if ( data.visible !== undefined ) object.visible = data.visible;
+			if ( data.frustumCulled !== undefined ) object.frustumCulled = data.frustumCulled;
+			if ( data.renderOrder !== undefined ) object.renderOrder = data.renderOrder;
+			if ( data.userData !== undefined ) object.userData = data.userData;
+			if ( data.layers !== undefined ) object.layers.mask = data.layers;
+
+			if ( data.children !== undefined ) {
+
+				var children = data.children;
+
+				for ( var i = 0; i < children.length; i ++ ) {
+
+					object.add( this.parseObject( children[ i ], geometries, materials ) );
+
+				}
+
+			}
+
+			if ( data.type === 'LOD' ) {
+
+				var levels = data.levels;
+
+				for ( var l = 0; l < levels.length; l ++ ) {
+
+					var level = levels[ l ];
+					var child = object.getObjectByProperty( 'uuid', level.object );
+
+					if ( child !== undefined ) {
+
+						object.addLevel( child, level.distance );
+
+					}
+
+				}
+
+			}
+
+			return object;
+
+		}
+
+	} );
+
+	var TEXTURE_MAPPING = {
+		UVMapping: UVMapping,
+		CubeReflectionMapping: CubeReflectionMapping,
+		CubeRefractionMapping: CubeRefractionMapping,
+		EquirectangularReflectionMapping: EquirectangularReflectionMapping,
+		EquirectangularRefractionMapping: EquirectangularRefractionMapping,
+		SphericalReflectionMapping: SphericalReflectionMapping,
+		CubeUVReflectionMapping: CubeUVReflectionMapping,
+		CubeUVRefractionMapping: CubeUVRefractionMapping
+	};
+
+	var TEXTURE_WRAPPING = {
+		RepeatWrapping: RepeatWrapping,
+		ClampToEdgeWrapping: ClampToEdgeWrapping,
+		MirroredRepeatWrapping: MirroredRepeatWrapping
+	};
+
+	var TEXTURE_FILTER = {
+		NearestFilter: NearestFilter,
+		NearestMipMapNearestFilter: NearestMipMapNearestFilter,
+		NearestMipMapLinearFilter: NearestMipMapLinearFilter,
+		LinearFilter: LinearFilter,
+		LinearMipMapNearestFilter: LinearMipMapNearestFilter,
+		LinearMipMapLinearFilter: LinearMipMapLinearFilter
+	};
+
+	/**
+	 * @author thespite / http://clicktorelease.com/
+	 */
+
+
+	function ImageBitmapLoader( manager ) {
+
+		if ( typeof createImageBitmap === 'undefined' ) {
+
+			console.warn( 'THREE.ImageBitmapLoader: createImageBitmap() not supported.' );
+
+		}
+
+		if ( typeof fetch === 'undefined' ) {
+
+			console.warn( 'THREE.ImageBitmapLoader: fetch() not supported.' );
+
+		}
+
+		this.manager = manager !== undefined ? manager : DefaultLoadingManager;
+		this.options = undefined;
+
+	}
+
+	ImageBitmapLoader.prototype = {
+
+		constructor: ImageBitmapLoader,
+
+		setOptions: function setOptions( options ) {
+
+			this.options = options;
+
+			return this;
+
+		},
+
+		load: function ( url, onLoad, onProgress, onError ) {
+
+			if ( url === undefined ) url = '';
+
+			if ( this.path !== undefined ) url = this.path + url;
+
+			url = this.manager.resolveURL( url );
+
+			var scope = this;
+
+			var cached = Cache.get( url );
+
+			if ( cached !== undefined ) {
+
+				scope.manager.itemStart( url );
+
+				setTimeout( function () {
+
+					if ( onLoad ) onLoad( cached );
+
+					scope.manager.itemEnd( url );
+
+				}, 0 );
+
+				return cached;
+
+			}
+
+			fetch( url ).then( function ( res ) {
+
+				return res.blob();
+
+			} ).then( function ( blob ) {
+
+				if ( scope.options === undefined ) {
+
+					// Workaround for FireFox. It causes an error if you pass options.
+					return createImageBitmap( blob );
+
+				} else {
+
+					return createImageBitmap( blob, scope.options );
+
+				}
+
+			} ).then( function ( imageBitmap ) {
+
+				Cache.add( url, imageBitmap );
+
+				if ( onLoad ) onLoad( imageBitmap );
+
+				scope.manager.itemEnd( url );
+
+			} ).catch( function ( e ) {
+
+				if ( onError ) onError( e );
+
+				scope.manager.itemError( url );
+				scope.manager.itemEnd( url );
+
+			} );
+
+			scope.manager.itemStart( url );
+
+		},
+
+		setCrossOrigin: function ( /* value */ ) {
+
+			return this;
+
+		},
+
+		setPath: function ( value ) {
+
+			this.path = value;
+			return this;
+
+		}
+
+	};
+
+	/**
+	 * @author zz85 / http://www.lab4games.net/zz85/blog
+	 * minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
+	 **/
+
+	function ShapePath() {
+
+		this.type = 'ShapePath';
+
+		this.color = new Color();
+
+		this.subPaths = [];
+		this.currentPath = null;
+
+	}
+
+	Object.assign( ShapePath.prototype, {
+
+		moveTo: function ( x, y ) {
+
+			this.currentPath = new Path();
+			this.subPaths.push( this.currentPath );
+			this.currentPath.moveTo( x, y );
+
+		},
+
+		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.type = 'Font';
+
+		this.data = data;
+
+	}
+
+	Object.assign( Font.prototype, {
+
+		isFont: true,
+
+		generateShapes: function ( text, size ) {
+
+			if ( size === undefined ) size = 100;
+
+			var shapes = [];
+			var paths = createPaths( text, size, this.data );
+
+			for ( var p = 0, pl = paths.length; p < pl; p ++ ) {
+
+				Array.prototype.push.apply( shapes, paths[ p ].toShapes() );
+
+			}
+
+			return shapes;
+
+		}
+
+	} );
+
+	function createPaths( text, size, data ) {
+
+		var chars = Array.from ? Array.from( text ) : String( text ).split( '' ); // see #13988
+		var scale = size / data.resolution;
+		var line_height = ( data.boundingBox.yMax - data.boundingBox.yMin + data.underlineThickness ) * scale;
+
+		var paths = [];
+
+		var offsetX = 0, offsetY = 0;
+
+		for ( var i = 0; i < chars.length; i ++ ) {
+
+			var char = chars[ i ];
+
+			if ( char === '\n' ) {
+
+				offsetX = 0;
+				offsetY -= line_height;
+
+			} else {
+
+				var ret = createPath( char, scale, offsetX, offsetY, data );
+				offsetX += ret.offsetX;
+				paths.push( ret.path );
+
+			}
+
+		}
+
+		return paths;
+
+	}
+
+	function createPath( char, scale, offsetX, offsetY, data ) {
+
+		var glyph = data.glyphs[ char ] || data.glyphs[ '?' ];
+
+		if ( ! glyph ) return;
+
+		var path = new ShapePath();
+
+		var x, y, cpx, cpy, cpx1, cpy1, cpx2, cpy2;
+
+		if ( glyph.o ) {
+
+			var outline = glyph._cachedOutline || ( glyph._cachedOutline = glyph.o.split( ' ' ) );
+
+			for ( var i = 0, l = outline.length; i < l; ) {
+
+				var action = outline[ i ++ ];
+
+				switch ( action ) {
+
+					case 'm': // moveTo
+
+						x = outline[ i ++ ] * scale + offsetX;
+						y = outline[ i ++ ] * scale + offsetY;
+
+						path.moveTo( x, y );
+
+						break;
+
+					case 'l': // lineTo
+
+						x = outline[ i ++ ] * scale + offsetX;
+						y = outline[ i ++ ] * scale + offsetY;
+
+						path.lineTo( x, y );
+
+						break;
+
+					case 'q': // quadraticCurveTo
+
+						cpx = outline[ i ++ ] * scale + offsetX;
+						cpy = outline[ i ++ ] * scale + offsetY;
+						cpx1 = outline[ i ++ ] * scale + offsetX;
+						cpy1 = outline[ i ++ ] * scale + offsetY;
+
+						path.quadraticCurveTo( cpx1, cpy1, cpx, cpy );
+
+						break;
+
+					case 'b': // bezierCurveTo
+
+						cpx = outline[ i ++ ] * scale + offsetX;
+						cpy = outline[ i ++ ] * scale + offsetY;
+						cpx1 = outline[ i ++ ] * scale + offsetX;
+						cpy1 = outline[ i ++ ] * scale + offsetY;
+						cpx2 = outline[ i ++ ] * scale + offsetX;
+						cpy2 = outline[ i ++ ] * scale + offsetY;
+
+						path.bezierCurveTo( cpx1, cpy1, cpx2, cpy2, cpx, cpy );
+
+						break;
+
+				}
+
+			}
+
+		}
+
+		return { offsetX: glyph.ha * scale, path: path };
+
+	}
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function FontLoader( manager ) {
+
+		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.setPath( this.path );
+			loader.load( url, function ( text ) {
+
+				var json;
+
+				try {
+
+					json = JSON.parse( text );
+
+				} catch ( e ) {
+
+					console.warn( 'THREE.FontLoader: typeface.js support is being deprecated. Use typeface.json instead.' );
+					json = JSON.parse( text.substring( 65, text.length - 2 ) );
+
+				}
+
+				var font = scope.parse( json );
+
+				if ( onLoad ) onLoad( font );
+
+			}, onProgress, onError );
+
+		},
+
+		parse: function ( json ) {
+
+			return new Font( json );
+
+		},
+
+		setPath: function ( value ) {
+
+			this.path = value;
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function Loader() {}
+
+	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;
+
+		}
+
+	};
+
+	Object.assign( Loader.prototype, {
+
+		crossOrigin: 'anonymous',
+
+		onLoadStart: function () {},
+
+		onLoadProgress: function () {},
+
+		onLoadComplete: function () {},
+
+		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 = new Color();
+			var textureLoader = new TextureLoader();
+			var materialLoader = new MaterialLoader();
+
+			return function createMaterial( m, texturePath, crossOrigin ) {
+
+				// 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;
+							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 );
+
+			};
+
+		} )()
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	var context;
+
+	var AudioContext = {
+
+		getContext: function () {
+
+			if ( context === undefined ) {
+
+				context = new ( window.AudioContext || window.webkitAudioContext )();
+
+			}
+
+			return context;
+
+		},
+
+		setContext: function ( value ) {
+
+			context = value;
+
+		}
+
+	};
+
+	/**
+	 * @author Reece Aaron Lecrivain / http://reecenotes.com/
+	 */
+
+	function AudioLoader( manager ) {
+
+		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.setPath( this.path );
+			loader.load( url, function ( buffer ) {
+
+				// Create a copy of the buffer. The `decodeAudioData` method
+				// detaches the buffer when complete, preventing reuse.
+				var bufferCopy = buffer.slice( 0 );
+
+				var context = AudioContext.getContext();
+				context.decodeAudioData( bufferCopy, function ( audioBuffer ) {
+
+					onLoad( audioBuffer );
+
+				} );
+
+			}, onProgress, onError );
+
+		},
+
+		setPath: function ( value ) {
+
+			this.path = value;
+			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, eyeSep;
+
+			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 || eyeSep !== this.eyeSep;
+
+				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();
+					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, options ) {
+
+		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 );
+
+		options = options || { format: RGBFormat, magFilter: LinearFilter, minFilter: LinearFilter };
+
+		this.renderTarget = new WebGLRenderTargetCube( cubeResolution, cubeResolution, options );
+		this.renderTarget.texture.name = "CubeCamera";
+
+		this.update = function ( renderer, scene ) {
+
+			if ( this.parent === null ) this.updateMatrixWorld();
+
+			var currentRenderTarget = renderer.getRenderTarget();
+
+			var renderTarget = this.renderTarget;
+			var generateMipmaps = renderTarget.texture.generateMipmaps;
+
+			renderTarget.texture.generateMipmaps = false;
+
+			renderer.setRenderTarget( renderTarget, 0 );
+			renderer.render( scene, cameraPX );
+
+			renderer.setRenderTarget( renderTarget, 1 );
+			renderer.render( scene, cameraNX );
+
+			renderer.setRenderTarget( renderTarget, 2 );
+			renderer.render( scene, cameraPY );
+
+			renderer.setRenderTarget( renderTarget, 3 );
+			renderer.render( scene, cameraNY );
+
+			renderer.setRenderTarget( renderTarget, 4 );
+			renderer.render( scene, cameraPZ );
+
+			renderTarget.texture.generateMipmaps = generateMipmaps;
+
+			renderer.setRenderTarget( renderTarget, 5 );
+			renderer.render( scene, cameraNZ );
+
+			renderer.setRenderTarget( currentRenderTarget );
+
+		};
+
+		this.clear = function ( renderer, color, depth, stencil ) {
+
+			var currentRenderTarget = renderer.getRenderTarget();
+
+			var renderTarget = this.renderTarget;
+
+			for ( var i = 0; i < 6; i ++ ) {
+
+				renderer.setRenderTarget( renderTarget, i );
+
+				renderer.clear( color, depth, stencil );
+
+			}
+
+			renderer.setRenderTarget( currentRenderTarget );
+
+		};
+
+	}
+
+	CubeCamera.prototype = Object.create( Object3D.prototype );
+	CubeCamera.prototype.constructor = CubeCamera;
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function Clock( autoStart ) {
+
+		this.autoStart = ( autoStart !== undefined ) ? autoStart : true;
+
+		this.startTime = 0;
+		this.oldTime = 0;
+		this.elapsedTime = 0;
+
+		this.running = false;
+
+	}
+
+	Object.assign( Clock.prototype, {
+
+		start: function () {
+
+			this.startTime = ( typeof performance === 'undefined' ? Date : performance ).now(); // see #10732
+
+			this.oldTime = this.startTime;
+			this.elapsedTime = 0;
+			this.running = true;
+
+		},
+
+		stop: function () {
+
+			this.getElapsedTime();
+			this.running = false;
+			this.autoStart = false;
+
+		},
+
+		getElapsedTime: function () {
+
+			this.getDelta();
+			return this.elapsedTime;
+
+		},
+
+		getDelta: function () {
+
+			var diff = 0;
+
+			if ( this.autoStart && ! this.running ) {
+
+				this.start();
+				return 0;
+
+			}
+
+			if ( this.running ) {
+
+				var newTime = ( typeof performance === 'undefined' ? Date : performance ).now();
+
+				diff = ( newTime - this.oldTime ) / 1000;
+				this.oldTime = newTime;
+
+				this.elapsedTime += diff;
+
+			}
+
+			return diff;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function AudioListener() {
+
+		Object3D.call( this );
+
+		this.type = 'AudioListener';
+
+		this.context = AudioContext.getContext();
+
+		this.gain = this.context.createGain();
+		this.gain.connect( this.context.destination );
+
+		this.filter = null;
+
+		this.timeDelta = 0;
+
+	}
+
+	AudioListener.prototype = Object.assign( Object.create( Object3D.prototype ), {
+
+		constructor: AudioListener,
+
+		getInput: function () {
+
+			return this.gain;
+
+		},
+
+		removeFilter: function ( ) {
+
+			if ( this.filter !== null ) {
+
+				this.gain.disconnect( this.filter );
+				this.filter.disconnect( this.context.destination );
+				this.gain.connect( this.context.destination );
+				this.filter = null;
+
+			}
+
+			return this;
+
+		},
+
+		getFilter: function () {
+
+			return this.filter;
+
+		},
+
+		setFilter: function ( value ) {
+
+			if ( this.filter !== null ) {
+
+				this.gain.disconnect( this.filter );
+				this.filter.disconnect( this.context.destination );
+
+			} else {
+
+				this.gain.disconnect( this.context.destination );
+
+			}
+
+			this.filter = value;
+			this.gain.connect( this.filter );
+			this.filter.connect( this.context.destination );
+
+			return this;
+
+		},
+
+		getMasterVolume: function () {
+
+			return this.gain.gain.value;
+
+		},
+
+		setMasterVolume: function ( value ) {
+
+			this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
+
+			return this;
+
+		},
+
+		updateMatrixWorld: ( function () {
+
+			var position = new Vector3();
+			var quaternion = new Quaternion();
+			var scale = new Vector3();
+
+			var orientation = new Vector3();
+			var clock = new Clock();
+
+			return function updateMatrixWorld( force ) {
+
+				Object3D.prototype.updateMatrixWorld.call( this, force );
+
+				var listener = this.context.listener;
+				var up = this.up;
+
+				this.timeDelta = clock.getDelta();
+
+				this.matrixWorld.decompose( position, quaternion, scale );
+
+				orientation.set( 0, 0, - 1 ).applyQuaternion( quaternion );
+
+				if ( listener.positionX ) {
+
+					// code path for Chrome (see #14393)
+
+					var endTime = this.context.currentTime + this.timeDelta;
+
+					listener.positionX.linearRampToValueAtTime( position.x, endTime );
+					listener.positionY.linearRampToValueAtTime( position.y, endTime );
+					listener.positionZ.linearRampToValueAtTime( position.z, endTime );
+					listener.forwardX.linearRampToValueAtTime( orientation.x, endTime );
+					listener.forwardY.linearRampToValueAtTime( orientation.y, endTime );
+					listener.forwardZ.linearRampToValueAtTime( orientation.z, endTime );
+					listener.upX.linearRampToValueAtTime( up.x, endTime );
+					listener.upY.linearRampToValueAtTime( up.y, endTime );
+					listener.upZ.linearRampToValueAtTime( up.z, endTime );
+
+				} else {
+
+					listener.setPosition( position.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.listener = listener;
+		this.context = listener.context;
+
+		this.gain = this.context.createGain();
+		this.gain.connect( listener.getInput() );
+
+		this.autoplay = false;
+
+		this.buffer = null;
+		this.detune = 0;
+		this.loop = false;
+		this.startTime = 0;
+		this.offset = 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;
+
+		},
+
+		setMediaElementSource: function ( mediaElement ) {
+
+			this.hasPlaybackControl = false;
+			this.sourceType = 'mediaNode';
+			this.source = this.context.createMediaElementSource( mediaElement );
+			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 );
+			this.startTime = this.context.currentTime;
+			source.start( this.startTime, this.offset );
+
+			this.isPlaying = true;
+
+			this.source = source;
+
+			this.setDetune( this.detune );
+			this.setPlaybackRate( this.playbackRate );
+
+			return this.connect();
+
+		},
+
+		pause: function () {
+
+			if ( this.hasPlaybackControl === false ) {
+
+				console.warn( 'THREE.Audio: this Audio has no playback control.' );
+				return;
+
+			}
+
+			if ( this.isPlaying === true ) {
+
+				this.source.stop();
+				this.source.onended = null;
+				this.offset += ( this.context.currentTime - this.startTime ) * this.playbackRate;
+				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.source.onended = null;
+			this.offset = 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;
+
+		},
+
+		setDetune: function ( value ) {
+
+			this.detune = value;
+
+			if ( this.source.detune === undefined ) return; // only set detune when available
+
+			if ( this.isPlaying === true ) {
+
+				this.source.detune.setTargetAtTime( this.detune, this.context.currentTime, 0.01 );
+
+			}
+
+			return this;
+
+		},
+
+		getDetune: function () {
+
+			return this.detune;
+
+		},
+
+		getFilter: function () {
+
+			return this.getFilters()[ 0 ];
+
+		},
+
+		setFilter: function ( filter ) {
+
+			return this.setFilters( filter ? [ filter ] : [] );
+
+		},
+
+		setPlaybackRate: function ( value ) {
+
+			if ( this.hasPlaybackControl === false ) {
+
+				console.warn( 'THREE.Audio: this Audio has no playback control.' );
+				return;
+
+			}
+
+			this.playbackRate = value;
+
+			if ( this.isPlaying === true ) {
+
+				this.source.playbackRate.setTargetAtTime( this.playbackRate, this.context.currentTime, 0.01 );
+
+			}
+
+			return this;
+
+		},
+
+		getPlaybackRate: function () {
+
+			return this.playbackRate;
+
+		},
+
+		onEnded: function () {
+
+			this.isPlaying = false;
+
+		},
+
+		getLoop: function () {
+
+			if ( this.hasPlaybackControl === false ) {
+
+				console.warn( 'THREE.Audio: this Audio has no playback control.' );
+				return false;
+
+			}
+
+			return this.loop;
+
+		},
+
+		setLoop: function ( value ) {
+
+			if ( this.hasPlaybackControl === false ) {
+
+				console.warn( 'THREE.Audio: this Audio has no playback control.' );
+				return;
+
+			}
+
+			this.loop = value;
+
+			if ( this.isPlaying === true ) {
+
+				this.source.loop = this.loop;
+
+			}
+
+			return this;
+
+		},
+
+		getVolume: function () {
+
+			return this.gain.gain.value;
+
+		},
+
+		setVolume: function ( value ) {
+
+			this.gain.gain.setTargetAtTime( value, this.context.currentTime, 0.01 );
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	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;
+
+			return this;
+
+		},
+
+		getRolloffFactor: function () {
+
+			return this.panner.rolloffFactor;
+
+		},
+
+		setRolloffFactor: function ( value ) {
+
+			this.panner.rolloffFactor = value;
+
+			return this;
+
+		},
+
+		getDistanceModel: function () {
+
+			return this.panner.distanceModel;
+
+		},
+
+		setDistanceModel: function ( value ) {
+
+			this.panner.distanceModel = value;
+
+			return this;
+
+		},
+
+		getMaxDistance: function () {
+
+			return this.panner.maxDistance;
+
+		},
+
+		setMaxDistance: function ( value ) {
+
+			this.panner.maxDistance = value;
+
+			return this;
+
+		},
+
+		setDirectionalCone: function ( coneInnerAngle, coneOuterAngle, coneOuterGain ) {
+
+			this.panner.coneInnerAngle = coneInnerAngle;
+			this.panner.coneOuterAngle = coneOuterAngle;
+			this.panner.coneOuterGain = coneOuterGain;
+
+			return this;
+
+		},
+
+		updateMatrixWorld: ( function () {
+
+			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 );
+
+				if ( this.hasPlaybackControl === true && this.isPlaying === false ) return;
+
+				this.matrixWorld.decompose( position, quaternion, scale );
+
+				orientation.set( 0, 0, 1 ).applyQuaternion( quaternion );
+
+				var panner = this.panner;
+
+				if ( panner.positionX ) {
+
+					// code path for Chrome and Firefox (see #14393)
+
+					var endTime = this.context.currentTime + this.listener.timeDelta;
+
+					panner.positionX.linearRampToValueAtTime( position.x, endTime );
+					panner.positionY.linearRampToValueAtTime( position.y, endTime );
+					panner.positionZ.linearRampToValueAtTime( position.z, endTime );
+					panner.orientationX.linearRampToValueAtTime( orientation.x, endTime );
+					panner.orientationY.linearRampToValueAtTime( orientation.y, endTime );
+					panner.orientationZ.linearRampToValueAtTime( orientation.z, endTime );
+
+				} else {
+
+					panner.setPosition( position.x, position.y, position.z );
+					panner.setOrientation( orientation.x, orientation.y, orientation.z );
+
+				}
+
+			};
+
+		} )()
+
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function AudioAnalyser( audio, fftSize ) {
+
+		this.analyser = audio.context.createAnalyser();
+		this.analyser.fftSize = fftSize !== undefined ? fftSize : 2048;
+
+		this.data = new Uint8Array( this.analyser.frequencyBinCount );
+
+		audio.getOutput().connect( this.analyser );
+
+	}
+
+	Object.assign( AudioAnalyser.prototype, {
+
+		getFrequencyData: function () {
+
+			this.analyser.getByteFrequencyData( this.data );
+
+			return this.data;
+
+		},
+
+		getAverageFrequency: function () {
+
+			var value = 0, data = this.getFrequencyData();
+
+			for ( var i = 0; i < data.length; i ++ ) {
+
+				value += data[ i ];
+
+			}
+
+			return value / data.length;
+
+		}
+
+	} );
+
+	/**
+	 *
+	 * Buffered scene graph property that allows weighted accumulation.
+	 *
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 * @author tschw
+	 */
+
+	function PropertyMixer( binding, typeName, valueSize ) {
+
+		this.binding = binding;
+		this.valueSize = valueSize;
+
+		var bufferType = Float64Array,
+			mixFunction;
+
+		switch ( typeName ) {
+
+			case 'quaternion':
+				mixFunction = this._slerp;
+				break;
+
+			case 'string':
+			case 'bool':
+				bufferType = Array;
+				mixFunction = this._select;
+				break;
+
+			default:
+				mixFunction = this._lerp;
+
+		}
+
+		this.buffer = new bufferType( valueSize * 4 );
+		// layout: [ incoming | accu0 | accu1 | orig ]
+		//
+		// interpolators can use .buffer as their .result
+		// the data then goes to 'incoming'
+		//
+		// 'accu0' and 'accu1' are used frame-interleaved for
+		// the cumulative result and are compared to detect
+		// changes
+		//
+		// 'orig' stores the original state of the property
+
+		this._mixBufferRegion = mixFunction;
+
+		this.cumulativeWeight = 0;
+
+		this.useCount = 0;
+		this.referenceCount = 0;
+
+	}
+
+	Object.assign( PropertyMixer.prototype, {
+
+		// accumulate data in the 'incoming' region into 'accu<i>'
+		accumulate: function ( accuIndex, weight ) {
+
+			// note: happily accumulating nothing when weight = 0, the caller knows
+			// the weight and shouldn't have made the call in the first place
+
+			var buffer = this.buffer,
+				stride = this.valueSize,
+				offset = accuIndex * stride + stride,
+
+				currentWeight = this.cumulativeWeight;
+
+			if ( currentWeight === 0 ) {
+
+				// accuN := incoming * weight
+
+				for ( var i = 0; i !== stride; ++ i ) {
+
+					buffer[ offset + i ] = buffer[ i ];
+
+				}
+
+				currentWeight = weight;
+
+			} else {
+
+				// accuN := accuN + incoming * weight
+
+				currentWeight += weight;
+				var mix = weight / currentWeight;
+				this._mixBufferRegion( buffer, offset, 0, mix, stride );
+
+			}
+
+			this.cumulativeWeight = currentWeight;
+
+		},
+
+		// apply the state of 'accu<i>' to the binding when accus differ
+		apply: function ( accuIndex ) {
+
+			var stride = this.valueSize,
+				buffer = this.buffer,
+				offset = accuIndex * stride + stride,
+
+				weight = this.cumulativeWeight,
+
+				binding = this.binding;
+
+			this.cumulativeWeight = 0;
+
+			if ( weight < 1 ) {
+
+				// accuN := accuN + original * ( 1 - cumulativeWeight )
+
+				var originalValueOffset = stride * 3;
+
+				this._mixBufferRegion(
+					buffer, offset, originalValueOffset, 1 - weight, stride );
+
+			}
+
+			for ( var i = stride, e = stride + stride; i !== e; ++ i ) {
+
+				if ( buffer[ i ] !== buffer[ i + stride ] ) {
+
+					// value has changed -> update scene graph
+
+					binding.setValue( buffer, offset );
+					break;
+
+				}
+
+			}
+
+		},
+
+		// remember the state of the bound property and copy it to both accus
+		saveOriginalState: function () {
+
+			var binding = this.binding;
+
+			var buffer = this.buffer,
+				stride = this.valueSize,
+
+				originalValueOffset = stride * 3;
+
+			binding.getValue( buffer, originalValueOffset );
+
+			// accu[0..1] := orig -- initially detect changes against the original
+			for ( var i = stride, e = originalValueOffset; i !== e; ++ i ) {
+
+				buffer[ i ] = buffer[ originalValueOffset + ( i % stride ) ];
+
+			}
+
+			this.cumulativeWeight = 0;
+
+		},
+
+		// apply the state previously taken via 'saveOriginalState' to the binding
+		restoreOriginalState: function () {
+
+			var originalValueOffset = this.valueSize * 3;
+			this.binding.setValue( this.buffer, originalValueOffset );
+
+		},
+
+
+		// mix functions
+
+		_select: function ( buffer, dstOffset, srcOffset, t, stride ) {
+
+			if ( t >= 0.5 ) {
+
+				for ( var i = 0; i !== stride; ++ i ) {
+
+					buffer[ dstOffset + i ] = buffer[ srcOffset + i ];
+
+				}
+
+			}
+
+		},
+
+		_slerp: function ( buffer, dstOffset, srcOffset, t ) {
+
+			Quaternion.slerpFlat( buffer, dstOffset, buffer, dstOffset, buffer, srcOffset, t );
+
+		},
+
+		_lerp: function ( buffer, dstOffset, srcOffset, t, stride ) {
+
+			var s = 1 - t;
+
+			for ( var i = 0; i !== stride; ++ i ) {
+
+				var j = dstOffset + i;
+
+				buffer[ j ] = buffer[ j ] * s + buffer[ srcOffset + i ] * t;
+
+			}
+
+		}
+
+	} );
+
+	/**
+	 *
+	 * A reference to a real property in the scene graph.
+	 *
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 * @author tschw
+	 */
+
+	// Characters [].:/ are reserved for track binding syntax.
+	var RESERVED_CHARS_RE = '\\[\\]\\.:\\/';
+
+	function Composite( targetGroup, path, optionalParsedPath ) {
+
+		var parsedPath = optionalParsedPath || PropertyBinding.parseTrackName( path );
+
+		this._targetGroup = targetGroup;
+		this._bindings = targetGroup.subscribe_( path, parsedPath );
+
+	}
+
+	Object.assign( Composite.prototype, {
+
+		getValue: function ( array, offset ) {
+
+			this.bind(); // bind all binding
+
+			var firstValidIndex = this._targetGroup.nCachedObjects_,
+				binding = this._bindings[ firstValidIndex ];
+
+			// and only call .getValue on the first
+			if ( binding !== undefined ) binding.getValue( array, offset );
+
+		},
+
+		setValue: function ( array, offset ) {
+
+			var bindings = this._bindings;
+
+			for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
+
+				bindings[ i ].setValue( array, offset );
+
+			}
+
+		},
+
+		bind: function () {
+
+			var bindings = this._bindings;
+
+			for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
+
+				bindings[ i ].bind();
+
+			}
+
+		},
+
+		unbind: function () {
+
+			var bindings = this._bindings;
+
+			for ( var i = this._targetGroup.nCachedObjects_, n = bindings.length; i !== n; ++ i ) {
+
+				bindings[ i ].unbind();
+
+			}
+
+		}
+
+	} );
+
+
+	function PropertyBinding( rootNode, path, parsedPath ) {
+
+		this.path = path;
+		this.parsedPath = parsedPath || PropertyBinding.parseTrackName( path );
+
+		this.node = PropertyBinding.findNode( rootNode, this.parsedPath.nodeName ) || rootNode;
+
+		this.rootNode = rootNode;
+
+	}
+
+	Object.assign( PropertyBinding, {
+
+		Composite: Composite,
+
+		create: function ( root, path, parsedPath ) {
+
+			if ( ! ( root && root.isAnimationObjectGroup ) ) {
+
+				return new PropertyBinding( root, path, parsedPath );
+
+			} else {
+
+				return new PropertyBinding.Composite( root, path, parsedPath );
+
+			}
+
+		},
+
+		/**
+		 * Replaces spaces with underscores and removes unsupported characters from
+		 * node names, to ensure compatibility with parseTrackName().
+		 *
+		 * @param  {string} name Node name to be sanitized.
+		 * @return {string}
+		 */
+		sanitizeNodeName: ( function () {
+
+			var reservedRe = new RegExp( '[' + RESERVED_CHARS_RE + ']', 'g' );
+
+			return function sanitizeNodeName( name ) {
+
+				return name.replace( /\s/g, '_' ).replace( reservedRe, '' );
+
+			};
+
+		}() ),
+
+		parseTrackName: function () {
+
+			// Attempts to allow node names from any language. ES5's `\w` regexp matches
+			// only latin characters, and the unicode \p{L} is not yet supported. So
+			// instead, we exclude reserved characters and match everything else.
+			var wordChar = '[^' + RESERVED_CHARS_RE + ']';
+			var wordCharOrDot = '[^' + RESERVED_CHARS_RE.replace( '\\.', '' ) + ']';
+
+			// Parent directories, delimited by '/' or ':'. Currently unused, but must
+			// be matched to parse the rest of the track name.
+			var directoryRe = /((?:WC+[\/:])*)/.source.replace( 'WC', wordChar );
+
+			// Target node. May contain word characters (a-zA-Z0-9_) and '.' or '-'.
+			var nodeRe = /(WCOD+)?/.source.replace( 'WCOD', wordCharOrDot );
+
+			// Object on target node, and accessor. May not contain reserved
+			// characters. Accessor may contain any character except closing bracket.
+			var objectRe = /(?:\.(WC+)(?:\[(.+)\])?)?/.source.replace( 'WC', wordChar );
+
+			// Property and accessor. May not contain reserved characters. Accessor may
+			// contain any non-bracket characters.
+			var propertyRe = /\.(WC+)(?:\[(.+)\])?/.source.replace( 'WC', wordChar );
+
+			var trackRe = new RegExp( ''
+				+ '^'
+				+ directoryRe
+				+ nodeRe
+				+ objectRe
+				+ propertyRe
+				+ '$'
+			);
+
+			var supportedObjectNames = [ 'material', 'materials', 'bones' ];
+
+			return function parseTrackName( trackName ) {
+
+				var matches = trackRe.exec( trackName );
+
+				if ( ! matches ) {
+
+					throw new Error( 'PropertyBinding: Cannot parse trackName: ' + trackName );
+
+				}
+
+				var results = {
+					// directoryName: matches[ 1 ], // (tschw) currently unused
+					nodeName: matches[ 2 ],
+					objectName: matches[ 3 ],
+					objectIndex: matches[ 4 ],
+					propertyName: matches[ 5 ], // required
+					propertyIndex: matches[ 6 ]
+				};
+
+				var lastDot = results.nodeName && results.nodeName.lastIndexOf( '.' );
+
+				if ( lastDot !== undefined && lastDot !== - 1 ) {
+
+					var objectName = results.nodeName.substring( lastDot + 1 );
+
+					// Object names must be checked against a whitelist. Otherwise, there
+					// is no way to parse 'foo.bar.baz': 'baz' must be a property, but
+					// 'bar' could be the objectName, or part of a nodeName (which can
+					// include '.' characters).
+					if ( supportedObjectNames.indexOf( objectName ) !== - 1 ) {
+
+						results.nodeName = results.nodeName.substring( 0, lastDot );
+						results.objectName = objectName;
+
+					}
+
+				}
+
+				if ( results.propertyName === null || results.propertyName.length === 0 ) {
+
+					throw new Error( 'PropertyBinding: can not parse propertyName from trackName: ' + trackName );
+
+				}
+
+				return results;
+
+			};
+
+		}(),
+
+		findNode: function ( root, nodeName ) {
+
+			if ( ! nodeName || nodeName === "" || nodeName === "root" || nodeName === "." || nodeName === - 1 || nodeName === root.name || nodeName === root.uuid ) {
+
+				return root;
+
+			}
+
+			// search into skeleton bones.
+			if ( root.skeleton ) {
+
+				var bone = root.skeleton.getBoneByName( nodeName );
+
+				if ( bone !== undefined ) {
+
+					return bone;
+
+				}
+
+			}
+
+			// search into node subtree.
+			if ( root.children ) {
+
+				var searchNodeSubtree = function ( children ) {
+
+					for ( var i = 0; i < children.length; i ++ ) {
+
+						var childNode = children[ i ];
+
+						if ( childNode.name === nodeName || childNode.uuid === nodeName ) {
+
+							return childNode;
+
+						}
+
+						var result = searchNodeSubtree( childNode.children );
+
+						if ( result ) return result;
+
+					}
+
+					return null;
+
+				};
+
+				var subTreeNode = searchNodeSubtree( root.children );
+
+				if ( subTreeNode ) {
+
+					return subTreeNode;
+
+				}
+
+			}
+
+			return null;
+
+		}
+
+	} );
+
+	Object.assign( PropertyBinding.prototype, { // prototype, continued
+
+		// these are used to "bind" a nonexistent property
+		_getValue_unavailable: function () {},
+		_setValue_unavailable: function () {},
+
+		BindingType: {
+			Direct: 0,
+			EntireArray: 1,
+			ArrayElement: 2,
+			HasFromToArray: 3
+		},
+
+		Versioning: {
+			None: 0,
+			NeedsUpdate: 1,
+			MatrixWorldNeedsUpdate: 2
+		},
+
+		GetterByBindingType: [
+
+			function getValue_direct( buffer, offset ) {
+
+				buffer[ offset ] = this.node[ this.propertyName ];
+
+			},
+
+			function getValue_array( buffer, offset ) {
+
+				var source = this.resolvedProperty;
+
+				for ( var i = 0, n = source.length; i !== n; ++ i ) {
+
+					buffer[ offset ++ ] = source[ i ];
+
+				}
+
+			},
+
+			function getValue_arrayElement( buffer, offset ) {
+
+				buffer[ offset ] = this.resolvedProperty[ this.propertyIndex ];
+
+			},
+
+			function getValue_toArray( buffer, offset ) {
+
+				this.resolvedProperty.toArray( buffer, offset );
+
+			}
+
+		],
+
+		SetterByBindingTypeAndVersioning: [
+
+			[
+				// Direct
+
+				function setValue_direct( buffer, offset ) {
+
+					this.targetObject[ this.propertyName ] = buffer[ offset ];
+
+				},
+
+				function setValue_direct_setNeedsUpdate( buffer, offset ) {
+
+					this.targetObject[ this.propertyName ] = buffer[ offset ];
+					this.targetObject.needsUpdate = true;
+
+				},
+
+				function setValue_direct_setMatrixWorldNeedsUpdate( buffer, offset ) {
+
+					this.targetObject[ this.propertyName ] = buffer[ offset ];
+					this.targetObject.matrixWorldNeedsUpdate = true;
+
+				}
+
+			], [
+
+				// EntireArray
+
+				function setValue_array( buffer, offset ) {
+
+					var dest = this.resolvedProperty;
+
+					for ( var i = 0, n = dest.length; i !== n; ++ i ) {
+
+						dest[ i ] = buffer[ offset ++ ];
+
+					}
+
+				},
+
+				function setValue_array_setNeedsUpdate( buffer, offset ) {
+
+					var dest = this.resolvedProperty;
+
+					for ( var i = 0, n = dest.length; i !== n; ++ i ) {
+
+						dest[ i ] = buffer[ offset ++ ];
+
+					}
+
+					this.targetObject.needsUpdate = true;
+
+				},
+
+				function setValue_array_setMatrixWorldNeedsUpdate( buffer, offset ) {
+
+					var dest = this.resolvedProperty;
+
+					for ( var i = 0, n = dest.length; i !== n; ++ i ) {
+
+						dest[ i ] = buffer[ offset ++ ];
+
+					}
+
+					this.targetObject.matrixWorldNeedsUpdate = true;
+
+				}
+
+			], [
+
+				// ArrayElement
+
+				function setValue_arrayElement( buffer, offset ) {
+
+					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
+
+				},
+
+				function setValue_arrayElement_setNeedsUpdate( buffer, offset ) {
+
+					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
+					this.targetObject.needsUpdate = true;
+
+				},
+
+				function setValue_arrayElement_setMatrixWorldNeedsUpdate( buffer, offset ) {
+
+					this.resolvedProperty[ this.propertyIndex ] = buffer[ offset ];
+					this.targetObject.matrixWorldNeedsUpdate = true;
+
+				}
+
+			], [
+
+				// HasToFromArray
+
+				function setValue_fromArray( buffer, offset ) {
+
+					this.resolvedProperty.fromArray( buffer, offset );
+
+				},
+
+				function setValue_fromArray_setNeedsUpdate( buffer, offset ) {
+
+					this.resolvedProperty.fromArray( buffer, offset );
+					this.targetObject.needsUpdate = true;
+
+				},
+
+				function setValue_fromArray_setMatrixWorldNeedsUpdate( buffer, offset ) {
+
+					this.resolvedProperty.fromArray( buffer, offset );
+					this.targetObject.matrixWorldNeedsUpdate = true;
+
+				}
+
+			]
+
+		],
+
+		getValue: function getValue_unbound( targetArray, offset ) {
+
+			this.bind();
+			this.getValue( targetArray, offset );
+
+			// Note: This class uses a State pattern on a per-method basis:
+			// 'bind' sets 'this.getValue' / 'setValue' and shadows the
+			// prototype version of these methods with one that represents
+			// the bound state. When the property is not found, the methods
+			// become no-ops.
+
+		},
+
+		setValue: function getValue_unbound( sourceArray, offset ) {
+
+			this.bind();
+			this.setValue( sourceArray, offset );
+
+		},
+
+		// create getter / setter pair for a property in the scene graph
+		bind: function () {
+
+			var targetObject = this.node,
+				parsedPath = this.parsedPath,
+
+				objectName = parsedPath.objectName,
+				propertyName = parsedPath.propertyName,
+				propertyIndex = parsedPath.propertyIndex;
+
+			if ( ! targetObject ) {
+
+				targetObject = PropertyBinding.findNode( this.rootNode, parsedPath.nodeName ) || this.rootNode;
+
+				this.node = targetObject;
+
+			}
+
+			// set fail state so we can just 'return' on error
+			this.getValue = this._getValue_unavailable;
+			this.setValue = this._setValue_unavailable;
+
+			// ensure there is a value node
+			if ( ! targetObject ) {
+
+				console.error( 'THREE.PropertyBinding: Trying to update node for track: ' + this.path + ' but it wasn\'t found.' );
+				return;
+
+			}
+
+			if ( objectName ) {
+
+				var objectIndex = parsedPath.objectIndex;
+
+				// special cases were we need to reach deeper into the hierarchy to get the face materials....
+				switch ( objectName ) {
+
+					case 'materials':
+
+						if ( ! targetObject.material ) {
+
+							console.error( 'THREE.PropertyBinding: Can not bind to material as node does not have a material.', this );
+							return;
+
+						}
+
+						if ( ! targetObject.material.materials ) {
+
+							console.error( 'THREE.PropertyBinding: Can not bind to material.materials as node.material does not have a materials array.', this );
+							return;
+
+						}
+
+						targetObject = targetObject.material.materials;
+
+						break;
+
+					case 'bones':
+
+						if ( ! targetObject.skeleton ) {
+
+							console.error( 'THREE.PropertyBinding: Can not bind to bones as node does not have a skeleton.', this );
+							return;
+
+						}
+
+						// potential future optimization: skip this if propertyIndex is already an integer
+						// and convert the integer string to a true integer.
+
+						targetObject = targetObject.skeleton.bones;
+
+						// support resolving morphTarget names into indices.
+						for ( var i = 0; i < targetObject.length; i ++ ) {
+
+							if ( targetObject[ i ].name === objectIndex ) {
+
+								objectIndex = i;
+								break;
+
+							}
+
+						}
+
+						break;
+
+					default:
+
+						if ( targetObject[ objectName ] === undefined ) {
+
+							console.error( 'THREE.PropertyBinding: Can not bind to objectName of node undefined.', this );
+							return;
+
+						}
+
+						targetObject = targetObject[ objectName ];
+
+				}
+
+
+				if ( objectIndex !== undefined ) {
+
+					if ( targetObject[ objectIndex ] === undefined ) {
+
+						console.error( 'THREE.PropertyBinding: Trying to bind to objectIndex of objectName, but is undefined.', this, targetObject );
+						return;
+
+					}
+
+					targetObject = targetObject[ objectIndex ];
+
+				}
+
+			}
+
+			// resolve property
+			var nodeProperty = targetObject[ propertyName ];
+
+			if ( nodeProperty === undefined ) {
+
+				var nodeName = parsedPath.nodeName;
+
+				console.error( 'THREE.PropertyBinding: Trying to update property for track: ' + nodeName +
+					'.' + propertyName + ' but it wasn\'t found.', targetObject );
+				return;
+
+			}
+
+			// determine versioning scheme
+			var versioning = this.Versioning.None;
+
+			this.targetObject = targetObject;
+
+			if ( targetObject.needsUpdate !== undefined ) { // material
+
+				versioning = this.Versioning.NeedsUpdate;
+
+			} else if ( targetObject.matrixWorldNeedsUpdate !== undefined ) { // node transform
+
+				versioning = this.Versioning.MatrixWorldNeedsUpdate;
+
+			}
+
+			// determine how the property gets bound
+			var bindingType = this.BindingType.Direct;
+
+			if ( propertyIndex !== undefined ) {
+
+				// access a sub element of the property array (only primitives are supported right now)
+
+				if ( propertyName === "morphTargetInfluences" ) {
+
+					// potential optimization, skip this if propertyIndex is already an integer, and convert the integer string to a true integer.
+
+					// support resolving morphTarget names into indices.
+					if ( ! targetObject.geometry ) {
+
+						console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.', this );
+						return;
+
+					}
+
+					if ( targetObject.geometry.isBufferGeometry ) {
+
+						if ( ! targetObject.geometry.morphAttributes ) {
+
+							console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphAttributes.', this );
+							return;
+
+						}
+
+						for ( var i = 0; i < this.node.geometry.morphAttributes.position.length; i ++ ) {
+
+							if ( targetObject.geometry.morphAttributes.position[ i ].name === propertyIndex ) {
+
+								propertyIndex = i;
+								break;
+
+							}
+
+						}
+
+
+					} else {
+
+						if ( ! targetObject.geometry.morphTargets ) {
+
+							console.error( 'THREE.PropertyBinding: Can not bind to morphTargetInfluences because node does not have a geometry.morphTargets.', this );
+							return;
+
+						}
+
+						for ( var i = 0; i < this.node.geometry.morphTargets.length; i ++ ) {
+
+							if ( targetObject.geometry.morphTargets[ i ].name === propertyIndex ) {
+
+								propertyIndex = i;
+								break;
+
+							}
+
+						}
+
+					}
+
+				}
+
+				bindingType = this.BindingType.ArrayElement;
+
+				this.resolvedProperty = nodeProperty;
+				this.propertyIndex = propertyIndex;
+
+			} else if ( nodeProperty.fromArray !== undefined && nodeProperty.toArray !== undefined ) {
+
+				// must use copy for Object3D.Euler/Quaternion
+
+				bindingType = this.BindingType.HasFromToArray;
+
+				this.resolvedProperty = nodeProperty;
+
+			} else if ( Array.isArray( nodeProperty ) ) {
+
+				bindingType = this.BindingType.EntireArray;
+
+				this.resolvedProperty = nodeProperty;
+
+			} else {
+
+				this.propertyName = propertyName;
+
+			}
+
+			// select getter / setter
+			this.getValue = this.GetterByBindingType[ bindingType ];
+			this.setValue = this.SetterByBindingTypeAndVersioning[ bindingType ][ versioning ];
+
+		},
+
+		unbind: function () {
+
+			this.node = null;
+
+			// back to the prototype version of getValue / setValue
+			// note: avoiding to mutate the shape of 'this' via 'delete'
+			this.getValue = this._getValue_unbound;
+			this.setValue = this._setValue_unbound;
+
+		}
+
+	} );
+
+	//!\ DECLARE ALIAS AFTER assign prototype !
+	Object.assign( PropertyBinding.prototype, {
+
+		// initial state of these methods that calls 'bind'
+		_getValue_unbound: PropertyBinding.prototype.getValue,
+		_setValue_unbound: PropertyBinding.prototype.setValue,
+
+	} );
+
+	/**
+	 *
+	 * A group of objects that receives a shared animation state.
+	 *
+	 * Usage:
+	 *
+	 *  - Add objects you would otherwise pass as 'root' to the
+	 *    constructor or the .clipAction method of AnimationMixer.
+	 *
+	 *  - Instead pass this object as 'root'.
+	 *
+	 *  - You can also add and remove objects later when the mixer
+	 *    is running.
+	 *
+	 * Note:
+	 *
+	 *    Objects of this class appear as one object to the mixer,
+	 *    so cache control of the individual objects must be done
+	 *    on the group.
+	 *
+	 * Limitation:
+	 *
+	 *  - The animated properties must be compatible among the
+	 *    all objects in the group.
+	 *
+	 *  - A single property can either be controlled through a
+	 *    target group or directly, but not both.
+	 *
+	 * @author tschw
+	 */
+
+	function AnimationObjectGroup() {
+
+		this.uuid = _Math.generateUUID();
+
+		// cached objects followed by the active ones
+		this._objects = Array.prototype.slice.call( arguments );
+
+		this.nCachedObjects_ = 0; // threshold
+		// note: read by PropertyBinding.Composite
+
+		var indices = {};
+		this._indicesByUUID = indices; // for bookkeeping
+
+		for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
+
+			indices[ arguments[ i ].uuid ] = i;
+
+		}
+
+		this._paths = []; // inside: string
+		this._parsedPaths = []; // inside: { we don't care, here }
+		this._bindings = []; // inside: Array< PropertyBinding >
+		this._bindingsIndicesByPath = {}; // inside: indices in these arrays
+
+		var scope = this;
+
+		this.stats = {
+
+			objects: {
+				get total() {
+
+					return scope._objects.length;
+
+				},
+				get inUse() {
+
+					return this.total - scope.nCachedObjects_;
+
+				}
+			},
+			get bindingsPerObject() {
+
+				return scope._bindings.length;
+
+			}
+
+		};
+
+	}
+
+	Object.assign( AnimationObjectGroup.prototype, {
+
+		isAnimationObjectGroup: true,
+
+		add: function () {
+
+			var objects = this._objects,
+				nObjects = objects.length,
+				nCachedObjects = this.nCachedObjects_,
+				indicesByUUID = this._indicesByUUID,
+				paths = this._paths,
+				parsedPaths = this._parsedPaths,
+				bindings = this._bindings,
+				nBindings = bindings.length,
+				knownObject = undefined;
+
+			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
+
+				var object = arguments[ i ],
+					uuid = object.uuid,
+					index = indicesByUUID[ uuid ];
+
+				if ( index === undefined ) {
+
+					// unknown object -> add it to the ACTIVE region
+
+					index = nObjects ++;
+					indicesByUUID[ uuid ] = index;
+					objects.push( object );
+
+					// accounting is done, now do the same for all bindings
+
+					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
+
+						bindings[ j ].push( new PropertyBinding( object, paths[ j ], parsedPaths[ j ] ) );
+
+					}
+
+				} else if ( index < nCachedObjects ) {
+
+					knownObject = objects[ index ];
+
+					// move existing object to the ACTIVE region
+
+					var firstActiveIndex = -- nCachedObjects,
+						lastCachedObject = objects[ firstActiveIndex ];
+
+					indicesByUUID[ lastCachedObject.uuid ] = index;
+					objects[ index ] = lastCachedObject;
+
+					indicesByUUID[ uuid ] = firstActiveIndex;
+					objects[ firstActiveIndex ] = object;
+
+					// accounting is done, now do the same for all bindings
+
+					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
+
+						var bindingsForPath = bindings[ j ],
+							lastCached = bindingsForPath[ firstActiveIndex ],
+							binding = bindingsForPath[ index ];
+
+						bindingsForPath[ index ] = lastCached;
+
+						if ( binding === undefined ) {
+
+							// since we do not bother to create new bindings
+							// for objects that are cached, the binding may
+							// or may not exist
+
+							binding = new PropertyBinding( object, paths[ j ], parsedPaths[ j ] );
+
+						}
+
+						bindingsForPath[ firstActiveIndex ] = binding;
+
+					}
+
+				} else if ( objects[ index ] !== knownObject ) {
+
+					console.error( 'THREE.AnimationObjectGroup: Different objects with the same UUID ' +
+						'detected. Clean the caches or recreate your infrastructure when reloading scenes.' );
+
+				} // else the object is already where we want it to be
+
+			} // for arguments
+
+			this.nCachedObjects_ = nCachedObjects;
+
+		},
+
+		remove: function () {
+
+			var objects = this._objects,
+				nCachedObjects = this.nCachedObjects_,
+				indicesByUUID = this._indicesByUUID,
+				bindings = this._bindings,
+				nBindings = bindings.length;
+
+			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
+
+				var object = arguments[ i ],
+					uuid = object.uuid,
+					index = indicesByUUID[ uuid ];
+
+				if ( index !== undefined && index >= nCachedObjects ) {
+
+					// move existing object into the CACHED region
+
+					var lastCachedIndex = nCachedObjects ++,
+						firstActiveObject = objects[ lastCachedIndex ];
+
+					indicesByUUID[ firstActiveObject.uuid ] = index;
+					objects[ index ] = firstActiveObject;
+
+					indicesByUUID[ uuid ] = lastCachedIndex;
+					objects[ lastCachedIndex ] = object;
+
+					// accounting is done, now do the same for all bindings
+
+					for ( var j = 0, m = nBindings; j !== m; ++ j ) {
+
+						var bindingsForPath = bindings[ j ],
+							firstActive = bindingsForPath[ lastCachedIndex ],
+							binding = bindingsForPath[ index ];
+
+						bindingsForPath[ index ] = firstActive;
+						bindingsForPath[ lastCachedIndex ] = binding;
+
+					}
+
+				}
+
+			} // for arguments
+
+			this.nCachedObjects_ = nCachedObjects;
+
+		},
+
+		// remove & forget
+		uncache: function () {
+
+			var objects = this._objects,
+				nObjects = objects.length,
+				nCachedObjects = this.nCachedObjects_,
+				indicesByUUID = this._indicesByUUID,
+				bindings = this._bindings,
+				nBindings = bindings.length;
+
+			for ( var i = 0, n = arguments.length; i !== n; ++ i ) {
+
+				var object = arguments[ i ],
+					uuid = object.uuid,
+					index = indicesByUUID[ uuid ];
+
+				if ( index !== undefined ) {
+
+					delete indicesByUUID[ uuid ];
+
+					if ( index < nCachedObjects ) {
+
+						// object is cached, shrink the CACHED region
+
+						var firstActiveIndex = -- nCachedObjects,
+							lastCachedObject = objects[ firstActiveIndex ],
+							lastIndex = -- nObjects,
+							lastObject = objects[ lastIndex ];
+
+						// last cached object takes this object's place
+						indicesByUUID[ lastCachedObject.uuid ] = index;
+						objects[ index ] = lastCachedObject;
+
+						// last object goes to the activated slot and pop
+						indicesByUUID[ lastObject.uuid ] = firstActiveIndex;
+						objects[ firstActiveIndex ] = lastObject;
+						objects.pop();
+
+						// accounting is done, now do the same for all bindings
+
+						for ( var j = 0, m = nBindings; j !== m; ++ j ) {
+
+							var bindingsForPath = bindings[ j ],
+								lastCached = bindingsForPath[ firstActiveIndex ],
+								last = bindingsForPath[ lastIndex ];
+
+							bindingsForPath[ index ] = lastCached;
+							bindingsForPath[ firstActiveIndex ] = last;
+							bindingsForPath.pop();
+
+						}
+
+					} else {
+
+						// object is active, just swap with the last and pop
+
+						var lastIndex = -- nObjects,
+							lastObject = objects[ lastIndex ];
+
+						indicesByUUID[ lastObject.uuid ] = index;
+						objects[ index ] = lastObject;
+						objects.pop();
+
+						// accounting is done, now do the same for all bindings
+
+						for ( var j = 0, m = nBindings; j !== m; ++ j ) {
+
+							var bindingsForPath = bindings[ j ];
+
+							bindingsForPath[ index ] = bindingsForPath[ lastIndex ];
+							bindingsForPath.pop();
+
+						}
+
+					} // cached or active
+
+				} // if object is known
+
+			} // for arguments
+
+			this.nCachedObjects_ = nCachedObjects;
+
+		},
+
+		// Internal interface used by befriended PropertyBinding.Composite:
+
+		subscribe_: function ( path, parsedPath ) {
+
+			// returns an array of bindings for the given path that is changed
+			// according to the contained objects in the group
+
+			var indicesByPath = this._bindingsIndicesByPath,
+				index = indicesByPath[ path ],
+				bindings = this._bindings;
+
+			if ( index !== undefined ) return bindings[ index ];
+
+			var paths = this._paths,
+				parsedPaths = this._parsedPaths,
+				objects = this._objects,
+				nObjects = objects.length,
+				nCachedObjects = this.nCachedObjects_,
+				bindingsForPath = new Array( nObjects );
+
+			index = bindings.length;
+
+			indicesByPath[ path ] = index;
+
+			paths.push( path );
+			parsedPaths.push( parsedPath );
+			bindings.push( bindingsForPath );
+
+			for ( var i = nCachedObjects, n = objects.length; i !== n; ++ i ) {
+
+				var object = objects[ i ];
+				bindingsForPath[ i ] = new PropertyBinding( object, path, parsedPath );
+
+			}
+
+			return bindingsForPath;
+
+		},
+
+		unsubscribe_: function ( path ) {
+
+			// tells the group to forget about a property path and no longer
+			// update the array previously obtained with 'subscribe_'
+
+			var indicesByPath = this._bindingsIndicesByPath,
+				index = indicesByPath[ path ];
+
+			if ( index !== undefined ) {
+
+				var paths = this._paths,
+					parsedPaths = this._parsedPaths,
+					bindings = this._bindings,
+					lastBindingsIndex = bindings.length - 1,
+					lastBindings = bindings[ lastBindingsIndex ],
+					lastBindingsPath = path[ lastBindingsIndex ];
+
+				indicesByPath[ lastBindingsPath ] = index;
+
+				bindings[ index ] = lastBindings;
+				bindings.pop();
+
+				parsedPaths[ index ] = parsedPaths[ lastBindingsIndex ];
+				parsedPaths.pop();
+
+				paths[ index ] = paths[ lastBindingsIndex ];
+				paths.pop();
+
+			}
+
+		}
+
+	} );
+
+	/**
+	 *
+	 * Action provided by AnimationMixer for scheduling clip playback on specific
+	 * objects.
+	 *
+	 * @author Ben Houston / http://clara.io/
+	 * @author David Sarno / http://lighthaus.us/
+	 * @author tschw
+	 *
+	 */
+
+	function AnimationAction( mixer, clip, localRoot ) {
+
+		this._mixer = mixer;
+		this._clip = clip;
+		this._localRoot = localRoot || null;
+
+		var tracks = clip.tracks,
+			nTracks = tracks.length,
+			interpolants = new Array( nTracks );
+
+		var interpolantSettings = {
+			endingStart: ZeroCurvatureEnding,
+			endingEnd: ZeroCurvatureEnding
+		};
+
+		for ( var i = 0; i !== nTracks; ++ i ) {
+
+			var interpolant = tracks[ i ].createInterpolant( null );
+			interpolants[ i ] = interpolant;
+			interpolant.settings = interpolantSettings;
+
+		}
+
+		this._interpolantSettings = interpolantSettings;
+
+		this._interpolants = interpolants; // bound by the mixer
+
+		// inside: PropertyMixer (managed by the mixer)
+		this._propertyBindings = new Array( nTracks );
+
+		this._cacheIndex = null; // for the memory manager
+		this._byClipCacheIndex = null; // for the memory manager
+
+		this._timeScaleInterpolant = null;
+		this._weightInterpolant = null;
+
+		this.loop = LoopRepeat;
+		this._loopCount = - 1;
+
+		// global mixer time when the action is to be started
+		// it's set back to 'null' upon start of the action
+		this._startTime = null;
+
+		// scaled local time of the action
+		// gets clamped or wrapped to 0..clip.duration according to loop
+		this.time = 0;
+
+		this.timeScale = 1;
+		this._effectiveTimeScale = 1;
+
+		this.weight = 1;
+		this._effectiveWeight = 1;
+
+		this.repetitions = Infinity; // no. of repetitions when looping
+
+		this.paused = false; // true -> zero effective time scale
+		this.enabled = true; // false -> zero effective weight
+
+		this.clampWhenFinished = false;// keep feeding the last frame?
+
+		this.zeroSlopeAtStart = true;// for smooth interpolation w/o separate
+		this.zeroSlopeAtEnd = true;// clips for start, loop and end
+
+	}
+
+	Object.assign( AnimationAction.prototype, {
+
+		// State & Scheduling
+
+		play: function () {
+
+			this._mixer._activateAction( this );
+
+			return this;
+
+		},
+
+		stop: function () {
+
+			this._mixer._deactivateAction( this );
+
+			return this.reset();
+
+		},
+
+		reset: function () {
+
+			this.paused = false;
+			this.enabled = true;
+
+			this.time = 0; // restart clip
+			this._loopCount = - 1;// forget previous loops
+			this._startTime = null;// forget scheduling
+
+			return this.stopFading().stopWarping();
+
+		},
+
+		isRunning: function () {
+
+			return this.enabled && ! this.paused && this.timeScale !== 0 &&
+				this._startTime === null && this._mixer._isActiveAction( this );
+
+		},
+
+		// return true when play has been called
+		isScheduled: function () {
+
+			return this._mixer._isActiveAction( this );
+
+		},
+
+		startAt: function ( time ) {
+
+			this._startTime = time;
+
+			return this;
+
+		},
+
+		setLoop: function ( mode, repetitions ) {
+
+			this.loop = mode;
+			this.repetitions = repetitions;
+
+			return this;
+
+		},
+
+		// Weight
+
+		// set the weight stopping any scheduled fading
+		// although .enabled = false yields an effective weight of zero, this
+		// method does *not* change .enabled, because it would be confusing
+		setEffectiveWeight: function ( weight ) {
+
+			this.weight = weight;
+
+			// note: same logic as when updated at runtime
+			this._effectiveWeight = this.enabled ? weight : 0;
+
+			return this.stopFading();
+
+		},
+
+		// return the weight considering fading and .enabled
+		getEffectiveWeight: function () {
+
+			return this._effectiveWeight;
+
+		},
+
+		fadeIn: function ( duration ) {
+
+			return this._scheduleFading( duration, 0, 1 );
+
+		},
+
+		fadeOut: function ( duration ) {
+
+			return this._scheduleFading( duration, 1, 0 );
+
+		},
+
+		crossFadeFrom: function ( fadeOutAction, duration, warp ) {
+
+			fadeOutAction.fadeOut( duration );
+			this.fadeIn( duration );
+
+			if ( warp ) {
+
+				var fadeInDuration = this._clip.duration,
+					fadeOutDuration = fadeOutAction._clip.duration,
+
+					startEndRatio = fadeOutDuration / fadeInDuration,
+					endStartRatio = fadeInDuration / fadeOutDuration;
+
+				fadeOutAction.warp( 1.0, startEndRatio, duration );
+				this.warp( endStartRatio, 1.0, duration );
+
+			}
+
+			return this;
+
+		},
+
+		crossFadeTo: function ( fadeInAction, duration, warp ) {
+
+			return fadeInAction.crossFadeFrom( this, duration, warp );
+
+		},
+
+		stopFading: function () {
+
+			var weightInterpolant = this._weightInterpolant;
+
+			if ( weightInterpolant !== null ) {
+
+				this._weightInterpolant = null;
+				this._mixer._takeBackControlInterpolant( weightInterpolant );
+
+			}
+
+			return this;
+
+		},
+
+		// Time Scale Control
+
+		// set the time scale stopping any scheduled warping
+		// although .paused = true yields an effective time scale of zero, this
+		// method does *not* change .paused, because it would be confusing
+		setEffectiveTimeScale: function ( timeScale ) {
+
+			this.timeScale = timeScale;
+			this._effectiveTimeScale = this.paused ? 0 : timeScale;
+
+			return this.stopWarping();
+
+		},
+
+		// return the time scale considering warping and .paused
+		getEffectiveTimeScale: function () {
+
+			return this._effectiveTimeScale;
+
+		},
+
+		setDuration: function ( duration ) {
+
+			this.timeScale = this._clip.duration / duration;
+
+			return this.stopWarping();
+
+		},
+
+		syncWith: function ( action ) {
+
+			this.time = action.time;
+			this.timeScale = action.timeScale;
+
+			return this.stopWarping();
+
+		},
+
+		halt: function ( duration ) {
+
+			return this.warp( this._effectiveTimeScale, 0, duration );
+
+		},
+
+		warp: function ( startTimeScale, endTimeScale, duration ) {
+
+			var mixer = this._mixer, now = mixer.time,
+				interpolant = this._timeScaleInterpolant,
+
+				timeScale = this.timeScale;
+
+			if ( interpolant === null ) {
+
+				interpolant = mixer._lendControlInterpolant();
+				this._timeScaleInterpolant = interpolant;
+
+			}
+
+			var times = interpolant.parameterPositions,
+				values = interpolant.sampleValues;
+
+			times[ 0 ] = now;
+			times[ 1 ] = now + duration;
+
+			values[ 0 ] = startTimeScale / timeScale;
+			values[ 1 ] = endTimeScale / timeScale;
+
+			return this;
+
+		},
+
+		stopWarping: function () {
+
+			var timeScaleInterpolant = this._timeScaleInterpolant;
+
+			if ( timeScaleInterpolant !== null ) {
+
+				this._timeScaleInterpolant = null;
+				this._mixer._takeBackControlInterpolant( timeScaleInterpolant );
+
+			}
+
+			return this;
+
+		},
+
+		// Object Accessors
+
+		getMixer: function () {
+
+			return this._mixer;
+
+		},
+
+		getClip: function () {
+
+			return this._clip;
+
+		},
+
+		getRoot: function () {
+
+			return this._localRoot || this._mixer._root;
+
+		},
+
+		// Interna
+
+		_update: function ( time, deltaTime, timeDirection, accuIndex ) {
+
+			// called by the mixer
+
+			if ( ! this.enabled ) {
+
+				// call ._updateWeight() to update ._effectiveWeight
+
+				this._updateWeight( time );
+				return;
+
+			}
+
+			var startTime = this._startTime;
+
+			if ( startTime !== null ) {
+
+				// check for scheduled start of action
+
+				var timeRunning = ( time - startTime ) * timeDirection;
+				if ( timeRunning < 0 || timeDirection === 0 ) {
+
+					return; // yet to come / don't decide when delta = 0
+
+				}
+
+				// start
+
+				this._startTime = null; // unschedule
+				deltaTime = timeDirection * timeRunning;
+
+			}
+
+			// apply time scale and advance time
+
+			deltaTime *= this._updateTimeScale( time );
+			var clipTime = this._updateTime( deltaTime );
+
+			// note: _updateTime may disable the action resulting in
+			// an effective weight of 0
+
+			var weight = this._updateWeight( time );
+
+			if ( weight > 0 ) {
+
+				var interpolants = this._interpolants;
+				var propertyMixers = this._propertyBindings;
+
+				for ( var j = 0, m = interpolants.length; j !== m; ++ j ) {
+
+					interpolants[ j ].evaluate( clipTime );
+					propertyMixers[ j ].accumulate( accuIndex, weight );
+
+				}
+
+			}
+
+		},
+
+		_updateWeight: function ( time ) {
+
+			var weight = 0;
+
+			if ( this.enabled ) {
+
+				weight = this.weight;
+				var interpolant = this._weightInterpolant;
+
+				if ( interpolant !== null ) {
+
+					var interpolantValue = interpolant.evaluate( time )[ 0 ];
+
+					weight *= interpolantValue;
+
+					if ( time > interpolant.parameterPositions[ 1 ] ) {
+
+						this.stopFading();
+
+						if ( interpolantValue === 0 ) {
+
+							// faded out, disable
+							this.enabled = false;
+
+						}
+
+					}
+
+				}
+
+			}
+
+			this._effectiveWeight = weight;
+			return weight;
+
+		},
+
+		_updateTimeScale: function ( time ) {
+
+			var timeScale = 0;
+
+			if ( ! this.paused ) {
+
+				timeScale = this.timeScale;
+
+				var interpolant = this._timeScaleInterpolant;
+
+				if ( interpolant !== null ) {
+
+					var interpolantValue = interpolant.evaluate( time )[ 0 ];
+
+					timeScale *= interpolantValue;
+
+					if ( time > interpolant.parameterPositions[ 1 ] ) {
+
+						this.stopWarping();
+
+						if ( timeScale === 0 ) {
+
+							// motion has halted, pause
+							this.paused = true;
+
+						} else {
+
+							// warp done - apply final time scale
+							this.timeScale = timeScale;
+
+						}
+
+					}
+
+				}
+
+			}
+
+			this._effectiveTimeScale = timeScale;
+			return timeScale;
+
+		},
+
+		_updateTime: function ( deltaTime ) {
+
+			var time = this.time + deltaTime;
+			var duration = this._clip.duration;
+			var loop = this.loop;
+			var loopCount = this._loopCount;
+
+			var pingPong = ( loop === LoopPingPong );
+
+			if ( deltaTime === 0 ) {
+
+				if ( loopCount === - 1 ) return time;
+
+				return ( pingPong && ( loopCount & 1 ) === 1 ) ? duration - time : time;
+
+			}
+
+			if ( loop === LoopOnce ) {
+
+				if ( loopCount === - 1 ) {
+
+					// just started
+
+					this._loopCount = 0;
+					this._setEndings( true, true, false );
+
+				}
+
+				handle_stop: {
+
+					if ( time >= duration ) {
+
+						time = duration;
+
+					} else if ( time < 0 ) {
+
+						time = 0;
+
+					} else 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
+
+				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 === 1 ) {
+
+							// 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 = Object.assign( Object.create( EventDispatcher.prototype ), {
+
+		constructor: AnimationMixer,
+
+		_bindAction: function ( action, prototypeAction ) {
+
+			var root = action._localRoot || this._root,
+				tracks = action._clip.tracks,
+				nTracks = tracks.length,
+				bindings = action._propertyBindings,
+				interpolants = action._interpolants,
+				rootUuid = root.uuid,
+				bindingsByRoot = this._bindingsByRootAndName,
+				bindingsByName = bindingsByRoot[ rootUuid ];
+
+			if ( bindingsByName === undefined ) {
+
+				bindingsByName = {};
+				bindingsByRoot[ rootUuid ] = bindingsByName;
+
+			}
+
+			for ( var i = 0; i !== nTracks; ++ i ) {
+
+				var track = tracks[ i ],
+					trackName = track.name,
+					binding = bindingsByName[ trackName ];
+
+				if ( binding !== undefined ) {
+
+					bindings[ i ] = binding;
+
+				} else {
+
+					binding = bindings[ i ];
+
+					if ( binding !== undefined ) {
+
+						// existing binding, make sure the cache knows
+
+						if ( binding._cacheIndex === null ) {
+
+							++ binding.referenceCount;
+							this._addInactiveBinding( binding, rootUuid, trackName );
+
+						}
+
+						continue;
+
+					}
+
+					var path = prototypeAction && prototypeAction.
+						_propertyBindings[ i ].binding.parsedPath;
+
+					binding = new PropertyMixer(
+						PropertyBinding.create( root, trackName, path ),
+						track.ValueTypeName, track.getValueSize() );
+
+					++ binding.referenceCount;
+					this._addInactiveBinding( binding, rootUuid, trackName );
+
+					bindings[ i ] = binding;
+
+				}
+
+				interpolants[ i ].resultBuffer = binding.buffer;
+
+			}
+
+		},
+
+		_activateAction: function ( action ) {
+
+			if ( ! this._isActiveAction( action ) ) {
+
+				if ( action._cacheIndex === null ) {
+
+					// this action has been forgotten by the cache, but the user
+					// appears to be still using it -> rebind
+
+					var rootUuid = ( action._localRoot || this._root ).uuid,
+						clipUuid = action._clip.uuid,
+						actionsForClip = this._actionsByClip[ clipUuid ];
+
+					this._bindAction( action,
+						actionsForClip && actionsForClip.knownActions[ 0 ] );
+
+					this._addInactiveAction( action, clipUuid, rootUuid );
+
+				}
+
+				var bindings = action._propertyBindings;
+
+				// increment reference counts / sort out state
+				for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
+
+					var binding = bindings[ i ];
+
+					if ( binding.useCount ++ === 0 ) {
+
+						this._lendBinding( binding );
+						binding.saveOriginalState();
+
+					}
+
+				}
+
+				this._lendAction( action );
+
+			}
+
+		},
+
+		_deactivateAction: function ( action ) {
+
+			if ( this._isActiveAction( action ) ) {
+
+				var bindings = action._propertyBindings;
+
+				// decrement reference counts / sort out state
+				for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
+
+					var binding = bindings[ i ];
+
+					if ( -- binding.useCount === 0 ) {
+
+						binding.restoreOriginalState();
+						this._takeBackBinding( binding );
+
+					}
+
+				}
+
+				this._takeBackAction( action );
+
+			}
+
+		},
+
+		// Memory manager
+
+		_initMemoryManager: function () {
+
+			this._actions = []; // 'nActiveActions' followed by inactive ones
+			this._nActiveActions = 0;
+
+			this._actionsByClip = {};
+			// inside:
+			// {
+			// 	knownActions: Array< AnimationAction > - used as prototypes
+			// 	actionByRoot: AnimationAction - lookup
+			// }
+
+
+			this._bindings = []; // 'nActiveBindings' followed by inactive ones
+			this._nActiveBindings = 0;
+
+			this._bindingsByRootAndName = {}; // inside: Map< name, PropertyMixer >
+
+
+			this._controlInterpolants = []; // same game as above
+			this._nActiveControlInterpolants = 0;
+
+			var scope = this;
+
+			this.stats = {
+
+				actions: {
+					get total() {
+
+						return scope._actions.length;
+
+					},
+					get inUse() {
+
+						return scope._nActiveActions;
+
+					}
+				},
+				bindings: {
+					get total() {
+
+						return scope._bindings.length;
+
+					},
+					get inUse() {
+
+						return scope._nActiveBindings;
+
+					}
+				},
+				controlInterpolants: {
+					get total() {
+
+						return scope._controlInterpolants.length;
+
+					},
+					get inUse() {
+
+						return scope._nActiveControlInterpolants;
+
+					}
+				}
+
+			};
+
+		},
+
+		// Memory management for AnimationAction objects
+
+		_isActiveAction: function ( action ) {
+
+			var index = action._cacheIndex;
+			return index !== null && index < this._nActiveActions;
+
+		},
+
+		_addInactiveAction: function ( action, clipUuid, rootUuid ) {
+
+			var actions = this._actions,
+				actionsByClip = this._actionsByClip,
+				actionsForClip = actionsByClip[ clipUuid ];
+
+			if ( actionsForClip === undefined ) {
+
+				actionsForClip = {
+
+					knownActions: [ action ],
+					actionByRoot: {}
+
+				};
+
+				action._byClipCacheIndex = 0;
+
+				actionsByClip[ clipUuid ] = actionsForClip;
+
+			} else {
+
+				var knownActions = actionsForClip.knownActions;
+
+				action._byClipCacheIndex = knownActions.length;
+				knownActions.push( action );
+
+			}
+
+			action._cacheIndex = actions.length;
+			actions.push( action );
+
+			actionsForClip.actionByRoot[ rootUuid ] = action;
+
+		},
+
+		_removeInactiveAction: function ( action ) {
+
+			var actions = this._actions,
+				lastInactiveAction = actions[ actions.length - 1 ],
+				cacheIndex = action._cacheIndex;
+
+			lastInactiveAction._cacheIndex = cacheIndex;
+			actions[ cacheIndex ] = lastInactiveAction;
+			actions.pop();
+
+			action._cacheIndex = null;
+
+
+			var clipUuid = action._clip.uuid,
+				actionsByClip = this._actionsByClip,
+				actionsForClip = actionsByClip[ clipUuid ],
+				knownActionsForClip = actionsForClip.knownActions,
+
+				lastKnownAction =
+					knownActionsForClip[ knownActionsForClip.length - 1 ],
+
+				byClipCacheIndex = action._byClipCacheIndex;
+
+			lastKnownAction._byClipCacheIndex = byClipCacheIndex;
+			knownActionsForClip[ byClipCacheIndex ] = lastKnownAction;
+			knownActionsForClip.pop();
+
+			action._byClipCacheIndex = null;
+
+
+			var actionByRoot = actionsForClip.actionByRoot,
+				rootUuid = ( action._localRoot || this._root ).uuid;
+
+			delete actionByRoot[ rootUuid ];
+
+			if ( knownActionsForClip.length === 0 ) {
+
+				delete actionsByClip[ clipUuid ];
+
+			}
+
+			this._removeInactiveBindingsForAction( action );
+
+		},
+
+		_removeInactiveBindingsForAction: function ( action ) {
+
+			var bindings = action._propertyBindings;
+			for ( var i = 0, n = bindings.length; i !== n; ++ i ) {
+
+				var binding = bindings[ i ];
+
+				if ( -- binding.referenceCount === 0 ) {
+
+					this._removeInactiveBinding( binding );
+
+				}
+
+			}
+
+		},
+
+		_lendAction: function ( action ) {
+
+			// [ active actions |  inactive actions  ]
+			// [  active actions >| inactive actions ]
+			//                 s        a
+			//                  <-swap->
+			//                 a        s
+
+			var actions = this._actions,
+				prevIndex = action._cacheIndex,
+
+				lastActiveIndex = this._nActiveActions ++,
+
+				firstInactiveAction = actions[ lastActiveIndex ];
+
+			action._cacheIndex = lastActiveIndex;
+			actions[ lastActiveIndex ] = action;
+
+			firstInactiveAction._cacheIndex = prevIndex;
+			actions[ prevIndex ] = firstInactiveAction;
+
+		},
+
+		_takeBackAction: function ( action ) {
+
+			// [  active actions  | inactive actions ]
+			// [ active actions |< inactive actions  ]
+			//        a        s
+			//         <-swap->
+			//        s        a
+
+			var actions = this._actions,
+				prevIndex = action._cacheIndex,
+
+				firstInactiveIndex = -- this._nActiveActions,
+
+				lastActiveAction = actions[ firstInactiveIndex ];
+
+			action._cacheIndex = firstInactiveIndex;
+			actions[ firstInactiveIndex ] = action;
+
+			lastActiveAction._cacheIndex = prevIndex;
+			actions[ prevIndex ] = lastActiveAction;
+
+		},
+
+		// Memory management for PropertyMixer objects
+
+		_addInactiveBinding: function ( binding, rootUuid, trackName ) {
+
+			var bindingsByRoot = this._bindingsByRootAndName,
+				bindingByName = bindingsByRoot[ rootUuid ],
+
+				bindings = this._bindings;
+
+			if ( bindingByName === undefined ) {
+
+				bindingByName = {};
+				bindingsByRoot[ rootUuid ] = bindingByName;
+
+			}
+
+			bindingByName[ trackName ] = binding;
+
+			binding._cacheIndex = bindings.length;
+			bindings.push( binding );
+
+		},
+
+		_removeInactiveBinding: function ( binding ) {
+
+			var bindings = this._bindings,
+				propBinding = binding.binding,
+				rootUuid = propBinding.rootNode.uuid,
+				trackName = propBinding.path,
+				bindingsByRoot = this._bindingsByRootAndName,
+				bindingByName = bindingsByRoot[ rootUuid ],
+
+				lastInactiveBinding = bindings[ bindings.length - 1 ],
+				cacheIndex = binding._cacheIndex;
+
+			lastInactiveBinding._cacheIndex = cacheIndex;
+			bindings[ cacheIndex ] = lastInactiveBinding;
+			bindings.pop();
+
+			delete bindingByName[ trackName ];
+
+			remove_empty_map: {
+
+				for ( var _ in bindingByName ) break remove_empty_map; // eslint-disable-line no-unused-vars
+
+				delete bindingsByRoot[ rootUuid ];
+
+			}
+
+		},
+
+		_lendBinding: function ( binding ) {
+
+			var bindings = this._bindings,
+				prevIndex = binding._cacheIndex,
+
+				lastActiveIndex = this._nActiveBindings ++,
+
+				firstInactiveBinding = bindings[ lastActiveIndex ];
+
+			binding._cacheIndex = lastActiveIndex;
+			bindings[ lastActiveIndex ] = binding;
+
+			firstInactiveBinding._cacheIndex = prevIndex;
+			bindings[ prevIndex ] = firstInactiveBinding;
+
+		},
+
+		_takeBackBinding: function ( binding ) {
+
+			var bindings = this._bindings,
+				prevIndex = binding._cacheIndex,
+
+				firstInactiveIndex = -- this._nActiveBindings,
+
+				lastActiveBinding = bindings[ firstInactiveIndex ];
+
+			binding._cacheIndex = firstInactiveIndex;
+			bindings[ firstInactiveIndex ] = binding;
+
+			lastActiveBinding._cacheIndex = prevIndex;
+			bindings[ prevIndex ] = lastActiveBinding;
+
+		},
+
+
+		// Memory management of Interpolants for weight and time scale
+
+		_lendControlInterpolant: function () {
+
+			var interpolants = this._controlInterpolants,
+				lastActiveIndex = this._nActiveControlInterpolants ++,
+				interpolant = interpolants[ lastActiveIndex ];
+
+			if ( interpolant === undefined ) {
+
+				interpolant = new LinearInterpolant(
+					new Float32Array( 2 ), new Float32Array( 2 ),
+					1, this._controlInterpolantsResultBuffer );
+
+				interpolant.__cacheIndex = lastActiveIndex;
+				interpolants[ lastActiveIndex ] = interpolant;
+
+			}
+
+			return interpolant;
+
+		},
+
+		_takeBackControlInterpolant: function ( interpolant ) {
+
+			var interpolants = this._controlInterpolants,
+				prevIndex = interpolant.__cacheIndex,
+
+				firstInactiveIndex = -- this._nActiveControlInterpolants,
+
+				lastActiveInterpolant = interpolants[ firstInactiveIndex ];
+
+			interpolant.__cacheIndex = firstInactiveIndex;
+			interpolants[ firstInactiveIndex ] = interpolant;
+
+			lastActiveInterpolant.__cacheIndex = prevIndex;
+			interpolants[ prevIndex ] = lastActiveInterpolant;
+
+		},
+
+		_controlInterpolantsResultBuffer: new Float32Array( 1 ),
+
+		// return an action for a clip optionally using a custom root target
+		// object (this method allocates a lot of dynamic memory in case a
+		// previously unknown clip/root combination is specified)
+		clipAction: function ( clip, optionalRoot ) {
+
+			var root = optionalRoot || this._root,
+				rootUuid = root.uuid,
+
+				clipObject = typeof clip === 'string' ?
+					AnimationClip.findByName( root, clip ) : clip,
+
+				clipUuid = clipObject !== null ? clipObject.uuid : clip,
+
+				actionsForClip = this._actionsByClip[ clipUuid ],
+				prototypeAction = null;
+
+			if ( actionsForClip !== undefined ) {
+
+				var existingAction =
+						actionsForClip.actionByRoot[ rootUuid ];
+
+				if ( existingAction !== undefined ) {
+
+					return existingAction;
+
+				}
+
+				// we know the clip, so we don't have to parse all
+				// the bindings again but can just copy
+				prototypeAction = actionsForClip.knownActions[ 0 ];
+
+				// also, take the clip from the prototype action
+				if ( clipObject === null )
+					clipObject = prototypeAction._clip;
+
+			}
+
+			// clip must be known when specified via string
+			if ( clipObject === null ) return null;
+
+			// allocate all resources required to run it
+			var newAction = new AnimationAction( this, clipObject, optionalRoot );
+
+			this._bindAction( newAction, prototypeAction );
+
+			// and make the action known to the memory manager
+			this._addInactiveAction( newAction, clipUuid, rootUuid );
+
+			return newAction;
+
+		},
+
+		// get an existing action
+		existingAction: function ( clip, optionalRoot ) {
+
+			var root = optionalRoot || this._root,
+				rootUuid = root.uuid,
+
+				clipObject = typeof clip === 'string' ?
+					AnimationClip.findByName( root, clip ) : clip,
+
+				clipUuid = clipObject ? clipObject.uuid : clip,
+
+				actionsForClip = this._actionsByClip[ clipUuid ];
+
+			if ( actionsForClip !== undefined ) {
+
+				return actionsForClip.actionByRoot[ rootUuid ] || null;
+
+			}
+
+			return null;
+
+		},
+
+		// deactivates all previously scheduled actions
+		stopAllAction: function () {
+
+			var actions = this._actions,
+				nActions = this._nActiveActions,
+				bindings = this._bindings,
+				nBindings = this._nActiveBindings;
+
+			this._nActiveActions = 0;
+			this._nActiveBindings = 0;
+
+			for ( var i = 0; i !== nActions; ++ i ) {
+
+				actions[ i ].reset();
+
+			}
+
+			for ( var i = 0; i !== nBindings; ++ i ) {
+
+				bindings[ i ].useCount = 0;
+
+			}
+
+			return this;
+
+		},
+
+		// advance the time and update apply the animation
+		update: function ( deltaTime ) {
+
+			deltaTime *= this.timeScale;
+
+			var actions = this._actions,
+				nActions = this._nActiveActions,
+
+				time = this.time += deltaTime,
+				timeDirection = Math.sign( deltaTime ),
+
+				accuIndex = this._accuIndex ^= 1;
+
+			// run active actions
+
+			for ( var i = 0; i !== nActions; ++ i ) {
+
+				var action = actions[ i ];
+
+				action._update( time, deltaTime, timeDirection, accuIndex );
+
+			}
+
+			// update scene graph
+
+			var bindings = this._bindings,
+				nBindings = this._nActiveBindings;
+
+			for ( var i = 0; i !== nBindings; ++ i ) {
+
+				bindings[ i ].apply( accuIndex );
+
+			}
+
+			return this;
+
+		},
+
+		// return this mixer's root target object
+		getRoot: function () {
+
+			return this._root;
+
+		},
+
+		// free all resources specific to a particular clip
+		uncacheClip: function ( clip ) {
+
+			var actions = this._actions,
+				clipUuid = clip.uuid,
+				actionsByClip = this._actionsByClip,
+				actionsForClip = actionsByClip[ clipUuid ];
+
+			if ( actionsForClip !== undefined ) {
+
+				// note: just calling _removeInactiveAction would mess up the
+				// iteration state and also require updating the state we can
+				// just throw away
+
+				var actionsToRemove = actionsForClip.knownActions;
+
+				for ( var i = 0, n = actionsToRemove.length; i !== n; ++ i ) {
+
+					var action = actionsToRemove[ i ];
+
+					this._deactivateAction( action );
+
+					var cacheIndex = action._cacheIndex,
+						lastInactiveAction = actions[ actions.length - 1 ];
+
+					action._cacheIndex = null;
+					action._byClipCacheIndex = null;
+
+					lastInactiveAction._cacheIndex = cacheIndex;
+					actions[ cacheIndex ] = lastInactiveAction;
+					actions.pop();
+
+					this._removeInactiveBindingsForAction( action );
+
+				}
+
+				delete actionsByClip[ clipUuid ];
+
+			}
+
+		},
+
+		// free all resources specific to a particular root target object
+		uncacheRoot: function ( root ) {
+
+			var rootUuid = root.uuid,
+				actionsByClip = this._actionsByClip;
+
+			for ( var clipUuid in actionsByClip ) {
+
+				var actionByRoot = actionsByClip[ clipUuid ].actionByRoot,
+					action = actionByRoot[ rootUuid ];
+
+				if ( action !== undefined ) {
+
+					this._deactivateAction( action );
+					this._removeInactiveAction( action );
+
+				}
+
+			}
+
+			var bindingsByRoot = this._bindingsByRootAndName,
+				bindingByName = bindingsByRoot[ rootUuid ];
+
+			if ( bindingByName !== undefined ) {
+
+				for ( var trackName in bindingByName ) {
+
+					var binding = bindingByName[ trackName ];
+					binding.restoreOriginalState();
+					this._removeInactiveBinding( binding );
+
+				}
+
+			}
+
+		},
+
+		// remove a targeted clip from the cache
+		uncacheAction: function ( clip, optionalRoot ) {
+
+			var action = this.existingAction( clip, optionalRoot );
+
+			if ( action !== null ) {
+
+				this._deactivateAction( action );
+				this._removeInactiveAction( action );
+
+			}
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function Uniform( value ) {
+
+		if ( typeof value === 'string' ) {
+
+			console.warn( 'THREE.Uniform: Type parameter is no longer needed.' );
+			value = arguments[ 1 ];
+
+		}
+
+		this.value = value;
+
+	}
+
+	Uniform.prototype.clone = function () {
+
+		return new Uniform( this.value.clone === undefined ? this.value : this.value.clone() );
+
+	};
+
+	/**
+	 * @author benaadams / https://twitter.com/ben_a_adams
+	 */
+
+	function InstancedBufferGeometry() {
+
+		BufferGeometry.call( this );
+
+		this.type = 'InstancedBufferGeometry';
+		this.maxInstancedCount = undefined;
+
+	}
+
+	InstancedBufferGeometry.prototype = Object.assign( Object.create( BufferGeometry.prototype ), {
+
+		constructor: InstancedBufferGeometry,
+
+		isInstancedBufferGeometry: true,
+
+		copy: function ( source ) {
+
+			BufferGeometry.prototype.copy.call( this, source );
+
+			this.maxInstancedCount = source.maxInstancedCount;
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		}
+
+	} );
+
+	/**
+	 * @author benaadams / https://twitter.com/ben_a_adams
+	 */
+
+	function InstancedInterleavedBuffer( array, stride, meshPerAttribute ) {
+
+		InterleavedBuffer.call( this, array, stride );
+
+		this.meshPerAttribute = meshPerAttribute || 1;
+
+	}
+
+	InstancedInterleavedBuffer.prototype = Object.assign( Object.create( InterleavedBuffer.prototype ), {
+
+		constructor: InstancedInterleavedBuffer,
+
+		isInstancedInterleavedBuffer: true,
+
+		copy: function ( source ) {
+
+			InterleavedBuffer.prototype.copy.call( this, source );
+
+			this.meshPerAttribute = source.meshPerAttribute;
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author benaadams / https://twitter.com/ben_a_adams
+	 */
+
+	function InstancedBufferAttribute( array, itemSize, normalized, meshPerAttribute ) {
+
+		if ( typeof ( normalized ) === 'number' ) {
+
+			meshPerAttribute = normalized;
+
+			normalized = false;
+
+			console.error( 'THREE.InstancedBufferAttribute: The constructor now expects normalized as the third argument.' );
+
+		}
+
+		BufferAttribute.call( this, array, itemSize, normalized );
+
+		this.meshPerAttribute = meshPerAttribute || 1;
+
+	}
+
+	InstancedBufferAttribute.prototype = Object.assign( Object.create( BufferAttribute.prototype ), {
+
+		constructor: InstancedBufferAttribute,
+
+		isInstancedBufferAttribute: true,
+
+		copy: function ( source ) {
+
+			BufferAttribute.prototype.copy.call( this, source );
+
+			this.meshPerAttribute = source.meshPerAttribute;
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @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 );
+
+			}
+
+		}
+
+	}
+
+	Object.assign( Raycaster.prototype, {
+
+		linePrecision: 1,
+
+		set: function ( origin, direction ) {
+
+			// direction is assumed to be normalized (for accurate distance calculations)
+
+			this.ray.set( origin, direction );
+
+		},
+
+		setFromCamera: function ( coords, camera ) {
+
+			if ( ( camera && camera.isPerspectiveCamera ) ) {
+
+				this.ray.origin.setFromMatrixPosition( camera.matrixWorld );
+				this.ray.direction.set( coords.x, coords.y, 0.5 ).unproject( camera ).sub( this.ray.origin ).normalize();
+
+			} 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, optionalTarget ) {
+
+			var intersects = optionalTarget || [];
+
+			intersectObject( object, this, intersects, recursive );
+
+			intersects.sort( ascSort );
+
+			return intersects;
+
+		},
+
+		intersectObjects: function ( objects, recursive, optionalTarget ) {
+
+			var intersects = optionalTarget || [];
+
+			if ( Array.isArray( objects ) === false ) {
+
+				console.warn( 'THREE.Raycaster.intersectObjects: objects is not an Array.' );
+				return intersects;
+
+			}
+
+			for ( var i = 0, l = objects.length; i < l; i ++ ) {
+
+				intersectObject( objects[ i ], this, intersects, recursive );
+
+			}
+
+			intersects.sort( ascSort );
+
+			return intersects;
+
+		}
+
+	} );
+
+	/**
+	 * @author bhouston / http://clara.io
+	 * @author WestLangley / http://github.com/WestLangley
+	 *
+	 * Ref: https://en.wikipedia.org/wiki/Spherical_coordinate_system
+	 *
+	 * The polar angle (phi) is measured from the positive y-axis. The positive y-axis is up.
+	 * The azimuthal angle (theta) is measured from the positive z-axiz.
+	 */
+
+	function Spherical( radius, phi, theta ) {
+
+		this.radius = ( radius !== undefined ) ? radius : 1.0;
+		this.phi = ( phi !== undefined ) ? phi : 0; // polar angle
+		this.theta = ( theta !== undefined ) ? theta : 0; // azimuthal angle
+
+		return this;
+
+	}
+
+	Object.assign( Spherical.prototype, {
+
+		set: function ( radius, phi, theta ) {
+
+			this.radius = radius;
+			this.phi = phi;
+			this.theta = theta;
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( other ) {
+
+			this.radius = other.radius;
+			this.phi = other.phi;
+			this.theta = other.theta;
+
+			return this;
+
+		},
+
+		// restrict phi to be betwee EPS and PI-EPS
+		makeSafe: function () {
+
+			var EPS = 0.000001;
+			this.phi = Math.max( EPS, Math.min( Math.PI - EPS, this.phi ) );
+
+			return this;
+
+		},
+
+		setFromVector3: function ( v ) {
+
+			return this.setFromCartesianCoords( v.x, v.y, v.z );
+
+		},
+
+		setFromCartesianCoords: function ( x, y, z ) {
+
+			this.radius = Math.sqrt( x * x + y * y + z * z );
+
+			if ( this.radius === 0 ) {
+
+				this.theta = 0;
+				this.phi = 0;
+
+			} else {
+
+				this.theta = Math.atan2( x, z );
+				this.phi = Math.acos( _Math.clamp( y / this.radius, - 1, 1 ) );
+
+			}
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author Mugen87 / https://github.com/Mugen87
+	 *
+	 * Ref: https://en.wikipedia.org/wiki/Cylindrical_coordinate_system
+	 *
+	 */
+
+	function Cylindrical( radius, theta, y ) {
+
+		this.radius = ( radius !== undefined ) ? radius : 1.0; // distance from the origin to a point in the x-z plane
+		this.theta = ( theta !== undefined ) ? theta : 0; // counterclockwise angle in the x-z plane measured in radians from the positive z-axis
+		this.y = ( y !== undefined ) ? y : 0; // height above the x-z plane
+
+		return this;
+
+	}
+
+	Object.assign( Cylindrical.prototype, {
+
+		set: function ( radius, theta, y ) {
+
+			this.radius = radius;
+			this.theta = theta;
+			this.y = y;
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( other ) {
+
+			this.radius = other.radius;
+			this.theta = other.theta;
+			this.y = other.y;
+
+			return this;
+
+		},
+
+		setFromVector3: function ( v ) {
+
+			return this.setFromCartesianCoords( v.x, v.y, v.z );
+
+		},
+
+		setFromCartesianCoords: function ( x, y, z ) {
+
+			this.radius = Math.sqrt( x * x + z * z );
+			this.theta = Math.atan2( x, z );
+			this.y = y;
+
+			return this;
+
+		}
+
+	} );
+
+	/**
+	 * @author bhouston / http://clara.io
+	 */
+
+	function Box2( min, max ) {
+
+		this.min = ( min !== undefined ) ? min : new Vector2( + Infinity, + Infinity );
+		this.max = ( max !== undefined ) ? max : new Vector2( - Infinity, - Infinity );
+
+	}
+
+	Object.assign( Box2.prototype, {
+
+		set: function ( min, max ) {
+
+			this.min.copy( min );
+			this.max.copy( max );
+
+			return this;
+
+		},
+
+		setFromPoints: function ( points ) {
+
+			this.makeEmpty();
+
+			for ( var i = 0, il = points.length; i < il; i ++ ) {
+
+				this.expandByPoint( points[ i ] );
+
+			}
+
+			return this;
+
+		},
+
+		setFromCenterAndSize: function () {
+
+			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 ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Box2: .getCenter() target is now required' );
+				target = new Vector2();
+
+			}
+
+			return this.isEmpty() ? target.set( 0, 0 ) : target.addVectors( this.min, this.max ).multiplyScalar( 0.5 );
+
+		},
+
+		getSize: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Box2: .getSize() target is now required' );
+				target = new Vector2();
+
+			}
+
+			return this.isEmpty() ? target.set( 0, 0 ) : target.subVectors( this.max, this.min );
+
+		},
+
+		expandByPoint: function ( point ) {
+
+			this.min.min( point );
+			this.max.max( point );
+
+			return this;
+
+		},
+
+		expandByVector: function ( vector ) {
+
+			this.min.sub( vector );
+			this.max.add( vector );
+
+			return this;
+
+		},
+
+		expandByScalar: function ( scalar ) {
+
+			this.min.addScalar( - scalar );
+			this.max.addScalar( scalar );
+
+			return this;
+
+		},
+
+		containsPoint: function ( point ) {
+
+			return point.x < this.min.x || point.x > this.max.x ||
+				point.y < this.min.y || point.y > this.max.y ? false : true;
+
+		},
+
+		containsBox: function ( box ) {
+
+			return this.min.x <= box.min.x && box.max.x <= this.max.x &&
+				this.min.y <= box.min.y && box.max.y <= this.max.y;
+
+		},
+
+		getParameter: function ( point, target ) {
+
+			// This can potentially have a divide by zero if the box
+			// has a size dimension of 0.
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Box2: .getParameter() target is now required' );
+				target = new Vector2();
+
+			}
+
+			return target.set(
+				( point.x - this.min.x ) / ( this.max.x - this.min.x ),
+				( point.y - this.min.y ) / ( this.max.y - this.min.y )
+			);
+
+		},
+
+		intersectsBox: function ( box ) {
+
+			// using 4 splitting planes to rule out intersections
+
+			return box.max.x < this.min.x || box.min.x > this.max.x ||
+				box.max.y < this.min.y || box.min.y > this.max.y ? false : true;
+
+		},
+
+		clampPoint: function ( point, target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Box2: .clampPoint() target is now required' );
+				target = new Vector2();
+
+			}
+
+			return target.copy( point ).clamp( this.min, this.max );
+
+		},
+
+		distanceToPoint: function () {
+
+			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 bhouston / http://clara.io
+	 */
+
+	function Line3( start, end ) {
+
+		this.start = ( start !== undefined ) ? start : new Vector3();
+		this.end = ( end !== undefined ) ? end : new Vector3();
+
+	}
+
+	Object.assign( Line3.prototype, {
+
+		set: function ( start, end ) {
+
+			this.start.copy( start );
+			this.end.copy( end );
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		},
+
+		copy: function ( line ) {
+
+			this.start.copy( line.start );
+			this.end.copy( line.end );
+
+			return this;
+
+		},
+
+		getCenter: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Line3: .getCenter() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return target.addVectors( this.start, this.end ).multiplyScalar( 0.5 );
+
+		},
+
+		delta: function ( target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Line3: .delta() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return target.subVectors( this.end, this.start );
+
+		},
+
+		distanceSq: function () {
+
+			return this.start.distanceToSquared( this.end );
+
+		},
+
+		distance: function () {
+
+			return this.start.distanceTo( this.end );
+
+		},
+
+		at: function ( t, target ) {
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Line3: .at() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return this.delta( target ).multiplyScalar( t ).add( this.start );
+
+		},
+
+		closestPointToPointParameter: function () {
+
+			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, target ) {
+
+			var t = this.closestPointToPointParameter( point, clampToLine );
+
+			if ( target === undefined ) {
+
+				console.warn( 'THREE.Line3: .closestPointToPoint() target is now required' );
+				target = new Vector3();
+
+			}
+
+			return this.delta( target ).multiplyScalar( t ).add( this.start );
+
+		},
+
+		applyMatrix4: function ( matrix ) {
+
+			this.start.applyMatrix4( matrix );
+			this.end.applyMatrix4( matrix );
+
+			return this;
+
+		},
+
+		equals: function ( line ) {
+
+			return line.start.equals( this.start ) && line.end.equals( this.end );
+
+		}
+
+	} );
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 */
+
+	function ImmediateRenderObject( material ) {
+
+		Object3D.call( this );
+
+		this.material = material;
+		this.render = function ( /* renderCallback */ ) {};
+
+	}
+
+	ImmediateRenderObject.prototype = Object.create( Object3D.prototype );
+	ImmediateRenderObject.prototype.constructor = ImmediateRenderObject;
+
+	ImmediateRenderObject.prototype.isImmediateRenderObject = true;
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	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;
+
+		};
+
+	}() );
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	function SpotLightHelper( light, color ) {
+
+		Object3D.call( this );
+
+		this.light = light;
+		this.light.updateMatrixWorld();
+
+		this.matrix = light.matrixWorld;
+		this.matrixAutoUpdate = false;
+
+		this.color = color;
+
+		var geometry = new BufferGeometry();
+
+		var positions = [
+			0, 0, 0, 	0, 0, 1,
+			0, 0, 0, 	1, 0, 1,
+			0, 0, 0,	- 1, 0, 1,
+			0, 0, 0, 	0, 1, 1,
+			0, 0, 0, 	0, - 1, 1
+		];
+
+		for ( var i = 0, j = 1, l = 32; i < l; i ++, j ++ ) {
+
+			var p1 = ( i / l ) * Math.PI * 2;
+			var p2 = ( j / l ) * Math.PI * 2;
+
+			positions.push(
+				Math.cos( p1 ), Math.sin( p1 ), 1,
+				Math.cos( p2 ), Math.sin( p2 ), 1
+			);
+
+		}
+
+		geometry.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();
+
+		return function update() {
+
+			this.light.updateMatrixWorld();
+
+			var coneLength = this.light.distance ? this.light.distance : 1000;
+			var coneWidth = coneLength * Math.tan( this.light.angle );
+
+			this.cone.scale.set( coneWidth, coneWidth, coneLength );
+
+			vector.setFromMatrixPosition( this.light.target.matrixWorld );
+
+			this.cone.lookAt( vector );
+
+			if ( this.color !== undefined ) {
+
+				this.cone.material.color.set( this.color );
+
+			} else {
+
+				this.cone.material.color.copy( this.light.color );
+
+			}
+
+		};
+
+	}();
+
+	/**
+	 * @author Sean Griffin / http://twitter.com/sgrif
+	 * @author Michael Guerrero / http://realitymeltdown.com
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author ikerr / http://verold.com
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	function getBoneList( object ) {
+
+		var boneList = [];
+
+		if ( object && object.isBone ) {
+
+			boneList.push( object );
+
+		}
+
+		for ( var i = 0; i < object.children.length; i ++ ) {
+
+			boneList.push.apply( boneList, getBoneList( object.children[ i ] ) );
+
+		}
+
+		return boneList;
+
+	}
+
+	function SkeletonHelper( object ) {
+
+		var bones = getBoneList( object );
+
+		var geometry = new BufferGeometry();
+
+		var vertices = [];
+		var colors = [];
+
+		var color1 = new Color( 0, 0, 1 );
+		var color2 = new Color( 0, 1, 0 );
+
+		for ( var i = 0; i < bones.length; i ++ ) {
+
+			var bone = bones[ i ];
+
+			if ( bone.parent && bone.parent.isBone ) {
+
+				vertices.push( 0, 0, 0 );
+				vertices.push( 0, 0, 0 );
+				colors.push( color1.r, color1.g, color1.b );
+				colors.push( color2.r, color2.g, color2.b );
+
+			}
+
+		}
+
+		geometry.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.bones = bones;
+
+		this.matrix = object.matrixWorld;
+		this.matrixAutoUpdate = false;
+
+	}
+
+	SkeletonHelper.prototype = Object.create( LineSegments.prototype );
+	SkeletonHelper.prototype.constructor = SkeletonHelper;
+
+	SkeletonHelper.prototype.updateMatrixWorld = function () {
+
+		var vector = new Vector3();
+
+		var boneMatrix = new Matrix4();
+		var matrixWorldInv = new Matrix4();
+
+		return function updateMatrixWorld( force ) {
+
+			var bones = this.bones;
+
+			var geometry = this.geometry;
+			var position = geometry.getAttribute( 'position' );
+
+			matrixWorldInv.getInverse( this.root.matrixWorld );
+
+			for ( var i = 0, j = 0; i < bones.length; i ++ ) {
+
+				var bone = bones[ i ];
+
+				if ( bone.parent && bone.parent.isBone ) {
+
+					boneMatrix.multiplyMatrices( matrixWorldInv, bone.matrixWorld );
+					vector.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;
+
+			Object3D.prototype.updateMatrixWorld.call( this, force );
+
+		};
+
+	}();
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function PointLightHelper( light, sphereSize, color ) {
+
+		this.light = light;
+		this.light.updateMatrixWorld();
+
+		this.color = color;
+
+		var geometry = new SphereBufferGeometry( sphereSize, 4, 2 );
+		var material = new MeshBasicMaterial( { wireframe: true, fog: false } );
+
+		Mesh.call( this, geometry, material );
+
+		this.matrix = this.light.matrixWorld;
+		this.matrixAutoUpdate = false;
+
+		this.update();
+
+
+		/*
+		var distanceGeometry = new THREE.IcosahedronBufferGeometry( 1, 2 );
+		var distanceMaterial = new THREE.MeshBasicMaterial( { color: hexColor, fog: false, wireframe: true, opacity: 0.1, transparent: true } );
+
+		this.lightSphere = new THREE.Mesh( bulbGeometry, bulbMaterial );
+		this.lightDistance = new THREE.Mesh( distanceGeometry, distanceMaterial );
+
+		var d = light.distance;
+
+		if ( d === 0.0 ) {
+
+			this.lightDistance.visible = false;
+
+		} else {
+
+			this.lightDistance.scale.set( d, d, d );
+
+		}
+
+		this.add( this.lightDistance );
+		*/
+
+	}
+
+	PointLightHelper.prototype = Object.create( Mesh.prototype );
+	PointLightHelper.prototype.constructor = PointLightHelper;
+
+	PointLightHelper.prototype.dispose = function () {
+
+		this.geometry.dispose();
+		this.material.dispose();
+
+	};
+
+	PointLightHelper.prototype.update = function () {
+
+		if ( this.color !== undefined ) {
+
+			this.material.color.set( this.color );
+
+		} else {
+
+			this.material.color.copy( this.light.color );
+
+		}
+
+		/*
+		var d = this.light.distance;
+
+		if ( d === 0.0 ) {
+
+			this.lightDistance.visible = false;
+
+		} else {
+
+			this.lightDistance.visible = true;
+			this.lightDistance.scale.set( d, d, d );
+
+		}
+		*/
+
+	};
+
+	/**
+	 * @author abelnation / http://github.com/abelnation
+	 * @author Mugen87 / http://github.com/Mugen87
+	 * @author WestLangley / http://github.com/WestLangley
+	 *
+	 *  This helper must be added as a child of the light
+	 */
+
+	function RectAreaLightHelper( light, color ) {
+
+		this.type = 'RectAreaLightHelper';
+
+		this.light = light;
+
+		this.color = color; // optional hardwired color for the helper
+
+		var positions = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, - 1, 0, 1, 1, 0 ];
+
+		var geometry = new BufferGeometry();
+		geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
+		geometry.computeBoundingSphere();
+
+		var material = new LineBasicMaterial( { fog: false } );
+
+		Line.call( this, geometry, material );
+
+		//
+
+		var positions2 = [ 1, 1, 0, - 1, 1, 0, - 1, - 1, 0, 1, 1, 0, - 1, - 1, 0, 1, - 1, 0 ];
+
+		var geometry2 = new BufferGeometry();
+		geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
+		geometry2.computeBoundingSphere();
+
+		this.add( new Mesh( geometry2, new MeshBasicMaterial( { side: BackSide, fog: false } ) ) );
+
+		this.update();
+
+	}
+
+	RectAreaLightHelper.prototype = Object.create( Line.prototype );
+	RectAreaLightHelper.prototype.constructor = RectAreaLightHelper;
+
+	RectAreaLightHelper.prototype.update = function () {
+
+		this.scale.set( 0.5 * this.light.width, 0.5 * this.light.height, 1 );
+
+		if ( this.color !== undefined ) {
+
+			this.material.color.set( this.color );
+			this.children[ 0 ].material.color.set( this.color );
+
+		} else {
+
+			this.material.color.copy( this.light.color ).multiplyScalar( this.light.intensity );
+
+			// prevent hue shift
+			var c = this.material.color;
+			var max = Math.max( c.r, c.g, c.b );
+			if ( max > 1 ) c.multiplyScalar( 1 / max );
+
+			this.children[ 0 ].material.color.copy( this.material.color );
+
+		}
+
+	};
+
+	RectAreaLightHelper.prototype.dispose = function () {
+
+		this.geometry.dispose();
+		this.material.dispose();
+		this.children[ 0 ].geometry.dispose();
+		this.children[ 0 ].material.dispose();
+
+	};
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author Mugen87 / https://github.com/Mugen87
+	 */
+
+	function HemisphereLightHelper( light, size, color ) {
+
+		Object3D.call( this );
+
+		this.light = light;
+		this.light.updateMatrixWorld();
+
+		this.matrix = light.matrixWorld;
+		this.matrixAutoUpdate = false;
+
+		this.color = color;
+
+		var geometry = new OctahedronBufferGeometry( size );
+		geometry.rotateY( Math.PI * 0.5 );
+
+		this.material = new MeshBasicMaterial( { wireframe: true, fog: false } );
+		if ( this.color === undefined ) this.material.vertexColors = VertexColors;
+
+		var position = geometry.getAttribute( 'position' );
+		var colors = new Float32Array( position.count * 3 );
+
+		geometry.addAttribute( 'color', new BufferAttribute( colors, 3 ) );
+
+		this.add( new Mesh( geometry, this.material ) );
+
+		this.update();
+
+	}
+
+	HemisphereLightHelper.prototype = Object.create( Object3D.prototype );
+	HemisphereLightHelper.prototype.constructor = HemisphereLightHelper;
+
+	HemisphereLightHelper.prototype.dispose = function () {
+
+		this.children[ 0 ].geometry.dispose();
+		this.children[ 0 ].material.dispose();
+
+	};
+
+	HemisphereLightHelper.prototype.update = function () {
+
+		var vector = new Vector3();
+
+		var color1 = new Color();
+		var color2 = new Color();
+
+		return function update() {
+
+			var mesh = this.children[ 0 ];
+
+			if ( this.color !== undefined ) {
+
+				this.material.color.set( this.color );
+
+			} else {
+
+				var colors = mesh.geometry.getAttribute( 'color' );
+
+				color1.copy( this.light.color );
+				color2.copy( this.light.groundColor );
+
+				for ( var i = 0, l = colors.count; i < l; i ++ ) {
+
+					var color = ( i < ( l / 2 ) ) ? color1 : color2;
+
+					colors.setXYZ( i, color.r, color.g, color.b );
+
+				}
+
+				colors.needsUpdate = true;
+
+			}
+
+			mesh.lookAt( vector.setFromMatrixPosition( this.light.matrixWorld ).negate() );
+
+		};
+
+	}();
+
+	/**
+	 * @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.assign( Object.create( LineSegments.prototype ), {
+
+		constructor: GridHelper,
+
+		copy: function ( source ) {
+
+			LineSegments.prototype.copy.call( this, source );
+
+			this.geometry.copy( source.geometry );
+			this.material.copy( source.material );
+
+			return this;
+
+		},
+
+		clone: function () {
+
+			return new this.constructor().copy( this );
+
+		}
+
+	} );
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author Mugen87 / http://github.com/Mugen87
+	 * @author Hectate / http://www.github.com/Hectate
+	 */
+
+	function PolarGridHelper( radius, radials, circles, divisions, color1, color2 ) {
+
+		radius = radius || 10;
+		radials = radials || 16;
+		circles = circles || 8;
+		divisions = divisions || 64;
+		color1 = new Color( color1 !== undefined ? color1 : 0x444444 );
+		color2 = new Color( color2 !== undefined ? color2 : 0x888888 );
+
+		var vertices = [];
+		var colors = [];
+
+		var x, z;
+		var v, i, j, r, color;
+
+		// create the radials
+
+		for ( i = 0; i <= radials; i ++ ) {
+
+			v = ( i / radials ) * ( Math.PI * 2 );
+
+			x = Math.sin( v ) * radius;
+			z = Math.cos( v ) * radius;
+
+			vertices.push( 0, 0, 0 );
+			vertices.push( x, 0, z );
+
+			color = ( i & 1 ) ? color1 : color2;
+
+			colors.push( color.r, color.g, color.b );
+			colors.push( color.r, color.g, color.b );
+
+		}
+
+		// create the circles
+
+		for ( i = 0; i <= circles; i ++ ) {
+
+			color = ( i & 1 ) ? color1 : color2;
+
+			r = radius - ( radius / circles * i );
+
+			for ( j = 0; j < divisions; j ++ ) {
+
+				// first vertex
+
+				v = ( j / divisions ) * ( Math.PI * 2 );
+
+				x = Math.sin( v ) * r;
+				z = Math.cos( v ) * r;
+
+				vertices.push( x, 0, z );
+				colors.push( color.r, color.g, color.b );
+
+				// second vertex
+
+				v = ( ( j + 1 ) / divisions ) * ( Math.PI * 2 );
+
+				x = Math.sin( v ) * r;
+				z = Math.cos( v ) * r;
+
+				vertices.push( x, 0, z );
+				colors.push( color.r, color.g, color.b );
+
+			}
+
+		}
+
+		var geometry = new BufferGeometry();
+		geometry.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 Mugen87 / http://github.com/Mugen87
+	 */
+
+	function PositionalAudioHelper( audio, range, divisionsInnerAngle, divisionsOuterAngle ) {
+
+		this.audio = audio;
+		this.range = range || 1;
+		this.divisionsInnerAngle = divisionsInnerAngle || 16;
+		this.divisionsOuterAngle = divisionsOuterAngle || 2;
+
+		var geometry = new BufferGeometry();
+		var divisions = this.divisionsInnerAngle + this.divisionsOuterAngle * 2;
+		var positions = new Float32Array( ( divisions * 3 + 3 ) * 3 );
+		geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
+
+		var materialInnerAngle = new LineBasicMaterial( { color: 0x00ff00 } );
+		var materialOuterAngle = new LineBasicMaterial( { color: 0xffff00 } );
+
+		Line.call( this, geometry, [ materialOuterAngle, materialInnerAngle ] );
+
+		this.update();
+
+	}
+
+	PositionalAudioHelper.prototype = Object.create( Line.prototype );
+	PositionalAudioHelper.prototype.constructor = PositionalAudioHelper;
+
+	PositionalAudioHelper.prototype.update = function () {
+
+		var audio = this.audio;
+		var range = this.range;
+		var divisionsInnerAngle = this.divisionsInnerAngle;
+		var divisionsOuterAngle = this.divisionsOuterAngle;
+
+		var coneInnerAngle = _Math.degToRad( audio.panner.coneInnerAngle );
+		var coneOuterAngle = _Math.degToRad( audio.panner.coneOuterAngle );
+
+		var halfConeInnerAngle = coneInnerAngle / 2;
+		var halfConeOuterAngle = coneOuterAngle / 2;
+
+		var start = 0;
+		var count = 0;
+		var i, stride;
+
+		var geometry = this.geometry;
+		var positionAttribute = geometry.attributes.position;
+
+		geometry.clearGroups();
+
+		//
+
+		function generateSegment( from, to, divisions, materialIndex ) {
+
+			var step = ( to - from ) / divisions;
+
+			positionAttribute.setXYZ( start, 0, 0, 0 );
+			count ++;
+
+			for ( i = from; i < to; i += step ) {
+
+				stride = start + count;
+
+				positionAttribute.setXYZ( stride, Math.sin( i ) * range, 0, Math.cos( i ) * range );
+				positionAttribute.setXYZ( stride + 1, Math.sin( Math.min( i + step, to ) ) * range, 0, Math.cos( Math.min( i + step, to ) ) * range );
+				positionAttribute.setXYZ( stride + 2, 0, 0, 0 );
+
+				count += 3;
+
+			}
+
+			geometry.addGroup( start, count, materialIndex );
+
+			start += count;
+			count = 0;
+
+		}
+
+		//
+
+		generateSegment( - halfConeOuterAngle, - halfConeInnerAngle, divisionsOuterAngle, 0 );
+		generateSegment( - halfConeInnerAngle, halfConeInnerAngle, divisionsInnerAngle, 1 );
+		generateSegment( halfConeInnerAngle, halfConeOuterAngle, divisionsOuterAngle, 0 );
+
+		//
+
+		positionAttribute.needsUpdate = true;
+
+		if ( coneInnerAngle === coneOuterAngle ) this.material[ 0 ].visible = false;
+
+	};
+
+	PositionalAudioHelper.prototype.dispose = function () {
+
+		this.geometry.dispose();
+		this.material[ 0 ].dispose();
+		this.material[ 1 ].dispose();
+
+	};
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	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;
+
+		};
+
+	}() );
+
+	/**
+	 * @author alteredq / http://alteredqualia.com/
+	 * @author mrdoob / http://mrdoob.com/
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	function DirectionalLightHelper( light, size, color ) {
+
+		Object3D.call( this );
+
+		this.light = light;
+		this.light.updateMatrixWorld();
+
+		this.matrix = light.matrixWorld;
+		this.matrixAutoUpdate = false;
+
+		this.color = color;
+
+		if ( size === undefined ) size = 1;
+
+		var geometry = new BufferGeometry();
+		geometry.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.lightPlane = new Line( geometry, material );
+		this.add( this.lightPlane );
+
+		geometry = new BufferGeometry();
+		geometry.addAttribute( 'position', new Float32BufferAttribute( [ 0, 0, 0, 0, 0, 1 ], 3 ) );
+
+		this.targetLine = new Line( geometry, material );
+		this.add( this.targetLine );
+
+		this.update();
+
+	}
+
+	DirectionalLightHelper.prototype = Object.create( Object3D.prototype );
+	DirectionalLightHelper.prototype.constructor = DirectionalLightHelper;
+
+	DirectionalLightHelper.prototype.dispose = function () {
+
+		this.lightPlane.geometry.dispose();
+		this.lightPlane.material.dispose();
+		this.targetLine.geometry.dispose();
+		this.targetLine.material.dispose();
+
+	};
+
+	DirectionalLightHelper.prototype.update = function () {
+
+		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 );
+
+			this.lightPlane.lookAt( v2 );
+
+			if ( this.color !== undefined ) {
+
+				this.lightPlane.material.color.set( this.color );
+				this.targetLine.material.color.set( this.color );
+
+			} else {
+
+				this.lightPlane.material.color.copy( this.light.color );
+				this.targetLine.material.color.copy( this.light.color );
+
+			}
+
+			this.targetLine.lookAt( v2 );
+			this.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 inverse
+			// world matrix must be identity
+
+			camera.projectionMatrixInverse.copy( this.camera.projectionMatrixInverse );
+
+			// 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/
+	 * @author Mugen87 / http://github.com/Mugen87
+	 */
+
+	function BoxHelper( object, color ) {
+
+		this.object = object;
+
+		if ( color === undefined ) color = 0xffff00;
+
+		var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
+		var positions = new Float32Array( 8 * 3 );
+
+		var geometry = new BufferGeometry();
+		geometry.setIndex( new BufferAttribute( indices, 1 ) );
+		geometry.addAttribute( 'position', new BufferAttribute( positions, 3 ) );
+
+		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
+
+		this.matrixAutoUpdate = false;
+
+		this.update();
+
+	}
+
+	BoxHelper.prototype = Object.create( LineSegments.prototype );
+	BoxHelper.prototype.constructor = BoxHelper;
+
+	BoxHelper.prototype.update = ( function () {
+
+		var box = new Box3();
+
+		return function update( object ) {
+
+			if ( object !== undefined ) {
+
+				console.warn( 'THREE.BoxHelper: .update() has no longer arguments.' );
+
+			}
+
+			if ( this.object !== undefined ) {
+
+				box.setFromObject( this.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();
+
+		};
+
+	} )();
+
+	BoxHelper.prototype.setFromObject = function ( object ) {
+
+		this.object = object;
+		this.update();
+
+		return this;
+
+	};
+
+	BoxHelper.prototype.copy = function ( source ) {
+
+		LineSegments.prototype.copy.call( this, source );
+
+		this.object = source.object;
+
+		return this;
+
+	};
+
+	BoxHelper.prototype.clone = function () {
+
+		return new this.constructor().copy( this );
+
+	};
+
+	/**
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	function Box3Helper( box, hex ) {
+
+		this.type = 'Box3Helper';
+
+		this.box = box;
+
+		var color = ( hex !== undefined ) ? hex : 0xffff00;
+
+		var indices = new Uint16Array( [ 0, 1, 1, 2, 2, 3, 3, 0, 4, 5, 5, 6, 6, 7, 7, 4, 0, 4, 1, 5, 2, 6, 3, 7 ] );
+
+		var positions = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, - 1, - 1, 1, - 1, - 1, - 1, - 1, 1, - 1, - 1 ];
+
+		var geometry = new BufferGeometry();
+
+		geometry.setIndex( new BufferAttribute( indices, 1 ) );
+
+		geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
+
+		LineSegments.call( this, geometry, new LineBasicMaterial( { color: color } ) );
+
+		this.geometry.computeBoundingSphere();
+
+	}
+
+	Box3Helper.prototype = Object.create( LineSegments.prototype );
+	Box3Helper.prototype.constructor = Box3Helper;
+
+	Box3Helper.prototype.updateMatrixWorld = function ( force ) {
+
+		var box = this.box;
+
+		if ( box.isEmpty() ) return;
+
+		box.getCenter( this.position );
+
+		box.getSize( this.scale );
+
+		this.scale.multiplyScalar( 0.5 );
+
+		Object3D.prototype.updateMatrixWorld.call( this, force );
+
+	};
+
+	/**
+	 * @author WestLangley / http://github.com/WestLangley
+	 */
+
+	function PlaneHelper( plane, size, hex ) {
+
+		this.type = 'PlaneHelper';
+
+		this.plane = plane;
+
+		this.size = ( size === undefined ) ? 1 : size;
+
+		var color = ( hex !== undefined ) ? hex : 0xffff00;
+
+		var positions = [ 1, - 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, - 1, 1, 1, 1, 1, 0, 0, 1, 0, 0, 0 ];
+
+		var geometry = new BufferGeometry();
+		geometry.addAttribute( 'position', new Float32BufferAttribute( positions, 3 ) );
+		geometry.computeBoundingSphere();
+
+		Line.call( this, geometry, new LineBasicMaterial( { color: color } ) );
+
+		//
+
+		var positions2 = [ 1, 1, 1, - 1, 1, 1, - 1, - 1, 1, 1, 1, 1, - 1, - 1, 1, 1, - 1, 1 ];
+
+		var geometry2 = new BufferGeometry();
+		geometry2.addAttribute( 'position', new Float32BufferAttribute( positions2, 3 ) );
+		geometry2.computeBoundingSphere();
+
+		this.add( new Mesh( geometry2, new MeshBasicMaterial( { color: color, opacity: 0.2, transparent: true, depthWrite: false } ) ) );
+
+	}
+
+	PlaneHelper.prototype = Object.create( Line.prototype );
+	PlaneHelper.prototype.constructor = PlaneHelper;
+
+	PlaneHelper.prototype.updateMatrixWorld = function ( force ) {
+
+		var scale = - this.plane.constant;
+
+		if ( Math.abs( scale ) < 1e-8 ) scale = 1e-8; // sign does not matter
+
+		this.scale.set( 0.5 * this.size, 0.5 * this.size, scale );
+
+		this.children[ 0 ].material.side = ( scale < 0 ) ? BackSide : FrontSide; // renderer flips side when determinant < 0; flipping not wanted here
+
+		this.lookAt( this.plane.normal );
+
+		Object3D.prototype.updateMatrixWorld.call( this, force );
+
+	};
+
+	/**
+	 * @author WestLangley / http://github.com/WestLangley
+	 * @author zz85 / http://github.com/zz85
+	 * @author bhouston / http://clara.io
+	 *
+	 * Creates an arrow for visualizing directions
+	 *
+	 * Parameters:
+	 *  dir - Vector3
+	 *  origin - Vector3
+	 *  length - Number
+	 *  color - color in hex value
+	 *  headLength - Number
+	 *  headWidth - Number
+	 */
+
+	var lineGeometry, coneGeometry;
+
+	function ArrowHelper( dir, origin, length, color, headLength, headWidth ) {
+
+		// dir is assumed to be normalized
+
+		Object3D.call( this );
+
+		if ( dir === undefined ) dir = new Vector3( 0, 0, 1 );
+		if ( origin === undefined ) origin = new Vector3( 0, 0, 0 );
+		if ( length === undefined ) length = 1;
+		if ( color === undefined ) color = 0xffff00;
+		if ( headLength === undefined ) headLength = 0.2 * length;
+		if ( headWidth === undefined ) headWidth = 0.2 * headLength;
+
+		if ( lineGeometry === undefined ) {
+
+			lineGeometry = new BufferGeometry();
+			lineGeometry.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 );
+
+	};
+
+	ArrowHelper.prototype.copy = function ( source ) {
+
+		Object3D.prototype.copy.call( this, source, false );
+
+		this.line.copy( source.line );
+		this.cone.copy( source.cone );
+
+		return this;
+
+	};
+
+	ArrowHelper.prototype.clone = function () {
+
+		return new this.constructor().copy( this );
+
+	};
+
+	/**
+	 * @author sroucheray / http://sroucheray.org/
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function AxesHelper( size ) {
+
+		size = size || 1;
+
+		var vertices = [
+			0, 0, 0,	size, 0, 0,
+			0, 0, 0,	0, size, 0,
+			0, 0, 0,	0, 0, size
+		];
+
+		var colors = [
+			1, 0, 0,	1, 0.6, 0,
+			0, 1, 0,	0.6, 1, 0,
+			0, 0, 1,	0, 0.6, 1
+		];
+
+		var geometry = new BufferGeometry();
+		geometry.addAttribute( 'position', new Float32BufferAttribute( vertices, 3 ) );
+		geometry.addAttribute( 'color', new Float32BufferAttribute( colors, 3 ) );
+
+		var material = new LineBasicMaterial( { vertexColors: VertexColors } );
+
+		LineSegments.call( this, geometry, material );
+
+	}
+
+	AxesHelper.prototype = Object.create( LineSegments.prototype );
+	AxesHelper.prototype.constructor = AxesHelper;
+
+	/**
+	 * @author mrdoob / http://mrdoob.com/
+	 */
+
+	function Face4( a, b, c, d, normal, color, materialIndex ) {
+
+		console.warn( 'THREE.Face4 has been removed. A THREE.Face3 will be created instead.' );
+		return new Face3( a, b, c, normal, color, materialIndex );
+
+	}
+
+	var LineStrip = 0;
+
+	var LinePieces = 1;
+
+	function MeshFaceMaterial( materials ) {
+
+		console.warn( 'THREE.MeshFaceMaterial has been removed. Use an Array instead.' );
+		return materials;
+
+	}
+
+	function MultiMaterial( materials ) {
+
+		if ( materials === undefined ) materials = [];
+
+		console.warn( 'THREE.MultiMaterial has been removed. Use an Array instead.' );
+		materials.isMultiMaterial = true;
+		materials.materials = materials;
+		materials.clone = function () {
+
+			return materials.slice();
+
+		};
+		return materials;
+
+	}
+
+	function PointCloud( geometry, material ) {
+
+		console.warn( 'THREE.PointCloud has been renamed to THREE.Points.' );
+		return new Points( geometry, material );
+
+	}
+
+	function Particle( material ) {
+
+		console.warn( 'THREE.Particle has been renamed to THREE.Sprite.' );
+		return new Sprite( material );
+
+	}
+
+	function ParticleSystem( geometry, material ) {
+
+		console.warn( 'THREE.ParticleSystem has been renamed to THREE.Points.' );
+		return new Points( geometry, material );
+
+	}
+
+	function PointCloudMaterial( parameters ) {
+
+		console.warn( 'THREE.PointCloudMaterial has been renamed to THREE.PointsMaterial.' );
+		return new PointsMaterial( parameters );
+
+	}
+
+	function ParticleBasicMaterial( parameters ) {
+
+		console.warn( 'THREE.ParticleBasicMaterial has been renamed to THREE.PointsMaterial.' );
+		return new PointsMaterial( parameters );
+
+	}
+
+	function ParticleSystemMaterial( parameters ) {
+
+		console.warn( 'THREE.ParticleSystemMaterial has been renamed to THREE.PointsMaterial.' );
+		return new PointsMaterial( parameters );
+
+	}
+
+	function Vertex( x, y, z ) {
+
+		console.warn( 'THREE.Vertex has been removed. Use THREE.Vector3 instead.' );
+		return new Vector3( x, y, z );
+
+	}
+
+	//
+
+	function DynamicBufferAttribute( array, itemSize ) {
+
+		console.warn( 'THREE.DynamicBufferAttribute has been removed. Use new THREE.BufferAttribute().setDynamic( true ) instead.' );
+		return new BufferAttribute( array, itemSize ).setDynamic( true );
+
+	}
+
+	function Int8Attribute( array, itemSize ) {
+
+		console.warn( 'THREE.Int8Attribute has been removed. Use new THREE.Int8BufferAttribute() instead.' );
+		return new Int8BufferAttribute( array, itemSize );
+
+	}
+
+	function Uint8Attribute( array, itemSize ) {
+
+		console.warn( 'THREE.Uint8Attribute has been removed. Use new THREE.Uint8BufferAttribute() instead.' );
+		return new Uint8BufferAttribute( array, itemSize );
+
+	}
+
+	function Uint8ClampedAttribute( array, itemSize ) {
+
+		console.warn( 'THREE.Uint8ClampedAttribute has been removed. Use new THREE.Uint8ClampedBufferAttribute() instead.' );
+		return new Uint8ClampedBufferAttribute( array, itemSize );
+
+	}
+
+	function Int16Attribute( array, itemSize ) {
+
+		console.warn( 'THREE.Int16Attribute has been removed. Use new THREE.Int16BufferAttribute() instead.' );
+		return new Int16BufferAttribute( array, itemSize );
+
+	}
+
+	function Uint16Attribute( array, itemSize ) {
+
+		console.warn( 'THREE.Uint16Attribute has been removed. Use new THREE.Uint16BufferAttribute() instead.' );
+		return new Uint16BufferAttribute( array, itemSize );
+
+	}
+
+	function Int32Attribute( array, itemSize ) {
+
+		console.warn( 'THREE.Int32Attribute has been removed. Use new THREE.Int32BufferAttribute() instead.' );
+		return new Int32BufferAttribute( array, itemSize );
+
+	}
+
+	function Uint32Attribute( array, itemSize ) {
+
+		console.warn( 'THREE.Uint32Attribute has been removed. Use new THREE.Uint32BufferAttribute() instead.' );
+		return new Uint32BufferAttribute( array, itemSize );
+
+	}
+
+	function Float32Attribute( array, itemSize ) {
+
+		console.warn( 'THREE.Float32Attribute has been removed. Use new THREE.Float32BufferAttribute() instead.' );
+		return new Float32BufferAttribute( array, itemSize );
+
+	}
+
+	function Float64Attribute( array, itemSize ) {
+
+		console.warn( 'THREE.Float64Attribute has been removed. Use new THREE.Float64BufferAttribute() instead.' );
+		return new Float64BufferAttribute( array, itemSize );
+
+	}
+
+	//
+
+	Curve.create = function ( construct, getPoint ) {
+
+		console.log( 'THREE.Curve.create() has been deprecated' );
+
+		construct.prototype = Object.create( Curve.prototype );
+		construct.prototype.constructor = construct;
+		construct.prototype.getPoint = getPoint;
+
+		return construct;
+
+	};
+
+	//
+
+	Object.assign( CurvePath.prototype, {
+
+		createPointsGeometry: function ( divisions ) {
+
+			console.warn( 'THREE.CurvePath: .createPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
+
+			// generate geometry from path points (for Line or Points objects)
+
+			var pts = this.getPoints( divisions );
+			return this.createGeometry( pts );
+
+		},
+
+		createSpacedPointsGeometry: function ( divisions ) {
+
+			console.warn( 'THREE.CurvePath: .createSpacedPointsGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
+
+			// generate geometry from equidistant sampling along the path
+
+			var pts = this.getSpacedPoints( divisions );
+			return this.createGeometry( pts );
+
+		},
+
+		createGeometry: function ( points ) {
+
+			console.warn( 'THREE.CurvePath: .createGeometry() has been removed. Use new THREE.Geometry().setFromPoints( points ) instead.' );
+
+			var geometry = new Geometry();
+
+			for ( var i = 0, l = points.length; i < l; i ++ ) {
+
+				var point = points[ i ];
+				geometry.vertices.push( new Vector3( point.x, point.y, point.z || 0 ) );
+
+			}
+
+			return geometry;
+
+		}
+
+	} );
+
+	//
+
+	Object.assign( Path.prototype, {
+
+		fromPoints: function ( points ) {
+
+			console.warn( 'THREE.Path: .fromPoints() has been renamed to .setFromPoints().' );
+			this.setFromPoints( points );
+
+		}
+
+	} );
+
+	//
+
+	function ClosedSplineCurve3( points ) {
+
+		console.warn( 'THREE.ClosedSplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
+
+		CatmullRomCurve3.call( this, points );
+		this.type = 'catmullrom';
+		this.closed = true;
+
+	}
+
+	ClosedSplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
+
+	//
+
+	function SplineCurve3( points ) {
+
+		console.warn( 'THREE.SplineCurve3 has been deprecated. Use THREE.CatmullRomCurve3 instead.' );
+
+		CatmullRomCurve3.call( this, points );
+		this.type = 'catmullrom';
+
+	}
+
+	SplineCurve3.prototype = Object.create( CatmullRomCurve3.prototype );
+
+	//
+
+	function Spline( points ) {
+
+		console.warn( 'THREE.Spline has been removed. Use THREE.CatmullRomCurve3 instead.' );
+
+		CatmullRomCurve3.call( this, points );
+		this.type = 'catmullrom';
+
+	}
+
+	Spline.prototype = Object.create( CatmullRomCurve3.prototype );
+
+	Object.assign( Spline.prototype, {
+
+		initFromArray: function ( /* a */ ) {
+
+			console.error( 'THREE.Spline: .initFromArray() has been removed.' );
+
+		},
+		getControlPointsArray: function ( /* optionalTarget */ ) {
+
+			console.error( 'THREE.Spline: .getControlPointsArray() has been removed.' );
+
+		},
+		reparametrizeByArcLength: function ( /* samplingCoef */ ) {
+
+			console.error( 'THREE.Spline: .reparametrizeByArcLength() has been removed.' );
+
+		}
+
+	} );
+
+	//
+
+	function AxisHelper( size ) {
+
+		console.warn( 'THREE.AxisHelper has been renamed to THREE.AxesHelper.' );
+		return new AxesHelper( size );
+
+	}
+
+	function BoundingBoxHelper( object, color ) {
+
+		console.warn( 'THREE.BoundingBoxHelper has been deprecated. Creating a THREE.BoxHelper instead.' );
+		return new BoxHelper( object, color );
+
+	}
+
+	function EdgesHelper( object, hex ) {
+
+		console.warn( 'THREE.EdgesHelper has been removed. Use THREE.EdgesGeometry instead.' );
+		return new LineSegments( new EdgesGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
+
+	}
+
+	GridHelper.prototype.setColors = function () {
+
+		console.error( 'THREE.GridHelper: setColors() has been deprecated, pass them in the constructor instead.' );
+
+	};
+
+	SkeletonHelper.prototype.update = function () {
+
+		console.error( 'THREE.SkeletonHelper: update() no longer needs to be called.' );
+
+	};
+
+	function WireframeHelper( object, hex ) {
+
+		console.warn( 'THREE.WireframeHelper has been removed. Use THREE.WireframeGeometry instead.' );
+		return new LineSegments( new WireframeGeometry( object.geometry ), new LineBasicMaterial( { color: hex !== undefined ? hex : 0xffffff } ) );
+
+	}
+
+	//
+
+	Object.assign( Loader.prototype, {
+
+		extractUrlBase: function ( url ) {
+
+			console.warn( 'THREE.Loader: .extractUrlBase() has been deprecated. Use THREE.LoaderUtils.extractUrlBase() instead.' );
+			return LoaderUtils.extractUrlBase( url );
+
+		}
+
+	} );
+
+	function XHRLoader( manager ) {
+
+		console.warn( 'THREE.XHRLoader has been renamed to THREE.FileLoader.' );
+		return new FileLoader( manager );
+
+	}
+
+	function BinaryTextureLoader( manager ) {
+
+		console.warn( 'THREE.BinaryTextureLoader has been renamed to THREE.DataTextureLoader.' );
+		return new DataTextureLoader( manager );
+
+	}
+
+	Object.assign( ObjectLoader.prototype, {
+
+		setTexturePath: function ( value ) {
+
+			console.warn( 'THREE.ObjectLoader: .setTexturePath() has been renamed to .setResourcePath().' );
+			return this.setResourcePath( value );
+
+		}
+
+	} );
+
+	//
+
+	Object.assign( Box2.prototype, {
+
+		center: function ( optionalTarget ) {
+
+			console.warn( 'THREE.Box2: .center() has been renamed to .getCenter().' );
+			return this.getCenter( optionalTarget );
+
+		},
+		empty: function () {
+
+			console.warn( 'THREE.Box2: .empty() has been renamed to .isEmpty().' );
+			return this.isEmpty();
+
+		},
+		isIntersectionBox: function ( box ) {
+
+			console.warn( 'THREE.Box2: .isIntersectionBox() has been renamed to .intersectsBox().' );
+			return this.intersectsBox( box );
+
+		},
+		size: function ( optionalTarget ) {
+
+			console.warn( 'THREE.Box2: .size() has been renamed to .getSize().' );
+			return this.getSize( optionalTarget );
+
+		}
+	} );
+
+	Object.assign( Box3.prototype, {
+
+		center: function ( optionalTarget ) {
+
+			console.warn( 'THREE.Box3: .center() has been renamed to .getCenter().' );
+			return this.getCenter( optionalTarget );
+
+		},
+		empty: function () {
+
+			console.warn( 'THREE.Box3: .empty() has been renamed to .isEmpty().' );
+			return this.isEmpty();
+
+		},
+		isIntersectionBox: function ( box ) {
+
+			console.warn( 'THREE.Box3: .isIntersectionBox() has been renamed to .intersectsBox().' );
+			return this.intersectsBox( box );
+
+		},
+		isIntersectionSphere: function ( sphere ) {
+
+			console.warn( 'THREE.Box3: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
+			return this.intersectsSphere( sphere );
+
+		},
+		size: function ( optionalTarget ) {
+
+			console.warn( 'THREE.Box3: .size() has been renamed to .getSize().' );
+			return this.getSize( optionalTarget );
+
+		}
+	} );
+
+	Line3.prototype.center = function ( optionalTarget ) {
+
+		console.warn( 'THREE.Line3: .center() has been renamed to .getCenter().' );
+		return this.getCenter( optionalTarget );
+
+	};
+
+	Object.assign( _Math, {
+
+		random16: function () {
+
+			console.warn( 'THREE.Math: .random16() has been deprecated. Use Math.random() instead.' );
+			return Math.random();
+
+		},
+
+		nearestPowerOfTwo: function ( value ) {
+
+			console.warn( 'THREE.Math: .nearestPowerOfTwo() has been renamed to .floorPowerOfTwo().' );
+			return _Math.floorPowerOfTwo( value );
+
+		},
+
+		nextPowerOfTwo: function ( value ) {
+
+			console.warn( 'THREE.Math: .nextPowerOfTwo() has been renamed to .ceilPowerOfTwo().' );
+			return _Math.ceilPowerOfTwo( value );
+
+		}
+
+	} );
+
+	Object.assign( Matrix3.prototype, {
+
+		flattenToArrayOffset: function ( array, offset ) {
+
+			console.warn( "THREE.Matrix3: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
+			return this.toArray( array, offset );
+
+		},
+		multiplyVector3: function ( vector ) {
+
+			console.warn( 'THREE.Matrix3: .multiplyVector3() has been removed. Use vector.applyMatrix3( matrix ) instead.' );
+			return vector.applyMatrix3( this );
+
+		},
+		multiplyVector3Array: function ( /* a */ ) {
+
+			console.error( 'THREE.Matrix3: .multiplyVector3Array() has been removed.' );
+
+		},
+		applyToBuffer: function ( buffer /*, offset, length */ ) {
+
+			console.warn( 'THREE.Matrix3: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
+			return this.applyToBufferAttribute( buffer );
+
+		},
+		applyToVector3Array: function ( /* array, offset, length */ ) {
+
+			console.error( 'THREE.Matrix3: .applyToVector3Array() has been removed.' );
+
+		}
+
+	} );
+
+	Object.assign( Matrix4.prototype, {
+
+		extractPosition: function ( m ) {
+
+			console.warn( 'THREE.Matrix4: .extractPosition() has been renamed to .copyPosition().' );
+			return this.copyPosition( m );
+
+		},
+		flattenToArrayOffset: function ( array, offset ) {
+
+			console.warn( "THREE.Matrix4: .flattenToArrayOffset() has been deprecated. Use .toArray() instead." );
+			return this.toArray( array, offset );
+
+		},
+		getPosition: function () {
+
+			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 );
+
+		},
+		multiplyToArray: function () {
+
+			console.warn( 'THREE.Matrix4: .multiplyToArray() has been removed.' );
+
+		},
+		multiplyVector3: function ( vector ) {
+
+			console.warn( 'THREE.Matrix4: .multiplyVector3() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+			return vector.applyMatrix4( this );
+
+		},
+		multiplyVector4: function ( vector ) {
+
+			console.warn( 'THREE.Matrix4: .multiplyVector4() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+			return vector.applyMatrix4( this );
+
+		},
+		multiplyVector3Array: function ( /* a */ ) {
+
+			console.error( 'THREE.Matrix4: .multiplyVector3Array() has been removed.' );
+
+		},
+		rotateAxis: function ( v ) {
+
+			console.warn( 'THREE.Matrix4: .rotateAxis() has been removed. Use Vector3.transformDirection( matrix ) instead.' );
+			v.transformDirection( this );
+
+		},
+		crossVector: function ( vector ) {
+
+			console.warn( 'THREE.Matrix4: .crossVector() has been removed. Use vector.applyMatrix4( matrix ) instead.' );
+			return vector.applyMatrix4( this );
+
+		},
+		translate: function () {
+
+			console.error( 'THREE.Matrix4: .translate() has been removed.' );
+
+		},
+		rotateX: function () {
+
+			console.error( 'THREE.Matrix4: .rotateX() has been removed.' );
+
+		},
+		rotateY: function () {
+
+			console.error( 'THREE.Matrix4: .rotateY() has been removed.' );
+
+		},
+		rotateZ: function () {
+
+			console.error( 'THREE.Matrix4: .rotateZ() has been removed.' );
+
+		},
+		rotateByAxis: function () {
+
+			console.error( 'THREE.Matrix4: .rotateByAxis() has been removed.' );
+
+		},
+		applyToBuffer: function ( buffer /*, offset, length */ ) {
+
+			console.warn( 'THREE.Matrix4: .applyToBuffer() has been removed. Use matrix.applyToBufferAttribute( attribute ) instead.' );
+			return this.applyToBufferAttribute( buffer );
+
+		},
+		applyToVector3Array: function ( /* array, offset, length */ ) {
+
+			console.error( 'THREE.Matrix4: .applyToVector3Array() has been removed.' );
+
+		},
+		makeFrustum: function ( left, right, bottom, top, near, far ) {
+
+			console.warn( 'THREE.Matrix4: .makeFrustum() has been removed. Use .makePerspective( left, right, top, bottom, near, far ) instead.' );
+			return this.makePerspective( left, right, top, bottom, near, far );
+
+		}
+
+	} );
+
+	Plane.prototype.isIntersectionLine = function ( line ) {
+
+		console.warn( 'THREE.Plane: .isIntersectionLine() has been renamed to .intersectsLine().' );
+		return this.intersectsLine( line );
+
+	};
+
+	Quaternion.prototype.multiplyVector3 = function ( vector ) {
+
+		console.warn( 'THREE.Quaternion: .multiplyVector3() has been removed. Use is now vector.applyQuaternion( quaternion ) instead.' );
+		return vector.applyQuaternion( this );
+
+	};
+
+	Object.assign( Ray.prototype, {
+
+		isIntersectionBox: function ( box ) {
+
+			console.warn( 'THREE.Ray: .isIntersectionBox() has been renamed to .intersectsBox().' );
+			return this.intersectsBox( box );
+
+		},
+		isIntersectionPlane: function ( plane ) {
+
+			console.warn( 'THREE.Ray: .isIntersectionPlane() has been renamed to .intersectsPlane().' );
+			return this.intersectsPlane( plane );
+
+		},
+		isIntersectionSphere: function ( sphere ) {
+
+			console.warn( 'THREE.Ray: .isIntersectionSphere() has been renamed to .intersectsSphere().' );
+			return this.intersectsSphere( sphere );
+
+		}
+
+	} );
+
+	Object.assign( Triangle.prototype, {
+
+		area: function () {
+
+			console.warn( 'THREE.Triangle: .area() has been renamed to .getArea().' );
+			return this.getArea();
+
+		},
+		barycoordFromPoint: function ( point, target ) {
+
+			console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
+			return this.getBarycoord( point, target );
+
+		},
+		midpoint: function ( target ) {
+
+			console.warn( 'THREE.Triangle: .midpoint() has been renamed to .getMidpoint().' );
+			return this.getMidpoint( target );
+
+		},
+		normal: function ( target ) {
+
+			console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
+			return this.getNormal( target );
+
+		},
+		plane: function ( target ) {
+
+			console.warn( 'THREE.Triangle: .plane() has been renamed to .getPlane().' );
+			return this.getPlane( target );
+
+		}
+
+	} );
+
+	Object.assign( Triangle, {
+
+		barycoordFromPoint: function ( point, a, b, c, target ) {
+
+			console.warn( 'THREE.Triangle: .barycoordFromPoint() has been renamed to .getBarycoord().' );
+			return Triangle.getBarycoord( point, a, b, c, target );
+
+		},
+		normal: function ( a, b, c, target ) {
+
+			console.warn( 'THREE.Triangle: .normal() has been renamed to .getNormal().' );
+			return Triangle.getNormal( a, b, c, target );
+
+		}
+
+	} );
+
+	Object.assign( Shape.prototype, {
+
+		extractAllPoints: function ( divisions ) {
+
+			console.warn( 'THREE.Shape: .extractAllPoints() has been removed. Use .extractPoints() instead.' );
+			return this.extractPoints( divisions );
+
+		},
+		extrude: function ( options ) {
+
+			console.warn( 'THREE.Shape: .extrude() has been removed. Use ExtrudeGeometry() instead.' );
+			return new ExtrudeGeometry( this, options );
+
+		},
+		makeGeometry: function ( options ) {
+
+			console.warn( 'THREE.Shape: .makeGeometry() has been removed. Use ShapeGeometry() instead.' );
+			return new ShapeGeometry( this, options );
+
+		}
+
+	} );
+
+	Object.assign( Vector2.prototype, {
+
+		fromAttribute: function ( attribute, index, offset ) {
+
+			console.warn( 'THREE.Vector2: .fromAttribute() has been renamed to .fromBufferAttribute().' );
+			return this.fromBufferAttribute( attribute, index, offset );
+
+		},
+		distanceToManhattan: function ( v ) {
+
+			console.warn( 'THREE.Vector2: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
+			return this.manhattanDistanceTo( v );
+
+		},
+		lengthManhattan: function () {
+
+			console.warn( 'THREE.Vector2: .lengthManhattan() has been renamed to .manhattanLength().' );
+			return this.manhattanLength();
+
+		}
+
+	} );
+
+	Object.assign( Vector3.prototype, {
+
+		setEulerFromRotationMatrix: function () {
+
+			console.error( 'THREE.Vector3: .setEulerFromRotationMatrix() has been removed. Use Euler.setFromRotationMatrix() instead.' );
+
+		},
+		setEulerFromQuaternion: function () {
+
+			console.error( 'THREE.Vector3: .setEulerFromQuaternion() has been removed. Use Euler.setFromQuaternion() instead.' );
+
+		},
+		getPositionFromMatrix: function ( m ) {
+
+			console.warn( 'THREE.Vector3: .getPositionFromMatrix() has been renamed to .setFromMatrixPosition().' );
+			return this.setFromMatrixPosition( m );
+
+		},
+		getScaleFromMatrix: function ( m ) {
+
+			console.warn( 'THREE.Vector3: .getScaleFromMatrix() has been renamed to .setFromMatrixScale().' );
+			return this.setFromMatrixScale( m );
+
+		},
+		getColumnFromMatrix: function ( index, matrix ) {
+
+			console.warn( 'THREE.Vector3: .getColumnFromMatrix() has been renamed to .setFromMatrixColumn().' );
+			return this.setFromMatrixColumn( matrix, index );
+
+		},
+		applyProjection: function ( m ) {
+
+			console.warn( 'THREE.Vector3: .applyProjection() has been removed. Use .applyMatrix4( m ) instead.' );
+			return this.applyMatrix4( m );
+
+		},
+		fromAttribute: function ( attribute, index, offset ) {
+
+			console.warn( 'THREE.Vector3: .fromAttribute() has been renamed to .fromBufferAttribute().' );
+			return this.fromBufferAttribute( attribute, index, offset );
+
+		},
+		distanceToManhattan: function ( v ) {
+
+			console.warn( 'THREE.Vector3: .distanceToManhattan() has been renamed to .manhattanDistanceTo().' );
+			return this.manhattanDistanceTo( v );
+
+		},
+		lengthManhattan: function () {
+
+			console.warn( 'THREE.Vector3: .lengthManhattan() has been renamed to .manhattanLength().' );
+			return this.manhattanLength();
+
+		}
+
+	} );
+
+	Object.assign( Vector4.prototype, {
+
+		fromAttribute: function ( attribute, index, offset ) {
+
+			console.warn( 'THREE.Vector4: .fromAttribute() has been renamed to .fromBufferAttribute().' );
+			return this.fromBufferAttribute( attribute, index, offset );
+
+		},
+		lengthManhattan: function () {
+
+			console.warn( 'THREE.Vector4: .lengthManhattan() has been renamed to .manhattanLength().' );
+			return this.manhattanLength();
+
+		}
+
+	} );
+
+	//
+
+	Object.assign( Geometry.prototype, {
+
+		computeTangents: function () {
+
+			console.error( 'THREE.Geometry: .computeTangents() has been removed.' );
+
+		},
+		computeLineDistances: function () {
+
+			console.error( 'THREE.Geometry: .computeLineDistances() has been removed. Use THREE.Line.computeLineDistances() instead.' );
+
+		}
+
+	} );
+
+	Object.assign( Object3D.prototype, {
+
+		getChildByName: function ( name ) {
+
+			console.warn( 'THREE.Object3D: .getChildByName() has been renamed to .getObjectByName().' );
+			return this.getObjectByName( name );
+
+		},
+		renderDepth: function () {
+
+			console.warn( 'THREE.Object3D: .renderDepth has been removed. Use .renderOrder, instead.' );
+
+		},
+		translate: function ( distance, axis ) {
+
+			console.warn( 'THREE.Object3D: .translate() has been removed. Use .translateOnAxis( axis, distance ) instead.' );
+			return this.translateOnAxis( axis, distance );
+
+		},
+		getWorldRotation: function () {
+
+			console.error( 'THREE.Object3D: .getWorldRotation() has been removed. Use THREE.Object3D.getWorldQuaternion( target ) instead.' );
+
+		}
+
+	} );
+
+	Object.defineProperties( Object3D.prototype, {
+
+		eulerOrder: {
+			get: function () {
+
+				console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
+				return this.rotation.order;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.Object3D: .eulerOrder is now .rotation.order.' );
+				this.rotation.order = value;
+
+			}
+		},
+		useQuaternion: {
+			get: function () {
+
+				console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
+
+			},
+			set: function () {
+
+				console.warn( 'THREE.Object3D: .useQuaternion has been removed. The library now uses quaternions by default.' );
+
+			}
+		}
+
+	} );
+
+	Object.defineProperties( LOD.prototype, {
+
+		objects: {
+			get: function () {
+
+				console.warn( 'THREE.LOD: .objects has been renamed to .levels.' );
+				return this.levels;
+
+			}
+		}
+
+	} );
+
+	Object.defineProperty( Skeleton.prototype, 'useVertexTexture', {
+
+		get: function () {
+
+			console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
+
+		},
+		set: function () {
+
+			console.warn( 'THREE.Skeleton: useVertexTexture has been removed.' );
+
+		}
+
+	} );
+
+	SkinnedMesh.prototype.initBones = function () {
+
+		console.error( 'THREE.SkinnedMesh: initBones() has been removed.' );
+
+	};
+
+	Object.defineProperty( Curve.prototype, '__arcLengthDivisions', {
+
+		get: function () {
+
+			console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
+			return this.arcLengthDivisions;
+
+		},
+		set: function ( value ) {
+
+			console.warn( 'THREE.Curve: .__arcLengthDivisions is now .arcLengthDivisions.' );
+			this.arcLengthDivisions = value;
+
+		}
+
+	} );
+
+	//
+
+	PerspectiveCamera.prototype.setLens = function ( focalLength, filmGauge ) {
+
+		console.warn( "THREE.PerspectiveCamera.setLens is deprecated. " +
+				"Use .setFocalLength and .filmGauge for a photographic setup." );
+
+		if ( filmGauge !== undefined ) this.filmGauge = filmGauge;
+		this.setFocalLength( focalLength );
+
+	};
+
+	//
+
+	Object.defineProperties( Light.prototype, {
+		onlyShadow: {
+			set: function () {
+
+				console.warn( 'THREE.Light: .onlyShadow has been removed.' );
+
+			}
+		},
+		shadowCameraFov: {
+			set: function ( value ) {
+
+				console.warn( 'THREE.Light: .shadowCameraFov is now .shadow.camera.fov.' );
+				this.shadow.camera.fov = value;
+
+			}
+		},
+		shadowCameraLeft: {
+			set: function ( value ) {
+
+				console.warn( 'THREE.Light: .shadowCameraLeft is now .shadow.camera.left.' );
+				this.shadow.camera.left = value;
+
+			}
+		},
+		shadowCameraRight: {
+			set: function ( value ) {
+
+				console.warn( 'THREE.Light: .shadowCameraRight is now .shadow.camera.right.' );
+				this.shadow.camera.right = value;
+
+			}
+		},
+		shadowCameraTop: {
+			set: function ( value ) {
+
+				console.warn( 'THREE.Light: .shadowCameraTop is now .shadow.camera.top.' );
+				this.shadow.camera.top = value;
+
+			}
+		},
+		shadowCameraBottom: {
+			set: function ( value ) {
+
+				console.warn( 'THREE.Light: .shadowCameraBottom is now .shadow.camera.bottom.' );
+				this.shadow.camera.bottom = value;
+
+			}
+		},
+		shadowCameraNear: {
+			set: function ( value ) {
+
+				console.warn( 'THREE.Light: .shadowCameraNear is now .shadow.camera.near.' );
+				this.shadow.camera.near = value;
+
+			}
+		},
+		shadowCameraFar: {
+			set: function ( value ) {
+
+				console.warn( 'THREE.Light: .shadowCameraFar is now .shadow.camera.far.' );
+				this.shadow.camera.far = value;
+
+			}
+		},
+		shadowCameraVisible: {
+			set: function () {
+
+				console.warn( 'THREE.Light: .shadowCameraVisible has been removed. Use new THREE.CameraHelper( light.shadow.camera ) instead.' );
+
+			}
+		},
+		shadowBias: {
+			set: function ( value ) {
+
+				console.warn( 'THREE.Light: .shadowBias is now .shadow.bias.' );
+				this.shadow.bias = value;
+
+			}
+		},
+		shadowDarkness: {
+			set: function () {
+
+				console.warn( 'THREE.Light: .shadowDarkness has been removed.' );
+
+			}
+		},
+		shadowMapWidth: {
+			set: function ( value ) {
+
+				console.warn( 'THREE.Light: .shadowMapWidth is now .shadow.mapSize.width.' );
+				this.shadow.mapSize.width = value;
+
+			}
+		},
+		shadowMapHeight: {
+			set: function ( value ) {
+
+				console.warn( 'THREE.Light: .shadowMapHeight is now .shadow.mapSize.height.' );
+				this.shadow.mapSize.height = value;
+
+			}
+		}
+	} );
+
+	//
+
+	Object.defineProperties( BufferAttribute.prototype, {
+
+		length: {
+			get: function () {
+
+				console.warn( 'THREE.BufferAttribute: .length has been deprecated. Use .count instead.' );
+				return this.array.length;
+
+			}
+		},
+		copyIndicesArray: function ( /* indices */ ) {
+
+			console.error( 'THREE.BufferAttribute: .copyIndicesArray() has been removed.' );
+
+		}
+
+	} );
+
+	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.assign( ExtrudeBufferGeometry.prototype, {
+
+		getArrays: function () {
+
+			console.error( 'THREE.ExtrudeBufferGeometry: .getArrays() has been removed.' );
+
+		},
+
+		addShapeList: function () {
+
+			console.error( 'THREE.ExtrudeBufferGeometry: .addShapeList() has been removed.' );
+
+		},
+
+		addShape: function () {
+
+			console.error( 'THREE.ExtrudeBufferGeometry: .addShape() has been removed.' );
+
+		}
+
+	} );
+
+	//
+
+	Object.defineProperties( Uniform.prototype, {
+
+		dynamic: {
+			set: function () {
+
+				console.warn( 'THREE.Uniform: .dynamic has been removed. Use object.onBeforeRender() instead.' );
+
+			}
+		},
+		onUpdate: {
+			value: function () {
+
+				console.warn( 'THREE.Uniform: .onUpdate() has been removed. Use object.onBeforeRender() instead.' );
+				return this;
+
+			}
+		}
+
+	} );
+
+	//
+
+	Object.defineProperties( Material.prototype, {
+
+		wrapAround: {
+			get: function () {
+
+				console.warn( 'THREE.Material: .wrapAround has been removed.' );
+
+			},
+			set: function () {
+
+				console.warn( 'THREE.Material: .wrapAround has been removed.' );
+
+			}
+		},
+
+		overdraw: {
+			get: function () {
+
+				console.warn( 'THREE.Material: .overdraw has been removed.' );
+
+			},
+			set: function () {
+
+				console.warn( 'THREE.Material: .overdraw has been removed.' );
+
+			}
+		},
+
+		wrapRGB: {
+			get: function () {
+
+				console.warn( 'THREE.Material: .wrapRGB has been removed.' );
+				return new Color();
+
+			}
+		},
+
+		shading: {
+			get: function () {
+
+				console.error( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.' + this.type + ': .shading has been removed. Use the boolean .flatShading instead.' );
+				this.flatShading = ( value === FlatShading );
+
+			}
+		}
+
+	} );
+
+	Object.defineProperties( MeshPhongMaterial.prototype, {
+
+		metal: {
+			get: function () {
+
+				console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead.' );
+				return false;
+
+			},
+			set: function () {
+
+				console.warn( 'THREE.MeshPhongMaterial: .metal has been removed. Use THREE.MeshStandardMaterial instead' );
+
+			}
+		}
+
+	} );
+
+	Object.defineProperties( ShaderMaterial.prototype, {
+
+		derivatives: {
+			get: function () {
+
+				console.warn( 'THREE.ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
+				return this.extensions.derivatives;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE. ShaderMaterial: .derivatives has been moved to .extensions.derivatives.' );
+				this.extensions.derivatives = value;
+
+			}
+		}
+
+	} );
+
+	//
+
+	Object.assign( WebGLRenderer.prototype, {
+
+		clearTarget: function ( renderTarget, color, depth, stencil ) {
+
+			console.warn( 'THREE.WebGLRenderer: .clearTarget() has been deprecated. Use .setRenderTarget() and .clear() instead.' );
+			this.setRenderTarget( renderTarget );
+			this.clear( color, depth, stencil );
+
+		},
+		animate: function ( callback ) {
+
+			console.warn( 'THREE.WebGLRenderer: .animate() is now .setAnimationLoop().' );
+			this.setAnimationLoop( callback );
+
+		},
+		getCurrentRenderTarget: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .getCurrentRenderTarget() is now .getRenderTarget().' );
+			return this.getRenderTarget();
+
+		},
+		getMaxAnisotropy: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .getMaxAnisotropy() is now .capabilities.getMaxAnisotropy().' );
+			return this.capabilities.getMaxAnisotropy();
+
+		},
+		getPrecision: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .getPrecision() is now .capabilities.precision.' );
+			return this.capabilities.precision;
+
+		},
+		resetGLState: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .resetGLState() is now .state.reset().' );
+			return this.state.reset();
+
+		},
+		supportsFloatTextures: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .supportsFloatTextures() is now .extensions.get( \'OES_texture_float\' ).' );
+			return this.extensions.get( 'OES_texture_float' );
+
+		},
+		supportsHalfFloatTextures: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .supportsHalfFloatTextures() is now .extensions.get( \'OES_texture_half_float\' ).' );
+			return this.extensions.get( 'OES_texture_half_float' );
+
+		},
+		supportsStandardDerivatives: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .supportsStandardDerivatives() is now .extensions.get( \'OES_standard_derivatives\' ).' );
+			return this.extensions.get( 'OES_standard_derivatives' );
+
+		},
+		supportsCompressedTextureS3TC: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .supportsCompressedTextureS3TC() is now .extensions.get( \'WEBGL_compressed_texture_s3tc\' ).' );
+			return this.extensions.get( 'WEBGL_compressed_texture_s3tc' );
+
+		},
+		supportsCompressedTexturePVRTC: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .supportsCompressedTexturePVRTC() is now .extensions.get( \'WEBGL_compressed_texture_pvrtc\' ).' );
+			return this.extensions.get( 'WEBGL_compressed_texture_pvrtc' );
+
+		},
+		supportsBlendMinMax: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .supportsBlendMinMax() is now .extensions.get( \'EXT_blend_minmax\' ).' );
+			return this.extensions.get( 'EXT_blend_minmax' );
+
+		},
+		supportsVertexTextures: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .supportsVertexTextures() is now .capabilities.vertexTextures.' );
+			return this.capabilities.vertexTextures;
+
+		},
+		supportsInstancedArrays: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .supportsInstancedArrays() is now .extensions.get( \'ANGLE_instanced_arrays\' ).' );
+			return this.extensions.get( 'ANGLE_instanced_arrays' );
+
+		},
+		enableScissorTest: function ( boolean ) {
+
+			console.warn( 'THREE.WebGLRenderer: .enableScissorTest() is now .setScissorTest().' );
+			this.setScissorTest( boolean );
+
+		},
+		initMaterial: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .initMaterial() has been removed.' );
+
+		},
+		addPrePlugin: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .addPrePlugin() has been removed.' );
+
+		},
+		addPostPlugin: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .addPostPlugin() has been removed.' );
+
+		},
+		updateShadowMap: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .updateShadowMap() has been removed.' );
+
+		},
+		setFaceCulling: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .setFaceCulling() has been removed.' );
+
+		},
+		allocTextureUnit: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .allocTextureUnit() has been removed.' );
+
+		},
+		setTexture: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .setTexture() has been removed.' );
+
+		},
+		setTexture2D: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .setTexture2D() has been removed.' );
+
+		},
+		setTextureCube: function () {
+
+			console.warn( 'THREE.WebGLRenderer: .setTextureCube() has been removed.' );
+
+		}
+
+	} );
+
+	Object.defineProperties( WebGLRenderer.prototype, {
+
+		shadowMapEnabled: {
+			get: function () {
+
+				return this.shadowMap.enabled;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderer: .shadowMapEnabled is now .shadowMap.enabled.' );
+				this.shadowMap.enabled = value;
+
+			}
+		},
+		shadowMapType: {
+			get: function () {
+
+				return this.shadowMap.type;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderer: .shadowMapType is now .shadowMap.type.' );
+				this.shadowMap.type = value;
+
+			}
+		},
+		shadowMapCullFace: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
+				return undefined;
+
+			},
+			set: function ( /* value */ ) {
+
+				console.warn( 'THREE.WebGLRenderer: .shadowMapCullFace has been removed. Set Material.shadowSide instead.' );
+
+			}
+		}
+	} );
+
+	Object.defineProperties( WebGLShadowMap.prototype, {
+
+		cullFace: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
+				return undefined;
+
+			},
+			set: function ( /* cullFace */ ) {
+
+				console.warn( 'THREE.WebGLRenderer: .shadowMap.cullFace has been removed. Set Material.shadowSide instead.' );
+
+			}
+		},
+		renderReverseSided: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
+				return undefined;
+
+			},
+			set: function () {
+
+				console.warn( 'THREE.WebGLRenderer: .shadowMap.renderReverseSided has been removed. Set Material.shadowSide instead.' );
+
+			}
+		},
+		renderSingleSided: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
+				return undefined;
+
+			},
+			set: function () {
+
+				console.warn( 'THREE.WebGLRenderer: .shadowMap.renderSingleSided has been removed. Set Material.shadowSide instead.' );
+
+			}
+		}
+
+	} );
+
+	//
+
+	Object.defineProperties( WebGLRenderTargetCube.prototype, {
+
+		activeCubeFace: {
+			set: function ( /* value */ ) {
+
+				console.warn( 'THREE.WebGLRenderTargetCube: .activeCubeFace has been removed. It is now the second parameter of WebGLRenderer.setRenderTarget().' );
+
+			}
+		},
+		activeMipMapLevel: {
+			set: function ( /* value */ ) {
+
+				console.warn( 'THREE.WebGLRenderTargetCube: .activeMipMapLevel has been removed. It is now the third parameter of WebGLRenderer.setRenderTarget().' );
+
+			}
+		}
+
+	} );
+
+	//
+
+	Object.defineProperties( WebGLRenderTarget.prototype, {
+
+		wrapS: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
+				return this.texture.wrapS;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderTarget: .wrapS is now .texture.wrapS.' );
+				this.texture.wrapS = value;
+
+			}
+		},
+		wrapT: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
+				return this.texture.wrapT;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderTarget: .wrapT is now .texture.wrapT.' );
+				this.texture.wrapT = value;
+
+			}
+		},
+		magFilter: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
+				return this.texture.magFilter;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderTarget: .magFilter is now .texture.magFilter.' );
+				this.texture.magFilter = value;
+
+			}
+		},
+		minFilter: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
+				return this.texture.minFilter;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderTarget: .minFilter is now .texture.minFilter.' );
+				this.texture.minFilter = value;
+
+			}
+		},
+		anisotropy: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
+				return this.texture.anisotropy;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderTarget: .anisotropy is now .texture.anisotropy.' );
+				this.texture.anisotropy = value;
+
+			}
+		},
+		offset: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
+				return this.texture.offset;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderTarget: .offset is now .texture.offset.' );
+				this.texture.offset = value;
+
+			}
+		},
+		repeat: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
+				return this.texture.repeat;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderTarget: .repeat is now .texture.repeat.' );
+				this.texture.repeat = value;
+
+			}
+		},
+		format: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
+				return this.texture.format;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderTarget: .format is now .texture.format.' );
+				this.texture.format = value;
+
+			}
+		},
+		type: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
+				return this.texture.type;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderTarget: .type is now .texture.type.' );
+				this.texture.type = value;
+
+			}
+		},
+		generateMipmaps: {
+			get: function () {
+
+				console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
+				return this.texture.generateMipmaps;
+
+			},
+			set: function ( value ) {
+
+				console.warn( 'THREE.WebGLRenderTarget: .generateMipmaps is now .texture.generateMipmaps.' );
+				this.texture.generateMipmaps = value;
+
+			}
+		}
+
+	} );
+
+	//
+
+	Object.defineProperties( WebVRManager.prototype, {
+
+		standing: {
+			set: function ( /* value */ ) {
+
+				console.warn( 'THREE.WebVRManager: .standing has been removed.' );
+
+			}
+		},
+		userHeight: {
+			set: function ( /* value */ ) {
+
+				console.warn( 'THREE.WebVRManager: .userHeight has been removed.' );
+
+			}
+		}
+
+	} );
+
+	//
+
+	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();
+
+	};
+
+	//
+
+	CubeCamera.prototype.updateCubeMap = function ( renderer, scene ) {
+
+		console.warn( 'THREE.CubeCamera: .updateCubeMap() is now .update().' );
+		return this.update( renderer, scene );
+
+	};
+
+	//
+
+	var GeometryUtils = {
+
+		merge: function ( geometry1, geometry2, materialIndexOffset ) {
+
+			console.warn( 'THREE.GeometryUtils: .merge() has been moved to Geometry. Use geometry.merge( geometry2, matrix, materialIndexOffset ) instead.' );
+			var matrix;
+
+			if ( geometry2.isMesh ) {
+
+				geometry2.matrixAutoUpdate && geometry2.updateMatrix();
+
+				matrix = geometry2.matrix;
+				geometry2 = geometry2.geometry;
+
+			}
+
+			geometry1.merge( geometry2, matrix, materialIndexOffset );
+
+		},
+
+		center: function ( geometry ) {
+
+			console.warn( 'THREE.GeometryUtils: .center() has been moved to Geometry. Use geometry.center() instead.' );
+			return geometry.center();
+
+		}
+
+	};
+
+	ImageUtils.crossOrigin = undefined;
+
+	ImageUtils.loadTexture = function ( url, mapping, onLoad, onError ) {
+
+		console.warn( 'THREE.ImageUtils.loadTexture has been deprecated. Use THREE.TextureLoader() instead.' );
+
+		var loader = new TextureLoader();
+		loader.setCrossOrigin( this.crossOrigin );
+
+		var texture = loader.load( url, onLoad, undefined, onError );
+
+		if ( mapping ) texture.mapping = mapping;
+
+		return texture;
+
+	};
+
+	ImageUtils.loadTextureCube = function ( urls, mapping, onLoad, onError ) {
+
+		console.warn( 'THREE.ImageUtils.loadTextureCube has been deprecated. Use THREE.CubeTextureLoader() instead.' );
+
+		var loader = new CubeTextureLoader();
+		loader.setCrossOrigin( this.crossOrigin );
+
+		var texture = loader.load( urls, onLoad, undefined, onError );
+
+		if ( mapping ) texture.mapping = mapping;
+
+		return texture;
+
+	};
+
+	ImageUtils.loadCompressedTexture = function () {
+
+		console.error( 'THREE.ImageUtils.loadCompressedTexture has been removed. Use THREE.DDSLoader instead.' );
+
+	};
+
+	ImageUtils.loadCompressedTextureCube = function () {
+
+		console.error( 'THREE.ImageUtils.loadCompressedTextureCube has been removed. Use THREE.DDSLoader instead.' );
+
+	};
+
+	//
+
+	function 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 removed' );
+
+	}
+
+	//
+
+	function JSONLoader() {
+
+		console.error( 'THREE.JSONLoader has been removed.' );
+
+	}
+
+	//
+
+	var SceneUtils = {
+
+		createMultiMaterialObject: function ( /* geometry, materials */ ) {
+
+			console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
+
+		},
+
+		detach: function ( /* child, parent, scene */ ) {
+
+			console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
+
+		},
+
+		attach: function ( /* child, scene, parent */ ) {
+
+			console.error( 'THREE.SceneUtils has been moved to /examples/js/utils/SceneUtils.js' );
+
+		}
+
+	};
+
+	//
+
+	function LensFlare() {
+
+		console.error( 'THREE.LensFlare has been moved to /examples/js/objects/Lensflare.js' );
+
+	}
+
+	exports.WebGLMultisampleRenderTarget = WebGLMultisampleRenderTarget;
+	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.Sprite = Sprite;
+	exports.LOD = LOD;
+	exports.SkinnedMesh = SkinnedMesh;
+	exports.Skeleton = Skeleton;
+	exports.Bone = Bone;
+	exports.Mesh = Mesh;
+	exports.LineSegments = LineSegments;
+	exports.LineLoop = LineLoop;
+	exports.Line = Line;
+	exports.Points = Points;
+	exports.Group = Group;
+	exports.VideoTexture = VideoTexture;
+	exports.DataTexture = DataTexture;
+	exports.DataTexture2DArray = DataTexture2DArray;
+	exports.DataTexture3D = DataTexture3D;
+	exports.CompressedTexture = CompressedTexture;
+	exports.CubeTexture = CubeTexture;
+	exports.CanvasTexture = CanvasTexture;
+	exports.DepthTexture = DepthTexture;
+	exports.Texture = Texture;
+	exports.AnimationLoader = AnimationLoader;
+	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.ImageLoader = ImageLoader;
+	exports.ImageBitmapLoader = ImageBitmapLoader;
+	exports.FontLoader = FontLoader;
+	exports.FileLoader = FileLoader;
+	exports.Loader = Loader;
+	exports.LoaderUtils = LoaderUtils;
+	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.ArrayCamera = ArrayCamera;
+	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.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.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.PositionalAudioHelper = PositionalAudioHelper;
+	exports.FaceNormalsHelper = FaceNormalsHelper;
+	exports.DirectionalLightHelper = DirectionalLightHelper;
+	exports.CameraHelper = CameraHelper;
+	exports.BoxHelper = BoxHelper;
+	exports.Box3Helper = Box3Helper;
+	exports.PlaneHelper = PlaneHelper;
+	exports.ArrowHelper = ArrowHelper;
+	exports.AxesHelper = AxesHelper;
+	exports.Shape = Shape;
+	exports.Path = Path;
+	exports.ShapePath = ShapePath;
+	exports.Font = Font;
+	exports.CurvePath = CurvePath;
+	exports.Curve = Curve;
+	exports.ImageUtils = ImageUtils;
+	exports.ShapeUtils = ShapeUtils;
+	exports.WebGLUtils = WebGLUtils;
+	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.TextBufferGeometry = TextBufferGeometry;
+	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.ExtrudeBufferGeometry = ExtrudeBufferGeometry;
+	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.CubeGeometry = BoxGeometry;
+	exports.BoxBufferGeometry = BoxBufferGeometry;
+	exports.ShadowMaterial = ShadowMaterial;
+	exports.SpriteMaterial = SpriteMaterial;
+	exports.RawShaderMaterial = RawShaderMaterial;
+	exports.ShaderMaterial = ShaderMaterial;
+	exports.PointsMaterial = PointsMaterial;
+	exports.MeshPhysicalMaterial = MeshPhysicalMaterial;
+	exports.MeshStandardMaterial = MeshStandardMaterial;
+	exports.MeshPhongMaterial = MeshPhongMaterial;
+	exports.MeshToonMaterial = MeshToonMaterial;
+	exports.MeshNormalMaterial = MeshNormalMaterial;
+	exports.MeshLambertMaterial = MeshLambertMaterial;
+	exports.MeshDepthMaterial = MeshDepthMaterial;
+	exports.MeshDistanceMaterial = MeshDistanceMaterial;
+	exports.MeshBasicMaterial = MeshBasicMaterial;
+	exports.MeshMatcapMaterial = MeshMatcapMaterial;
+	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.ArcCurve = ArcCurve;
+	exports.CatmullRomCurve3 = CatmullRomCurve3;
+	exports.CubicBezierCurve = CubicBezierCurve;
+	exports.CubicBezierCurve3 = CubicBezierCurve3;
+	exports.EllipseCurve = EllipseCurve;
+	exports.LineCurve = LineCurve;
+	exports.LineCurve3 = LineCurve3;
+	exports.QuadraticBezierCurve = QuadraticBezierCurve;
+	exports.QuadraticBezierCurve3 = QuadraticBezierCurve3;
+	exports.SplineCurve = SplineCurve;
+	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.ACESFilmicToneMapping = ACESFilmicToneMapping;
+	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.RedFormat = RedFormat;
+	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.RGBA_ASTC_4x4_Format = RGBA_ASTC_4x4_Format;
+	exports.RGBA_ASTC_5x4_Format = RGBA_ASTC_5x4_Format;
+	exports.RGBA_ASTC_5x5_Format = RGBA_ASTC_5x5_Format;
+	exports.RGBA_ASTC_6x5_Format = RGBA_ASTC_6x5_Format;
+	exports.RGBA_ASTC_6x6_Format = RGBA_ASTC_6x6_Format;
+	exports.RGBA_ASTC_8x5_Format = RGBA_ASTC_8x5_Format;
+	exports.RGBA_ASTC_8x6_Format = RGBA_ASTC_8x6_Format;
+	exports.RGBA_ASTC_8x8_Format = RGBA_ASTC_8x8_Format;
+	exports.RGBA_ASTC_10x5_Format = RGBA_ASTC_10x5_Format;
+	exports.RGBA_ASTC_10x6_Format = RGBA_ASTC_10x6_Format;
+	exports.RGBA_ASTC_10x8_Format = RGBA_ASTC_10x8_Format;
+	exports.RGBA_ASTC_10x10_Format = RGBA_ASTC_10x10_Format;
+	exports.RGBA_ASTC_12x10_Format = RGBA_ASTC_12x10_Format;
+	exports.RGBA_ASTC_12x12_Format = RGBA_ASTC_12x12_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.TangentSpaceNormalMap = TangentSpaceNormalMap;
+	exports.ObjectSpaceNormalMap = ObjectSpaceNormalMap;
+	exports.Face4 = Face4;
+	exports.LineStrip = LineStrip;
+	exports.LinePieces = LinePieces;
+	exports.MeshFaceMaterial = MeshFaceMaterial;
+	exports.MultiMaterial = MultiMaterial;
+	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.AxisHelper = AxisHelper;
+	exports.BoundingBoxHelper = BoundingBoxHelper;
+	exports.EdgesHelper = EdgesHelper;
+	exports.WireframeHelper = WireframeHelper;
+	exports.XHRLoader = XHRLoader;
+	exports.BinaryTextureLoader = BinaryTextureLoader;
+	exports.GeometryUtils = GeometryUtils;
+	exports.Projector = Projector;
+	exports.CanvasRenderer = CanvasRenderer;
+	exports.JSONLoader = JSONLoader;
+	exports.SceneUtils = SceneUtils;
+	exports.LensFlare = LensFlare;
+
+	Object.defineProperty(exports, '__esModule', { value: true });
+
+}));